Huge LEGO Star Wars Starkiller Base Has Thousands of Pieces, Hundreds of Minifigs

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This massive LEGO Star Wars Starkiller Base diorama includes thousands of pieces and over 400 minifigs.

In a single strike, the capital system of the New Republic was destroyed, and the First Order rose. And this terrifying weapon fired that shot.
One of the most powerful superweapons in Star Wars is the First Order’s Starkiller Base. Where other superweapons would destroy a planet, it was able to obliterate whole star systems. And at extremely long ranges, allowing the First Order to destroy their enemies from halfway across the galaxy.
It’s embedded in the equatorial trench created by kyber crystal mining on the planet Ilum, deep in the Unknown Regions. The weapon’s colossal superlaser array is powered by harnessing Quintessence, the invisible, impossible-to-detect energy field that helps bind the universe together.
via Star Wars
The First Order keeps a large base on the planet’s surface to operate the powerful weapon and house a massive army that can deploy to battles around the galaxy. It’s where General Armitage Hux, Kylo Ren, and Captain Phasma address a mass of troops in Episode VII: The Force Awakens.
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via Star Wars

LEGO Star Wars Starkiller Base Diorama
The massive build is 23 feet long by 6 feet wide and took Richboy Jhae over two-and-a-half years to complete. While he doesn’t share exactly how many pieces are in the build, it’s clear that it took thousands to create. It includes more than 400 LEGO minifigures.
via Richboy Jhae
The build features numerous rows of unique custom ships, turbo lasers that can be repositioned, and landing bays with intricately designed slanted walls that were a considerable challenge to create. Hux’s command center room, Snoke’s hologram room, and even Captain Phasma trapped in a trash compactor are featured.
There are also around 100 other amusing and Easter egg-filled vignettes depicting various scenes from the Starkiller Base and Star Wars lore.
via Richboy Jhae
The creator of this massive build gave a 360 tour of the assembled MOC when it was displayed at Brick Rodeo in Dallas. If you want more detail, Richboy Jhae has posted several WIP videos you can check out here.

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A closer look…
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via Richboy Jhae

Photo via Richboy Jhae
via Richboy Jhae

First Order Heavy Assault Walker
Grab the First Order Heavy Assault Walker and lumber into battle against Poe, Rey, and the Resistance allies. Fire the head-mounted spring-loaded shooters and take aim with the rapid-fire stud shooter on top. When you run short on ammo, open the compartments and reload. If the Resistance fighters get too close, drop the mines at the back to give them a big surprise!

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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)

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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Goatboy’s Warhammer 10th Ed. 40K Codex Adeptus Mechanicus – The Good, Bad, and The Ugly

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Goatboy here with Codex Adeptus Mechanicus. Here’s the good, the bad, & the ugly for Mars in 40K 10th Edition.

Today will talk about the Adeptus Mechanicus book – another army ruled by robotic thought, mechanical nonsense, and beep boops for days.  Unlike Necrons – who I love aesthetically – the AdMech army is always a weird set of units for me.  I just never got into their weird mini design.  I think it was due to all the antennas that seemed always to break.
I just was never really a fan of the look of the army nor it’s every shifting playstyle.  Every time I would face Ad Mech, I would either be goaded to oblivion or just question if the rules they told me were correct. The army in 9th Edition set up a ton of rules layering that seemed not that exciting to play with or against.  I always just wondered if they made a Dark Mechanicus book would it be this annoying to play against?

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So why even bring this up?  Well, I just want to say my review will probably be tainted by how I feel about the past nonsense with this faction.  I get the feeling a lot of 10th Edition Adeptus Mechanicus is paying for sins of their past. They are also a faction that is challenging for GW to build interesting rules around that isn’t just – “we’ve got all the guns in the world – BANG!”
As usual I will go over the Good, the Bad, and the Ugly I saw when reading thru this book.  We’re a taking a quick pass to get you the biggest takeaways you will need to know.

Codex Adeptus Mechanicus – The Good
Well, the big thing is it is a new book with new detachments, which is a good thing.  Overall they didn’t tweak as many of the dataslates as they did with Necrons, but GW did move some rules in stratagems over to units as a whole.  The Dragoons can advance and charge now when before they had to use a stratagem.  This is a good thing,  as there was obviously a thought on how to clean things up and make units good.  One of these weeks my talks will be about the power of advance/charge and how it makes or breaks an assault army.  But still this Codex had some thoughts on its units and how they should work –  which is a good thing.

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Meet the Martian Detachments
Overall they had five different detachments, and while they don’t feel so much as Forgeworlds like the Marine detachments felt like Chapters, they do really push armies to be built in specific ways.   The original Rad-zone Corps detachment got an update to their Bombardment rule that lets things work a bit better.  You always have a chance at mortal wounds, and the fallout causes Battle Shock tests from that point on. So there will be a good chance of just losing those precious primary points.  This detachment feels very CP heavy with lots of overlapping stratagems to cause better shooting, better protection, and then relics to cause even more damage in shooting.  It isn’t exciting but it seems it will do the work better than before so that is a good thing.
We have four other detachments with a Skitarii Hunter Cohort that seems to push your Skitarii into a better set of options with counting in cover if over 12 inches away.  It even has an Enhancement that lets you grant a unit you are leading with Scout 6” and Infiltrate, which is always a good set of bonuses. Heck, it even has one of the best redeploy abilities in the game, where it happens after you know who is going first too.  Its stratagems seem good too, with a mixture of movement options and protection abilities that act like the Nurgle one from CSM.

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You’ve got the Data Psalm detachment with the Priest base detachment.  They always feel like a weird unit where they could be paying for the nonsense they did a few editions ago.  I don’t expect to see this one used that often but watch one will pop up that will wreck my Chaos guys.  There is the Explorator Maniple detachment, that is obsessed with an Objective marker, too which feels fluffy, but the rules seem off.
The final one, and probably the one I like just for the sheer nonsense of the units within, is the Beep Boop – aka Cohort Cybernetica army.  I just like these weird robots, and while their rule is kind of meh – it is still an extra rule that grants all the robots the Doctrine Imperatives you get from just being an Ad Mech army.  Their stratagems all just make their robots/vehicles better so if you are into rolling around with vehicles and robots this is the detachment for you.

Oh and on the good front – say hello to the Sydonian Skratos, the new model for the army.  That’s right just one new model is actually a good model for the army to have.  A Lone Operative unit is powerful to have in an army.  You can easily have it “out ahead” and scoring you points as the rest of the army shuffles into play.  It isn’t a bad kit to build and hopefully it isn’t too expensive to grab a few of.  Of course, I expect a lot of conversions to show up either on really tall rocks or some other kind of cybernetic legs.
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Codex Adeptus Mechanicus – The Bad
I don’t like there are only two robot units in the army.  That seems bad to me, and while I have no clue what they would put in there, it just feels off?  IN 30K there are a ton of robots, and you know how GW loves to move things over from resin to plastic.   the lack of robots in the Ad Mech army just makes me sad.
I also feel like the army just kinda feels like three different pieces. Is that how we are going to see Dark Eldar?  Are we going to have a bunch of weird interlocking parts?  Could this be better with some kind of combo detachment that gives little rules to everything?  Is every army going to be Kataphron models wrecking stuff?  It just feels weirdly mixed together.

Codex Adeptus Mechanicus – The Ugly
We only got one new model.  One new model.  I don’t think we need a new HQ, but something else new would have been neat.  Maybe a cool combat robot-dreadnought thing? Thanatar maybe-please?  Or how about a larger Skitarii combat machine?  Instead, we got a good-for-your-army Lone Operative that doesn’t do a whole lot for the army other than being in the back where it can’t get shot.
Until next time – let’s hope we get more beep boops.

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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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Warhammer 40K – The Origins of Blood Angels’ Captain Tycho

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The doomed Captain Tycho of the Blood Angels once strutted proudly around the tabletops of early 40K. Here’s what really happened.

Today we know the take of doomed Captain Tycho. How he fell long ago to the Black Rage, after mutilation by Orks. His angelic face mutilated, and hidden behind a golden mask. Like Macharius, he is one of the “historical” figures still in the game, long dead according to the lore, but still usable in the modern game with a mini and rules. In 10th Edition, we even get him in 2 versions – at least so far in the Index!
Today, we will head back to the earliest days of the game to learn where Erasmus Tycho really came from.

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Welcome to Rogue Trader
Rogue Trader kicked off the Grimdark in 1987, and White Dwarf was an early powerhouse of a magazine, expanding the game leaps and bounds each month. One of the beloved regular features was the long-form written battle reports. Many of these early battle reports would be integrated into the lore of the game, and randomly named miniatures would grow into powerful heroes and villains down through the ages. This is how the mighty Ghaz was born, from the humble beginning as a converted Warboss.

Erasmus Tycho is no different. Way back in July 1991, we got White Dwarf 139. In it, we saw a showcase article on the Blood Angels, featuring Andy Chambers own creation. this was a typical everything but the kitchen sink Rogue Trader style list with some tactical and one of everything else.

It had all the classic old-school minis, and a combination of the plastic RTB-01 and early metal Mk.VII (then brand spanking new) minis. It was also led by someone you might recognize. A certain Captain Tycho, leading the 3rd Company. He used the Blood Angels Captain mini from Rogue Trader, with a banner-backpack and a custom banner you could print out and paint yourself.  You will note he is the very model of a fit and healthy Space Marine officer.
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Hello 2nd Edition

Fast forward two years and we hit 1993. In particular, we hit October 1993 with White Dwarf 166. This issue coincided with the launch of 40k’s second edition, and of course, that meant we needed a bit fancy battle report. The issue did not disappoint with a fancy and exhaustive Blood Angels vs Orks write-up. The combatants were Andy Chambers with his Blood Angels versus crafty Jervis Johnson, fielding what I can say is a very snazzy-looking Ork army.
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So to follow along, note that Erasmus Tycho is back with his same golden mini.  His banner is spectacular and he is ready to slay greenskins for the Emperor. It was time to deploy armies, and it was here that Tycho, erm… Andy made a fateful decision.

Tycho is deployed on the left flank in between two Tactical Squads and nestled behind the Furioso Dreadnought. However, directly across the frontlines, the Captain was facing down an Ork Weirdboy and his two minders. Nothing to worry about. Nothing at all. Space Marine Captains are tough as nails and have Ld:10 after all.  The battle began, and the Blood Angels moved out. Some Blood Angel turn-one shooting thinned the Orks out a little. Then it was the bottom of turn one and Jervis pulled out his lucky dice. I’ll just let him take up the narrative of what happened next.
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That’s rough, and we’ve all been there. But can you ever really keep a Blood Angel down? We would have to wait four years to get the answer.
New Codex, New Mini

Fast forward to 1996, and the 2nd Edition Angels of Death Codex arrived. It covered both the Dark Angels and Blood Angels. In the Blood Angels character section, we got a new miniature with a familiar backstory. Brother Captain Tycho clocked in at 104 points (plus wargear cards) and had an all-new miniature. Well, it was kind of new. Note that the updated Tycho mini (still in use to this day), is built atop the aesthetic design of the ancient Rogue Trader Blood Angel Captain mini, which was originally used for Tycho. Pretty cool right?

Next, we get to Tycho’s background in the codex. Note the second paragraph. “Early in the combat, which the Blood Angels eventually won, Tycho was the victim of a deadly psychic attack by an Ork Weirdboy and was left for dead.” Ring any bells? Over the next two decades, Tycho’s story would be embellished and the details of his hatred towards the Orks and his final Army of Death death in a blaze of glory added to the game. But that is where it all began.

And now you know…the rest of the story.
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Pour one out for the doomed Captain Erasmus Tycho and remember, he paints up pretty much exactly like Sanguinary Guard.

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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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This Week’s Warhammer 40K Products & Pricing CONFIRMED – Hello Flesh-eater Courts!

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We return to the Mortal Realms with Flesh-eater courts getting a new boxed set, and more Horus Heresy marines.  Take a look at these prices.

It’s a happy holiday season indeed with both Age of sigmar and Horus Heresy releases. The Flesh-eater courts are hungry, and the Horus Heresy Legions have new recruits!  Here are the latest releases.
GW says all of these kits go up for preorder on December 2, and have a street date of December 16.

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Flesh-eater courts Army Set $200 €155 £120
 “The set contains 25 completely new plastic miniatures: one mighty Abhorrant Gorewarden as general, his trusty Varghulf Courtier, three lightning-fast Morbheg Knights, and 20 obdurate Cryptguard.
You’ll also find an exclusive launch edition of the new 88-page Battletome: Flesh-eater Courts, plus 27 warscroll cards, 30 tokens, and 33 enhancement cards, all of which are only available in this set (though the battletome will be released separately in a different format). In short, it’s everything a general needs to set out on a Crimson Crusade in Ushoran’s name. This set is available while stocks last.”

HH Mk.VI Assault Squad $70 €55 £42.50
 “This is a box of 10 plastic Assault Marines for deployment in your Horus Heresy games. You get enough components to arm your squad with chainswords and either bolt pistols or combat shields, plus a range of accessories, and a Sergeant with extra weapons options and two heads. The kit is entirely compatible with all MKVI upgrade sets, including Legion-specific accessories.”

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Gloomspite Gitz: Grotmas Gitz $40 €32.50 £25
 “You didn’t see this coming – and nor did da Red Gobbo. It’s the other festive miniature from Warhammer for 2023, featuring a black-clad rogue darting through the snow on one squig with an open mouth, scattering presents and snotlings in his wake. This model will be available for a strictly limited period in December, so snap yours up quick!”

Brimstein Firegrass $15 €12 £10
 “Spruce up your bases with these vermillion grass tufts, which match the scorched battlefields of Aqshy as well as they do alien planets. In all, you get 155 tufts in four different sizes – enough for a whole army.”
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White Dwarf 495 $11 €9 £6.99
 “Your favourite hobby magazine returns for its December issue, featuring lashings of information on all the new Tyranids and the Fourth Tyrannic War. You’ll also find new special mission rules for Boarding Actions in the current edition of Warhammer 40,000, Warcry rules for taking your Free City fighters on a Dawnbringer Crusade, Kill Team rules for jungle warfare – complete with jungle cards – and much, much more.”
Will you dine with the Flesh-eater Courts?!

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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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Custom D&D Character Backgrounds

The addition of character backgrounds in D&D has aided players in creating dynamic characters. But the list of D&D backgrounds hasn’t ground much recently. However, there is a new resource available to help spark your creativity even more.

The Noble Book of Humble Origins – D&D Backgrounds

Looking for unique backgrounds to give your new Dungeons and Dragons character some flair? Well, there’s a new PDF on the DMS Guild that will help greatly.

The Noble Book of Humble Origins: 34 Custom Village Backgrounds

From the DMs Guild product description:

“Discover the unparalleled collection of custom village backgrounds in The Noble Book of Humble Origins. This bundle offers 15 custom village backgrounds, 15 custom bundle exclusive village backgrounds, and 4 bonus village backgrounds perfect for players and Dungeon Masters looking to add depth and authenticity to their Dungeons & Dragons campaigns. From the humble beginnings of a winery to the local schoolhouse, each background is a masterpiece of storytelling and imagination.

“Immerse yourself in the detailed narratives and unique characteristics that each village occupation provides. Whether your adventurer started as a Town Guard or a simple Farmer, The Noble Book of Humble Origins is your gateway to a world of richly crafted, narrative-driven Backgrounds. Elevate your game with this essential collection for any D&D enthusiast.”

Free Custom D&D Character Backgrounds

Quest Weaver Media also has published numerous free Dungeons and Dragons character backgrounds.

Even more custom D&D backgrounds from Quest Weaver Media.

Custom Backgrounds for D&D Characters

In the past, I’ve also created a list of many D&D backgrounds. It’s exhaustive and helpful for the player looking for unique character backgrounds.

Player’s Handbook Playtest 8: The Revised Barbarian, Druid, and Monk

It’s time for another Unearthed Arcana playtest! For our final class-focused UA packet for the 2024 Player’s Handbook, we’re looking at the barbarian, druid, monk, and a few spell changes. Once we’ve gathered the feedback from this playtest, we’ll continue to work internally on the design of these classes and the other nine classes in the 2024 Player’s Handbook.
You can examine the playtest materials for yourself or click below for highlights on key changes in this latest packet, accompanied by insights from Jeremy Crawford.

Class Changes in Player’s Handbook Playtest 8
The following table highlights the more significant revisions to the classes included in this UA. Below the table, you’ll get a more in-depth look at the changes and also learn of the new spells and spell revisions included in the packet.
Player’s Handbook Playtest 8: Class Revision Highlights

Class

Highlights

Barbarian

You regain one expended Rage after a short rest.
Brutal Strike replaces Brutal Critical and provides tactical options in place of the advantage Reckless Attack grants.
Persistent Rage restores all Rage uses once per long rest, and the unconscious condition now shuts off Rage rather than incapacitated.
Path of the World Tree subclass features have been updated to be made clearer and allow for more options when teleporting themselves and creatures using subclass abilities.

Druid

You learn more Wild Shape forms, get temporary hit points when you transform, and no longer retain your species traits while in Wild Shape.
Circle of the Moon has been updated to allow you to cast Circle Spells in Wild Shape and deal radiant damage in any of your forms.

Monk

Monk weapons have been reinstated, and you can now apply the Martial Arts die to monk weapons, as well as unarmed strikes.
You can take a bonus action unarmed strike without having to take the Attack action.
On top of using Dexterity instead of Strength for attack and damage rolls, you can now use Dexterity for Grapple and Shove attempts made with unarmed strikes.
Weapon Mastery is cut.
Monk’s Discipline (formerly Marital Discipline) includes options that don’t require Discipline Points but can be enhanced if you expend one.
Deflect Attacks (formerly Deflect Missiles) and Deflect Energy now work against melee attacks.
Stunning Strike deals force damage to the target on a successful saving throw.
The new Heightened Discipline buffs your Monk’s Discipline options.
Instead of using a bonus action, Self-Restoration now resolves certain conditions at the end of your turn for free.
Perfect Discipline now gives you Discipline Points if you have 3 or fewer at the beginning of combat.
Instead of using a bonus action, Superior Defense can be activated at the beginning of your turn for 3 Discipline Points.
Body and Mind is a new capstone feature that increases your Dexterity and Wisdom by 4, up to a maximum of 26.
Warrior of the Hand gets more options, action economy, and flexibility from their subclass abilities.

Spell Changes and New Spells
Player’s Handbook Playtest 8 contains the following new spells for bards, clerics, and druids, as well as spell updates:

Fount of moonlight is a new 4th-level spell for bards and druids that buffs melee attacks, provides resistance to radiant damage, and can blind targets.
Starry wisp is a new cantrip for bards and druids that deals radiant damage and can prevent a creature from turning invisible.
Power word fortify is a 7th-level new spell for bards and clerics that bestows 120 temporary hit points split evenly between up to six creatures.
Healing spells like cure wounds, mass cure wounds, and mass healing word have increased their healing dice.
“Conjure” spells, like conjure animals, conjure celestial, and conjure elemental, have been redesigned to differentiate them from the “summon” spells from Tasha’s Cauldron of Everything, which will be appearing in the 2024 Player’s Handbook.

Barbarian
Artist: Eric Belisle, John Hodgson
Barbarians are whirlwinds of Rage on the battlefield, and the changes made in Player’s Handbook Playtest 8 ensure plenty of opportunities to harness your barbarian’s Rage in combat and channel it into new and exciting ways to crush your enemies.
More Rages, Less Interruptions
“We’ve now changed the Rage feature so that you always regain an expended use of Rage on a short rest. Playtesters rightly pointed out that over this process, we’ve made sure that every class has a good reason to take a short rest, except for the core barbarian,” said Crawford.
Also, at 15th level, when you gain Persistent Rage, you can restore all of your uses of Rage once per long rest when you roll initiative. In addition, it has been modified to only allow the unconscious condition to end your Rage early, not the incapacitated condition. This is an important distinction because the unconscious condition is less common than the incapacitated condition, which means your barbarian will be raging until they’re knocked out (or put to sleep).
Get Tactical With Reckless Attack
Crawford said, “We wanted to make sure that the Barbarian had something at the levels that were previously occupied by Brutal Critical that was going to be more reliably exciting. And so we have replaced Brutal Critical, at all three of the levels where it appeared previously (9th, 13th, and 17th level), with a brand new feature called Brutal Strike.”
At 9th level, when barbarians gain Brutal Strike, they can forgo the advantage granted by Reckless Attack to gain an extra 1d10 of the weapon’s damage and additional effects.
Your first choice, Forceful Blow, sends your target flying 15 feet (without a save, I might add), and you can pursue them up to half your speed without provoking opportunity attacks. Your second choice, Hamstring Blow, reduces the target’s speed by 15 feet until the start of your next turn.
You get even more Brutal Strike options at 13th level when you gain access to Brutal Strike Improvement. Staggering Blow gives the target disadvantage on their next saving throw, and they can’t make opportunity attacks until the start of your next turn. And Sundering Blow gives an ally a bonus to their next attack roll against the target equal to your Rage damage until the start of your next turn.
Teleport Yourself and Others With Path of the World Tree
“We’ve gone through each of the [Path of the World Tree’s] features and tuned them up in some way,” said Crawford.
On top of some minor changes, like Vitality of the Tree providing temporary hit points instead of regular hit points, there have been some modifications to the ways Path of the World Tree barbarians can move themselves, allies, and even enemies around the battlefield.
First off, the 6th-level Branches of the Tree now activates at the start of the creature’s turn, allowing you to transport your ally to the best location for their upcoming actions or move enemies away before they can attack. You can also reduce the speed of the creature you transport to 0, ensuring that the foe you moved out of the way can’t get back into the fray.
The 14th-level Travel Along the Tree has also been redesigned to allow you to teleport up to 60 feet as a bonus action as many times as you want while raging. Once per Rage, when you teleport in this way, you can instead choose to teleport up to 500 feet with up to 6 allies.
In addition, there have been modifications to the 10th-level Battering Roots feature. These changes specify that your range only increases on your turn, you can only use this property with heavy or versatile weapons, and you can use two Weapon Mastery traits when you hit.
Druid
Artist: Lie Setiawan
The druid’s Wild Shape is their most unique feature and is a crowd favorite among players. The updates in Player’s Handbook Playtest 8 boost the druid’s shapeshifting powers and introduce new features to everyone’s favorite Wild Shaping subclass, Circle of the Moon.
More Beast Forms and Temporary Hit Points
Regarding the revised druid, Crawford said, “You’re going to be able to know more Beast forms than you could before, and we have heard people’s desire to have more resilience in Wild Shape even if they’re not a member of the Circle of the Moon.”
In the redesigned Wild Shape feature, druids now gain access to a number of Beast forms equal to half their druid level, plus 2. This will give you 6 known forms by 8th level, instead of the previous 5, and increases to 12 Beast forms by 20th level. By the time you reach Archdruid, you’ll be a walking zoo!
Using Wild Shape now also gives you temporary hit points equal to your druid level to help tanky Wild Shapers.
Moon Druids Get More Moon Attacks and Spells
Speaking of tanky Wild Shapers, Circle of the Moon druids see a number of changes in this packet.
“We keep refining, trying to get Circle of the Moon to the place I think that will really resonate with people who love this subclass,” explains Crawford, “and so one of the things we’ve done is introduced a set of spells that the druid can cast while in Wild Shape.”
This spellcasting takes the form of the druid’s 3rd-level Circle Spells feature. This ability grants you extra prepared spells, and, most notably, you can cast these spells while in Wild Shape. This is instead of being able to cast Abjuration spells while in Wild Shape, but the list still provides the ability to cast cure wounds.
On top of this, Combat Wild Shape has been trimmed and revised to streamline the Circle of the Moon druid’s Wild Shape abilities in combat.
Crawford said, “When you adopt a Beast form [you can choose to] have an AC that equals 13 plus your Wisdom modifier. We’re doing this because often the stat blocks that the druid player will select might have a pretty lousy AC, especially for a druid who is higher level.”
In addition, Circle of the Moon druids gain access to Improved Circle Forms at 6th level, which allows them to add their Wisdom modifier to Constitution checks when Wild Shaped to help with those pesky Constitution checks to maintain concentration. They also get Lunar Form at 14th level, which allows them to deal 1d10 extra radiant damage when they attack with their Wild Shape form.
Monk
Artist: Bryan Sola
The monk class is a unique martial class, focusing on swift movement and lightning-quick reflexes for attacks and defense.
Regarding the changes to the monk class in Player’s Handbook Playtest 8, Crawford said, “We have gone through the whole class and have made quite a few changes, many of them aimed at addressing the Discipline Point issue that many people have had with the class. […] The class simply does not have enough points to spend to keep up with other classes, and looking at the underlying math of everything that the class does, we agree.”
He continued, “Also, one of the other things we were looking out for [was] making sure the class [did] not have too many competing bonus action options because that was another big piece of feedback we got.”
Unarmed Strikes Get Buffed, and Monk Weapons Are Back
“We brought back the notion of monk weapons to the Martial Arts feature,” Crawford said. “People really missed having their Martial Arts die interacting with their weaponry, and so we brought that back.”
In this packet, when monks get the Martial Arts feature, they can now apply their Martial Arts die to monk weapons, which are simple melee weapons and martial weapons with the light property.
Furthermore, Crawford explained some ways they’ve gone about streamlining the monk’s features. “The bonus unarmed strike that monks get as a part of their Martial Arts feature, you can now simply do as a bonus action. It’s no longer tied to anything.”
He continued to add, “We’ve also made it so that the monk can now use their dexterity to set the DCs of their Shove and Grapple attempts, and so monks now no longer have to rely on Strength to set those DCs.”
Discipline Options
Martial Discipline has been renamed Monk’s Discipline, and Crawford explains how this feature has been reworked to fix Discipline Point disparity, “Here we see our first examples of us reducing some of the Discipline Point taxes that were on the monk previously.
“Flurry of Blows, Patient Defense, and Step of the Wind all required Discipline Points. Flurry of Blows still does, but Patient Defense and Step of the Wind now each have an option within them to do something without spending any Discipline Points.” 
For example, using Patient Defense without spending a Disciple Point provides the ability to use the Disengage action as a bonus action. But, if you spend the Discipline Point, you can use both the Disengage and Dodge actions with a single bonus action.
Monks now also receive Heightened Discipline at 10th level, which buffs your Monk’s Discipline options. With this ability, Flurry of Blows gives you 3 attacks, Patient Defense gives you temporary hit points equal to two rolls of your Martial Arts die, and Step of the Wind allows you to take another creature along with you while not provoking opportunity attacks.
In addition, there are now more ways to regain Discipline Points. With the 2nd-level Uncanny Metabolism, you can regain all of your expended Discipline Points and heal a number of hit points equal to your monk level plus a roll of your Martial Arts die. Also, instead of giving you Discipline Points when you’ve got none at the start of combat, the monk’s 15th-level Perfect Discipline now tops you off to 4 Discipline Points if you have 3 or fewer at the beginning of combat.
Activate Abilities Without Giving Up Action Economy
Because monks have so many uses for their bonus action, some of their class features have been moved to activate at the beginning or end of your turn without having to spend a bonus action. For instance, you can now use your 18th-level Superior Defense to gain resistance to all damage except force at the beginning of your turn for 3 Discipline Points, rather than having to spend a bonus action to do so.
This change has also been made to the monk’s 10th-level Self-Restoration, but it can instead be activated at the end of your turn to clear the charmed, frightened, or poisoned conditions.
Other Defensive, Offensive, and Ability Score Resource Buffs
In regards to providing the monk with more survivability, Crawford said, “Deflect attacks can now deflect melee attacks in addition to ranged attacks.” Deflect Energy has likewise been updated to work on melee attacks.
Stunning Strike can now deal damage equal to a roll of your Martial Arts die plus your Wisdom modifier if your target succeeds on the saving throw.
And finally, the monk’s capstone feature has been changed to Body and Mind and increases your Dexterity and Wisdom by 4, up to a maximum of 26. That’s a modifier of +8 for those doing the math.
Warrior of the Hand Updates
The monk subclass, Warrior of the Hand, has gotten some updates that improve its flexibility, resource management, and action economy. First, they can now use the Addle option when they hit a creature with their Flurry of Blows. This option prevents the target from making opportunity attacks until the start of its next turn.
“We’ve made it so that the wholeness of body feature in the Warrior of the Hand doesn’t require Discipline Points for its healing,” Crawford said. However, you can still only activate this feature a number of times equal to your Wisdom modifier per long rest.
The Warrior of the Hand’s 11th-level ability, Fleet Step ability, gets an improvement as well, allowing you to tack Step of the Wind onto any bonus action you make.
Last but not least, the damage portion of their 17th-level ability, Quivering Palm, can be activated by forgoing one of your attacks when you use the Attack action. This has been revised from having to spend your whole action to inflict the damage. While activating the ability is now more accessible, it costs 1 extra Discipline Point (rounding the total to 4) and no longer adds your monk level to the damage it outputs.
Closing off his statement on the monk revisions, Crawford said, “So again, a number of quality of life improvements here. Also, you see again that continuing theme of looking for places where we can stop charging you Discipline Points unless it’s necessary.
“I think when people play the Warrior of the Hand that’s presented here along with the base class, you’re going to see the monk that we’ve been seeing in our internal playtests. Which really feels like [they] are firing on all cylinders.”
Your Feedback Matters
Whether you’re casually reading through Unearthed Arcana, theorycrafting new character builds based on it, or taking these materials straight into your games, your feedback is paramount to the 2024 core rulebooks.
The best way to get us your feedback are the UA surveys we regularly release. Keep an eye out for a survey on this particular playtest packet coming December 11. When the survey opens, let us know what you dislike, and if you love something, tell us why!

Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.

Let’s Play D&D With Scott Pilgrim & Ramona Flowers

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Tune your base, lace up your rollerblades, and get ready for the seven evil exes, this week we’re playing D&D with Scott Pilgrim.

Scott Pilgrim has been a nerd culture staple for years now. Between a series of comics, video games, a movie, and now an anime series that none of us saw coming, he’s a character who’s hard to avoid. Even if he’s the sort of character you’d want to avoid in real life. But Scott would also fit right in most D&D campaigns. Not so much in his style or instrument choice. But he’s a classic D&D punch guy. And this week we’re playing D&D with–
Scott Pilgrim

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As I said, Scott is a punchy guy. And at first, I thought this meant he was going to be a Fighter. But between his lack of weapons, lack of armor, and video game-style jumps and strikes… he’s a Way of the Fist Monk. This gives us all sorts of fun ways to punch our way through any trouble that comes our way. Sometimes multiple times in one turn.
But Scott isn’t just a Monk. He’s also in a local band of some note and is seemingly pretty okay at the bass. That said, it doesn’t seem like it’s his priority as much as the rest of his band would like. I reflected that in giving Scott two- but only two- levels in Bard. It’s enough to have some inspiration, but not a high enough level to really focus and pick a subclass.
But if we’re being very honest, Scott Pilgrim Takes Off really proved that he’s not remotely the most interesting character in his own story. So let’s focus on somebody who might actually be…
Ramona Flowers

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With Ramona, I had a chance to have a little more fun. She’s Half-Elf while Scott is Human because while he and his friends feel very normal, she always feels a bit more. More aware of the world, more in tune with their world’s superpowers; just generally more. And when it came to her class, I decided on Warlock.
You may be wondering who her warlock patron would be. Well, this probably changes between versions, honestly. If we’re looking at the original Scott Pilgrim (comics, movie, games, etc) I’d have to say Gideon Gordon Graves, the final evil ex. He can show up and wreck everything, has some control over her mood and actions, and is the behind-the-scenes reason everything is happening. She doesn’t have to like him for him to be her patron. And in fact, I’d think that an adversarial relationship between a Warlock and their patron could make for an interesting player / DM dynamic and story in a game.
via Oni Press
But that doesn’t really work for Scott Pilgrim Takes Off, does it? For the sake of not posting unchecked spoilers so soon, I don’t want to go into why it wouldn’t make sense or what I think the patron could be instead. But I think Warlock still works. That said, who do you think the new patron could be?
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I chose Archfey as the patron type because Misty Escape felt a lot like the teleporting through town Ramona can do. But this unfortunately left us without the weapon proficiency I wanted. Ramona wields a big hammer and I wanted there to be a warhammer on her sheet, darnit. So I gave her an entire feat just for that. Weapons Master comes with a few more options for weapons proficiencies, and I only took Warhammer. So if you decide to play this character, pick whatever else you think would be helpful or fun for your particular game.

How would you make Scott Pilgrim characters for D&D? What did you think about Scott Pilgrim Takes Off? What movie, show, comic, or game should we make sheets from next time? 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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FanRoll Will Release 'Rainbow Flag' Gaming Accessories

FanRoll by Metallic Dice Games will release Rainbow Flag gaming accessories into retail on February 1, 2024.
The new line of dice and other accessories is meant to help tabletop gaming fans show support for the LGBTQIA+ community. The new dice set comes with seven sharp-edged silicon dice (D4, D6, D8, D10, d10%, D12, and D20) in rainbow colors. The Velvet Dice Tray features a Rainbow Flag to roll on. A portion of the proceeds from the dice and tray will be donated to Tabletop Gaymers, a nonprofit organization that is on a mission to make the gaming community a more welcoming place.FanRoll by Metallic Dice Games and Palladium Books recently revealed new Teenage Mutant Ninja Turtles Dice Sets (see “‘TMNT’ Dice Sets”).
Click on Gallery below for full-size images!

D&D: Five of the Most Flavorful Feats

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In D&D, feats can add extra abilities to your character. But some go above and beyond, sprinkling in more flavor when you take them.

Feats are one of the most popular “optional” rules in D&D. And while there are a few out there, like Great Weapon Master, Polearm Master, and Sharpshooter, that stand out as the peak of combat ability. But some don’t just change your character’s capabilities, some change whole things about your character.
They give you a broader look at their world. Whether making your background play a little more of a role in the way you play your character or defining new things about your character, these feats give you a whole lot more flavor.
Scion of the Outer Planes

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Scion of the Outer Planes is the newest feat on this list, introduced in Planescape: Adventures in the Multiverse. This feat means your character was infused with the energy of one or more of the Outer Planes. It gives you access to a Cantrip, for starters, and a significant connection to a specific part of the multiverse. This feat is a great narrative signifier to mark your adventurer as a little more “extra”.
Squire of Solamnia

Introduced in the Dragonlance: Shadow of the Dragon Queen book, as part of the ties that bind characters to the world of Krynn, the Squire of Solamnia feat is all about being a knight. It gives you the ability to mount up quickly, which is nice, but more to the point, it lets you make an attack with Advantage and also gives you a bonus 1d8 of damage. All good stuff. But it also represents your dedication to being part of a Knightly Order. Even if you’re not on Krynn, a feat like this can help make you feel tied to a more martial organization.
Aberrant Dragonmark

Aberrant Dragonmark is tied to Eberron, but it’s another feat that could easily exist outside of it. The feat is kind of like Magic Initiate, in that it gives you access to a spell and a cantrip, but you also get some additional effects, either regaining hit points or doing damage to nearby creatures as your power fluctuates. It’s a great “protagonist” type feat, since it marks you, literally, with some roleplaying suggestions in the form of your Dragonmarked Flaws.
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Fey Touched

Fey Touched is one of the newer go-to feats from Tasha’s Cauldron of Everything. Superior to most of the spellcasting feats, Fey Touched grants you access to Misty Step (a 2nd level spell) as well as a 1st-level spell of your choice (as long as it’s Divination or Enchantment). But it also marks you as touched by the Feywild. You’re either part Fey or you’ve been exposed to it, or perhaps been bewitched by one of the Fey creatures out there. Either way, it’s a fantastic hook to play around with.
Initiate of High Sorcery

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And finally, the other Dragonlance feat: Initiate of High Sorcery. It’s a feat, at it heart, dedicated to being a part of a specific order of magic users. In this case, it paves the way for eventually becoming a Mage of the White, Red, or Black robes, as well as granting your character two bonus spells that they can cast once per day, each, without a spell slot or components.
But it also marks your character as part of a magical order. The bonus spells reflect additional arcane training. And even if you never took the other feats, or aren’t playing on Krynn, it’s a good way to inject that little bit of flavor into your character.
And as we all know, the best characters are from Flavortown.

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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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Exploding Kittens’ Netflix show transforms the popular party game into a battle of biblical proportions

Give me two dozen entries on a list of tabletop RPGs and board games to option as an animated series, and I don’t think I would pick popular party game Exploding Kittens. Someone at Netflix disagrees because The Oatmeal’s card game of naughty cats is coming to the streaming platform in 2024.

Based on a card game of the same name created by Matthew Inman of The Oatmeal, Exploding Kittens’ animated series recently debuted during Netflix’s Geeked Week with a short trailer. If you’re familiar with the game, you’ll know that there isn’t much of a narrative premise in the small box. It’s mostly different chunky cats mixed into a deck with a scant few defusing cards and the dreaded Exploding Kittens. If you draw one of those without anything to defuse it, you’re blasted right out of the game.

The Netflix series, which has Inman and Shane Kosakowski as showrunners, keeps those rotund felines and ribald, slightly childish sense of humour that permeates all of The Oatmeal’s creation but takes a drastically different approach with the story. Apparently both God and the Devil from the Christian tradition must fight their long-fated battle whilst trapped in the bodies of two well-fed house cats.

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10 Great Party Games that aren’t Cards Against Humanity
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English actor Tom Ellis will voice God (as a cat) against his eternal foe, Satan, who is seemingly voiced by Lucy Liu. There’s also a third main character in the human who adopts the Godcat and tags along on the ensuing shenanigans. The animation fits squarely into the Rick & Morty, Solar Opposites and Koala Man genre of animated television, as does the general plot – hijinks and mayhem barely contained by a plot that feels like a workhorse framework for as much religion humour as possible.

Famed animation filmmaker Mike Judge, creator of Beavis & Butthead and King of the Hill, joins Greg Daniels, Dustin Davis, Peter Chernin, Jenno Topping, Elan Lee and Inman as executive producers. Other known cast members include Abraham Lim, Ally Maki, Mark Proksch and Sasheer Zamata. We don’t currently know how many episodes Netflix has ordered or when it will be released beyond a general 2024 estimation.

Exploding Kittens isn’t my first pick for an adaptation, and neither is it the first tabletop IP to garner interest from television and cinema developers. Beloved board game Terraforming Mars and social-deduction classic Werewolf are currently being optioned for a feature-length film, while both John Harper’s steampunk heist RPG Blades in the Dark and collaborative story game Alice is Missing have been pegged for silver screen adaptation.

Exploding Kittens official trailer

D&D: So THAT’S Where ‘Baldur’s Gate 3’ Takes Place?!

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Baldur’s Gate 3 will send your party all over the map as you wrestle with the Absolute. But the map? Surprisingly small. And exact.

Larian Studios have spared no detail in Baldur’s Gate 3, as players continue to discover in their many playthroughs of one of the year’s best games. Whether it’s learning that, even if you kill everyone, the game lets you get through to the end or discovering that the different origin characters have different voice lines that are class-specific. Right down to specific Vicious Mockery insults.
And while many of you are learning, for the first time right now, that you can change Astarion’s class, it goes to show how thoughtful and detailed Larian truly was with the game.

Case in point, the game is located in the Forgotten Realms. But rather than some nebulous place, as GamesRadar originally spotted, Redditors have been able to track exactly where the game takes place, which is absolutely wild.

Baldur’s Gate 3 Players Figure Out Where The Game Takes Place On The Map
Though naturally, spoilers abound, potentially. Unless you’re totally new to the game, it’s nothing plot-ruining.
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Per a post from Redditor CommanderRasseru:

After some research, the game takes place here. This map marks best rough guess. This is where the game takes place on the Sword Coast of Faerün. The crash-site of Nautiloid ship, is kind of tricky to spot as it has to be on a large bend where the river goes north a way and for the river to be off the Grove’s East. But, not too near Fort Morninglord and Elturel. As big crash like that, may or would cause more people to investigate it. Plus, our tribe of tieflings had to be so far from Elturel; where it was also a risk to return as well. Moonrise Tower is place on the straight part of the river after a huge bend to the west. As the Sunrise Spire monastery is to the west before the big bend and the Rosymorn Monastery is some where to the north east.

The map highlights many things, including the river featured in the song that worms its way into your mind during character creation, which turns out to be the River Chionthar. But more importantly, it shows just how much stuff fits in the map.
It’s a very deep area rather than a wide one. There’s stuff to do everywhere, from exploring the Sunrise Spire monastery to the Moonrise Towers and even a jaunt into the Underdark, depending. The entirety of Baldur’s Gate 3 takes place in such a narrow slice of Faerun. Especially compared to the full world map.

If you’re wondering where the BG3 map fits, it’s right here:
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This is a great reminder that your World Map doesn’t have to be big, as long as it’s got interesting things to uncover!

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DriveThruRPG’s Cyber Monday Sale Discounts Over 60K Titles

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DriveThruRPG’s Cyber Monday sale is a phenomenal chance to try out a brand new RPG, thanks to a massive sale.

Black Friday is aught but ashes. No need to worry about missing out on savings, though. Cyber Monday is here, it’s everything Black Friday isn’t, and is probably wearing mirrored shades and says stuff like, “heh, badical.” Whatever you imagine it to be, there’s no denying DriveThruRPG’s Cyber Monday sale.
Right now, you can get up to 80% off of more than 60,000 titles (so about half of what’s on DTRPG). Whether you’re looking to snag old favorites, grab a new title, or finally take the plunge on that one game your weird indie RPG friend keeps recommending, there’s savings practically everywhere you look.

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DriveThruRPG Cyber Monday Sale
There are less than 24 hours to go, so contrary to what the Ramones say, you don’t actually wanna be sedated. If you were, you’d miss out on some steep discounts from new and award-winning games. While we can’t take you through all 60K+ titles that are on sale, we can recommend some of the highlights.
Cyberpunk RED

Did you like Cyberpunk: Edgerunners? Like, in this case, meaning “get emotionally devastated by”, but same difference. If so, you’ll probably want to check out the RPG that spawned it all. Or rather, the latest version of it. Cyberpunk RED is a game of cyberpunk roleplaying in the dark future, where mega-corporations like Arasaka and Militech rule everything, but Edgerunners skirt the law and generally die gloriously as they become legends in Night City.
And you can try it for almost 50% off.
Cities Without Number

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Want another, different cyberpunk RPG? Cities Without Number is the “Without Number” system’s cyberpunk entry. Using the full-fledged Sine Nomine toolkit, this book gives you everything you need for dystopian sandbox adventures, including one of the most robust world-building toolsets you’ll find.
Fabula Ultima

The award-winning Fabula Ultima is a loving homage to console-style RPGs, where a group of friends has to take down evil turbo space Catholicism. Or some guy with beautiful, improbable hair. It won multiple ENnies, and is an incredible system worth checking out, especially since you can snag it for under $15.
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Ironsworn Starforged

One of the best RPGs for group and solo play, Ironsworn: Starforged is a game that casts you as space vagabonds (to whatever degree of vagabondery you want) out wandering the stars in search of adventure and mystery. And it’s got a comprehensive system for creating your own corner of the universe and exploring. A rare space game that makes traveling between systems feel actually interesting or exciting, this game is well worth checking out, especially if you’re looking to try a solo game for the first time.
Traveller Core Rulebook (2022 Update)

This is the OG sci-fi RPG. Traveller is yet another space game of bold exploration and interstellar action. The 2022 update was a wonderful revision/update that not only improved the ruleset but streamlined the layout and improved the art in the book itself. It’s a fantastic toolset for building your own adventures in the far future. If you want more starship action, Traveller can be yours today.
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The DriveThruRPG Cyber Monday Sale ends November 28th

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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: Hands On With The New Necrons And Adeptus Mechanicus Models

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We’re taking a closer look at the new Necron and Adeptus Mechanicus models that when up for pre-order this weekend.

Games Workshop has a new batch of Necrons characters along with a divisive Ad Mech Sniper out for pre-order. We got them and have built them for a hands on impression of these models.
Imotekh the Stormlord

Imotekh the Stormlord got a size upgrade compared to his old model. He’s a bit beefer and has a more well rounded 3D pose.
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There’s just more detail on this model compared to the old one. Even though the pose is essentially the same GW repositioned things in such a way that those details aren’t hidden anymore. There’s more volume now and Imotekh is also on a larger base.
Personally, I was a little worried he was going to be too “same-sy” as before. But now that I’ve gotten a look at the physical model I can say that it’s a good, solid upgrade for him.
Orikan the Diviner

Orikan follows in the footsteps of Imotekh design philosophy. “If it ain’t broke…” after all. GW basically did the same thing but made him bigger and more voluminous. They added more details and filled the 3D space more.
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Between his cape details and the spine, Orikan expanded. We’ll see if this impacts his pick-rate on the tabletop at all (although it’s pretty good right now).
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Necron Overlord with Translocation Shroud

Did the Necrons need a new Overlord? Eh, debatable. But at least this one looks very different compared to his more static counterparts. The Translocation Shroud is wild looking. It’s also one of the oldest Rumor Engines that was teased and finally revealed. I do like this model and appreciate the new design.
Necron Size Comparison

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Here’s a quick look at the three new characters next to an old Necron Warrior. They are all on larger bases than their previous counterparts. That’s really what sold me on these upgrades and how much more depth they all have. Plus they are all plastic now and that’s another win in my book.
Sydonian Skatos

Oh boy, I know the comments on this one are gonna be a thing. Anyhow, the Sydonian Skatos is coming and you’ll see him walking a mile away! This stilt-legged sniper is very ornate and detailed — he’s got a lot going on. Personally, I like the design of the guy on top of the stilt-legs quite a bit. I’m still not 100% sure I like the legs now that I’ve seen them in person. Not because it’s weird but because I’m more worried about them breaking and the useability of this model on the tabletop.
Adeptus Mechanicus Size Comparison

And just for another frame of reference for folks, here’s a shot of the new model next to a Skitarii. It’s a bigger base and clearly much taller than before.
Big shout out to Mars for taking these snaps in our studio. If you want to catch more of our model pics check out our instagram for regular shots of models.

What do you think of these new Necron and Ad Mech models?
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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: ‘Unearthed Arcana Playtest 8’ Buffs Barbarians, Monks, And Druids In A Big Way

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Unearthed Arcana 8 is here, bringing big changes to the Barbarian, Monk, and Druid. Things are looking up for these three.

WotC released Unearthed Arcana 8 today, and with it, gave hope to a lot of players looking to try Barbarians and Monks. Druids also got some love, but they were already pretty good, so it’s not quite as stark a difference. But all in all, the new Unearthed Arcana is a positive new update for D&D 2024.
With changes to three classes, along with new spells and updates to the “summon spells,” there’s a lot to dive into with this one. We’ll be going through it all in detail later, but for now, here are the highlights.

Unearthed Arcana 8: Barbarians, Druids, and Monks

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In a 40-minute long video, Jeremy Crawford, lead rules design for D&D, talks through the overall changes and the reasoning behind them. This gives you an interesting look behind the scenes at why these specific changes are happening, and what sorts of things WoTC is looking for in their feedback.
But you don’t have time to watch a 40-minute video right now. Nobody does. Here’s a quick look at everything in the playtest.
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The Details…
Barbarians get some big updates. They are looking pretty promising right now, starting with a much needed quality of life upgrade to Rage. Now Barbarians regain the use of Rage after every Short Rest. This is something that Barbarian players have been feeling the need for for a decade now. This means you’ll always have a way to make sure you’ve got at least one Rage to get you through the rest of your day.
The other big change to Barbarians is that the Brutal Critical feature is gone, replaced with Brutal Strikes. And by and large, this seems to be the better option. Now you get a series of options and improved options to pick from when making a Reckless Attack. This includes knocking enemies away and staggering enemies so that they make their next save at Disadvantage.

Druids get some tweaks to Wild Shape. These changes seem to be zeroing in on making the feature more usable while also making it feel exciting. Here is a quick list of the highlights:
Wild Shape grants temporary hit points (instead of setting yours to the beast form, RIP bear druid tanks)Wild Shape forms can now wear and/or wield equipment at the DM’s discretionWild Shape is by default limited to the forms listed in the PHB, though the DM can permit more at their discretion

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Finally Monks get some much-needed love. Though there is a band-aid to rip off, for now, they lose access to weapon mastery. But they gain so much more, including your Bonus Action Unarmed Strike now just being a thing you can do without having to attack first.

Even bigger, both Patient Defense and Step of the Wind no longer require a Discipline Point to be used at a basic level. Patient Defense lets you Disengage as a Bonus Action now, or for a Discipline Point, you can Disengage and Dodge as a Bonus Action. Step of the Wind lets you Dash as a Bonus Action or spend a Discipline to Disengage and Dash with doubled jump distance.
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And they just keep getting better at higher levels.

Druids, Monks, Barbarians – all…good? In THIS economy?

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Necromunda: New Delaque Characters and Upgrades

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House Delaque are getting two new characters and a new upgrade pack for spy missions in the Ash Wastes.

When it comes to all the Houses in Necromunda House Delaque has perhaps the most distinct and creepy look. That’s why it’s always nice to see what sort of new models Games Workshop comes up with for the mysterious House of Shadow. Today, we’ve got two new characters to check out and also some upgrade packs to check out, too.
New Delaque Hired Guns

via Warhammer Community
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“Two of these hired helpers will soon be available to buy from Forge World: the Rogue Doc and the Gang Lookout.”

The Rogue Doc will allow you to make an additional Medical Escort action at the end of every battle. This could be pivotal in saving an injured ganger’s life. The Gang Lookout will help you choose Attack or Defender in the scenario which could help you sway those engagements in your favor.
Delaque Upgrade Packs

This rather simple kit provides you with 10 alternate build options for heads, packs, and flasks. This is perfect for any vehicle crew members or outdoor gangers.
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Finally, there’s also a pair of card packs coming for Delaque gangs to help players keep everything organized. These packs will give you easy access to the new Vehicle Gang Tactic Cards and also the standard Gang Tactics Cards (which are an updated reprint).
The models will be coming from Forge World in resin soon. Keep an eye out for the new Hired Guns as well as those upgrade and card packs. And if you don’t, just know that House Delaque knows and they are keep their eyes on you. Or maybe not. It’s hard to tell with those goggles (?) they wear.
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House Delaque certainly has a look — are you a fan of them? Let us know in the comments below!

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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MTG: “Lost Caverns of Ixalan” Cards to Add to Your Commander Deck

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A general is only as good as the army they lead, so make sure you have the best Ixalan cards possible in the 99 to boost your MTG Commander deck.

Lost Caverns of Ixalan has been out for a while now, and Magic players are already finding some nasty combos. Between the new mechanics and some of the beefiest creatures we’ve seen in a while, Ixalan had more than ghosts hidden in the caverns.

Grab Ixalan Here
Of course, with a massive collection at your disposal, it can be hard to pick out good cards, especially the ones that fly under the radar. While this isn’t an exhaustive list, these five cards are incredible pieces for your MTG Commander library.
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Roaming Throne

If you’re playing typal with ANY abilities, you’ll want to add the Roaming Throne. Not only does it count as whatever type you want, from Slivers to Squirrels, but whenever a triggered ability of a creature of that type goes off, the Throne makes it go off again. That can make mediocre cards amazing and already incredible cards like Elenda or Hakbal obscene. Plus, with ward, it won’t be easy to shift in the traditional way.
Thousand Moons Smithy

While this one does require you to be playing tokens, if you are, this is an almost auto-include. Thousand Moons Smithy gives you a beefed-up Soldier token the turn it hits the battlefield that will be a 2/2 at minimum. Once you have five artifacts or creatures, you can flip the smithy over to a land that gives you ANOTHER Soldier whenever you use the land to cast artifacts or creatures. Since each one you play will buff the Soldier, that’s an easy ask, and you can make an army of death in no time flat.
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Bonehoard Dracosaur

One of the Dinosaur stars of Ixalan, this one has the added benefit of also being a Dragon. It’s a pretty incredible force multiplier in any deck, though, regardless of type. It lets you exile cards for casting, giving you quasi-advantage, and regardless of whether you cast/play the cards or not, you get something out of it. With just a little bit of extra support, this Dracosaur can put you leagues ahead of your opponent in no time.
Subterranean Schooner

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A bit more of a niche piece, this is still an incredibly effective piece of card advantage. With the new explore mechanic being the star of this show, this 3/4 Vehicle can turn your smaller tokens into big threats in no time. Plus, since crewing a vehicle doesn’t check for summoning sickness, you can make sure your creatures are pulling their weight as soon as they hit the field. In a deck that already likes to explore, the Schooner will sail you and your deck right to victory.
Diamond Pick-Axe

A humble Equipment, the Diamond Pick-Axe is nonetheless a powerful piece. It’s indestructible and gives +1/+1, which is already pretty great. However, its real power comes from the ability to make a Treasure whenever the equipped creature attacks. Note that it doesn’t have to deal damage; just declare an attack. Popping this on a creature like Caprocti Sunborn or Jolene the Plunder Queen will give you surprising value, all for a little mine craft.

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Originally from North Carolina, Clint comes to Austin as the latest in a long list of haunts of a wandering actor. 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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Warhammer: The Old World – Morale and Psychology Explored

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The Old World is revisiting the Morale and Psychology rules. Time to find out what’s new and what’s returning for Warhammer!

We got a sneak peek at the Morale checks from the Combat Phase breakdown already. This time around we’re getting more info on what those differences are and we’re dabbling in the Psychology rules, too.
Morale in the Old World

via Warhammer Community
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Break and Flee – This is the classic “turn and run” result you might remember. Essentially, the losing unit runs the opposite direction from whatever caused it to break and flee in the first place. If there’s multiple units, then it’s the one with the greatest unit strength. The fleeing unit rolls 2D6 and runs that many inches away. They only pivot to avoid impassable terrain. If any part of the unit crosses a battlefield edge, they are destroyed. Additionally, the enemy unit has the option to give chase as well. They get to roll 2D6 and if they catch the fleeing unit then the fleeing unit is also destroyed.
There’s some new twists with this as well. If the fleeing unit happens to run into another enemy unit, they aren’t destroyed — instead they take additional wounds (which may destroy them). If they run through a friendly unit, that’s actually not that bad now. Other than the fact that their friends are now in line to take the follow-up charge from the enemy…
Fall Back in Good Order – The unit has still lost the fight but they aren’t ready to run for dear life…yet. They still roll 2D6, but discard the lower of the two results. Additionally, they get to rally and reform at the end of the move, ready to receive the follow-up OR perhaps ready to counter-charge themselves!
Give Ground – This is the best possible outcome if you’ve lost the combat. The loser simply slides back 2″ to create some space between them and their foe. The victor can still choose to follow up if they choose and the combat continues next turn.

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Personally, I like that the results have more of a gradient of loss instead of just “Run. Did you escape? Good. Otherwise, you’re destroyed.” This means units will get to stick around in combat more and might even be able to valiantly hold the line.
Psychology Returns!
All the classic psychological effects are back – Fear, Terror, Stupidity, Animosity, Frenzy, Unbreakable, Stubborn and Hatred. While in previous games, Psychology was separate from the rest of the Universal Special Rules, it’s all now found in one place in the Core Rulebook. We’ll be looking at other USRs in a future Almanack, but there’s time this week to see how a few of these work. 
While these classics are back we don’t have the full scope on how each of them will work just yet. However, we do know how three of them will be implemented in The Old World.
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Fear – “If an enemy with lower Unit Strength wishes to charge a Fear-causing unit, it must first take a Leadership test, or its charge will fail.” And that’s just one aspect. If you’re already in combat with a Fear causing unit, you have to pass a Leadership check each round or suffer a -1 to hit penalty.
Terror – “If you’re charged by a beast with this effect, you have to take a Leadership test just to be able to declare a charge reaction – if you fail, you flee.” On top of that Terror also applies a -1 penalty to leadership which means breaking then becomes easier.
Now, I’m sure some fans of Old School Warhammer Fantasy are wondering if Terror also applies Fear as well — like it used to. Frankly, we don’t know! I would think it would be a safe bet based on the profile of the Dragon Ogre Shaggoth they showed:

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Notice that even though the Special Rules are basically a keyword system that only Terror is listed. We’ll have to wait and see how this turn out in the end.
Frenzy – “this gives models in a unit an extra Attack, and also immunity from Fear and Terror. A Frenzied unit, however, must always charge if able to and can never choose to Flee from a charge.” So Frenzy is a good defense against some of the other effects. But it’s got it’s own downsides with the forced charges.
A Magical Teaser
And finally, there will be spells that impart these effects onto units:

Battle Lust seems appropriately named for what it grants the target unit. Frenzy and Hatred could be a powerful combo — especially if you can opt to not cast it on a unit that doesn’t want to be forced to charge later.

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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True or False? Rumors of Krakovar

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!

PCs traveling through Krakovar may discover all manner of rumors. Are they true or false? Decide for yourself as you plan adventures for your players!

The former Electoral Kingdom of Krakovar has been invaded and occupied by the vampires of the Blood Kingdom. This occupation is only a few years old, however, and many rebels lurk among the populace, waiting to take their own pounds of flesh back from the vampires.

RUMOR ONE

Old Krakovian folktales say that vampires are as repulsed by alliumites as they are by garlic. Won’t come within a hundred yards of one! They also say that a huge tribe of these creatures dwells in Siarka Swamp and the vampire lords of the Duchy will reward anyone dastardly enough to destroy the elusive plant creatures.

True? The rumor is mostly true. A vampire must succeed on a DC 13 Wisdom saving throw to voluntarily move any closer than 30 feet to an alliumite (see Creature Codex). The tribe is real, and a circle of druids might task the PCs to travel into the depths of Siarka Swamp and protect them from an attack by a warband of zombies led by a ghost knight (see Tome of Beasts 1).

OR

False? Vampires might or might not be repulsed by alliumites. But it doesn’t matter in this case, because the “alliumites” in the swamp are actually a tribe of eerily similar creatures called tuberkiths (see Tome of Beasts 3). Unfortunately, the normally sociable tuberkiths have been tainted by evil fey magic, and anyone approaching them for help against vampires is in for a rude shock.

RUMOR TWO

Human and undead servants within the city of Krakova whisper that Princess Hristina and Commander Beleneus of the Ghost Knights have had a falling out and the princess has taken a new lover. Beleneus was last seen leaving Hristina’s palace in the dead of night, weeping tears of blood.

True? Princess Hristina has indeed taken a new lover, a vampire patrician (see Creature Codex) named Strahil. This development followed a bitter argument with Beleneus over the direction of their relationship. Beleneus seethes with jealousy. He would like to rip out Strahil’s throat, but his hands are tied since Strahil is directly sired by King Lucan. Instead, he looks for a group of do-gooder adventurers to kill Strahil for him.

OR

False? Krakovan rebels are spreading the rumor in the hopes of causing dissent in the vampires’ ranks. Sadly, their plan has backfired, and Hristina has sent her agents to find the source of the rumor and kill those responsible for spreading it. The PCs run into one of the rebels as a group of four darakhul spies (see Tome of Beasts 2) chases them.

RUMOR THREE

The Ostre Hills is a lightly settled region in eastern Krakovar known for its extensive tin mines. Recently, a group of miners employed by a vampire baroness uncovered the entrance to an extensive tomb network containing hundreds of corpses.

True? Though unbelievable, this rumor is accurate. The tomb network contains over three hundred mummified elves wearing finery from before the founding of Nuria Natal, as well as all manner of treasures, traps, and monsters. Baroness Gordana Zeplita, the vampire whose miners discovered the tomb, is paranoid that her lands will be taken over by more powerful undead. She wants a group of adventurers to clear out as much of the tomb as possible.

OR

False? The families of the miners under Gordana’s control, who works the miners to exhaustion and slaughters them with little provocation, are spreading the rumor. The families hope that the rumor draws out adventurers willing to slay the undead fiend and will guide anyone who answers the call to Gordana’s lair, a tomb dug into the side of a hill guarded by vampire spawn and lich hounds (see Tome of Beasts 1).

RUMOR FOUR

Krakova’s infamous serial killer, the Wallenbirg Slasher, has returned after an absence of over 20 years, and has killed almost a dozen people. Some believe that the slasher is long dead and that the current slasher is an imposter. Others say that the killer has risen from the grave as an undead fiend.

True? The Wallenbirg Slasher is Viktor Tarovar, a human male breathstealer (see Tome of Beasts 3) who works as a trader throughout Karkovar. Viktor did his best to survive the coming of the vampire lords and kept his head down until recently when the “itch” to kill again got the better of him. City officials are looking to hire adventurers to track down the killer and end his predations once and for all.

OR

False? The murders have nothing to do with the Wallenbirg Slasher, who was devoured by a pack of ghouls during the invasion of Krakovar. Instead, the murders are the work of a city official named Ludevic Krosh (male human noble), who hired assassins to remove various political rivals to shore up his position and win favor with the ruling vampire elite.

RUMOR FIVE

Last month, all the blood in the chalices and fonts of the temple of Marena in Karzahik (a small town northwest of Varshava) turned into fresh water. The temple priest is worried that she or her fellow Blood Sisters have somehow offended the Red Goddess.

True? This is not only true but has occurred more than once. The omens are actually the fault of a female bathhouse drake (see Creature Codex) named Mystariix, who settled in the woods east of Karzahik and hates the priesthood for what they have done to Krakovar. Mystariix has been sneaking into the local temple of Marena and destroying the blood in the fonts before creating fresh water to fill the empty receptacles.

OR

False? The rumor is a fabrication spread by local gossipmongers. The blood sister in charge of the temple, a female humanpriest named Ostilda, is outraged by the rumor and has been even harsher on the people of Karzahik, demanding additional blood donations and severely punishing those who refuse. It’s a matter of time before the townsfolks’ resentment boils over.

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!

Paizo Reveals More Details on 'Pathfinder 2E: Player Core 2'

Paizo, Inc. revealed more details about the release of Pathfinder 2E: Player Core 2, a remastered RPG rulebook, which will hit retail on August 1, 2024.
Pathfinder Player Core 2 is the fourth core rulebook in the Pathfinder 2E Remaster project (see “‘Pathfinder 2E Remaster’ Project”).  This 320-page hardcover rulebook remasters 8 classes from Pathfinder 2E: the alchemist, barbarian, champion, investigator, monk, oracle, sorcerer, and swashbuckler. The book also has more than 40 archetypes, and expanded ancestry options that include the catfolk, gnoll, hobgoblin, kobold, lizardfolk, ratfolk, and tengu. It also has new spells and items to help round out the classes as well as errata from the first four years of Pathfinder 2E.It will retail for $59.99.

Wander the Wasteland in ‘Fallout: The Board Game’, Nearly 40% Off This Cyber Monday

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Ready your Pipboy, collect your caps, and turn on to Diamond City Radio. It’s Fallout: The Board Game!

Fallout: The Board Game is an adventure board game in the likes of Skyrim: The Board Game, which, in retrospect, makes a lot of sense. There are multiple scenarios to play, quests to complete, monsters to fight, loot to earn, and all the way, you’ll find out what makes you S.P.E.C.I.A.L.

Fallout: The Board Game Overview
Fallout doesn’t mess too much with the foundation of how these games typically work (which is a good thing). On each player’s turn, they get two actions. They can Explore to reveal an adjacent facedown map tile, they can Move to move two spaces, deal with a random Encounter, complete a Quest, Fight monsters, or set up Camp.

But since Fallout: The Board Game does take place in the Fallout universe, players also have to deal with things like radiation. They can use their V.A.T.S. in combat, earn perks and traits, and more. Each time a player levels up, they will gain a new S.P.E.C.I.A.L. token. But if they draw a token they already have, they gain a new perk instead.

As players complete quests, they will gain agenda cards to be kept secret to the other players. Each agenda card grants 1 influence but also offers additional influence if the player meets a certain condition. This system introduces just a hint of hidden score without it being completely veiled. Knowing how many agenda cards your opponent has gives a good idea of how far along they are, but with some degree of uncertainty.
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Obviously the perks, traits, quests, scenarios, and everything else in Fallout: The Board Game are lifted right out of the video games. If you’re a fan of the Fallout series, this is one to add to your collection.

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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Kickstarter Highlights: Goose Based RPG, Horror Fairy Tales, and More

The Woods at Blight’s Hollow – Folk Horror & Fairy Tales RPG

A small town. An infinite forest. A conspiracy of silence. You have a year and a day to solve this mystery.
The Woods at Blight’s Hollow is a folk horror tabletop roleplaying game of mystery and imagination illustrated by Corey Brickley (Penguin, Disney, Harper Collins) and written by Oli Jeffery (Quietus, Extreme Meatpunks Forever, Trophy).
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It concerns the children of Blight’s Hollow, an isolated village surrounded by a trackless forest in a time before electricity and radio, a world of hearthside tales and nights to be feared. Inspired by the works of Guillermo Del Toro, Angela Carter, The Brothers Grimm, Kirsty Logan and Mary Shelley amongst others, this is a tabletop roleplaying game of the darkest fairy tales and the queerest folk-horror.

Rolling for Initiative — Giving Thanks

Rolling for Initiative is a weekly column by Scott Thorne, PhD, owner of Castle Perilous Games & Books in Carbondale, Illinois and instructor in marketing at Southeast Missouri State University.  This week, Thorne, in the spirit of Thanksgiving, offers up thanks to various companies, products, and offers in the games industry.With Thanksgiving this past weekend, I figure this is as good a time as any to reflect on things for which I am thankful:Companies that Helped Stores Through the Depths of the Pandemic.  Although it has been almost three years now, I’m still grateful to those companies that shipped limited edition products to stores to aid them in staying open.  Although we complain about them a lot, I still remember the case of Mystery Boosters from Wizards of the Coast, Yu-Gi-Oh! TCG Eternity Code booster boxes from Konami, the limited-edition Star Wars figure from Asmodee and the limited-edition Warhammer 40,000 figure from Games Workshop (see “LGS in the Time of Quarantine”).  In addition, there were dozens of profit sharing and sales programs offered by publishers that helped stores stay in business during one of the most difficult times the economy has ever faced.  I don’t know how many stores might have closed without the aid provided by publishers.  Given how much retailers worry about the next year or even next quarter, it is easy to forget the aid they provided. Disney Lorcana.  Yeah, I know the shortage of product coupled with high demand make dealing with it problematic.  However, I can’t complain about the sheer number of customers Lorcana has brought into the store, many of whom would’ve never come in otherwise.  We’ve had customers drive two hours just to buy product from us because they could not find any in their local stores.  Granted, if a store sells as MSRP, the margins on the product line are slim and I would think twice about stocking it in deeply if we did not see the demand that we are seeing.Case in point, I’ve yet to put in any preorders for the new Star Wars Customizable Card Game from Asmodee.  Asmodee’s gross margins on its products are slimmer than I like, and I’ve had zero customer inquiries about the game.  Demand for Lorcana is such that stores can raise retail price significantly above Ravensburger’s MSRP on the game with little to no customer pushback.  Should stores start seeing customer resistance to prices higher than MSRP, I would expect to see retail support drop off dramatically for the game.  For now, I am quite happy with the sales on the product. Evergreen Products.  Despite their being on the shelf for ten years and more, I still steadily sell copies of Carcassone, Ticket to Ride, Catan, Dungeons & Dragons, Magic: The Gathering, Munchkin, Fluxx, Codenames, Bang, Betrayal at House on the Hill, Pokemon TCG and many others, usually at full margin.  The way I look at it, the U.S. has well over 300 million people, and only a fraction of them have bought the games I carry.  There is still a huge market to which to sell games, if I can just reach them.Other Retailers.  I get some of my best ideas from other stores.  I never thought we could sell metal dice sets until I heard how well they were selling for other stores.  Another retailer mentioned how well cheap anime stickers sold for them and, you know what, they were right.  I picked up games like Night Cage and boop. after other retailers waxed positively about them and still read retailer comments about other games and products.  Have not stocked in disc golf yet but we are bringing in anime themed candies because of a conversation with another store.  So thank you, other stores, for letting me use your ideas.Comments?  Send them to castleperilousgames@gmail.com.IThe opinions expressed in this column are solely those of the writer, and do not necessarily reflect the views of the editorial staff of ICv2.com.

Goatboy’s Warhammer 40K: 10th Ed. Codex Necrons – The Good, Bad, and The Ugly

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Today we delve inside the covers of the new 10th Edition Codex Necrons. Here’s the good, the bad, and the ugly coming to a Warhammer 40K tabletop near you.

It’s a glorious week as we have two new codexes coming to 40K.  Both are robotic armies, with one being a scourge from eons past and the others worshiping a metallic god that might be on a throne.  Both books are very different in how they play, so let’s sit down, pull up a chair, and chit-chat a bit about what I like from each book.

The first one we’ll talk about is the Necrons.  Necrons are one of those armies I like but just never felt the desire to really jump into.  Their designs are cool, gameplay is interesting, and their rules feel fine.  I just never felt like they were – chaotic enough for me. Still, they are a fun army to see painted well on the tabletop and they feel interesting. Plus, my love of big smashy stuff means I adore the C’Tans and their crazy stories and rules.
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I won’t dive into every last thing in the book, as I am just one lowly little Goatboy who tries his darnedest to read as much as I can, play when I can, and yell about death to the false Emperor when I can.

Codex Necrons – The Good
We got a bunch of new detachments, with a few of them that seem to be pretty good.  The main one is the same as the index so if you like that play style you can keep it.  We have a Destroyer Cult one, a Canoptek Court one, a Character heavy one, and a sweet Phasing one – the Hypercrypt Legion.  I really like the Hypercrypt Legion and Canoptek Court ones, as they both seem to have powerful abilities.
I get the feeling the Hypercrypt Legion will see some place as being able to move your army around the table all the time seems like a powerful option – especially since you pick your guys up at the end of the opponent’s turn.  With a few core units you can quickly rearrange your army and make it very hard for your opponent to have a good footing.  As well as just putting a ton of firepower as needed into units.
The Canoptek Court detachment pushes the whole Cryptek leading things with a power matrix-like zone based on objectives you control.  These give you a ton of Reroll options with your Cryptek lead units too as the units gain the Cryptek keyword.  Your Canoptek also gains this ability too with Reroll 1’s to hit or full Rerolls if you are in your power matrix.  You can see what is pushed pretty hard in this book – Wraiths – which loves this detachment.

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Oh yeah, about those Wraiths.  They got tougher, love to be friends with the floating Cryptek, hit pretty dang hard while in the power zone, and are now one of the best things in the book.  Oh, and they didn’t get crazy expensive either.  Expect to see 18 of these in most Necron armies; especially those wanting to use the Canoptek Court Detachment.  There are going to be a ton of creepy Matrix-like tentacle robots coming to take all the candy you have at your base.
There are only five detachments which some will thnk is not enough, but I think it just brings the rules more into focus into each of the options.  I want each detachment to feel good ainstead of haveing more bland ones.  The 10th Necron codex feels like three of the options are pretty good, with one of the flavorful ones (Destroyer cult) feeling like something useful if someone wanted to go in that direction.  This is a cool thing to me and means everything feels alright overall.

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Updated Units!
The other weird mix of good/bad is that actual unit rules were changed.  I like this as it means some things that might have been broken in the index will get changed in their book.  I didn’t like the GW statement that these rules would stay locked, and seeing them go back and adjusting units is a good thing.  It gives me hope that things beyond just detachment and stratagem tweaks are in line for all the upcoming books.
Some of the big changes are the C’Tan’s not getting relics anymore but gaining a 5+ FNP in the process.  This pushes the Void Dragon into being something good again, as his named status and lack of Relic option was what kept him at bay before.  Lots of little things were pulled off of sheets too.  The Silent King doesn’t fly anymore.  The Hexmark has better guns but can no longer shoot for each unit, and is just once a phase one of them gets to shoot option.  Cryptothralls got fixed to only granting the Cryptek FNP and not themselves. They did gain a wound for this, so it’s a much different load out.  Night Scythes are now buttery-flavored drop pods.  It is just nice to see actual units updated instead of just living with some weird decisions.

Overall the Good is really there as we have a ton of neat options to play with, some “bad interactions” were cleaned up, and the army feels adjusted in a way that should make it fun.  Of course, not everything was good, as there are some sad things missing from the book.
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Codex Necrons – The Bad
Somehow the only Finecast model that survived was Trazyn the Infinite.  It is a really weird thing to see some of the other flavorful characters fall out of the book.  Anrakyr has seemed to gotten lost in their tomb world as well as Vargard Obyron.  The basic Overlord also has changed, and you now have locked-in options for all your “leadership” which is a weird one.  I always hate how some “custom” options get kicked away, as well as some fluffy options too.

I also hate how we still don’t have a true “C’Tan” plastic kit that isn’t a special character.  I just feel like GW should have made one by now.  I like the Void Dragon but it is the Void Dragon.  It isn’t the sweet-looking one that floats around from inside a floating Obelisk.  It always feels like a weird missing piece in this as we see them on the tabletop but it is hard for a new player to go get one without dropping some serious cash for a rather hard-to-transport model.
Oh, and all those players that invested in a ton of Lychguard.  I am sorry to tell you a lot of your combo pieces of characters can no longer join them.  I expect armies to shift to Warrior Blobs as they can take Cryptek, unlike the Lychguard.

Codex Necrons – The Ugly
The new Necron Character kits go together in a rather annoying way.  The new Necrons started to feel a little too thin and flimsy, so it is something that annoys me when trying to build a kit.  The plastic bits you get after clipping can be so hard to cut off without damaging the model.  I also hate how their necks are always separated, which is again just an annoying piece to fit in there, make sure it fits between the chest shell, and then glue a head on.
10th Ed. Codex Necrons – The Verdict
With that, it is an exciting day to see a new Codex and figure out how the other books will most likely show up.  You know will see 5-6 detachments that try to bring the themes from their old books out and hopefully won’t wreck the meta like some kind of monster.  We also see GW taking this chance to fix some things in the codex that felt a bit unfair in the index unit rules.
All Hail the Silent King

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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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40K Codex Roadmap, Flesh-Eater Courts, MtG Deals, More – Weekend Rewind

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Dive into this weekend’s hottest news – Adeptus Custodes lore, &D tips, and a look at next year’s codex releases.

Warhammer 40K: How The New Roadmap Shapes The Future
Games Workshop revealed the Warhammer 40,000 roadmap through Summer 2024. And we’ve got some secrets to look forward to.

MtG: Black Friday & Cyber Monday Deals To Be Thankful For
Forget Black Friday; these Magic deals will make it WUBRG Friday!

Outside The Box – November 24th: Black Friday, Baby!
Welcome to the Black Friday issue of Outside the Box, this time with news from Para Bellum Wargames, Warlord Games, Puppetswars, Steamforged Games, and more!

Warhammer 40K: The Adeptus Custodes Are Not Your Typical Grimdark Warriors
What makes the Adeptus Custodes so much different than the Adeptus Astartes? It’s not just in the genes. They are built different!
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D&D: Five Ways To Get The DM To Tell You Everything You Need To Know
Adventuring can be tricky business when it comes time to solve a puzzle or a murder—but here are five ways to investigate anything.

Warhammer Next Week: Flesh-Eater Courts And MKVI Assault Squads
Next week, the fetid stench of rotting ghouls fills the air, and beaky marines fill the skies as Flesh-eater Courts and MKVI armor roll out.

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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 Next Week: Flesh-eater Courts And MKVI Assault Squads

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Next week, the foetid stench of rotting ghouls fills the air, and beaky marines fill the skies as Flesh-eater Courts and MKVI armor roll out.

As we roll into the tail end of 2023 and make ready for the next year, the gurgling, blood-soaked gasps of the Flesh-eater Courts make a resounding cry. And everyone’s favorite beaky boys make a triumphant return. Next week’s pre-order releases include a big boxed set for the Age of Sigmar, and some classic looking assault marines done up in all new glory.
Let’s crack right into the age old question, what’s in the box?
Flesh-eater Courts Army Box

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The Mortal Realms shall tremble in fear at the delusional grandeur of the Flesh-eater Courts. These ghastly ghouls are all about putting the letter H immediately after the letter G and also terrorizing everyone with their big bats and guys riding them. And in the new Flesh-eater Courts Army Set, a kit of 25 completely new plastic miniatures awaits their necrotic orders.
The Abhorrant Gorewarden leads the fray, accompanied by a Varghulf Courtier, 3 Morbheg Knights, and 20 Cryptguard to hold the fleshy line. Alongside these miniatures, the “launch edition” of the new Flesh-eater Courts Battletome, and all the warscroll cards, tokens, etc. that find their way, inevitably, into these boxes.
Horus Heresy Unleashes Beaky Marines – MKVI Assault Squad

Meanwhile in the grim darkness of the 31st Millennium, in the Age of Darkness, a blast from the past is storming the skies. The MKVI Assault Squad releases in all its beaky glory. These Space Marines have that nostalgic look. Hearkening back to the days when you played Warhammer for fun, instead of to complain about how the rules aren’t what they used to be, this kit of 10 Assault Marines comes with enough options to kit out the whole squad with chainswords and then either bolt pistols or combat shields, depending on what you prefer.
You can also outfit the Sergeant with extra weapons options, like the lightning claws, seen here. This kit works with all MKVI upgrade sets, so you can make these as Legion-specific as you like.
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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 Ways to Get the DM to Tell You Everything You Need to Know

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Adventuring can be tricky business when it comes time to solve a puzzle or a murder—but here are five ways to investigate anything.

Adventuring is like a hurricane at times, it can be full of eldritch blasts, speeding carriages, flying machines, even whole cities full of duck people on some memorable occasions. Adventuring life can feel like a blur, sometimes, except when it comes time to solve a mystery and it all comes screeching to a halt as you figure out where to go next.
Now “mystery” here can refer to many things. From who killed the nobleman lying dead on the floor of the expansive estate (the butler almost certainly), to simpler things like “what happened here?” or “what are these cultists trying to do?” Any time you’re trying to investigate the unknown, you’re trying to solve a mystery. And to do that in D&D can be tricky, but here are some tools to help you when you feel stuck.
The Right Skill in the Right Place

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Sometimes all you need is the right skill. And in D&D, you have a few easy skills to draw upon to try and learn more. You might ask your DM to make an investigation check, but, depending on what you’re trying to discover, you might also draw on the “knowledge” skills like Dungeoneering or History or Arcana, and if you’re out in the wilds, Nature or Survival might yield some clues.
Money Talks, Get an Expert Opinion

They say that money makes the world go ’round, and when you’re hard-pressed to make an honest GP, an easy GP might sub in. If you’re trying to get information out of someone, you could potentially bribe them to tell you what you want to know. But also if you have need of one of the skills mentioned above, but nobody managed to take Religion this time, tell the DM you want to hire an expert. Get yourself a Daniel Jackson to come and translate the mysterious runic language you’ve just uncovered before you go have adventures.
This is also a great opportunity for the DM to introduce lovable NPCs.
Divination

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Magic makes life easier for any adventurer, and if you’re a Diviner, then it gets even easier. A little divination magic goes a long way toward solving whatever you need to solve. And while the eponymous Divination spell, Divination, is 4th level, even the entry-level Divination spell, Augury can get a stuck party unstuck. Just get used to asking questions like “will we learn more about X if we do Y?” and you can often find the thread you need to pull to unravel the mystery at hand.
Necromancy

Contrary to what you might think, Divination is far from the only method useful for extracting information. And a little necromancy goes a long way because when you have something like Speak with Dead, then contrary to what the pirate song says, dead men DO tell tales.
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Sage Advice

Finally, if you know you’re going to be in a campaign, try being a Sage. With the Sage background, you gain the following features:
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Of course, your DM can always rule that it’s hard to get to, or that you have to do a quest to unlock it, but at least you’ll have a course of action. And then you can start rolling dice and playing D&D instead of standing in front of an innocuous chair for the entire session, trying to figure out what it means.
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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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‘It’s a Wonderful Knife’ Review – One of Us

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Tired of the same old wholesome and family-friendly holiday movies? Check out One of Us crew’s It’s a Wonderful Knife review.
Ever since Scream took a stab at flipping the tired slasher genre on its head, more and more millennial filmmakers have come along drawing inspiration from Wes Craven’s Ghostface. Horror comedies have become a genre unto themselves. And then there is the rare mashup of slasher, comedy and a holiday! It’s a Wonderful Knife pretty much tells you everything you need to know in its title alone. Winnie’s life is less than wonderful one year after saving her town from a psychotic killer on Christmas Eve.
When she wishes she was never born, she finds herself magically transported to a nightmarish parallel universe. With the murderous maniac now back, she must team up with a misfit to identify the culprit and get back to her own reality.

It’s a Wonderful Knife Review
Lewayne, Chad, and T.C. gather around the One Of Us yule log to unwrap this new slasher in the hopes that there may be a new seasonal tradition of watching “The Angel” tear apart a small town in sequel after sequel, spinning other classics on their heads. Maybe “A Christmas Gory” or “Massacre on 34th Street”?
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Podcast Link – Subscribe on Apple Podcasts
https://media.blubrry.com/oneofus/pdcn.co/e/dts.podtrac.com/redirect.mp3/oneofusfiles.s3.amazonaws.com/ScreenerSquad/SS_ItsAWonderfulKnife.mp3

We are The US – We are one- Geeks of the world, unite!
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For too long, the geek community has been divided. The internet has furthered this division by dedicating sites to just one subset or another. We don’t believe in leaving you out. We’re not going to tell you if you’re ‘cool’ or ‘uncool’ based on what you’re passionate about. We believe in mutual respect and sharing our geekdoms with each other. We believe in having a hell of a good time. Does this sound like you?
In that case, you are ONE OF US. Join us on Twitter and Facebook!

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Chris has dabbled in everything from plumber’s assistant to sandwich maker, from band, to bar management. An opportunity to see theatrical release films for free by becoming a critic on a local public access show called “The Reel Deal” turned into a full-time job when Chris and his friends decided to take it to the internet and built Spill.com. He currently runs One of Us – a podcast staffed by community of critics.

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D&D Accessories: Perfect Gifts For Your Adventuring Party

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If you have D&D players to shop for, these are a few RPG gifts the adventurers in your party are sure to love.

It’s that time of year when we all start thinking about holiday presents, who we’re shopping for, and what they’re getting. Some people are easy to shop for. Others have that annoying habit of “just buying what they want so there’s nothing on the wish list.” But if you’re looking to get your party members or that special DM in your life a little something this holiday season, these picks may just be a natural twenty.
1. DM Core Set

If there’s somebody in your life who wants to get into D&D but doesn’t know where to start, or is already playing but has been working entirely out of borrowed books, this set might be the perfect thing for them. Especially if they have their eye on acting as Dungeon Master at any point.
This set includes a Player’s Handbook, a Monster Manual, and a Dungeon Master’s Guide as well as the DM screen with all of the handy-dandy cheat-sheet notes on it. And the whole thing even comes in a box for a pretty shelf display.

2. D20 Bath Bomb

For the adventurers who enjoy a nice bath, this D20 bath bomb will make sure their next soak comes complete with treasure. Each extra large bath fizzy holds a complete set of seven dice that will reveal themselves as the D20 dissolves in the water. And with a pleasant peach and rose scent and pinkish-red color, your bath water will look and smell very pretty as you find your loot.
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3. D&D Mad Libs

Not every gift has to be big or serious. Sometimes the perfect present is a silly stocking stuffer. This Dungeons and Dragons Mad Libs will have your party giggling between encounters. Mad Libs always manages to feel nostalgic and goofy, and I think that’s exactly the energy I want to bring to most of my D&D sessions.

4. D&D Coasters

If you’re playing D&D in person around a table your entire party is probably doing two things. Enjoying drinks and constantly asking where a die is. This coaster set will help with both of those. Keep your table free or drink rings and your dice wrangled with this dice-holding coaster set. The design is simple but pretty and the concept is so smart it’s almost obvious.

5. Light Up Dice

I love a gift that’s fun, weird, and entirely unnecessary. The sort of thing that you don’t need, but you’d be thrilled if somebody gave it to you because it’s neat. And these light-up dice are exactly that.
Why would you need light-up dice? Are you playing in the dark? Who cares! They’re cool and somebody at your table would love them! These dice are LED and rechargeable, so you can enjoy them session after session after session.

What D&D presents are you getting your friends and loved ones this year? Did any of our picks make your shopping list? Is there anything you’re hoping somebody gets for you? Let us know in the comments!
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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: An Adventurer’s Guide to Tasselhoff Burrfoot

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Tasselhoff Burrfoot may be the luckiest kender in all of Krynn. Thief, Companion of the Lance, and friend of a god, Tas lived a charmed life.

To understand Tasselhoff Burrfoot, is to understand the kender of Krynn. These ever-curious, ever-alert small folk could be found across the realms of Krynn. Often in places where they were least welcome, since kenders have a knack for appropriating whatever loose things just happen to make their way into their pockets.
But these jovial, curious people, much like halflings, are small folks. Though unlike their halfling counterparts, kender are often said to be a little more wild and playful than their distant kin.

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And none was as wild or infamous as Tasselhoff Burrfoot, known Companion of the Lance.
Born in the forests of Kendermore, Tasselhoff Burrfoot was a kender like any other. His relatives, of which there were many (mostly uncles), took to calling him Tas, for it took time to say his whole name. And Tas was particularly short of patience and attention. Which meant that if you tried to say his whole name, he might be gone before you finished.
Tasselhoff Burrfoot – Early Life

Growing up in Kendermore instilled Tas with a natural curiosity. Like his fellow kender, Tas was an expert “borrower” and “finder of lost objects.” But early on, Tas developed a passion for maps. He loved to collect them (often without paying), and would post them on the walls of his room.
He fancied himself a mapmaker, though his lack of patience led him to draw his maps inaccurately, inventing places and people whole cloth when a map was being “particularly stubborn.”
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Maps and travel all fed into a hunger for adventure in the young kender. And find it he did.
One of his first adventures saw him travel to Solace, whereupon he found a ring, dropped by a thief. Without an owner to give it a name, Tas dubbed it “Tas’s Ring of Teleportation” and it helped him travel all across Krynn, most notably to the tower of a Wizard known as Magus. While there, he stumbled into a dispute between Magus and Demogorgon. The young kender helped the mighty prince of demons convince the wizard not to use demons in his summoning spells anymore.
Having solved the dispute, and leaving the wizard in Demogorgon’s capable hands, being dragged to the abyss, Tasselhoff returned to his journeys.
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A Happy Meeting

Two years after his initial trip to Solace, Tasselhoff Burrfoot met two friends who would change the course of his life. In 344 AC, he happened upon a dwarf named Flint Fireforge who was selling rather nice items.
Here he met Tanis Half-Elven, the one-day hero of Krynn, as well. The two left quite the impression on the young Burrfoot, who asked if they could become friends. Tanis and Flint both refused.
So Tasselhoff left, borrowing a bracelet from Flint Fireforge without realizing it. This was a lucky stroke because the bracelet—intended as a gift for Selana Sonluanaau, Speaker of the Moon—was all that saved his life when a giant spider ambushed him.
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Later, when Tanis and Flint caught up to the kender, they learned he had sold his lucky charm, And the three were sent on a quest to recover the bracelet for the Moonspeaker.  Thus was a friendship forged in unquenchable fire.
So it was that Tas came to meet the other heroes who would become known as the Companions: Caramon and Raistlin Majere, Kitiara Uth Matar, and Sturm Brightblade.
An Unwilling Wedding

Though Tasselhoff Burrfoot enjoyed a life of ease and adventure with the Companions, he had responsibilities waiting for him back home. Tasselhoff had lost sight of the little things. So they said. Tas would say he was busy doing important hero business.
After all, did he not save the Companions from minotaurs? Yes, he had been captured and turned “evil” by them. But the story ended happily when Tas saved Raistlin, and the day.
It was under these auspices that a bounty hunter named Gisella Hornslager came and arrested Tas. Accusing him of breaking a marriage oath from the Kender Code of Conduct, Hornslager took Tas into custody.
As Tas returned once more to kendermore, he found both his would-be fiance and his beloved Uncle Trapspringer were missing. In a nearby ruins, Tas found a secret portal. Naturally, he wandered through and managed to rescue his uncle, his fiance, and residents of an alternate dimension.
Tasselhoff Burrfoot – A Living Legend

The tales of Tasselhoff Burrfoot are many. As a Companion of the Lance, he was a hero to Krynn. His maps helped the Companions reach the city of Tarsis. And yes, it was no longer the bustling port city he had described, having, over hundreds of years, become a landlocked city in complete control of the Dragon Armies. But the Companions, nevertheless, struck a blow for good there.
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So too did he help find a Dragon Orb. And along the way, he befriended a god disguised as an old wizard named Fizban. In fact, Tas played an instrumental role in saving all of Krynn, though to hear the companions tell the tale, he was stuck with a poisoned needle and spent much of the climactic encounter on death’s doorstep.
But live he did. Long enough to become a legend in his own lifetime as the kender who fought against the Highlords.

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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: ‘Pricing & Links’ Adeptus Mechanicus and Necrons Weekend

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The Adeptus Mechanicus and Necrons are up for Pre-orders this week from Games Workshop. It’s the Rise of the Machines!

via Warhammer.com
CODEX: ADEPTUS MECHANICUS $60

The Adeptus Mechanicus are the fanatical worshippers of the Machine God of Mars. For thousands of years the robed priests of the Machine Cult have presided over the fabrication, maintenance, and preservation of Humanity’s surviving technological wonders with reverence and ritual. Led by Tech-Priests whose weak organic flesh has been replaced with metallic augmentations, their armies fight to defend forge worlds and strike out across the galaxy in search of ancient archeotech.
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Among the Machine Cult’s ranks are cohorts of obedient cybernetic soldiers, lumbering warrior robots, and battle servitors. They bear an array of esoteric weapons, capable of annihilating foes in volleys of irradiated ammunition or incinerating them with torrents of searing energy. Those who seek to sabotage the divine works of the Omnissiah must face the might of this merciless mechanical war machine, devoid of both pity and remorse.
Codex: Adeptus Mechanicus is an invaluable guide to collecting and gaming with the Adeptus Mechanicus. Within its pages you’ll find the rules you need to play an Adeptus Mechanicus army in games of Warhammer 40,000 – including narrative Crusade campaigns and Combat Patrol skirmishes – plus a treasure trove of information on their mysterious techno-dogma, bizarre bionics, prominent forge worlds, and their role within the Imperium.
Inside this 120-page hardback book, you’ll find:– Background information detailing the Adeptus Mechanicus, from the ancient birth of the Machine Cult to the specialties and traditions of forge worlds across the galaxy– Evocative artwork that brings to life the mechanical mystique, strange cyborg forms, and massive scale of the Adeptus Mechanicus– 30 datasheets detailing the profiles, wargear, and unique abilities of every Adeptus Mechanicus unit, from the sinister Sydonian Skatros to Belisarius Cawl himself– Five themed Detachments, such as the Explorator Maniple and Cohort Cybernetica, each with their own set of special rules– Crusade rules for seeking lost archeotech and rebuilding ancient machine-relics to augment your leaders– Self-contained Combat Patrol rules and a painting guide, allowing you to play fast-paced games with Purge Corps Deltic-9– An ‘Eavy Metal showcase of superbly-painted Citadel miniatures to inspire you, featuring a variety of forge worlds
This book also contains a one-use code to unlock Codex: Adeptus Mechanicus content in Warhammer 40,000: The App.
CODEX: NECRONS $60

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The Necrons are a deathless species of The Necrons are a deathless species of alien androids who dominated the galaxy in ages past. After millions of years in self-imposed slumber, they are rising from their hidden tomb complexes to march in conquest once more. Clad in self-repairing bodies of living metal, armed with weapons that harness the devastating energies of the cosmos, the Necrons are a terrifying enemy. They are without fear or mercy, soulless mechanoids who advance in eerie lockstep to lay down an annihilating storm.
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These phalanxes are joined by techno-sorcerous war engines, scuttling constructs, and shards of shattered star gods, led to war by undying nobles with wills and bodies of unyielding metal, driven by the absolute conviction that they are the rightful rulers of the galaxy. Ravaged by their long sleep, many Necrons have been reduced to murderous monsters or delusional demigods. Yet their madness only makes them an even greater and more inescapable threat.
Codex: Necrons is an essential guide for anyone who wants to collect Necrons and display the might of their phaeron on the tabletop. In this book you’ll find the rules you need to play a Necrons army in games of Warhammer 40,000 – including narrative Crusade campaigns and Combat Patrol skirmishes – as well as detailed background material and stunning art showcasing their ancient origins, impossibly advanced technology, and dynastic courts.
Inside this 136-page hardback book, you’ll find:– Terrifying background information exploring the awakened Necrons, from their unfathomably ancient history to the structure of the tyrannical dynasties– Stunning artwork that brings these undying legions and ancient tomb worlds to life (of a sort)– 47 datasheets detailing the profiles, wargear, and unique abilities of every Necrons unit, from mindless Necron Warriors to Imotekh the Stormlord– Five themed Detachments for Necrons armies, such as the Annihilation Legion and Canoptek Court, each with their own set of special rules– Crusade rules for steadily awakening the systems of your slumbering tomb world, earning ever-greater mechanical powers– Self-contained Combat Patrol rules and a painting guide, allowing you to play fast-paced games with Amonhotekh’s Guard– An ‘Eavy Metal showcase of superbly-painted Citadel miniatures to inspire you, featuring a variety of Necron dynasty colour schemes
This book also contains a one-use code to unlock Codex: Necrons content in Warhammer 40,000: The App.
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DATASHEET CARDS: ADEPTUS MECHANICUS $35

The armies of the Adeptus Mechanicus consist of cohorts of Skitarii cyborgs, bizarre war engines, and other fanatical followers of the Machine God, led into holy war by their robed Tech-Priests.
This set of 35 cards will help you keep track of your Adeptus Mechanicus forces in-game, with individual datasheets for every unit, detailing their profiles, wargear, options, and special abilities. You’ll also find a reference card for the Adeptus Mechanicus army rules as well as special datasheet cards for use in Combat Patrol games.
Contents:– 1x Army Rules Card– 30x Adeptus Mechanicus Datasheet Cards– 4x Combat Patrol Datasheet Cards
All cards measure 161.5mm by 107.1mm, and feature an eye-catching red foil glint edge.
You’ll need a copy of Codex: Adeptus Mechanicus to make full use of these cards.
DATASHEET CARDS: NECRONS $35

The Necrons are a deathless race of alien androids, rulers of the galaxy in a long-forgotten era once known as the Necrontyr. Now, having slumbered in stasis for millennia, they are rising to conquer it once more. Clad in self-repairing bodies of living metal and wielding weapons that harness the most devastating energies of the cosmos, the Necrons are a terrifying enemy.
This set of 53 cards will help you keep track of your legions in-game, with individual datasheets for every single Necrons unit, detailing their profiles, wargear, options, and special abilities. You’ll also find a reference card for the Necrons army rules as well as special datasheet cards for use in Combat Patrol games.
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Contents:– 1x Army Rules Card– 47x Necrons Datasheet Cards– 5x Combat Patrol Datasheet Cards
All cards measure 161.5mm by 107.1mm, and feature an eye-catching green foil glint edge.
You’ll need a copy of Codex: Necrons to make full use of these cards.
SYDONIAN SKATROS $38

A Sydonian Skatros is a sinister cybernetic sentinel, stoic and unmoving until the moment an enemy strays into range of their huge rifle. Mechanical, stilt-like limbs allow them to traverse hazardous terrain and survey the environment, shrouded by a smog of incense-exhaust. With protocol-driven precision and an advanced scanner known as the achillan eye, they lock on to their foes’ weakpoints and unleash pinpoint fire that sows panic and agony – all the better for eroding enemy morale.
This multipart plastic kit builds one Sydonian Skatros, an augmented sniper created by the Adeptus Mechanicus. This Skitarii sharpshooter can be armed with one of two long-barrelled guns – a radium jezzail, which fires radioactive bullets that pierce armour and poison flesh, or a high-powered transuranic arquebus. Each weapon comes with its own bionic loader-arm, as well as an ammunition pack for the Skatros’ belt, which sports a holstered pistol for closer foes.
The kit also includes a choice of two different headset designs for the Skatros – a sinister mono-visor, or a pair of staring goggle-lenses – which can be worn over their cyborg facemask or pushed up onto their forehead.
This kit comprises 21 plastic components, and comes with a Citadel 40mm Round Base. This miniature is supplied unpainted and requires assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
COMBAT PATROL: ADEPTUS MECHANICUS $160

The Adeptus Mechanicus march to war as a disturbing fusion of flesh and machine, ruling Tech-Priests and fanatical cyborg followers raising modified voices in binharic praise of the Machine God. Purge Corps Deltic-9 are equipped to scour the contamination of enemy presence from locations of strategic or exploratory importance, employing cybernetic speed and terrifying weapons. Cavalry and winged Pteraxii unleash gouts of purging flame, before radioactive Skitarii bring up the rear to reclaim whatever remains.
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Fight for the Omnissiah with Combat Patrol: Adeptus Mechanicus! This boxed set contains all the units you need to start your army or expand an existing collection, and will save you money compared to buying the contents individually. These miniatures provide a balanced fast-moving core for any Adeptus Mechanicus army, and can also be used as a complete force for Combat Patrol games of Warhammer 40,000 – the Combat Patrol rules are available as a free download on the Warhammer Community website.
This set includes the following multipart plastic models:– 1x Tech-Priest Manipulus– 3x Serberys Sulphurhounds (which can alternatively be built as 3x Serberys Raiders)– 5x Pteraxii Sterylizors (which can alternatively be built as 5x Pteraxii Skystalkers)– 10x Skitarii Vanguard (which can alternatively be built as 10x Skitarii Rangers)
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.
Royal Warden $35

Royal Wardens ensure that a Necron noble’s will is carried out by their dynasty’s vast armies. They possess the initiative to adapt the strategies of the phalanxes under their command with engrammatic logic, but while they retain independence of thought, protocols buried deep within their living metal cortices render them unquestioningly loyal.
This multipart plastic kit builds a Royal Warden, an adjutant and enforcer for the greater Necron nobility. The Warden is armed with a sophisticated gauss blaster, more powerful than those wielded by his Immortal comrades, and posed striding forward to lead the Necron legions from the front. His armoured, mechanical body is engraved with a collar of Necrontyr glyphs, indicating his station, and decorated by interlocking metal plates that hang like a cloak of office.
This kit comprises seven plastic components, and comes with a Citadel 32mm Round Hex Hole Base. This push-fit miniature can be assembled without glue, and is supplied unpainted – we recommend using Citadel Colour paints.
OVERLORD WITH TRANSLOCATION SHROUD $38

Overlords lead the Necron dynasties into battle. Their android minds are tremendously swift, their bodies are implacably resilient, but their indomitable wills are perhaps most fearsome of all. Furnished with a translocation shroud drawn from the dynastic vaults, an Overlord can phase through nether-dimensions, passing through rigid defences and even the flesh of mortal guardians to reach whatever prey or prize they demand.
This multipart plastic kit builds a Necron Overlord with a translocation shroud, an artefact of arcane dimensional science. He’s depicted phasing through space itself, and portions of his body and wargear are already dematerialised into streamers of energy that swirl around him. One of his folded arms carries a deadly hyperphase blade, while the other clutches a resurrection orb. His metallic body is covered in Necrontyr glyphs, as well as mechanical details such as the power nodes that fuel the translocation shroud.
This kit comprises five plastic components and comes with a Citadel 40mm Round Base. This miniature is supplied unpainted and requires assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
ORIKAN THE DIVINER $45

Orikan is a master astromancer, a Necron Cryptek who uses his knowledge of astral conjunctions to predict the tides of battle and empower himself with cosmic energies. He supplements these skills with chronomantic abilities that allow him to see events before they happen and alter the patterns of the past, helping him evade harm and aim his blows to devastating effect. Through careful study and scrutiny, the Diviner has meddled in monumental events and insignificant occurences throughout history, guiding the Necrons toward a future of his choosing.
This multipart plastic kit builds Orikan the Diviner, the greatest Chronomancer across all the Necron dynasties. Held eerily aloft by his prehensile spine, this legendary figure clutches an active chronometron alongside the Staff of Tomorrow, a temporal instrument that exists half a second ahead of ‘now’, striking before he even moves. Orikan is festooned with eldritch spheres to drive his divinatory calculations, and draped in a segmented mantle and striking headdress befitting a high Cryptek.
This kit comprises 15 plastic components and comes with a Citadel 40mm Round Base. This miniature is supplied unpainted and requires assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
IMOTEKH THE STORMLORD $45

Imotekh is a sublimely skilled Necron strategist, wielding his armies with hyperlogical skill and deadly strategic insight. In battle, the Stormlord incinerates enemies with his Gauntlet of Fire, blasts them with pan-dimensional energies from the Staff of the Destroyer, and humbles them in punishing one-on-one duels. As phaeron of the Sautekh Dynasty, with over eighty tomb worlds under his command, Imotekh marches to expand his deathless empire.
This multipart plastic kit builds Imotekh the Stormlord, the supreme leader of the Sautekh Dynasty. This imposing phaeron stands tall atop a dais of unearthed Necron architecture, his billowing cloak crawling with scarab-constructs. His left hand is encased in a Gauntlet of Fire, which generates waves of viridian flame, while his right grips the Staff of the Destroyer – his dynasty’s deadly icon of office. Imotekh’s armoured chestplate and metal brow sport lordly glyphs of Sautekh, while other Necrontyr sigils decorate his ornate mechanical body, proclaiming his rank as ruler of an unliving empire.
This kit comprises 15 plastic components and comes with a Citadel 40mm Round Base. This miniature is supplied unpainted and requires assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
COMBAT PATROL: NECRONS $160

The Necrons rise across the galaxy, android legions emerging from stasis-crypts after millions of years in deathless slumber. Amonhotekh’s Guard stalk the worlds that once belonged to their master, the Overlord Amonhotekh, to cleanse the flesh-vermin and lesser civilisations that now infest his ancient territories. He will stop at nothing to eradicate these pests, calling upon mighty Canoptek constructs, mindless warrior phalanxes, and even the raving Destroyer Cults to eliminate all trespassers.
Reclaim the galaxy with Combat Patrol: Necrons! This boxed set contains all the units you need to start your army or expand an existing collection, and will save you money compared to buying the contents individually. These miniatures provide a balanced core for any Necrons army, and can also be used as a complete force for Combat Patrol games of Warhammer 40,000 – the Combat Patrol rules are available as a free download on the Warhammer Community website.
This set includes the following multipart plastic models:– 1x Overlord, armed with a tachyon arrow– 1x Canoptek Doomstalker– 3x Skorpekh Destroyers, accompanied by 1x Plasmacyte– 10x Necron Warriors– 3x Canoptek Scarab Swarms
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.
ADEPTUS MECHANICUS DICE SET $32

The Tech-Priests of Mars march forth at the head of cybernetic legions, protected by barely understood relics of a bygone era, and wielding devastating and bizarre weapons to obliterate their foes.
This set includes 16 six-sided dice, measuring 16mm along each squared-off edge. They are cast in red with a pearlised effect and matte white markings with the Opus Machina, symbol of the Adeptus Mechanicus, on the 6 face of each dice.
NECRONS DICE SET $32

The Necrons are a deathless race of alien androids, clad in self-repairing bodies of living metal and wielding weapons that harness the most devastating energies of the cosmos. You can help reclaim the galaxy with every dice roll – and look awesome while doing it – using these themed dice!
This set includes 16 six-sided dice, measuring 16mm along each squared-off edge. They are cast in orange with a pearlised effect and green markings with the Necrons symbol – The Ankh of the Triarch – on the 6 face for each dice.

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: An Adventurer’s Guide To Kitiara Uth Matar

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Once a Great Knight, now one of the greatest servants of the Queen of Dragons, Kitiara Uth Matar cuts an imposing swath on Krynn.

Known at times as the Blue Lady or Dark Lady, the former Solamnic Knight known as Kitiara Uth Matar was one of the most infamous figures in the War of the Lance.
Kitiara Uth Matar would rise from humble beginnings to world-shaking importance. But before she was the Dark Lady, before she was Dragon Highlord of the Dragon Army, she was a dark-eyed, curly haired girl growing up in the city of Solace. There she lived with her mother, step-father, and two brothers, Caramon and Raistlin Majere.
Kitiara Uth Matar – Early Life

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Kitiara was born in the city of Palanthas to Gregor Uth Matar and Rosamun Aelan. Her mother was kind, generous, and caring. But her father, Gregor, was a rogue and bandit like no other. By the time Kitiara, or Kit, as she was more commonly called, was 7, Gregor left. Wanderlust and the desire for fortune and fame pulled him away from his family.
And all he left Kit with, was her lopsided, roguish grin. Rosamun settled in Solace with the woodcutter Gilon Majere. And if not for the fact that Rosamun soon was due to give birth to two boys, Caramon and Raistlin, she would have left.
Instead, Kit ended up helping to raise her half-brothers. She taught herself how to cook, sew, and mend whatever needed mending. She got Caramon his first sword, and even gave Raistlin his name, plucking it from the stories of a clever hero that her father had once told her.
Eventually, as the boys grew old enough to look after themselves, Kit left. She became a mercenary, and led a life of some tragedy.
During one particular misadventure, her friends were killed at sea, and Kit jumped ship rather than be blamed for their deaths.
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While hiding out at a farm, she happened to come across a man who knew her father—knew and betrayed him. leaving him to die. Though she killed her father’s betrayer, she never learned what happened to him.
And when she returned to Solace, Rosamun lay dying.
With little tying her to Solace, she left again. And while adventuring met Tanis Half-Elven, and the two became fast friends.
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From Companion of the Lance to Dragon Highlord

Kit and Tanis returned again to Solace, and this time, found friends. Her brothers, now grown, had a group of fellow adventurers known as the Companions. For a time, life in the Companions was good. But happiness would not last long for Kitiara Uth Matar.
During this time, she had a daughter born of a frustrated seduction. This left her out of the Companions for a time. And though Kit didn’t stay to raise her son, Steel Brightblade, she sent money and gifts to the woman raising him.
Instead, Kit pursued stories she had heard about a general named Duulket Ariakas. Ariakas was a warrior and wielder of dark magic, chosen by Takhisis herself to be his champion. Ariakas was the Commander-in-Chief of the Dragon Armies.
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Impressed with Kit’s demeanor, he sent her on her first mission: recruiting a red dragon named Immolatus.
Much to everyone’s surprise, Kitiara Uth Matar survived. With her new recruit, Kit was given the rank of Commander and a little more free rein. Kitiara and Immolatus were sent to the town of Hope’s End to search for the eggs of Metallic Dragons.
When Immolatus betrayed the Dragon Queen’s plan, Kit stepped in, working with her brothers in secret to kill the red dragon she had recruited.
In this moment, Kitiara saw and believed in the majest of Takhisis, Queen of Darkness.
Kitiara Uth Matar – The Blue Lady

Not long after, Kitiara became part of the Blue Dragonarmy, and before long, after the leadership was slain in battle, Kit became the Dragon Highlord of the Blue Dragonarmy.
And so it was that Kitiara Uth Matar entered the War of the Lance on the side of Takhisis.
Kitiara was at the vanguard of the Blue Dragonarmy’s invasion of Solamnia. Under her command, Takhisis’ forces conquered Kalaman, Hinterlund, and Nightlund. And indeed, because of her success, managed to avoid coming into conflict with her former companions. At least for a time.
Instead, she was instrumental in carrying out the plots of the newly crowned Emperor Ariakas. Ariakas sent Kit to undermine the Knights of Solamnia from within. As well as investigating the death of Highlord Verminaard, which brought her once more into contact with the Companions of the Lance.
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Kitiara fought her brothers’ companions across the lands of Krynn. She managed to slay Sturm Brightblade, the father of her child. And she led a flight of blue dragons against the High Clerist’s Tower.
She was instrumental in many of the successes had by the Dragonarmies. She captured the elven princess Laurana, fought with her former lover Tanis Half-Elven, and would have brought both to Lord Soth. Except Tanis managed to escape, striking down Emperor Ariakas with Raistlin’s aid.
And though she would ultimately be defeated in the War of the Lance, that was not the end of Kit’s story.
The Blue Lady’s War

After the War of the Lance, the Blue Lady forged an uneasy truce with the Knights of Solamnia. In 356 AC, she met with Raistlin in the Tower of High Sorcery and learn of his plans to become a god by killing Takhisis.
She tried to stop his plans, putting Lord Soth in motion, but Raistlin traveled back in time. But while the archmage was away, Kitiara began a campaign to kill the wizard Dalamar.
During the battle, however, Kitiara was mortally wounded. And when she finally died, Lord Soth himself appeared to claim her body. Her corpse is kept preserved in repose near Soth’s throne.
So ends the tale of the Blue Lady of Krynn

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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: How The New Roadmap Shapes The Future

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Games Workshop revealed the Warhammer 40,000 roadmap through Summer 2024. And we’ve got some secrets to look forward to.

The Warhammer 40k reveals during the World Championships happened pretty fast. There were quite a few winners and a couple let-downs, but overall it was solid. However, one thing that I wanted to cover in a bit more detail was the new 40k Roadmap.

The New 40k Roadmap
As you can see we’ve got a much clearer picture of what’s coming down the pipe. Before, we had a block of codexes that had been announced, but were unclear as to the full timeline. This is a bit easier to track and follow.
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We’re on the cusp of the Adeptus Mechanicus and Necron codexes being released as they are going up for Pre-order this weekend. Following those codexes, we’re getting the Dark Angels and Orks after them in the Spring ’24 window. We know Dark Angels are on deck first because of the reveals.

We haven’t seen any Orks yet, but you can bet those are coming. I just hope we get some meaty releases for both armies. But in reality we’ve kind of seen the pattern of one army getting a few releases (typically 2-3 new units) and the other getting a kit or two. I’m hoping I’m wrong here and the Orks and Dark Angels both get more toys to play with.
Further out we’ve got the Adeptus Custodes, T’au, and then the Chaos Space Marines. There’s not too much to speculate here. I do wonder how this batch of codexes will turn out for 10th edition. The Chaos Space Marines in particular seem to be holding their own in the competitive scene. It will be interesting to see how the T’au and Custodes turn out come the back-half of Spring ’24.
Warhammer In Summer 2024

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Once we get into Summer 2024, we enter into a trio of interesting codexes. First up, we have the Genestealer Cult army. When 10th Edition launched, they were actually one of the top armies to contend with. Personally, I think this was a mix of really good recursion rules (probably a little too good) and the fact that folks have had lots (and lots) of time since this army was released to get it ready. I think 10th was a perfect storm for the Genestealer Cults at launch — folks had good rules and a collection of miniatures ready to go.
And now we’ve seen what happens when this army gets some love. Unfortunately, finding a balance for them is a tricky prospect. Hopefully the codex solves some of that and we get an army that’s ready to compete but not crush everyone with unstoppable unit recursion.

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After the GSC, we’re getting the Adepta Sororitas, aka the Sisters of Battle. They’ve gotten some impressive miniatures with there last few major updates and I think they could be poised to really make a splash with a new Codex in 10th. We’ll see how GW handles them as I think they are in a similar boat as the GSC. If they get too many buffs they could be dominate and if they don’t get any/enough good rules they will meander in 10th. Turns out game balance is hard.
Into The Unknown

The final bread crumb from GW is an unrevealed codex. This is exciting! What could it be? Will it be a completely new army? Or perhaps this is just a book that GW isn’t quite ready to announce. Personally, I’m hoping it’s Aeldari because they need some tweaks. I’ve said it before but I really don’t like the way 40k handles “dice manipulation/replacement” armies. Having a way to guarantee 6s as a result isn’t something I personally like as rule. Part of the reason I like games that use dice as a random number generator is so that things can be, ya know, random.
Anyhow, before I go any further on this tangent, I think the Aeldari as a core army have lots of cool models and tools to use to be successful without fate dice. They’ve been strong out of the gate in 10th and have gotten nerfed to prove it. Here’s hoping that if they are the mystery codex in Summer 2024, that GW gets that balance right.
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And if it’s NOT an Aeldari Codex then the it will have to be one of the other MANY options in 40k. It’s not like there aren’t armies that could use a new ‘dex for 10th, right? If you’ve got one you’d like to see take that mystery spot drop us a line in the comments to let us know your pick and why.

What are you looking forward to from this new Warhammer 40,000 Roadmap?

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: Five Spells Fit For Feasting

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This is a week for feasting, and when you’re a wizard, it’s gets even easier to stuff yourself with five spells fit for feasting.

Feasts are a staple of fantasy stories. For whatever reason, when we step back into the trappings of taverns and castles, we just expect there to be a lot of talk about food. Whether it’s George Reorge Reorge Martin going on for way too long about sugar crusted pies and beef dripping into onions, or J.R.R. Tolkien going on for slightly too long about Lembas Bread, or the chapters’ worth of stews, honeycakes, and so on you can find in the pages of the collected Dragonlance series, fantasy and food just fit.
So naturally, adventurers in D&D will want to feast. And you can do it pretty easily with these five spells.
Prestidigitation

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It might be the lowest level spell on this list (in fact it’s a cantrip, so technically it doesn’t have a level) but it’s one of the most important. Prestidigitation is a cook’s best friend. It lets you instantly light a flame, up to a small campfire, instantly clean or soil an object no larger than 1 cubic foot–so cleaning those veggies was never easier–or most importantly you can chill, warm, of flavor up to 1 cubic foot of nonliving material for 1 hour.
This last one is doing a ton of work for you, because it either cools off the dishes you need to keep cool, heats up the dishes best served warm, or lets you get the flavors just exactly right. And since you can cast the spell multiple times, keeping up to three effects going at once, you can do flavor up to three cubic feet of food all at once–which is a pretty hefty box:

You can fit a lot of dinners in that one, folks.
Create Food and Water

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This one is less an “epic fantasy feast” spell and more, you ruined your roast and now you have to figure out what you’re going to do because your dinner guest has arrived and you can’t just pop out the window to purchase fast food and disguise it as your own cooking (which is a delightfully devilish move, to be sure). Instead, create food and water lets you instantly create enough food to sustain up to fifteen humanoids for 24 hours.
And while it’s bland but nourishing, with the judicious use of prestidigitation and maybe a glibness or two, you’ll be enjoying delicious food with an obscure regional dialect nickname in no time flat.
Heroes’ Feast

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Finally we get to the first of our feasting spells. This is one of the ones that the budding fantasy author side of your DM can really flex their creative description muscles with, as Heroes’ Feast creates a massive, magical feast full of “magnificent food and drink.”
The food created by this spell is so magically delicious that it cures any and all diseases or poison (and makes you immune to poison for good measure) as well as making you fearless, with advantage on Wisdom saving throws, and an influce of 2d10 hit points that temporarily increase your max HP for 24 hours.
Ceremony

This spell requires a little bit of the imagination because it takes an hour to cast and you have to perform a ceremony as a part of casting the spell. But what is a ceremony, really? Is it reading ceremonial words for an hour? Or is it performing about 15 minutes of ‘rites’ and then telling everyone to dig into the potluck they brought to the function.
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Magnificent Mansion

Finally we get to the ultimate feasting spell, as Magnificent Mansion not only creates the feast, but it gives you a magical space to feast in, and servants to serve your guests and make sure everyone has exactly what they need.
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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MTG: Weekly EDH – Top Five – Dragon Extinction

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At long last the Dragon has been slain and an undead warrior has risen to replace him. Here are Magic: the Gathering’s top EDH Commanders of the week.

Welcome Planeswalkers and Praetors to our ongoing series about the best casual experience in Magic: Commander. For the uninitiated, Commander is a semi-casual format for Magic: the Gathering, where 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 a great source for Commander info and can give you ideas to build your next Commander deck or tune an existing one. They also provide a definitive ranking of which Commanders are ranking the highest each week. These are the top five Commanders for this week, based on decks built and logged playtime.
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Pantlaza, Sun-Favored

Jumping up to the top spot we have Pants Laser himself, the discovering dino. I’m not surprised at all to see the Raging Raptor this high up; discover is an insane mechanic, and triggering off something as huge as toughness is a pretty big deal. With all the powerful Dino triggers in the game, this is just an insane piece, and it comes in cheaper than Gishath.
Gishath, Sun’s Avatar

Gishath takes a step back this week, but that doesn’t make it a weak leader. Gishath is probably still one of the strongest typal creatures in the game, only falling behind Pantalza for the non-creature spells. Still, it will be interesting to see how these two shape up in the coming weeks.
Hakbal of the Surging Soul

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Surging up to the third spot is Hakbal, the merfolk with the map. I called last week that Hakbal would shoot up once folks figured out his combos, and third isn’t a bad position. This explore enabler can make your Merfolk so deadly so fast, and his secondary ramp is even better.
Edgar Markov

Our only newcomer this week is a deadly Commander from the days of yore. Edgar is the master of Vampires, and he makes even more just by existing. Alongside his eminence trigger, he’s a nasty beater, and he gets bigger every time he attacks. With all the new Vamps in the Ixalan precon, his already considerable value has skyrocketed.
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Tymna the Weaver

There must always be a Stark in Winterfell, and there must always be a Tymna in the Top Five. Partner remains a powerful ability and the reprint of Thrasios, her favorite buddy, is keeping her going strong. Even the wave of new critters couldn’t keep this spider lady down.

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Originally from North Carolina, Clint comes to Austin as the latest in a long list of haunts of a wandering actor. 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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Five Tabletop Games For The Marvel Fan In Your Life (Including Yourself)

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With Black Friday behind us, you may have missed some of the most bestest deals, but there are still plenty to be had for the tabletop Marvel fans out there.

Marvel Champions The Card Game

Unleash the power of Marvel superheroes in Marvel Champions: The Card Game. As a cooperative living card game, you and your friends become the legendary heroes, battling against notorious villains to save the day. Customizable decks allow you to create your ideal hero, utilizing their unique abilities, signature cards, and upgrades. Join forces with other players to face thrilling scenarios that will test your teamwork and strategy.

Funko Games Funkoverse: Marvel 100 4-Pack

In the Funkoverse Strategy Game, you combine your favorite characters and go head-to-head in exciting game scenarios. Each turn, you select one of your characters and perform two actions. Each character has access to basic actions like moving and challenges as well as several unique abilities that may be performed only by spending ability tokens.

Marvel Villainous: Twisted Ambitions

Each player takes on the role of one of three Marvel Villains (Doctor Octopus, Titania, or Kang the Conqueror) and strives to complete a unique, story-based objective. While working toward victory, players will need to face off against iconic Marvel Heroes found in a shared Fate deck, including Spider-Man, Doctor Strange, She-Hulk, and more!
Dominate the Marvel Universe as Doctor Octopus, Titania, or Kang the Conqueror. Follow your own twisted path to victory, using sinister abilities to take on other Villains and mighty heroes from across the universe!
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Marvel Splendor

The superheroes of the Marvel Universe take over in this version of the original Splendor board game! Gather the Infinity gems, recruit heroes and villains, and claim the Gauntlet to win! This new version of the game will appeal to Marvel fans whether they are new to the game or already familiar with the Splendor base game. Bring together a team of superheroes and prevent Thanos from ending the world.
An entirely new card structure, new endgame rules and a few tweaks in the rules add an action-packed superhero element to your game night. Assemble the Avengers, pick a powerful leader and recruit a hero for each Infinity gem. Like the original Splendor, its intuitive, unique economy makes this game simple yet challenging every time. Collect infinity stones in the form of tokens and use them to claim the Gauntlet. Pick your tokens carefully and choose characters decisively to gain infinity points, bonuses and the ultimate victory.

Sentinels of The Multiverse

You and your friends take command of a team of powerful heroes with unique abilities. Your job: stop the dastardly villain before they enact their devious plot. With all-new art, notably streamlined mechanics, and new stories to experience, this is the award-winning cooperative comic-book card game you’ve been waiting for! Every time the game hits the table, a new story unfolds in the ever expanding Multiverse. Do you and your teammates have what it takes to win the day? Find out in Sentinels of the Multiverse: Definitive Edition.

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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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Dragonheir: Silent Gods Reveals More For Dungeons & Dragons Collab

Posted in: Dungeons & Dragons, Games, Mobile Games, Nuverse | Tagged: d&d, Dragonheir: Silent GodsDungeons & Dragons has come to Dragonheir: Silent Gods as part of a new two-year collaboration between the two properties.Article Summary
Nuverse announces a 2-year Dragonheir: Silent Gods & Dungeons & Dragons collab.
Famed D&D character Drizzt and Guenhwyvar join Dragonheir in new PvE content.
Players will battle Erttu the Balor in the all-new Temple of Eto dungeon.
Exclusive rewards include Argent Emerald dice skin and Heliolite Dice.
Mobile developer and publisher Nuverse revealed more details about their upcoming Dragonheir: Silent Gods collaboration with Dungeons & Dragons. It was revealed a few weeks ago that we’d be getting three characters from the D&D universe in a new partnership with Wizards of the Coast, as you’ll be getting the drow ranger Drizzt Do’Urden and his panther companion Guenhwyva, as you will head off on a new adventure to end the reign of Erttu the Balor. This adventure will be a part of a brand-new PvE quest line and dungeon, which will be the start of a two-year collaboration between the two companies in the game. You can read more details below as the content is now live.Credit: Nuverse
Dungeons & Dragons comes to Dragonheir: Silent Gods
This unique collaboration brings iconic Dungeons & Dragons characters into the world of Dragonheir: Silent Gods through special limited-time, in-game events over the next two years. These new characters will expand the multiverse with new locations to explore, enemies to slay, and allows more players to experience the charm of classic fantasy gameplay. The latest update takes players through the story of Erttu, the menacing balor demon who revels in chaos and destruction and reigns havoc on the denizens of Adenthia.
To challenge his demonic reign, adventurers must enlist the help of Drizzt Do’Urden, a drow ranger and fabled hero of the North, to hunt down Drizzt’s nemesis with the assistance of his comrade black panther Guenhwyvar. In addition to the new storyline, Errtu will also be added to the new dungeon called Temple of Eto. A series of new collaborative events have also launched in Dragonheir and across the community –  players who participate in these activities can summon Drizzt Do’Urden in the Planeswalker Summoning, and have the opportunity to obtain exclusive rewards such as the Argent Emerald dice skin and Heliolite Dice.
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Warhammer 40K: The Adeptus Custodes Are Not Your Typical Grimdark Warriors

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What makes the Adeptus Custodes so much different than the Adeptus Astartes? It’s not just in the genes. They are build different!

The Adeptus Custodes are a fighting force unlike any other in the Imperium. What makes them different and why do they have that air of superiority? It all has to do with their training and general outlook on their duty as the Bodyguards of the Emperor.

To An Adeptus Custodes…
Although the Custodes were among the first modified warriors to be created by the Emperor, they were never intended to be part of a conquering army; such a role was to be filled by the latter Astartes armies. This is revealed both in their mindset and training, where the Custodes do not fight as brothers and as a greater whole but rather as individual warriors.
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This is in stark contrast to Space Marines, who employ a high degree of teamwork and collective tactics in battle. At least some Astartes look down on the Custodes for these tactics, and it may be that this was deliberately designed so that they shared a bond with none but the Emperor himself.  Whatever the truth, the Custodians are undoubtedly fanatically loyal to the Emperor and will carry out any task he demands, regardless of how brutal or suicidal it may be.

While Custodians share a genetic kinship with one another within the formation, they do not foster the same spirit of brotherhood that is instilled within the Astartes in order to function together as a unit. Indeed, each Custodian prepares and inspects his equipment individually, rather than on military parade. The individuality of each Custodes is further promoted by the fact that the processes required to produce them is not as refined or as simple as that of the Astartes and thus are not “mass-produced” as the Astartes are; meaning that each Custodian is a unique investment for the Imperium.
One ritual that the Custodes do share is the recognition of mighty deeds, manifested in the awarding of names, which are added to the Custodian’s title to represent the actions he has performed in service to the Emperor (Constantin Valdor obtained 1932 names prior to the assault on Terra). Such names were inscribed onto the inside of the warrior’s battle armour as marks of individual pride.

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Adeptus Custodes Training
The training of the Custodes also differed immensely from the Astartes, being bodyguards rather than soldiers. It is clear from their Blood Games that Custodians are trained in the arts of assassination – both improvised and advanced – in order to counter possible assassination attempts to the Emperor. It is common for several Custodians to be on detached duty for these Blood Games. This is so that the organisation remains vigilant against developing threats.
Furthermore it is clear that the Custodes are also well versed in the political etiquette of Terra, and have been known to act outside of Imperial Law, to infiltrate influential Noble Houses and to investigate any potential threats (a role that an Astartes would never be expected to fulfill). Moreover fitting of their status as the Emperor’s aids the Custodes are given an intense appreciation of finer concepts. Their training involves mastery of the arts, diplomacy, geography, history, and countless other fields.

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The Custodes do not consider themselves soldiers. Rather, they see themselves as the guardians of the Emperor. Not just the guardians of his physical form but also his ideals and what the species was meant to become. As such they are also scholars, artisans, and counselors in addition to being trained rigorously in the art of combat.
Learn More About The Adeptus Custodes At The Lexicanum
It’s easy to see why the Custodes have a superiority complex towards the rest of the servants of the Imperium. They have their genetic bond to the Emperor, their individualism, their unique training, and their overall mindset. Adeptus Custodes are the Bodyguards of the Emperor. They speak with his authority and no one is foolish enough to challenge them. And if they do, they are basically challenging the word of the Emperor himself. That’s a line few mortal men are willing to cross.
For the Adeptus Custodes it’s not just their genes that make them different from the Astartes. They have a completely different mindset and purpose. The Custodes are not your typical Grimdark Warriors.

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That’s why they are the real Emperor’s Golden Boys.

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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Eating and Being Thankful

And so the holiday season begins in the United States. Kobold Press is closed for American Thanksgiving today. Wherever you are, we are deeply thankful for your friendship and good will throughout 2023. We have a jam-packed December ahead and we’re super excited to launch the Tales of the Valiant RPG next year.

Fight a turducken on us (see Tome of Beasts 3!) , and we’ll be back Monday.

Lady Dimitrescu Closet Cosplay Makes Your Enemies Bow Before

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She’ll stomp your heart and steal your blood–and now you can put together the perfect Lady Dimitrescu closet cosplay!

Lady Dimitrescu has to be one of the most outrageously popular characters I’ve ever seen rise to infamy this quickly. Since Resident Evil Village popped onto the gaming scene, she has swept the hearts and minds of gamers around the world… not to MENTION spawning many fantasies about being stepped on by inordinately tall women.
via Capcom
She’s over nine feet tall and dressed to the nines as well, in classic 1930s attire that belies her vicious nature. She dresses in whites and blacks and is always perfectly accessorized. Cosplayers everywhere have built costumes for her, and now it’s your turn!

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Lady Dimitrescu Closet Cosplay: The Gown

As always, Amazon has the one-stop shop when it comes to Dimitrescu cosplay. You can pick up a full setup online or use these images to make your own selections individually. The key parts of this cosplay are the gown, hat, and gloves- you can play with the rest at will!

If you want to pull something more simple out of the closet, you want to choose a fitted sleeve, ruched front, and floor-length white gown. Here is a great example for you to consider, but go with what you can find!
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If you want to go big and bold and luxe with this closet cosplay, a wedding gown is the perfect move. Pull one out of your closet, and find one at a local Goodwill (you never know when you’re going to find a random $5000 designer gown hiding out!).
The options are limitless when you add the right accessories. Don’t forget the undergarments- I know most modern folks aren’t used to needing a petticoat, but TRUST ME- it keeps your legs cooler, helps you walk easier, and distributes the weight of the gown more evenly. You’ll thank me for this!

Lady Dimitrescu Closet Cosplay: The Hat

She’s a nine-foot-tall lady, so the bigger the hat, the better. This one would be light, easy to wear, and breathable. That’s a perfect combination for a cosplay requiring a wig.

Lady Dimitrescu Closet Cosplay: The Gloves

No lady goes without gloves to protect her from touching surfaces that others have touched… You can go with any kind of black glove, but I have a personal preference for the elbow or above elbow style. This set also has some classy vintage-style buttons to further glam up the look.

Lady Dimitrescu Closet Cosplay: The Heels

Though Lady D’s ensemble is fairly timeless, there are a lot of 1930’s influences there. That said, a classic heel is a great way to go. We never see much of her shoes so you can go with white OR black, satin, or something more matte… I suggest using something that makes you taller and is incredibly comfortable.
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But if you’re -really- courageous and want to go the extra mile for the mega-tall stompy lady? Check out these heels that pole dancers use to give them the lift they need to perform their acrobatic feats safely. They’re known to be supportive and comfortable after the learning curve of any platform shoe. Go forth and be the Almighty Tallest Stompy Lady!

Lady Dimitrescu Closet Cosplay: The Necklace

Clutch these pearls, and you’ve completed the look. Use any strands you have or other necklaces–the point is something that drapes and fills the space. And with that–your Lady Dimitriscu closet cosplay is ready to do some damage!

Don’t be an ungrateful, selfish wretch- help support BoLS by clicking these links! Every purchase helps fill the Bell of Lost Souls coffers, so click away and build your next exciting cosplay!
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~Join us next week for more Cosplay Coverage~
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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Binge These Blu-ray Black Friday Deals – Almost 75% Off

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Black Friday has arrived, and there are a bunch of sweet movie collections you can binge available for deep discounts.

These are my top picks with the deepest discounts, but there are a ton of movies and shows on sale right now. Check it out here!

Matrix, The 4-Film Déjà vu Collection – Save 25%
Includes The Matrix, The Matrix Reloaded, The Matrix Revolutions, and The Matrix Resurrections plus special features.

Saw 8 Film Collection – Save 32%
Includes all of the deadly, gory puzzles in Saw 1-7 and Jigsaw in one box.

Star Trek 10 Movie Stardate Collection – Save 43%
This set provides nearly 19 hours of Trek for one low price. Includes Star Trek: The Motion Picture through Star Trek X: Nemesis.
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Indiana Jones 4 Movie Collection – Save 44%
They don’t sell a trilogy collection, but you can use The Crystal Skull as a drink coaster. It’s still useful.

Terminator 6 Film Collection & Predator 4 Movie Collection – Save 44%
Marathon all of the movies in both franchises in high definition – including the most recent chapters, Terminator: Dark Fate and 2018’s The Predator.

Back to the Future: The Ultimate Trilogy – Save 49%
Get all three movies and the childhood nostalgia they bring remastered in 4k HD.

Mission: Impossible 6-Movie Collection – Save 49%
Watch Ethan Hunt and his crew unwind conspiracies in the $4 billion franchise i this collection. Plus, Tom Cruise running. A lot.

The Bond Collection – Save 54%
24 (official) movies covering over 50 years of the world’s most famous spy. Does not include No Time to Die, which you can grab here for 68% off.
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Underworld Ultimate Collection – Save 55%
All 5 movies in the best vampires vs. werewolves franchise of the aughts. And they aren’t even sparkly.

Jurassic World Ultimate Collection – Save 57%
All six movies filled with dinosaur action and screaming human beings.

Resident Evil The Complete Collection – Save 59%
This 6 movie collection proves that Racoon City is the worst place to live. Ever. Oh, and Milla Jovovich is a badass.
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Bill & Ted’s Most Excellent Collection – Save 59%
This collection will take you from the past to the future, and to Hell and back with the best band ever – the Wyld Stallyns.

Middle-earth Theatrical Collection – Save 60%
The ground breaking, beloved Lord of the Rings Trilogy and the so-so Hobbit Trilogy in one case.

Alien 6-film Collection – Save 69%
All six – including the one where those two people kept running in the path of a giant falling object the when they really should have gone left or right.
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Cowboy Bebop: The Complete Series – Save 73%
Join the crew of the Bebop as they hunt down bounties, fight enemies, and explore the meaning of humanity.

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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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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Amazon Black Friday Deal – Buy 2 Get 1 On Your Favorite RPG Titles – ‘Pathfinder’, ‘Warhammer’, & More

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The Amazon Book Sale means you can buy two and get one free with your favorite RPGs, including Pathfinder, WFRP, and more!

It’s Black Friday and that means it’s time once again to decide which matters more: your RPG collection, or your wallet. Especially if you’re looking to pick up some new RPGs, because this year Amazon has their Black Friday book sale back on.
Which means you can buy two books and get a third free. Which is great, if you were already going to buy two books. And you might have, because these books are often discounted. Good news, if you’re looking to get started with some new RPGs this season, there’s plenty to find, as Amazon’s Black Friday book sale has more than just D&D. It has Pathfinder too.
Amazon Black Friday Book Sale – Buy Two Get One (Free)

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Pathfinder & Paizo Deals
Pathfinder makes a pretty impressive showing, with many of their more recent titles on sale. Sadly, the Pathfinder Remastered Player Core and DM Core aren’t part of the deal. But you CAN get hold of:

All of which are around 20-50% off in addition to being buy three for the price of two. And while we’re sticking with Paizo, let’s not forget about the lone Starfinder book that’s part of the sale:

Warhammer & Marvel Deals
But a number of surprising titles are on Amazon’s Black Friday deals list. Including Warhammer Fantasy Roleplay 4th Edition, which is exciting for those of you looking for grim, perilous fantasy adventure.

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And on top of that, a number of books about roleplaying games are there. Including the Game Master’s Series, which is a collection of indispensable creations to drop into any fantasy RPG campaign. You’ll find detailed traps. New NPCs. Even micro-adventures included in these series.

Happy Black Friday-ing!

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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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Outside the Box – November 24th: Black Friday, Baby!

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Welcome back to the Black Friday issue of Outside the Box, this time with news from Para Bellum Wargames, Warlord Games, Puppetswars, Steamforged Games, and more!
The Void Reaper is coming soon from Artel W Miniatures: – > More Artel W Miniatures News
Wyrd Miniatures offers this year’s Nightmare boxes: – > More Wyrd Miniatures News
New Greater Good miniatures are available from Wargame Exclusive: – > More Wargame Exclusive News
Para Bellum Wargames accepts pre-orders for new Conquest miniatures: – > More Para Bellum Wargames News
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New DC miniatures are available from Knight Models: – > More Knight Models News
Warlord Games released new Peninsular War veterans for Black Powder: – > More Warlord Games News
New bundle deals are available from TT Combat:
– > More TT Combat News
Puppetswar released new miniatures: – > More Puppetswar News
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And Steamforged Games launched the Horizon Forbidden West: Seeds of Rebellion Kickstarter:
– > More Steamforged GamesNews 
For more of week’s new Kickstarter campaigns – follow this link!
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If you are looking for Black Friday sales – follow this one!

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

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D&D Monster Spotlight: Tis’ the Season for the Yeti
D&D: Waterdeep – An Adventurer’s Guide
Star Wars: Bringing a New Hope to the Rebellion – The Jyn Erso Breakdown

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: Black Friday Deals to Be Thankful For

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Forget Black Friday; these Magic deals will make it WUBRG Friday!

Now that we’re all full of delicious food, we have plenty of time to check out our favorite games. The holidays are fast approaching, and you need to think about the Planeswalkers in your life. Thankfully, Amazon has you covered with some great deals.
Whether you want to add to their arsenal (or your own) or give them something to protect their precious deck, there’s a little something for everyone. Don’t wait, though; these deals are going at Instant speed!

1. Magic: The Gathering Game Night: Free-for-All 2022 – Save 35%

It might be a year behind, but the Game Night Free-For-All box is still a great value. With five complete decks, one for each color, this box is a great choice to get everyone playing. This is a great bundle if you want to get the whole family playing or just need some fodder for a few pet decks.

2. Gamegenic Sidekick Deck Box: Red – Save 32%

As nice as new cards are, sometimes what you really need is something to keep your existing cards safe. Whether you have a pet deck with four figures or just want something flashy to take your new EDH monster to game night, Gamegenic has you covered. This sleek deck box is designed to hold up to 100 double-sleeved cards, making it the perfect option for Commanders on the go. Plus, Gamegenic products are all designed to be used together, so this box fits perfectly into their larger bags.
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3. The Brother’s War Collector Booster Box – Save $85

The Brothers’ War was one of the most iconic events in Magic history. The titular brothers, Urza and Mishra, threw themselves and their autonomous armies against each other, unknowingly battling for control against an unseen foe.
That cataclysmic battle can be revisited in glorious detail with the Collector Booster box. Potentially containing a Retro-style “Blueprint” artifact, these boosters are packed with value and a must-have for any artistic collector.

Those are some we recommend, but there are more discounts to be had – like $33 off Phyrexia boosters, Commander decks, card storage, and more.

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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Originally from North Carolina, Clint comes to Austin as the latest in a long list of haunts of a wandering actor. 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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Free League’s Black Friday RPG Sale – Up To 50% Off On Blade Runner, Alien, Tales From The Loop, And More

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Free League launches their newly re-designed website with a massive Black Friday sale that will save big on big RPGs.

It is Black Friday and the deals won’t be stopped. RPG publisher Free League aka Fria Ligan, have carved out a sizable niche as publishers of licensed RPGs with titles running from Alien the RPG to Blade Runner the RPG. And of course, they’ve got their own stuff as well. All usually based around the Year Zero engine.

And now they’re offering pretty sizable discounts on many of those titles, with a Black Friday sale. This sale also marks the launch of their re-designed website. It promises “new tools and guidelines for players” so let’s check it out.
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Free League Black Friday RPG Sale – Save Up to 50% Off Select Titles
We are thrilled to say that we are slashing the prices for a wide selection of our award-winning core RPG books, starter sets and more in our webshop for our Black Friday Sale.
Grab this amazing opportunity to venture into any of our wonderous worlds not yet explored. Journey to an alternate ’80s, wander into the post-apocalyptic Zone, explore dark forests and old ruins of the past, walk into unknown lands brimming with magic, or explore the vastness of space.
Here are some of our favorites at the Free League Black Friday RPG Sale.
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The Blade Runner RPG takes you right to the neon-soaked streets of a futuristic LA. The Rep-Detect Bundle gets you the Corebook, Starter Set, and GM’s screen for only slightly more than the core book is normally.

The Alien RPG core book and its various accessories are on sale, all around 50% off or so. Whether you’re looking for the core book, or one of the incredible cinematic campaign modules, like Destroyer of Worlds, you can find them here. As well as the new Colonial Marines and upcoming Colonist expansions.

Lord of the Rings helped inspire tabletop RPGs a long time ago in the distant 1970s, which are further away from the year 2000 than we are today. The 5E Bundle brings Lord of the Rings into 5th Edition, as you might expect, and folks seem to be enjoying it so far. Now’s your chance to dive in at a slight discount.

Of course, the sale has so much more, including Tales from the Loop and Vaesen.
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The Free League Black Friday RPG Sale runs through Monday, November 27th!

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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 co-creator’s son just launched a fantasy shoe line as part of his lifestyle brand for gamers

For many, one of the great joys of the tabletop hobby is the accessorising. Custom, handmade dice, trays, character sheet holders, miniatures, horns (and tails), drinking mugs, and other accoutrements fill the Etsy shops and convention stalls of Dungeons & Dragons-adjacent creators. But what about shoes? It turns out the answer to your fantasy footwear needs might come from none other than the son of Gary Gygax.

Lucion “Luke” Gygax, son of D&D’s co-creator and a tabletop figure in his own right, recently announced the addition of a line of shoes featuring fantasy-inspired art to his G20 lifestyle brand. The two available models come as hi-top or lo-top trainers in the 20th-century basketball shoe style with black or white trim. If you’ve seen a pair of Converse shoes, you know what to expect.

Emblazoned on the side of the Firewalker model is a red dragon illustrated by Tyler “Hos” Hostettler and clawing its way across a flaming gradient. The Elf and Eye model features artwork by Erol Otus, known for his work on TSR’s earliest D&D releases including the cover of Deities & Demigods’ initial publication. His shoe portrays a figure in sleek black armour battling against a many-eyed creature that is most certainly legally distinct from Wizards of the Coast’s Beholder.

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Baldur’s Gate 3’s ENTIRE CAST on bringing the D&D video game to life
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If you’re wondering why Gygax’s less problematic son and shoeware are being mentioned in the same sentence, Luke is pivoting slightly away from pure game design to create G20 as a way to sell designer apparel within his already existing Gaxxworx company. The shoes join t-shirts, hats and materials for Luke’s original tabletop setting Okkorim – he was apparently inspired by his tours of the Middle East in the U.S. Army. As it turns out, there’s a bit of a familial connection with shoes.

“Before my dad made it big with D&D, he was a shoe repairman, basically a cobbler like a character in a fairy tale. My father was a rebel who blazed his own path throughout his life,” Gygax said in a press release. “I honour his memory, and the impact he made on the world by launching the G20 lifestyle brand today. The fantasy shoe line honours him as a cobbler as well as his love of gaming and our community.”

Luke’s Firewalker and Elf and Eye shoes are apparently the first in a planned collection of apparel that will “feature artists that embody both old school and modern styles” from diverse backgrounds and disciplines. It’s worth noting that this son of Gary Gygax is not the same one who notoriously attempted to revive TSR Games in 2021 (despite the business still very much existing) and then courted public disaster by making transphobic and racist statements on a livestream. As far as we can tell, Luke is just a veteran with dreams of creating “the premier lifestyle brand for gamers”.

Warhammer 40K: List Of The Week – Chaos Space Marines Strike Again

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Chaos Space Marines are back with a new twist on the Trio of Chaos Lords. Take a look at the winning list for the week from BCP.

Welcome 40K players. We’re back with Best Coast Pairings to showcase the top list of the week for competitive 40k. We have the top lists being played out there in the world, what faction are winning, and the list that won the biggest event this last week. So put on your armchair general’s hat and let’s dive into the data, brought to us by Best Coast Pairings.

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Chaos Space MarinesStrike Force (2000 points)Slaves to Darkness
CHARACTERS
Chaos Lord (75 points)Mark of Chaos: Chaos UndividedWarlord1x Daemon hammer1x Plasma pistol
Chaos Lord (75 points)Mark of Chaos: Chaos Undivided1x Daemon hammer1x Plasma pistol
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Chaos Lord (75 points)Mark of Chaos: Chaos Undivided1x Daemon hammer1x Plasma pistol
Dark Commune (55 points)Mark of Chaos: Chaos Undivided1x Cult Demagogue1x Autopistol1x Commune stave1x Mindwitch1x Close combat weapon1x Warp Curse1x Iconarch1x Autopistol1x Chaos Icon1x Close combat weapon2x Blessed Blade2x Commune blade
BATTLELINE
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Cultist Mob (55 points)Mark of Chaos: Nurgle1x Cultist Champion1x Close combat weapon1x Cultist firearm9x Chaos Cultist1x Close combat weapon1x Close combat weapon1x Close combat weapon6x Close combat weapon6x Cultist firearm1x Cultist grenade launcher1x Flamer1x Heavy stubber
DEDICATED TRANSPORTS
Chaos Rhino (75 points)Mark of Chaos: Nurgle1x Armoured tracks1x Combi-bolter1x Combi-weapon1x Havoc launcher
Chaos Rhino (75 points)Mark of Chaos: Nurgle1x Armoured tracks1x Combi-bolter1x Combi-weapon1x Havoc launcher
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OTHER DATASHEETS
Accursed Cultists (190 points)Mark of Chaos: Chaos Undivided10x Mutant10x Blasphemous appendages6x Torment6x Hideous mutations
Chosen (220 points)Mark of Chaos: Chaos Undivided1x Chosen Champion1x Boltgun1x Chaos Icon1x Plasma pistol1x Power fist9x Chosen6x Accursed weapon6x Bolt pistol3x Boltgun4x Combi-weapon2x Paired accursed weapons3x Plasma pistol1x Power fist
Chosen (110 points)Mark of Chaos: Chaos Undivided1x Chosen Champion1x Boltgun1x Chaos Icon1x Plasma pistol1x Power fist4x Chosen3x Accursed weapon3x Bolt pistol1x Boltgun2x Combi-weapon1x Paired accursed weapons1x Plasma pistol
Chosen (110 points)Mark of Chaos: Chaos Undivided1x Chosen Champion1x Boltgun1x Chaos Icon1x Plasma pistol1x Power fist4x Chosen3x Accursed weapon3x Bolt pistol1x Boltgun2x Combi-weapon1x Paired accursed weapons1x Plasma pistol
Forgefiend (180 points)Mark of Chaos: Chaos Undivided1x Armoured limbs1x Ectoplasma cannon2x Ectoplasma cannon
Forgefiend (180 points)Mark of Chaos: Nurgle1x Armoured limbs1x Ectoplasma cannon2x Ectoplasma cannon
Obliterators (170 points)Mark of Chaos: Chaos Undivided2x Obliterator2x Crushing fists2x Fleshmetal guns
Obliterators (170 points)Mark of Chaos: Nurgle2x Obliterator2x Crushing fists2x Fleshmetal guns
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ALLIED UNITS
Syll’Esske (120 points)1x Axe of Dominion1x Cacophonic choir1x Scourging whip
The Blue Scribes (65 points)1x Sharp quills
Total: 2000 Points

The Most Played Faction: This chart represents the primary faction identified by players when submitting their lists. This gives a global view of what is popular and being played out there in the competitive scene. We are also tracking how many weeks they have been in that position.
November 24, 20231: Adeptus Astartes =212: Chaos Space Marines =113: Tyranids =94: Necrons +35: Aeldari =26: Orks +27: T’au Empire -38: Astra Militarum -29: Death Guard =410: Leagues of Votann =2
November 16, 20231: Adeptus Astartes =202: Chaos Space Marines =103: Tyranids =84: T’au Empire +45: Aeldari +16: Astra Militarum -27: Necrons =28: Orks -39: Death Guard =310: Leagues of Votann (new)

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The Most Winning Faction: This chart represents the primary faction identified by players who are winning events. This gives a global view of what is potent and winning games out there in the competitive scene. We are also tracking how many weeks they have been in that position. 
November 24, 20231: Chaos Space Marines =22: Adeptus Astartes =23: Aeldari =24: Tyranids +15: Necrons +56: Orks +27: T’au Empire -38: Leagues of Votann -29: Death Guard -210: Astra Militarum -1
November 16, 20231: Chaos Space Marines +12: Adeptus Astartes -13: Aeldari +14: T’au Empire +25: Tyranids -26: Leagues of Votann +37: Death Guard +38: Orks -39: Astra Militarum -210: Necrons -2
Data brought to you weekly by our friends at:

The Best Coast Pairings Tournament Organizer is the free app that makes it easy for anyone to set up, run and manage an event of any size with tools like online registration, pairings, list collection, and remote scoring. Players can use the BCP Player App for iOS or Android to quickly look at pairings, lists, and tournament results from any event they attend, and with a subscription, players can see details, and lists, from any event around the world and earn credit toward exclusive discounts for tickets and merchandise. Find and compete like never before- download the BCP Tournament Organizer or the BCP Player App from bestcoastpairings.com today!

Aeldari are still winning big! Who could have seen that coming?!

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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Chris Pine is “pretty confident” in a Dungeons & Dragons film sequel

If Dungeons & Dragons: Honor Among Thieves left you hungry for more owlbears, fat dragons and adventures with a dubious group of heroes, you’re not alone. Chris Pine, who portrayed Edgin Darvis the Bard, recently told GamesRadar that not only is a sequel to 2023’s hottest film with both big lizards and labyrinths possible, he’s optimistic about the chances he’ll once again pick up the lute.

“I’ve heard some rumours about it,” Pine said in an interview with GamesRadar, where he was primarily discussing his role in the most recent animated Disney film, Wish, where he portrays the villainous King Magnifico. “But I don’t know anything yet. But I feel pretty confident that it may happen.”

Despite Honor Among Thieves’ apparent popularity amongst the tabletop segment and Dungeons & Dragons 5E players, the film grossed $208.2 million globally against its $150 million budget – not even close to the roaring success producer Paramount or parent company Hasbro likely hoped to achieve.

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D&D HATER and LOVER review Honor Among ThievesWatch on YouTube

Lacklustre financial performance apparently hasn’t deterred Pine. When the interviewer asked if he would return for another round as Edgin, he responded with a decided “Absolutely”.

Prior to Pine’s comments, the future of a D&D film franchise wasn’t exactly firm. Co-directors Jonathan Goldstein and John Francis Daley remained cagey when speaking with Polygon in April, saying that it was never their intention to springboard a fantasy-flavoured Marvel Cinematic Universe. Any cinematic returns to The Forgotten Realms would follow Honor Among Thieves cast of characters – Michelle Rodriguez, Regé-Jean Page, Justice Smith and Sophia Lillis – along with a few new additions.

Image credit: Paramount Pictures/Hasbro

Paramount Pictures CEO Brian Robbins took a more practical tack in July when he told Variety that the film’s budget clocked in much lower than the first. Apparently, that disappointing performance on the big screen has spooked the folks in charge of the money. It didn’t help that Honor Among Thieves launched during a period of increased fan animosity toward Wizards of the Coast and Hasbro’s bungling of the OGL rollout and played a fairly conservative marketing hand. Unhelpfully, The Super Mario Bros. Movie arrived days later and devoured the pop culture imagination.

Dungeons & Dragons keeps inching closer to dominating – or at least cautiously staking out – both cinema and television. Wizards of the Coast launched a free, ad-supported TV (FAST) channel dedicated to live-play tabletop sessions, themed cooking shows and syndicated episodes of the 1980’s D&D cartoon. Rumours of an 8-episode, straight-to-series television show spun off from Honor Among Thieves for streaming platform Paramount+ have been circulating since 2022, but no news has surfaced since February.

Renegade Game Studios Unveils 'Kids on Bikes 2E'

Renegade Game Studios unveiled Kids on Bikes 2E, a new edition of the popular RPG, which will hit stores in April 2024.
Kids on Bikes was first released through Renegade back in 2018 (see “Renegade and Hunters Books Collaborate”). This highly-anticipated second edition features refined powered character rules and allows GMs to introduce Powered-Player into games that is controlled by every player at the table. It also has an expanded GM section with more creatures and runs for collaborative storytelling sections. The book contains an introductory module to help players start playing the game.It will retail for $39.99.

Warhammer 40K: Latest Win Rates Still Show Aeldari As Outliers

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There’s another batch of Win Rate data from the Metawatch. The Aeldari and Dhurkhari are the only real outliers from the Goldilocks Zone.

The latest Metawatch covered the winning list at the Warhammer 40,000 World Championships. It also released a new chart of Win Rate data for us to chew on. There’s also a nice discussion about the current state of the game to watch, too.

via Warhammer Community
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“At the top with a win rate of 57% are the Craftworlders, who remain powerful after targeted changes in the previous Balance Dataslate – but not oppressively so. Their malevolent Drukhari cousins sit on 44% – lower than the Studio wants, but not by much.”

Aeldari Win Rate Outliers
As you can see from the chart above it’s the Aeldari that are outside of that sweet spot 45-55% win rate area. Funny enough, it’s at both ends of the spectrum as the Craftworlds are at the top and the Drukhari are at the bottom. At this point I’m sure folks are still wondering what can be done to squish them into the range GW is aiming for. The Craftworlds have already gotten quite a few points adjustments and a solid (and needed) nerf. While the Drukhari keep getting cheaper in the points department.
“Stu and the Studio aim to nudge these factions in the next points review and Balance Dataslate.”
I suppose when you’re that close to the target, a shaving off (or adding) a few more points to trouble units is the right call. And realistically, the rest of the chart looks healthy. But is that telling the whole story? That’s part of the grand debate about game balance with 40k. And GW knows that as well.
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“Then, the plan is to focus on internal balance – for while most factions are in the Goldilocks Zone for win rates, some only have one or two really viable lists or playstyles. They plan changes that will expand datasheet diversity in the competitive scene, even as new Codexes bring new Detachments that support new ways to play.”
The fact that most of these armies only have “one or two really viable lists or playstyles” is a key call out. That’s probably due to the fact that the vast majority of these armies only have an Index to work out of currently. As the Codexes roll out, we’ll see the armies (hopefully) start to evolve into other viable options.

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But that, of course, leads to shifts in the meta and thus changes in the win rate data overall. Right now, the game appears to be pretty balanced — at least with the armies all falling into that Goldilocks Zone. But the Age of the Index will slowly fall into a battle of the haves vs the have-nots. And then we’ll get to the final leg of codexes and have a full suite of 10th edition codexes.The Rules-Bloat will be real. Which means we’ll be looking for 11th edition. And the cycle starts anew…

With the Aeldari as outliers, what would you do to change them? It is a “rules thing” or a “points thing” at this time?

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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Five Food Manga To Binge After Your Thanksgiving Feast

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].

Critical Kit Goes Exclusive with GTS Distribution

For Distribution of Their Solo and Multiplayer RPGs into U.S. Retail Critical Kit LLC. has gone exclusive with GTS Distribution for distribution of their solo and multiplayer RPGs into U.S. retail.
Critical Kit LLC. is a U.K.-based dice and TTRPG company that was founded in 2019. They initially launched their company by offering an array of dice sets, and in 2021, they successfully funded Be Like a Crow, a solo RPG, on Kickstarter. GTS will carry their current line of TTRPGs, which include White Sands, D666: A Solo Hell-Building RPG, and the aforementioned Be Like a Crow.   
GTS also recently added Renegade Games Studios’ games for U.S. Hobby Distribution (see “Renegade”).

Warhammer 40K: The ‘Legions Imperialis’ Rules The Grimdark Needs To Steal

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GW’s new game Legions Imperialis has some rules that I really wish 40K would steal. We’re looking at you GW!
Legions Imperialis looks like a pretty cool game. It brings back an old part of Warhammer and seems to be made for playing some epic games (heh). It’s also a game that has some pretty cool and neat rules. Some of them are callbacks to older GW games. Others are newer rules that might be new to a lot of players. While these rules are meant for the smaller scale LI, at least a few are really great ideas that 40K should steal. Let’s take a look at which ones.
[embedded content]
Simple Vehicle Facings

Starting in 8th Edition 40k moved to drastically simplify how vehicles worked. While the new rules have made things more simple, a lot of players would argue that they are now too simple. Vehicles just no longer feel like vehicles at all and have no weight. Instead they just kind of float around the table, and the model itself matters very little. Imperialis has a pretty simple way of helping to fix this. Basically, each teensy EPIC scale vehicle has a line drawn across its middle that separates it into a front and a rear arc.
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This is, in effect, a simplified version of old 40K system of having four arcs (shown above).  While that system had a lot more nuance, it also could lead to some arguments and it was a bit hard on some vehicles to tell where the arcs were. However, a simple front/back system is much easier. This would split the difference, making facing matter to a degree. But it would still allow for some enhanced vehicle detail while keeping things easy. Having arcs also lets you key other rules off them, like some weapons only firing in one arc.
Rear Shots

One of the ways that LI uses these facings (detailed above) that I really like is the idea of rear shots. Again, this is a rule that is much simpler than how things used to be in 40K, but that keeps some nuance. Back in the day, facing used to have totally different armor values, and you had to keep track of all of those. Now that is all gone, but again this has really made vehicles feel a lot less. It’s not just the vehicle’s position that should matter, but also how you position your models to fight it. Both in real life and in fiction, vehicles has weakness, exhaust ports or the like, you can target. Right now in 40K this doesn’t appear at all.

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LI has a nice way of making this matter. In essence, if you attack a tank from the rear arc, you get an extra point of AP on your attack to represent the weaker rear armor. It’s a simple rule that doesn’t require recordkeeping and works easily across the board. It rewards good unit placement and movement. It makes tanks feel different than infantry and make the model matter a lot more. No more driving backwards at the enemy. It’s also not the hugest bonus so it doesn’t kill tanks value. For some tanks, like Land Raiders you could even give them a rule to ignore this, but I think overall, its a rule 40K would benefit a lot from.
Detailed Terrain Rules

Look 10th Edition’s terrain rules are kind of a disappointment. Indeed people have had issues with terrain for the last couple Editions, as its a hard thing to get right. However, 10ths in particular seem pretty lacking. LI, on the other hand, has a pretty great and detailed set of rules that I can’t fully go into here. Not all of them would work in 40K. They have some significant rules for garrisoning buildings that just wouldn’t really work. However, I think they are more in the right direction than 40K, with solid rules that make things like forests matter, and allow you to hide in them.
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AT and Light AT weapons

This is a pair of rules given to a lot of weapons in LI that I really like. In effect, weapons with AT do not get their AP when targeting infantry/cav and weapons with Light AT do not get their AP when targeting vehicles. This makes a pretty firm delineation between weapons that are good at targeting infantry and those that are anti-tank weapons. For instance they note that a Lasconnon is great at killing a single Rhino, but not great at mowing down a bunch of dudes.

Now these rules are easier to rationalize in Legions Imperialis with its large scale. However, I do think 40K could use something like this a lot. I don’t know if it’s the exact rule, but Light AT in particular, would be nice. They are rules that force you to take a variety of weapons and not just the one best gun in the game (looking at you plasma for quite a few editions). It’s a good way of switching things up and encouraging more combined arms weapon diversity in lists.
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Let us know what Legions Imperialis rules you’d like to see added to 40K, 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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Goatboy’s Grimdark Armylist – Vyasar’s Tyranid Assimilation Swarm!

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Goatboy with another shout out for the San Antonio Shoot Out – Vyasar threw out a crazy new Tyranid army list no one ever expected!

Here is Vyasar’s list to look over. The Assimilation Swarm is a not commonly used detachment from the new Tyranid codex that tries to help up units, cover the field in beef, and wreck your CSM brawler face in. Vyasar is a local from Austin, a super nice guy, and loves to play some Tyranids on the tabletop.  Big props for bringing a unique take on the bug codex  and just having a ton of hungry, hungry bugs on the tabletop. Let’s take a look!
Vyasar’s Tyranid Assimilation Swarm
Strike Force (2000 points)Assimilation Swarm
CHARACTERS
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The Swarmlord (270 points)• Warlord• 1x Bone sabres1x Synaptic pulse
DEDICATED TRANSPORTS
Tyrannocyte (105 points)• 1x Flensing whips1x Tyrannocyte bio-weapons
OTHER DATASHEETS
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Biovores (75 points)• 1x Chitin-barbed limbs1x Spore Mine launcher

Exocrine (135 points)• 1x Bio-plasmic cannon1x Powerful limbs
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Exocrine (135 points)• 1x Bio-plasmic cannon1x Powerful limbs

Haruspex (125 points)• 1x Grasping tongue1x Ravenous maw1x Shovelling claws
Haruspex (125 points)• 1x Grasping tongue1x Ravenous maw1x Shovelling claws
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Haruspex (125 points)• 1x Grasping tongue1x Ravenous maw1x Shovelling claws
Neurogaunts (45 points)• 1x Neurogaunt Nodebeast• 1x Chitinous claws and teeth• 10x Neurogaunt• 10x Chitinous claws and teeth
Neurolictor (65 points)• 1x Piercing claws and talons

Pyrovores (90 points)• 3x Pyrovore• 3x Chitin-barbed limbs3x Flamespurt
Pyrovores (90 points)• 3x Pyrovore• 3x Chitin-barbed limbs3x Flamespurt
Pyrovores (30 points)• 1x Chitin-barbed limbs1x Flamespurt

Ripper Swarms (20 points)• 1x Chitinous claws and teeth
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Ripper Swarms (20 points)• 1x Chitinous claws and teeth
Ripper Swarms (20 points)• 1x Chitinous claws and teeth
Tyrant Guard (190 points)• 6x Tyrant Guard• 6x Scything talons and rending claws

Zoanthropes (110 points)• 1x Neurothrope• 1x Chitinous claws and teeth1x Warp Blast• 2x Zoanthrope• 2x Chitinous claws and teeth2x Warp Blast
Zoanthropes (220 points)• 1x Neurothrope• 1x Chitinous claws and teeth1x Warp Blast• 5x Zoanthrope• 5x Chitinous claws and teeth5x Warp Blast

Using the Tyranid Assimilation Swarm
The army is trying to use the Harvester units to heal up a ton of specialized infantry and make sure you have a ton of monsters to try and chew through.  There is just so much beef on this tabletop that it’s gonna be hard for some of the brawler options in the current MSU CSM builds out there.  It does look like Eldar are a rough matchup for the Swarm,  with Fire Prisms doing an excellent job of wrecking the big bugs. But the Assimilation Swarm could be a really good choice in a pressure-heavy tournament with lots of World Eaters, Orks, CSM, and other fun options.
The Army’s rule is to allow Harvester units near objectives the ability to heal Tyranid units nearby. This seems pretty good, as each of the monsters is hard to chew through. Regaining d3 wounds per turn seems like a powerful way to mess up the enemy’s damage math.  If you can’t remove a tyranid big bug right away, it becomes a nightmare as it gains some wounds, creates a unit that needs more shooting to chip away, and then eats something that gets too close by.
NOM NOM NOM!
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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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Monopoly and Dungeons & Dragons owner announces trio of winners for 2023 Women Innovators of Play Challenge

The largest name in board games and toys has selected three independent women and their original tabletop designs to win $10,000 and mentorship with Hasbro as part of the company’s 2023 Women Innovators of Play Challenge.

Announced earlier this year, the initiative searched for “the next great woman-led mass market toy or game” as part of a larger corporate event that saw prominent women in the toy and tabletop industry deliver talks. Wingspan designer Elizabeth Hargrave was featured in a line-up that also included Wizards of the Coast and Hasbro Gaming president Cynthia Williams, actor Aisha Tyler and The Toy Coach founder and CEO Azhelle Wade. It also included most of them women in Hasbro’s C-Suite, incidentally.

Hasbro is the owner of massive board game brands such as Monopoly and Scrabble, and it controls Magic: The Gathering and Dungeons & Dragons maker Wizards of the Coast, so the promise of a double fistful of money and some business training is nothing to sneeze at. The challenge launched on September 12th and asked participants to submit an original design that would be judged on “innovation, mass marketability, fun factor and playability, design and aesthetics and manufacturability.”

MTG meets OATH in this beautiful strategy board game

The first winner, Ellie DIx, is a British tabletop designer and owner of The Dark Imp, which publishes family board games and licensed titles from companies such as Gamewright and Indie Board & Cards. Also the author of The Board Game Family book, Dix won a spot with her family card game submission.

Sandra Harewood’s family word game design clinched her a spot on 2023’s list of winners. This London-based designer told Hasbro she is a lifelong tabletop enthusiast who managed to showcase an early prototype of her winning design at the White House. She’s also an ambassador with the UK Women in Games non-profit organisation.

The final winners are Maggie and Mandy Goddard who co-designed a preschool game for Hasbro’s challenges. Mandy hails from Indiana where she works as a project manager and board game designer, while Maggie is her 6-year-old daughter who apparently loves inventing new tabletop ideas with her mom. Mandy already boasts several joint designs with her husband and garners plenty of inspiration while playing with Maggie and younger sibling Charlie.

Big news!Today Hasbro has announced the winners of their #WomenInnovatorsOfPlay challenge… And guess who’s on the list?😁https://t.co/TMPzvcZoMD— Ellie Dix (The Dark Imp) (@EllieDixTweets) November 20, 2023
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Hasbro did not share any details about the winning designs, claiming more information will be available next year and after the company’s inventor relations team consults with all of the designers on their submissions. Also included in the winning package is a day trip to Hasbro’s world headquarters in Pawtucket, Indiana and a mentorship with “one of Hasbro’s top women leaders”.

It’s very easy to be cynical about these kinds of corporate equality measures, labelling them as publicity stunts for the one consistent money-making segment in Hasbro’s massive portfolio of intellectual properties and media production. That can be true while also moving the needle just a little within an industry that is hopelessly lopsided towards representing white men from Western nations in all sectors.

As Hargrave pointed out on X earlier this year, there is something wrong with the pipeline of development and publishing within the tabletop industry (her tweet prompted one designer to leave some unflattering responses). If change must sometimes travel on the same back that Hasbro is busy patting, so be it.

The Walking Dead Universe RPG shambles onto your kitchen table next week

Ready your baseball bats and reload those crossbows because The Walking Dead Universe RPG is set to be released on November 28th. Swedish publisher Free League, famous for Mutant: Year Zero and the Blade Runner RPG have adapted the distinctly American horror television series into a tabletop setting capable of telling a variety of post-apocalyptic stories.

The Walking Dead ended just over a year ago with 177 spanning a remarkable 11 seasons of television, during which zombie media rose to another height of pop culture prominence before returning to a background simmer. More than just an evocative world and well-known intellectual property, producer AMC hopes that this collaboration with Free League will stand as a pillar of continued narratives in The Walking Dead’s post-television era.

We’ve previously covered the basic rules and mechanics that guide The Walking Dead Universe RPG – players portray survivors in a post-outbreak US who band together for the sake of survival. Sessions involve scrounging for resources, maintaining a safe haven that the group establishes during Session Zero, and out manoeuvring the roaming hordes of undead as much as possible.

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6 horror RPGs to terrify your players
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Groups can tackle longform goals in Campaign play, whether that means surviving a harrowing journey across the country in search of safety or hewing their own haven out of the post-apocalyptic wastes. Or they can apply their skills to a short-term stint in Survival Mode, which will often feature characters and locations from the television series seeking help with immediate calamities. As noted above, AMC and the Walking Dead Universe’s chief content officer Scott M. Gimple are keen to use the RPG to tie the now-finished series to its various upcoming spinoffs.

Free League has pulled on design threads from several of its previous titles in weaving the structure of The Walking Dead Universe RPG. A threat system borrowed from Blade Runner tracks how much zombie attention the survivors have garnered – too much and they run the risk of being swarmed and devoured. Base building rules borrowed from Mutant: Year Zero outline efforts to rebuild a semblance of society, while inter-player conflict is swift, brutal and deadly efficient – not unlike taking a swing from Lucille directly to the face.

A crowdfunding campaign earlier this year raised SEK5,920,362 (about $565,000) to create a core rulebook and starter set that have already shipped out to backers and should be arriving by time of publication. Free League will begin selling digital and physical editions of the RPG on its website and through hobby shop retailers on November 28th.

Black Fireday to Cyber Moonday Sale!

Illustration by Roberto Pitturru

“Neth, also known as Joya, is named for the two-faced Nethys, god of magic. A fitting tribute to the dual nature of this 30-day month, the name evokes the world outside growing starker, even as relationships between friends and family grow stronger with the shared harvest.”
“We begin with Moonday, which is straightforward enough. While it may be a day for work, it’s also the night when worshippers of Desna, Ketephys, and night-loving religions hold ceremonies, often with only the moon as a silent witness. Always helpful if you’re looking to dispatch a target in the dark.”
“Fireday is market day in most places, and a great time to put eyes on a target who’s trying to lay low. Apparently, it’s impossible to resist the smell of honeycakes and the cries of cloth hawkers peddling their wares, no matter who you’re on the run from.”
—Pathfinder Lost Omens Travel Guide

Greetings!In the marking of time in Golarion, we find ourselves in the month of late Neth, or Joya. Here on Earth (a planet dear to us in Pathfinder Reign of Winter canon), many of us in the United States find ourselves on the cusp of celebrating Thanksgiving, which leads to Black Friday and Cyber Monday. This sale is brought to you by Abadar, Master of the First Vault, and by Triune, the All-Code. Actually, given their portfolios, one could argue all our sales are sponsored by them. Chances are they’ll both survive until next year to sponsor it again. Or not—just wait until you see our Death and Dying rules for deities.

Kidding!
In this vault, you’ll find 15% off gorgeous hardcover, Special Edition, and Pocket Edition print books as well as digital versions of products, when available:

Pathfinder Secrets of Magic
Pathfinder Guns & Gears
Pathfinder Book of the Dead
Pathfinder Dark Archive
Pathfinder Treasure Vault
Starfinder Drift Crisis
Starfinder Starship Operations Manual
Starfinder Galaxy Exploration Manual
Select Pathfinder Foundry VTT products in our store
A fortune dragon’s hoard of maps, cards, and other accessories!

Illustration by Miguel Regodón Harkness

The sale starts and link goes live at 12:01 AM Pacific on Thursday, November 23 and ends at 11:59 p.m. Pacific on Monday, November 27.

As with every year when we hold our fall and winter holiday sales, please remember that the additional volume of orders will result in increased response times for our customer service department, as well as increased shipping times. While we are taking steps to mitigate this as much as we can, we also thank you in advance for your patience as we strive to make sure that these effects affect as few customers as possible.

If you don’t see everything you’re looking for, don’t forget that our annual Holiday Discount Code Sale is just around the corner in mid-Kuthona (that’s December for you earthlings.)

‘Cyberpunk 2077’ Gets the Ultimate Edition It Richly Deserves

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Soon, the comeback story of the year gets its due, as Cyberpunk 2077 releases in a physical, collectible Ultimate Edition for PC and consoles.

Cyberpunk 2077 might have been released in 2020. But it really came to life this year with the massive Cyberpunk 2077 2.0 overhaul and the excellent expansion, Phantom Liberty. Here is a game that, even if it doesn’t quite feel like the same game that CD Projekt RED promised all those years ago when they first started showing off trailers and later feature overviews, feels quite good.
And now, CD Projekt RED is celebrating that success with the release of the Cyberpunk 2077 Ultimate Edition. The Ultimate Edition includes physical discs, the Phantom Liberty expansion, and the 2.0 overhaul update. Take a look!
Cyberpunk 2077 Ultimate Edition

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“Cyberpunk 2077: Ultimate Edition is an open-world RPG containing two powerful adventures: the base game of Cyberpunk 2077, taking place in the dark future of Night City, and Phantom Liberty, a spy-thriller story set in the walled-off district of Dogtown. Players take on the role of V, a cyber-enhanced mercenary, and embark on a fight for survival filled with story-defining decisions, action-packed gameplay, and unforgettable characters, including rockerboy Johnny Silverhand (played by Keanu Reeves) and FIA sleeper agent Solomon Reed (played by Idris Elba).
This new release is the perfect way to experience every story of the dark future; it also contains the free Update 2.0, which overhauled many of the game’s systems, introducing dynamic skill trees, high-octane vehicle combat, and enhanced enemy and police AI — as well as adding new weapons, vehicles, and clothes. The release is bolstered with a set of previously released digital goodies available as part of the “My Rewards” program, available to all who register.”

The game comes bundled with every update for the game. As well as a bundle of new weapons and clothes and the like. But the real draw is the physical editions, which will, ironically, allow the game to linger on well past the date when the servers finally close down.
The Ultimate Edition releases December 5th for PC and “next-gen consoles”.
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Until then, you can check out Cyberpunk 2077 on Steam.
Time to go listen to “I Really Wanna Stay At Your House” and cry. Again.

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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 Ways to Make Your Adventuring Party Memorable

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Want to make your adventuring party memorable? We can’t all be Vox Machina or even Los Tres Horny boys, but these tips will help you shine!

Adventuring parties are the heart of any game of D&D. These random assortments of found families have a way of catching our imagination. Whether they met in an inn, when goblins attacked a caravan, or even just at the Lost Mines of Phandelver, adventuring parties can be a character all their own. But what do you do to give your party that character? What takes you from a group of misfits and murderhobos and makes you an adventuring party? What if we told you there are some secret ingredients? Ingredients you can add to your party right now.
What’s in a Name?

To start with, you’ve got to be called something. Nobody can know who you are if you don’t have a name–unless you happen to be something like “the group with no name,” but even then, you have a moniker. It’s worked for Critical Role’s adventuring parties: Vox Machina, Mighty Nein, and Bell’s Hells. The Adventure Zone has Los Tres Horny Boys, and even Dimension 20 has their sort of meta-named Intrepid Heroes or Magical Misfits. Your group needs a name. But where does it come from? That’s another story altogether.
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You can choose something that sounds cool as a group. Or you can take an in-joke and make it your whole identity. After all, we’re all familiar with the internet, right? But the best adventuring group names are often found from a moment in-game.
Like fighter pilots and callsigns. Whatever you do, just don’t wait. Pick something early and use it often. Don’t be afraid to jump at the first thing that stands out—odds are good if you’re excited, and so is the rest of the party.
Clothes Make the Team

Does your adventuring party have a signature look? You don’t have to go in full team uniforms (though you could), but does your party color coordinate? Do you have the same iconography if nothing else? Try and find something that tells people at a glance you all belong together. Maybe you have an emblem, maybe you all wear the same kind of cloak, whatever it is, announce your presence with your clothes.
Hire a Herald

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Of course, you could also announce your presence with someone whose job it is to announce your presence. For the low price of a few silver a week, you can hire a herald to proclaim your arrival wherever you go. Why let monarchs and the nobility have all the fun when you can just as easily afford a crier of your own to let folks know that your group approacheth?
A Banner Day

You’ve gotta have a flag. There are all sorts of uses for a flag, they can do everything from inspiring the folks who see it to stealing a whole country, though you might need to back that last one up a little bit. Even so, a flag can serve to both mark your banner and mark your territory.
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Hold an Event

Once you have all of the above, it’s time to get people together and make them bear witness to your glory. Throw a big feast—a heroes’ feast if you will¯and bring a lot of people.
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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Paizo at PAXU 2023!

Greetings, Starfinders and Pathfinders! With just a little over a week until PAX Unplugged (I’m not anxious, you’re anxious), we’re here to give you an easy guide to all things Paizo at the show!

Games and Demos at Booth 22A!

Paizo’s booth space at PAX Unplugged is focused on games and demos! We’ll be running Organized Play adventures, board game demos, and Starfinder Second Edition demos all weekend!

We’re excited to bring Pathfinder Society and Starfinder Society to PAX Unplugged! Players can pre-register for games, or join a table as a walk-up throughout the day!

Drop in to try out one of our board games—Goblin Firework Fight and Elemental Stones! This will be the first physical demo of Elemental Stones, after the digital-only demos during PaizoCon 2023.

Get an early access first look at Starfinder Second Edition! Paizo staff will be running Starfinder Second Edition demos throughout the weekend.

Paizo Unplugged Live Plays

Paizo is excited to present two live play shows at PAX Unplugged—one Pathfinder and one Starfinder! Join us in the TTRPG Live Play Theatre, or watch the stream from twitch.tv/officialpaizo or twitch.tv/pax3.

Starfinder: Gifts Ungiven | Friday, December 1st from 3:30 to 5:30 p.m. (EST)

Join Starfinder Senior Developer Jenny Jarzabski as xe leads a party of Starfinders through this mischievous winter pranking spree! Featuring: Andre Rivera as Obozaya, Dain Miller as Zemir, Matthew Ekberg as Altronus, Niall Spain as Navasi, and Noordin Ali Kadir as Raia.

Pathfinder: The Winter Queen’s Dollhouse | Saturday, December 2nd from 3 to 5 p.m. (EST)

Queen Anastasia of Irrisen has sent the Pathfinders one of many strange dollhouses from her aunt’s vaults—and Aslynn’s magic has brought that dollhouse’s magic back to life. Rue, Paizo’s Marketing & Media Specialist, leads a party of iconic adventurers through a poppet-sized house of mysteries. Featuring: Alex Speidel as Merisiel, Erin Roberts as Lini, Jess Redekop as Feiya, and Luis Loza as Valeros.

Retail Location & Licensed Partners

Get your Pathfinder and Starfinder books from our retail partner, Card Titan (Booth 3208). Card Titan will have a stock of Pathfinder Player Core and Pathfinder GM Core in standard, special edition, and hobby retail exclusive sketch covers! Other highlights of Paizo products available at Card Titan include Starfinder Enhanced, Goblin Firework Fight, and more!

A collection of Paizo’s licensed partners will also be attending PAX Unplugged! Get your licensed Paizo products at the following booths:

Alchemy RPG @ Booth 3714
Beadle & Grimm’s @ Booth 3647
Fanroll Dice @ Booth 3601
Foam Brain Games @ Booth 3047, Hall C
Level Up Dice @ Booth 2848
Q-Workshop @ Booth 3739
Savagesparrow Studios @ Booth 4231
Steve Jackson Games @ Booth 2746
Wizkids @ Booth 2636, Hall C

We’re looking forward to seeing you at PAX Unplugged 2023!

‘Superman: Legacy’ Casts Its Lex Luthor & Everything Else We Know About the James Gunn Movie

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Superman: Legacy adds a major comic book villain and a peppy, red-haired cub reporter to its already stacked cast.

Who is making Superman: Legacy?
James Gunn, co-CEO of DC Studios and the mind behind Peacemaker and the Guardians of the Galaxy trilogy is writing and directing the project. Gunn is a self-professed Superman fan and has wanted to make a movie featuring the iconic character for years. He’s just been waiting for the right opportunity to arrive.

“Just because I write something doesn’t mean I feel it in my bones, visually and emotionally, enough to spend over two years directing it, especially not something of this magnitude. But, the long and the short of it is, I love this script, and I’m incredibly excited as we begin this journey. #UpUpandAway”– James Gunn, Twitter

What is the Superman: Legacy About?
Superman: Legacy will mark the beginning of the new DCU. It won’t be an origin story but will feature a young Clark. The story focuses on his life as a young reporter in Metropolis, where he meets Lois Lane and other key characters. Somewhere in between Smallville and the grown Clark we’ve seen in recent movies. Expect a Superman that’s more like Christopher Reeve’s version. A Superman that’s about hope.

“It focuses on Superman balancing his Kryptonian heritage with his human upbringing. He is the embodiment of truth, justice and the American way. He is kindness in a world that thinks of kindness as old-fashioned.”
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– Peter Safran, Co-CEO of DC Studios

Art by Frank Quitely via DC
While it won’t be an origin story, the character’s dual background is going to be important to his motivations and how he handles challenges.

“… [the story is] centering around Superman’s heritage – how both his aristocratic Kryptonian parents and his Kansas farmer parents inform who he is and the choices he makes.”– James Gunn, Twitter

Art by Frank Quitely via DC

New Additions to the Cast
Nicolas Hoult is Lex Luthor. When casting rumors started, Hoult was the only name that came up for Lex. This isn’t his first comic book role – he played Beast in X-Men: Days of Future Past. Most recently, he’s starred in The Menu, The Great, and Renfield.

Skyler Gisondo is Jimmy Olsen. You might recognize him from The Righteous Gemstones and The Santa Clarita Diet. He’s a shoe-in for Olsen.

María Gabriela de Faría is Angela Spica/The Engineer. She’s known for her roles in Deadly Class and Animal Control. Her character is the second incarnation of The Engineer and a member of the Authority. The villain has a liquid metal body made of nanites that allows her to shapeshift and turn her limbs into weapons. They also give her the power to hack all kinds of tech.
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Who Else Is In the Cast?
David Corenswet is Clark Kent/Superman. The actor was on the top of the shortlist going around in May of 2023. The 29-year-old actor was last seen in Ti West’s Pearl with Mia Goth. He’s got a lot of TV under his belt, including the award-winning We Own This City and The Politician.

Rachel Brosnahan is Lois Lane. The Emmy-winning star of Amazon’s The Marvelous Mrs. Maisel is a great pick for the plucky reporter with heart.

Anthony Carrigan is Metamorpho. Carrigan is known mostly for his breakout role as Noho Hank in Barry and Victor Zsasz in Gotham. He’s been cast as Metamorpho, a shape-shifting superhero made of chemicals that first appeared in 1964. This will be the character’s first live-action appearance.
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Nathan Fillion is Green Lantern Guy Gardner. We all know who Fillion is, but not everyone is familiar with Guy. The Green Lantern Corps member can be a total jerk – he’s written as a parody of jingoistic ultra-macho dudes – but he’s devoted to protecting his sector. Fillion is going to have a lot of fun with the role.

Isabela Merced is Hawkgirl. Merced was most recently in Hulu’s Rosaline, and she’s in the upcoming Alien: Romulus. It wasn’t revealed which version of Hawkgirl she’ll be playing, but Merced will be donning the character’s signature Nth metal harness and artificial wings to take flight.

Edi Gathegi is Mister Terrific. Gathegi is known for playing Dev Ayesa in For All Mankind, Bill Pickett in Harder They Fall, and Darwin in X-Men: First Class. He’ll be playing the second Mr. Terrific, Michael Holt. He possesses five martial arts black belts, is an Olympic Decathlon champion, boasts an extensive range of degrees and doctorates in various disciplines, and is a JSA member. Among other terrific things.

When is Superman: Legacy Being Released?
Superman: Legacy will arrive in theaters on July 11, 2025. James Gunn, the cast, and the crew will start filming in January 2024.
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Pop culture staff writer 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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The Official ‘Boyfriend Dungeon’ TTRPG Launches In December, Will Let You Date Your Weapons

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Boyfriend Dungeon, the dungeon-crawling dating sim, launches its official TTRPG adaptation in December. Talk about bae blades.

Back in the elder days (2021), Boyfriend Dungeon launched to fairly critical acclaim. With its mix of arcade-y dungeon-crawling hack and slash combat with unique weapons that you also date, Boyfriend Dungeon was a big hit. And now, developer Kitfox Games will release a tabletop adaptation of the game in December. You can find it on Steam, of all places.
And what’s more, you can see the game in action tomorrow. Dating sims? In a tabletop roleplaying game? In this economy? What’s not to love—the answer to this is a massive spoiler, so we won’t opine here. But instead, check out the announcement.
Boyfriend Dungeon TTRPG Coming In December

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The cult classic shack-and-slash, in an all-new format. Boyfriend Dungeon: Life On the Edge is a tabletop roleplaying game that lets up to 4 players (plus their Master of Ceremonies) explore their inner psyche, confront their fears, and also smooch swords! Roleplay as your favorite lasersaber or make up your own weapon-person. Wield your friends, defeat your enemies, and level up your love… around the table.
Includes 3 beautiful, printable PDFs:

The Core Rulebook (50 pages)
Character Sheet templates (6, one for each weapon-type)
The Mini-RPG, a one-shot quickstart guide (5 pages)

All you need to bring is two six-sided dice and your imagination!

As you might have guessed from the requirement of two six-sided dice, the Boyfriend Dungeon TTRPG is loosely based on the Powered by the Apocalypse framework. Though the game uses its own system: Life on the Edge, but you can clearly see its RPG mechanics lineage in the character sheet, pictured above.
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At the core of it all are the idea of people who transform into weapons. And then they’re wielded and wooed in equal measure.
The rules were composed by Maso Perez in coordination with Kitfox Games in order to create the ideal storytelling experience in the vein of (but distinct from) the Boyfriend Dungeon video game. But you need not be stuck in Verona Beach if you’re craving something more fantastic. You can easily use it to roleplay as Arthurian knight-swords, anxious roommates, an adventuring party, star-crossed Shakespearean rapiers, or any other weapon-people you can imagine.

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It’ll be interesting to see what the playbooks are like. And how they differentiate one weapon from another. Or if every weapon is its own construction, picked from the same movelist. Even more interesting will be how, if at all, love is in the air in The Boyfriend Dungeon TTRPG.

But you can see for yourself tomorrow afternoon on Kitfox’s Twitch channel. Which can either be a fun break from the family gathering, or the weirdest conversation starter at the lunch table.

Talk about “wielding” your sword.
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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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MTG Deck of the Week: “Quintorius Combo” – Kand Dynasty

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Check out the current trending decks in Magic: The Gathering! This week, “Quintorius Combo” will have you seeing double…make that triple.

Welcome Magic: the Gathering players! We’re back to showcase one of the top decks of the week for competitive Magic. We have the top lists being played on MTGO, what’s winning, and the decks that won the major events this last week. So get your playmat ready, set your spindown to 20, and dive into the data, brought to us by TCGPlayer.com.
Our deck of the week is “Quintorius Combo” by triosk, which is currently trending on TCGPlayer. The deck came in first place during the MTGO Pioneer Showcase Challenge on November 19th.
Decklist
4 Overgrown Tomb4 Stomping Ground2 Clever Impersonator3 Consign // Oblivion1 Plains1 Island2 Swamp2 Mountain1 Forest4 Spark Double4 Beanstalk Giant2 Indatha Triome2 Zagoth Triome2 Ketria Triome2 Greater Tanuki2 Raffine’s Tower2 Xander’s Lounge4 Herd Migration4 Leyline Binding4 Virtue of Persistence4 Quintorius Kand4 Trumpeting Carnosaur
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Sideboard
2 Shefet Monitor4 Bedeck // Bedazzle4 Repudiate // Replicate4 Thought Distortion1 Keruga, the Macrosage

Deck Notes
The newest planeswalker on the block, Quintorius Kand, leads this deck, but he’s certainly not alone. With several ways to copy him and plenty of spells to cast from exile, you’ll be getting his passive ability over and over again. Honestly, this deck could win without ever attacking, just with exile triggers from your Kand Army and the pop from Trumpeting Carnosaur. Even when things go to the graveyard, your opponent isn’t safe. Everything there is just fuel for Quintorius.

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MTG is ever-changing, with new busted and broken cards rising to the top. Check back in next week for the upcoming top deck.

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Originally from North Carolina, Clint comes to Austin as the latest in a long list of haunts of a wandering actor. 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.

Pop culture staff writer 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: Necron Crusade Rules Have You Managing The Power Of A Tomb World

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The new Necron Codex is coming very soon and it’s got some new Crusade Rules to play with. How will you allocate your power?

With the upcoming Codex: Necrons we’re expecting a full slate of all the standard things you’ve coming to expect in a codex. One of those things is the Crusade Rules which are the best way to play campaign-style narrative games. Today Games Workshop is showcasing a few of the rules you’ll get access. Plus you’ll get a look at how you’ll need to manage your “power” for your Tomb World with the Awakening Points.

via Warhammer Community
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“Rousing a planet-spanning sepulchre after long aeons of dreamless rest isn’t easy. It’s a steady, multi-stage process where the rites of awakening overseen by Crypteks must be closely observed. Lest something go awry, power must be carefully allocated as required between the three primary Systems of your tomb world – Command, Reanimation, and Translocation.”
Manage Your Power – Choose Wisely
The three “power systems” of Command, Reanimation, and Translocation determines which bonuses can be active for your army. You’ll have three Awakening Points to allocate but you’ll only be able to do that when you complete a system’s Awakening Agenda. You’ve got to earn your power.
As example, here’s Immortal Servitude one of the Reanimation System Awakening Agendas:

When your army recovers wounds from Reanimation Protocols, every 12 wounds nets your Warlord 1XP (to a max of 3). And when you recover 12 or more wounds you can also select a Reanimation System by allocating 1 Awakening point.
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Each time you allocate a point to a System, you activate one of that Systems bonuses. These provide buffs for your battles. Here’s another example with Resurrection Flux:

The cool part about this Crusade system is what happens when you allocate all of your Awakening Points. This allows you to trigger Master System abilities. These are quite potent and also provide some flexibility as well. Here’s a look at Contra-Mortis Protocol from the Reanimation System:
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Notice the large “OR” in the middle there. That means you’ll have to choose either the top or bottom ability to be active. Both of them are quite potent in their own right — so choose wisely!
Once you’ve activated a Master System ability, your chosen Awakening Points reset and any current System bonuses deactivate. You’ve essentially rebooted the Tomb World and have to build up again. You’ll have to go back and earn more chances to allocate Awakening Points again.

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“Plus, you can only access Master Abilities from Systems with at least one Awakening point, meaning you’ll need to decide between going all-in on specific Systems, or spreading out your resources for flexibility.”
So how will you manage your points? It’s a different set up upgrades and seems like a unique system for Crusade games for Necrons. It’s probably going to feel like your army is rising in power and then when it crests it comes crashing back down to “normal” — seems like a perfect fit for Narrative games!
Even More Crusade Goodies
As with all Crusade rules there’s going to be other rules to explore. There’s more unique Agendas to score, more Requisitions to acquire, Battle Traits and Battle Scars, and more. Oh and Relics…can’t forget about those relics to unearth.

Are you going to take your Necron Dynasty on a Crusade when the new Codex drops?

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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D&D map set Dungeon Craft helps you create dungeons, battles and cities for your fantasy world in seconds (Sponsored)

This article is sponsored by Dungeon Craft and 1985 Games. Find out more about Dungeon Craft and see the full range of TRPG terrain accessories on the 1985 Games website.

The Dungeon Craft range of tabletop RPG accessories aims to help dungeon masters save time by laying out detailed maps for their players in a matter of seconds.

The line of terrain collections includes sets of larger map tiles for buildings and smaller environmental pieces – such as trees, furniture and creatures – that can be combined to form various environments designed for use with miniatures or standees.

See Dungeon Craft in action

To date, accessories maker 1985 Games has released five Dungeon Craft boxes, ranging from the fey forests and magical items of the Realm’s Edge set through the gothic horror-themed graveyards and crypts of Cursed Lands (think classic D&D adventure Curse of Strahd) to the medieval ramparts of Castles & Keeps and contrasting terrain of Hell & High Water, which offers both nautical tiles fit for seabound adventures and glowing lava pools for those venturing into the Nine Hells or other underground realms.

Alongside the more focused collections, Dungeon Craft: Volume 1 offers a broader selection of pieces for typical wilderness, dungeon and city environments. The pieces allow for a variety of settings, suiting everything from exploration to combat encounters.

The pieces are designed around the common one-inch scale of many grid-based tabletop RPGs, such as Dungeons & Dragons 5E and Pathfinder, working in tandem with typical gridded maps – including 1985 Games’ own BattleMap offering of laminated foldout maps. The scale and overlaid grid also means that the pieces can be used as terrain for the likes of miniatures games such as Warhammer 40,000.

Image credit: 1985 Games

Each of the pieces is printed on thick 14pt card stock and is wrapped in a laminated finish to help make them water-resistant – or drink-resistant, as is more often the way with roleplaying groups. The lamination also provides the ability to use wet and dry-erase pens for additional notation or details.

The Dungeon Craft boxes each contain over 1,000 pieces for players to cut out and use, with over 100 creature tokens – representing classic monsters such as wolves, goblins and skeletons – included alongside the environmental terrain.

The Realm’s Edge, Cursed Lands, Castles & Keeps, Hell & High Water and Volume 1 collections for Dungeon Craft are available now, costing £39/$39.99.

Boyfriend Dungeon RPG designers chose not to push romance or sex in video game adaptation

When the makers of action RPG-meets-dating simulator Boyfriend Dungeon announced they would translate their game of smoochable swords and woo-worthy weapons to the tabletop, I assumed that romance, flirting and sexual situations would be part and parcel – along with all the potential pitfalls.

Kitfox Games has said otherwise in an email to Dicebreaker, explaining that the video game developer, along with tabletop designer Maso Perez, decided early on in the process to omit explicit rules dictating romance and sex. Instead of creating Romance Moves for each of the six general Weapon types (by the way: the players portray living weapons with extremely attractive human forms), Boyfriend Dungeon TTRPG: Life On the Edge concerns itself with a flavour of roleplay divorced from the bedroom.

“The game makes no assumptions about the relationships between players and their characters and leaves it up to the groups to decide on,” Perez said. “The book itself regularly encourages Session 0 and to clear all themes and elements with the whole group, not just the MC (Master of Ceremonies) with specific players.

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Boyfriend Dungeon’s tabletop adaptation is still in active development ahead of a digital release next month via Steam. The team said they will likely recommend some of the more popular and robust safety tools within the text – the X Card, Lines and Veils, and Monte Cook’s Consent in Gaming by Sean K. Reynolds and Shanna Germain were specifically mentioned.

“We are still exploring what we can do to improve the communication around the subject of safe play, so as Maso said, it could look like a curated recommendation of existing safety tools and resources to help players with establishing healthy boundaries for roleplaying,” Kitfox Games said. “But from a design perspective, players can experience the roleplaying in this game without needing to engage in any romantic or sexual aspects (which is true to the original video game as well).”

Questions and concerns on handling romance in roleplay have likely existed as long as people have gathered to tell collaborative stories, but only recently have publishers and designers reckoned with who owes responsibility for keeping everyone safe as they enjoy fantastic worlds and stories. You can decide how Kitfox Games measures up when Boyfriend Dungeon TTRPG: Life On the Edge publishes its digital core rulebook, character sheets and a 5-page mini-quest on Steam in December 2023.

Undaunted designers’ pint-sized wargame General Orders pulls the perfect lunchtime battle from its tiny box

It’s no exaggeration to say that everytime I see General Orders: World War II, I’m still taken aback by just how darn small it is.

The latest game from David Thompson and Trevor Benjamin – creators of the exceptionally accomplished Undaunted series – is a marvel of minimalism, condensing a strategic duel of commanding troops, planning tactics and holding objective points into a half-hour experience that fits into a seriously small box. Three Magic: The Gathering deck boxes, two-and-a-bit Coke cans, two paperbacks; however you measure it, it’s a tiny footprint.

Simply being small doesn’t guarantee a good game, of course. Yet General Orders’ size isn’t the only surprising thing about it. What it manages to pull out of such a small package is a richly strategic two-player game that punches well above its weight given the extremely modest time and effort it asks of you. Honestly, this feels about as close as board games get to pulling off a magic trick.

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Like Undaunted, General Orders sees Thompson and Benjamin melding together the traditional dice-chucking battles and back-and-forth scrapping to hold ground of classic wargames with the modern sensibility and polish of another genre. Where Undaunted took the deckbuilding cardplay of Dominion and its ilk as its added ingredient, General Orders turns to the worker-placement gameplay popularised by the likes of Agricola and even D&D spin-off Lords of Waterdeep.

Honestly, this feels about as close as board games get to pulling off a magic trick.

Each of General Orders’ four rounds blitzes by in just a couple of minutes, as players take turns to perform one action. These actions are designated by popping one of your commander pieces on a free space either on the game’s dinky main board or its even smaller side board, respectively reflecting more direct commands to your troops to push into new areas, barrage the enemy or paradrop into a hex or more support-like moves to reinforce your troops (by adding extra discs to controlled spaces) or draw cards from a stack of one-off abilities.

The breezy nature of the actions gives way to tactical thinking without wasting minutes spent planning every move. It helps that the actions themselves are made as lean as possible, too. Barraging – to bombard a space up to three hexes away from your artillery – is a single die roll that removes the resulting number of unit discs from the targeted space. Brutally efficient.

There are two maps in the box; they both use similar gameplay, with the addition of planes and aerial combat on the Island board. | Image credit: Osprey Games

Even battles, triggered when the two players’ discs jostle for space, are beautifully trim; the defending player rolls a single die to similarly bring down their attackers’ numbers, before discs are removed simultaneously until one colour remains. It’s wonderfully concise, and recalls the ruthlessly to-the-point battle resolution of classic wargames such as the original Civilization; biggest number wins, with the added spice of that dice roll to throw in the odd chance for a sudden reversal.

In the same way, spending one of your precious commanders to draw cards rather than pushing forward on the map can be costly, but worth it. The operations cards offer powerful effects that can bolster attacking strength with extra dice, allow for additional move actions and bring more of your troops onto the field, often making the difference between a win or loss. On top of the dice rolls, it means there’s a fair amount of room for luck to prevail, without completely overriding the advantage given by tactical thinking and picking your moments.

With only four rounds, there’s little time for discussion or frustration when things don’t go your way. General Orders favours the aggressive approach, rewarding those who push forward towards their opponent’s HQ and fight for every inch of ground. Victory comes down to claiming the opposing headquarters (leading to an instant win) or holding the most valuable ground at the end of four rounds, resulting in a tug-of-war over the hexes worth victory points. Holding those points also grants bonus effects to your actions, further increasing their value. Expect them to change hands a lot.

Expect things to swing a fair bit – dice rolls and operations cards can lead to plenty of upset. It flashes by so quickly you won’t mind, though! | Image credit: Osprey Games

As the advance action space of hexes on the map can only be used if you don’t already have troops present – otherwise discs can only be added using the separate reinforce action, available to each player once a turn, or by using your limited paradrop action – the game naturally creates a realistic challenge of keeping areas supplied while under attack, without requiring complex rules or simulation. The game as a whole cleverly abstracts the minutiae of war – its units and references to real-life combatants are kept vague for the most part – without scrimping on offering players meaningful decisions to mull over or ways to respond to their opponent’s moves.

Adding to the generous offering is the fact that General Orders is almost two games in one. Its double-sided board flips from the alpine mountains of Northern Italy, with control hexes running across a central row and units needing to deal with the difficulty of navigating terrain, to a more open island in the Pacific. That second map introduces aerial combat with dedicated rules for taking off planes, controlling regions via air and bombing ground forces, as well as mixing up the operations cards, layout of objective areas and other abilities available to both players. With a literal flip of the board, it presents a notably different way to play – somehow squeezing what feels like a complete expansion into this already well-stocked box.

General Orders squeezes what feels like a complete expansion into this already well-stocked box.

General Orders doesn’t reinvent the wheel when it comes to wargames or worker-placement games – there are more complex and ambitious titles out there that will keep those invested in either genre satisfied in the longer-term. What it does with aplomb is offer an incredibly polished, impeccably presented meeting of the two in a form that makes for the perfect snack between those full-course buffets. That’s hard to resist, especially when it asks so little in return.

What Thompson and Benjamin pull off in a £20 game that takes under half an hour to play – even with teaching newcomers, by my own experience – is simply outstanding. General Orders neatly fills the gap it aims at, and then some. It’s an ingenious distillation of the dramatic upsets and surprises of dice-driven combat games into a tiny box, which serves as the ideal thing to break out over lunchtime, in the pub or while you wait for your next epic campaign. At its very best, it feels like magic.

Warhammer 40K: Can We Talk About Those Warhammer Champ Model Reveals?

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It’s time to breakdown the Warhammer 40,000 reveals from the World Championships of Warhammer. Who’s the best and the not-so-great!

Hopefully you saw all the new models from 40k. There were a fair chunk spread across Warhammer 40k, Kill Team, and even Necromunda (which I’m counting as part of 40k because it’s the same universe). There were some surprises and some nice updates. And a bit of a let down — but we’ll get to all that. For now, let’s chat about these new kits and the big winners.
Warhammer 40k World Championship Reveals – The Big Winners
Dark Angels

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Between the return of Asmodai and the new Deathwing Knight Terminators the Dark Angels really came out swinging this go around. Asmodai is a great character from the lore and it looks like he’s got a Primaris Upgrade. Remember when that used to be dangerous? Guess the Space Marines figured out how to do it safely. ANYHOW, he’s back and looking terrifying as ever!

I appreciate the various options that GW provided. I like the smoke trails but I’m also glad those are optional. They seem like a fun challenge but also something that could easily be messed up. I also really like the hood/non-hood option to show off that terrifying helm of his. Nice work. As for the Deathwing Knights, I like that they got up-scaled to match the new Terminators. Looking at it, I supposed it was only a matter of time before one of the most iconic Terminator units got updated. Considering the base Terminator kit got resized this one was looking us right in the face. Oh well. Looks good either way!
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Night Lords

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Holy crap these Night Lords look amazing! Now, the paint jobs from GW are doing some work here but these Kill Team minis are impressive. The Chainsword with the skeletal rib cage around it is really impressive! And yeah, I know that these models are based off the current Chaos Space Marine kit but this just makes me that much more excited about them. If GW can create what’s essentially an upgrade kit to the CSM Legionaries kit that makes them Legion-specific, well sign me up for more of that please! I know that there’s the BIG CSM Legions out there that have Codexes and their Traitor Daemon Primarch. But this opens up the possibilities for those other Legions. Imagine an Iron Warriors Kill Team. Or Word Bearers. Or…well you get the idea. I sure hope we see these upgrade packs or some other option to get Night Lords like this outside of just the Kill Team box.
Palanite Enforcers

I’ve been wondering when the Private Security forces of Necromunda were going to get a vehicle to patrol the Ash Wastes with. Now we know! The Tauros Venator looks like a great kit for Necromunda and a fitting option for the Palanite Enforcers. That said, I know I’m not the only one thinking what 40k armies could use the Tauros. Astra Militarum and the Genestealer Cult immediately spring to mind. I’m also betting there might be some Mek Boyz out there looking to get one of these in their Mekshop! I think this vehicle has a lot of room for conversions and I really want to get my hands on one (or three) in the future. This was a big win for Necromunda and 40k hobbyists out there.
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We Were Hoping For More…
Necrons

So we had guessed there might be another character on the way for the Necrons. I wasn’t expecting any one of them in particular but I was expecting at least one of them. And, well, expectations met. I do like the updated Orikan model — don’t get wrong. It’s certainly an upgrade. But I’m feeling just-whelmed by this announcement. Not over or under. This is kind of the minimum I was expecting and GW cleared that bar. I’ll be honest, I was really hoping for MORE Necrons as this puts their new model count up to three when the new Codex arrives. That’s not nothing. And the Necrons did get a huge update when 9th edition hit. So yeah. I get it. I do like the way his back looks like one of the Canoptek Wraiths/Spyders. That IS a nice touch.
Adeptus Mechanicus

At least we’re getting a Crusade book in the Pariah Nexus. But I was really expecting to see more from the Adeptus Mechanicus in terms of models. It looks like their new Codex is just going to have the one model with it and that’s…well, that’s pretty light. Is that a disappointment? Yeah, kinda. I feel for Ad Mech players who were hoping for something a bit more meaty to chew on for their release. Unfortunately it seems like Ad Mech got the short straw for this release schedule. Enjoy your new sniper.
I really liked seeing all the new reveals for upcoming 40k miniatures. The Ad Mech and Necrons are on the way and it looks like Dark Angels aren’t that far behind them. I was hoping to see more from the machines so hopefully their codexes bring the goods in the rules department.

What did you think of the 40k model reveals? I still think the Night Lords and Necromunda were the big hits because of the possibilities…
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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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New Games of Thrones and D&D Statues Arrive from Diamond Select 

Posted in: Collectibles, Diamond Select Toys | Tagged: Diamond Select Toys, dungeons & dragons, game of thronesDiamond Select Toys is back with a new set of statue including pieces from the world of Game of Thrones and Dungeons & Dragons Article Summary
Diamond Select launches Game of Thrones 1/2 scale Drogon bust, limited to 1,000 pieces.
New Dungeons & Dragons statue features crime lord Xanathar, stands 9 inches tall.
Collectibles to be released in Q3 2024 with pre-orders already available online.
Drogon bust priced at $250, Xanathar with bonus mini statue available for $75.
Step into the world of fantasy once more as Diamond Select Toys has unveiled some delightful new statues. Up first is a return to the hot world of Game of Thrones as Drogon has returned with a sweet new 1/2 scale bust. Coming in at 12″ tall this legendary dragon comes in at 12″ tall and is nicely sculpted, capturing his scales, teeth, and horns, all while on a dragon egg bust. This statue will be limited to only 1,000 pieces for fans will not want to miss out on this, and they can find him right here. Game of Thrones is not the only fantastic realm; Diamond Select Toys is visiting as they have a new Dungeons & Dragons statue with the crime lord Xanathar. The Eye of the Beholder has arrived and is packed with some impressive detail and comes in at 9″ tall. He will also come with a separate mini D&D statue featuring his fish and some forbidden knowledge. Dungeons & Dragons and Game of Thrones fans are about to have some impressive new additions to their collection coming in Q3 2024. Pre-orders for both are already live with Xanathar at $75 here and Drogon at a a mighty $250 here. Game of Thrones in 3D Drogon 1/2 Scale Bust
“A Diamond Select Toys release! Drakkaris! Some of the most memorable characters in the Game of Thrones TV series were the dragons, and now one of the most famous dragons is a new Legends in 3D bust! Drogon, the main mount of Daenerys Targaryen, measures approximately 12 inches tall and sits atop a dragon’s egg pedestal. Limited to only 1000 made, it comes with a numbered certificate of authenticity in a full-color box. Designed by Joe Allard, sculpted by Sandro Luis Sampaio!”

Dungeons & Dragons Glaeery Deluxe Xanathar PVC Statue 
“A Diamond Select Toys release! They say beauty is in the eye of the beholder, and this beholder diorama is beautiful! Depicting the beholder crimelord Xanathar as he pores over a tome of forgotten lore, this two-piece diorama based on the Dungeons & Dragons stories is made of high-quality PVC and stands about 9 inches tall. It comes packaged in a full-color window box. Designed by Caesar, sculpted by Sandro Luis Sampaio!”
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The Wizard’s Playbook: Invisibility

One of the most iconic spells ever created, the invisibility spell has been used by millions of players and GMs worldwide to cause mischief and chaos. Indeed, many adventures hinge on using an invisibility spell to steal an essential item, break into an enemy encampment, or escape from a dire threat. This article, like other spells in this blog series, provides several new spins on the invisibility spell and a couple of new magic items.

New Spells

Look through some takes on invisibility.

BEFOOL

7th-Level Illusion | Bard, Sorcerer, Warlock, WizardCasting Time: 1 actionRange: 30 feetComponents: V, S, M (a clear glass bead)Duration: Concentration, up to 1 hour

You and up to five other creatures you choose within range become invisible. Then, you create illusory duplicates of each creature you turned invisible. These illusory duplicates mimic the general actions and movements of their related invisible creatures but cannot interact with objects or creatures and make no sound. If an invisible creature moves more than 30 feet away from its illusory duplicate, the duplicate stops moving and stands in place until the invisible creature moves back within range. If an invisible creature attacks or casts a spell, it becomes visible, and its duplicate winks out of existence.

Physical interaction with the illusory duplicates reveals them as illusions. A creature that uses its action to examine a duplicate can determine they are illusions with a successful Intelligence (Investigation) check against your spell save DC. If a creature sees through one illusion, it sees through all of them. This does not reveal the location of invisible subjects of the spell though.

CLEARWALL

2nd-Level Illusion | Bard, Sorcerer, Warlock, WizardCasting Time: 1 actionRange: TouchComponents: V, S, M (a pinch of dirt)Duration: Concentration, up to 10 minutes

You touch a door, wall, or similar surface and render a 10-foot square of it invisible. The material retains all of its other properties. Creatures on the both sides of the material can see through it. The maximum depth of the material you can turn invisible is 2 feet. Rendering a surface invisible reveals any objects within it. Thus, you could turn a door invisible to reveal the trap and locking mechanism inside it or a section of wall to reveal the secret compartment beyond it.

This spell does not affect constructs or creatures pretending to be a door, such as a mimic, nor does it affect magically enchanted materials or spell effects like wall of stone.

DIRE INVISIBILITY

3rd-Level Illusion | Bard, Sorcerer, Warlock, WizardCasting Time: 1 actionRange: TouchComponents: V, SDuration: Concentration, up to 1 minute

This spell turns a creature invisible, as the greater invisibility spell. However, the formula used in creating this spell is imperfect, and the target takes 2d6 necrotic damage each round as its body dissolves under the strain of the magic. This damage is not applied to the target’s items, but if the spell reduces the target to 0 hit points, it is disintegrated along with all of its nonmagical belongings. Magic items carried by the creature are not destroyed and drop to the ground. A target reduced to 0 hit points by this spell cannot be resurrected by any means short of a true resurrection or wish.

An unwilling creature can make a Wisdom saving throw to avoid the effects of the spell. It can make a new saving throw at the end of each of its turns to end the effect.

PERFECT INVISIBILITY

9th-Level Illusion | Bard, Sorcerer, Warlock, WizardCasting Time: 1 actionRange: TouchComponents: V, SDuration: Concentration, up to 1 minute

You render the target invisible and undetectable by any means, including tremorsense, truesight, or see invisibility. The target is completely inaudible, leaves no tracks, and has no scent. The spell otherwise functions as per the greater invisibility spell.

New Magic Items

It’s not hard to see how these magic items might be useful.

HORN OF INVISIBILITY

Wondrous Item, Very Rare

Lustrous jewels and delicate filigree cover this elaborate silver horn. Upon speaking the command word and blowing the horn, all creatures within 30 feet of you become invisible for 1 minute or until they attack or cast a spell. No concentration is required to maintain this invisibility.

Once used, the horn can’t be used in this way again until the next dawn.

Curse. Twenty percent of these horns cast the dire invisibility spell on creatures affected by it. When you blow the horn, creatures within 30 feet of you can make a DC 13 Wisdom saving throw to avoid the effect, and if affected by the horn’s magic, they can make a new saving throw at the end of each of their turns to end the effect.

STAFF OF THE UNSEEN

Staff, Very Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard)

This staff is permanently invisible to except the person attuned to it. Its owner or any viewer using see invisibility, truesight, or a similar effect sees the staff is made of smooth gray wood topped with a clear gem. The staff has 10 charges.

While holding the staff, you can use an action to expend 1 or more charges to cast one of the following spells from it: clearwall (1 charge), invisibility (2 charges), nondetection (3 charges), greater invisibility (5 charges) or mislead (7 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff appears in a flash of bright white light then vanishes.

Want more spells? Look at Deep Magic 1 & 2 !“Love all the tools, spells, and the new class, theurge. Theurge is so full of [what] my players are looking for when struggling to play cleric.”Whether you’re a game master or player, Deep Magic 1 & 2 has something magical for you!

Kingdom Death’s seven-year journey to overcome COVID, fear of irrelevance and the Monster promises of its record-breaking Kickstarter

The Kingdom Death experience is organised chaos. Since the long-awaited Gambler’s Chest expansion for the nightmarish boss-battler arrived at my door last month, my lounge has been a blizzard of tokens and terrain tiles, miniatures and mechanical pencils, sourcebooks, clipboards and card decks. It’s an energy that seems to come all the way from the top, but I suppose it doesn’t help that I’ve called creator Adam Poots at Kingdom Death’s busiest time of year: the post-Halloween, pre-Black Friday sales window.

It’s almost lunchtime in New York, and “It’s chaos right now,” says Poots. “You open the door and there’s a massive packroom where people are packing the orders that come in from day-to-day sales. Past that there’s a huge table where people are inspecting and cleaning 3D prints to get ready for packing.” Further on sits office space where team members handling warehouse and logistics work next to suites where engineers tool away on hard plastic and 3D printed models. (“Two very different roles that go through the same piece of software.”)

Beyond all this sits Poots’ office, the first he’s had in his time at Kingdom Death. “At one point there was 30 of us all working in a single 1,000-square-foot space. Elbow-to-elbow, bullpen style,” with Poots himself at a work desk that also housed his paint station and gaming PC. He’d take a break to play Deep Rock Galactic with friends, and then suddenly leave his team in the lurch while work grabbed his attention.

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The office – or rather, the space outside of it – gives him a chance to switch off. But the lead-up to Black Friday – where Kingdom Death’s pricey minis see huge reductions – is always hectic, to the point where all design work is on pause while logistics take centre stage. “Halloween’s kind of a cursed sale for us,” Poots says. “There’s always something that goes tragically wrong. This year one of the cards we got from our manufacturer didn’t have its corners rounded so we couldn’t pack it – now we’re desperately waiting for reprints to show up so we can get on with things!”

“It’s easy to forget how many moving parts there are,” he admits, though he’s quick to point out that this won’t mean delays. Given the past half-decade, I can’t blame him for wanting to clarify.

When Kingdom Death’s 1.5 Kickstarter, a follow-up to its original 2012 run, ended on January 7th 2017 – its $12.39 million making it the most successful tabletop project in the crowdfunding site’s history until Frosthaven took the crown in 2020 – the Gambler’s Chest was a bonus box full of disparate game elements; a KD-ified miniature homage to Berserk’s Guts here, a jaunty child-eating Santa there, a few peripheral expansions. Every day, Poots would roll a d100 and add a corresponding stretch goal to the collection.

The Gambler’s Chest expansion grew over the course of seven years into a huge, $400 collection of new rules, miniatures, cards and a complete campaign that effectively acts as a full sequel to the original Kingdom Death: Monster. | Image credit: Kingdom Death

The chest was just one reward among dozens, but what neither the team nor over 19,000 backers could have predicted at the time is that this one reward would not only bloom into an effective sequel to the core game, but take the better part of seven years to fulfil.

“We felt like we had basically Kickstarted five years’ worth of work, and had to grow to accommodate that. Hiring, training, onboarding, managing, all that stuff,” Poots recalls. “I started working in earnest on the Gambler’s Chest – the actual design – the next year.”

Every day, Poots would roll a d100 and add a corresponding stretch goal to the collection.

While Adam reorganised the team, the early stages of design fell to Kingdom Death’s secret weapon: Anna Poots.

Anna, Adam’s wife, made the decision early on to stay out of the public eye, yet it’s clear from talking that she’s as vital to Kingdom Death as he is. Ask Adam about the genesis of the project, and he speaks in first-person, but when he talks the big-picture stuff – the world-building, the monsters, the soul of the project – it’s always “Anna and I”.

Kingdom Death: Monster 1.5’s 2017 Kickstarter was the highest-funded tabletop project on the crowdfunding platform until Frosthaven in 2020, raising almost $12.4 million. | Image credit: Kingdom Death

After early design and a year of playtesting, “we finally got to 2019, and that’s where Anna and I sat down. We have a tremendous amount of work done on everything, but nothing is finished and now we’re stressing out. I had all these notes, all these meetings. At that point, I was like, ‘Okay: this is its own expansion.’ Once the individual pieces were developed enough, it only made sense to use them to tell a part of the story that had been evolving. One advantage of working on everything at once is that it enriched the world so tremendously.”

By this point in its development, Poots says the Gambler’s Chest had become, to him, the real promise of the Kickstarter. At the same time, tackling this huge task first meant that backers who’d pledged thousands on a whole new wave of expansions back when the chest was just a side dish were waiting around with empty hands. But Poots didn’t want to take all the work done already and end up with a “kitchen sink product”.

“I wanted it to be more core to the experience, to make sure it not only met our standards but, also, we were the number-one Kickstarter – the pressure to make something bigger than we had ever made before was so real. I think most people would have taken the money and made something that was, you know, fine. But I felt like for it to be truly genuine, it had to come from deep, deep within… for better or worse.”

Kingdom Death: Monster is deliberately punishing compared to your average dungeon-crawler. | Image credit: Nic Reuben

In the same way, Kingdom Death: Monster came from a much simpler place: Poots just wanted to make something his gaming group would have fun with. One scrapped dungeon-crawl-style project later (“That was just what not to do!”) and the seeds of Monster started to emerge.

The pressure to make something bigger than we had ever made before was so real.

The biggest leap from that doomed first project to Monster was the move away from what Poots calls ‘spotlight gameplay’, which “is where dungeon-crawlers sit”. One person resolves a complex turn, everyone else waits.

“Not only do you spend more time not playing a dungeon-crawler, you’re also filling a table with things that have less meaning the longer you go. I was thinking about how to change the focus of the spotlight from an individual person over to a moment. And led to the idea of the singular boss fight and making the deck of cards that would be the sole focus, so at any moment this deck of cards could drastically change the tides.”

Love fantasy? Here are some tabletop RPGs you shouldn’t miss

Monster’s other famous hallmark, its difficulty, arose from that same desire to keep his group engaged. “Many dungeon-crawlers we were playing at that point were a cakewalk. Sort of like a long car trip – the only danger is if you’re so bored you kind of drive off the road. We wanted it to feel dangerous and exciting. As old-school gamers, losing is how you learn. If there’s no Game Over, how do you value things?”

My current campaign has seen one of my survivors pick up a ‘knowledge’, or ability, called “Fingernail Door”. Every time you roll a ten, the card says, physically rotate that die to a one. Each time, my character gets a little closer to a new knowledge, and we both go a little more insane. Tens are incredibly precious in Monster. I could just as easily leave the survivor at home, but Kingdom Death has primed me to know that something equally ridiculous awaits me if I just press on.

“That’s what makes tabletop so cool!” says Poots. “You have this mixture of storytelling, immersion and gameplay mechanics, and they all combine to make this sort of imaginative narrative. Tabletop is the only way of gaming that I think of that exists on this additional plane of consciousness. You’re not playing a video game and also having a rich imagination that’s also shared between people if you’re playing as a group. To me, that’s so endlessly enamouring.”

Kingdom Death was first created by Adam Poots for his own gaming group. | Image credit: Kingdom Death

By the end of 2019, “it felt like we were really getting back on track. Anna and I were back to designing.” The Crimson Crocodile – the first monster you’ll face in the new campaign – felt like an embodiment of that; “Having this monster that could be really powerful but is held back by its own hubris was such a fun thing to work on.”

But 2019 would give way to 2020. As Poots puts it: “COVID fucked us. But that’s not how everyone will remember it, unfortunately. Instead of being on year four of a five-year project, everyone was like: ‘You’re on year seven! What’s going on?!’”

COVID fucked us. Instead of being on year four of a five-year project, everyone was like: ‘You’re on year seven! What’s going on?!’

Look at the Kickstarter updates from this period, and you’ll see – among Poots’ trademark enthusiasm and spelling errors – shipping container estimates ballooned to millions and, later, containers backed up in rail yards.

It’d be a neat story to pretend the Gambler’s Chest finally rose triumphantly, against the odds, and all was right with the world, but as promised completion turned into manufacturing, shipping and eventually fulfilment, it felt more like a slow but determined lurch through a mire of mixed emotions from backers ranging from weariness to distrust, ever lit by the soft lantern glow of hope that the intervening years had been time well-spent.

Brutal effects such as the Fingernail Door knowledge – which turns any rolled tens into ones – add to the game’s oppressive atmosphere. | Image credit: Nic Reuben

For Poots, it took until this summer’s Gen Con for any feeling of completion to actually set in, although even that took a few days. He was terrified that Kingdom Death was wasting its time there, especially since the US tabletop convention costs them around $100,000 to attend. “There’s this fear at the business end. We haven’t been here since 2019. Are enough people going to care?”

In the end, though, he needn’t have worried. A post-Gen Con Kickstarter update shows fans decked out in Kingdom Death: Monster cosplay. It was, says Poots, “a very touching and surreal moment”. They weren’t alone; “It was what happened after that I had no expectation of – the new fans! I’ve been so focused on existing fans and backers that I haven’t been focused on new people coming to this.”

Kingdom Death is not a product by a company; it continues to be a dream that we have crystalised.

The team left Gen Con having sold every core game they’d brought along. For now at least, it seems Poots’ self-confessed ridiculous standards are still winning over new fans. Does he see things differently, compared to the last time the team were there four years ago?

“Kingdom Death always has, and has continued to be, a baby that we hold very close to our chest. It’s not a product by a company; it continues to be a dream that we have crystalised. So the lesson I wish I had known is that building the right team is more important than having the workforce to complete something. Anna and I created this and, as far as we’re concerned, we’re regular people. So from our point of view: anyone can do this, they just need to work hard and have drive and learn. And maybe some of that is true, but if it’s a soul project, you need to resist the urge to grow and stay true to yourself.”

Adam insists that Kingdom Death remains very much the Poots’ “baby”. | Image credit: Kingdom Death

Early in our conversation, Poots laments somewhat that he’s become the face of Kingdom Death as a brand – a literal James Workshop. “At times I wish I just had a director credit and that’s it. Adam Poots is not that important to Kingdom Death anymore, really… as far as the ego, vanity, is concerned.”

In the halcyon days of Kickstarter, the idea of the individual with the dream was very much part of the crowdfunding experience. What followed seems to have been a combination of accident and necessity, although the designer jokes that having ‘I (heart) Poots’ stamped on the bottom of the miniatures may have been a factor.

“At a certain point… we made KD. People enjoyed it. That was kinda like ‘We did it.’ At that point, my ego could never again be the size of Kingdom Death. It’s now far bigger than me.”

Buy Kingdom Death: Monster from publisher Kingdom Death (US) or Zatu (UK).

“For the Emperor!” Snag These Black Friday Deals on JoyToy’s Warhammer 40K Figures Up to 30% Off

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Get up to 30% off on these Black Friday deals for a variety of Warhammer 40k figures.

Dark Angels Assault Intercessor Sergeant

The Dark Angels are a dour brotherhood, characterised by their deep commitment to millennia-old rituals, loyalty, discipline, and self-sufficiency. They are a fighting force whose allegiance to the Emperor and his Imperium is nigh impossible to dispute, yet few call them friends, and none know much of them thanks to their determined reclusiveness.
This highly detailed 7″ figure has over 20 moving parts for a full range of posing. It also comes with a chain sword, plasma pistol, and base.

Blood Angels Assault Terminators Brother Davinos

Blood Angels Terminators take on the most vital of missions – facing down enemy elites, striking at mighty warlords, or hunting down super-heavy tanks and towering monsters.
This deal extends to several other of the Blood Angel Terminators as well, so be sure to check them all.
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Space Wolves Intercessor

Assault Intercessors are amongst the most widespread close-support units in a Chapter’s arsenal. Firing their heavy bolt pistols as they close upon the foe, they charge into the fray, where they make short work of their enemies with brutal swings of their chainswords.

Astra Militarum Tempestus Scions

Tempestus Scions are elite special forces of the Astra Militarum, well-trained in numerous combat styles at the Schola Progenium, equipped to the highest standard, and protected by reinforced carapace armour. Primed for a wide variety of specialist missions and prepared for aerial drops into warzones that most would consider suicidal, their most common armament is an armor-piercing hot-shot lasgun fitted with advanced sights.

Black Templars Emperor’s Champion

The Black Templars are the Adeptus Astartes’ most zealous Chapter, charging into battle to meet their foes face-to-face and deliver the Emperor’s justice at the point of a sword. So great is their fervor that they chain their weapons to their wrists, ensuring their bolters and blades leave their hands on victory, or not at all.

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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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Cubicle 7 Will Release New 'Doctor Who 2E' Adventure Book into Retail

Cubicle 7 will release The Secrets of Scaravore, a new Doctor Who 2E adventure book, into retail in Q1 2024.
The Secrets of Scaravore collects four new adventures that can be played as standalone episodes or as a campaign. In these Wild West-themed adventures, players will uncover the source of a Dalek plague in Paradise Lost. Then, in A Kind of Magic, their TARDIS team will need to escape a marooned medieval planet. Westward Bound features a trip down the Oregon Trail with a wagon train refugee aliens heading west to escape bounty hunters. Last, but not least, the players will encounter the terrifying Scaravore itself in The Mandala of Scaravore.This book will retail for $34.99.
Cubicle 7 will release two Doctor Who: Sixty Years of Adventure sourcebooks, for Doctor Who RPG 2E, into retail (see “‘Doctor Who: Sixty Years of Adventure'”).

Kickstarter Highlights: Epic RPG Terrain, Horizon Forbidden West, Cocktails, and More

Nocturne

 
Nocturne is a beautiful strategy board game for 1-4 players that plays in 30-45 minutes. From the team that brought you Calico, Cascadia, Verdant, and Fit to Print, this LUCI award-winning game designed by David Iezzi and developed by the Flatout Games CoLab is a delightfully interactive puzzle with a highly competitive spatial bidding mechanism on a shared play area.
Take on the role of a charming fox mystic and compete through the twilight and moonlight rounds to gather the strongest sets of magical items and brew powerful concoctions to gain the most prestige and win the game!

Warhammer 40K: The Unbeatable List – GW World Championships 2023

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Goatboy here with a look into GW World Championships winning 40K list from this past weekend.  This CSM list went all the way!

Our local hero John Lennon almost took it all, but having to come back and win twice vs Mani in the end was too much.  That is a heck of a lot of Warhammer 40k, and pretty awesome he went as far as he did with the boys in blue.  Still – Mani won with a CSM list full of bullies and beat-down specialists.  It was a pretty simple list utilizing the board-controlling power of Accursed cultists followed by waves of CSM Warriors in Chosen and Legionnaires to wreck face as things got close.

Mani Cheema’s CSM Bully List
Check out the list
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Chaos Space Marine – Slaves to Darkness

-Characters-Chaos Lord – Undivided, Daemon Hammer, Plasma PistolChaos Lord – Undivided, Daemon Hammer, Plasma PistolChaos Lord – Undivided, Daemon Hammer, Plasma Pistol
Dark Commune – Nurgle, WarlordDark Commune – UndividedDark Commune – Undivided
-Battleline-5 Legionaries – Slaanesh, Bolt Pistol/Chainsword X 3, Heavy Melee Weapons X 25 Legionaries – Slaanesh, Bolt Pistol/Chainsword X 3, Heavy Melee Weapons X 25 Legionaries – Slaanesh, Bolt Pistol/Chainsword X 3, Heavy Melee Weapons X 2
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-Other-

5 Chosen – Undivided, Plasma Pistol, Powerfist, Accursed Weapons, Combi-Weapon X 25 Chosen – Undivided, Plasma Pistol, Powerfist, Accursed Weapons, Combi-Weapon X 25 Chosen – Undivided, Plasma Pistol, Powerfist, Accursed Weapons, Combi-Weapon X 2
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10 Accursed Cultists, 6 Torments – Nurgle10 Accursed Cultists, 6 Torments – Undivided10 Accursed Cultists, 6 Torments – Undivided
Forgefiend – Undivided, 3 Ectoplasma Cannons
3 Nurglings
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-Dedicated Transport-

Chaos Rhino – Nurgle, Combi-Weapon, Havoc Launcher, Combi-bolterChaos Rhino – Nurgle, Combi-Weapon, Havoc Launcher, Combi-bolterChaos Rhino – Nurgle, Combi-Weapon, Havoc Launcher, Combi-bolter

How The Unbeatable List Works
As you can see, Mani has three big blobs of hard-to-remove Infantry in the Accursed cultists.  A 5+ Invulnerable save with a 6+ FNP is very hard to chew through.  Then you add in the ability to regrow guys back, and unless you hit it very hard, they are not going to go away.  I expect these guys to get hit with a nerf or at the very least, an updated Datasheet when the book comes out.  The 3 units of Chosen and Legionaries are little bullies that can rush out of a Rhino and get close.  The Chaos Lords are very good at spiking damage and can be very difficult to deal with.
Only having one Forgefiend is interesting, as well as the lack of Obliterators.  There is also the lack of the two Lone Operative Chaos Daemon characters too – but I think the sheer board control of the army is very hard for a lot of opposing armies to chew through.  Mani’s CSMs don’t have to kill you. They just keep you from scoring things as they spread out, regen dudes, and smack stuff around if you get too close.
Congrats to many and all the other players who did well this weekend.  It looks like CSM showed up a lot, so we will see how they survive when their new book comes out.
Just nerf the Rhino – it is the secret sauce I swear!

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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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Warhammer’s Legions Imperialis Is An Innovative Return To Classic GW Gaming

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The much anticipated Legions Imperialis is finally coming out, and it looks pretty darned good!

After a bit of a delay, the long-anticipated Legions Imperials is finally coming out. Since its announcement, people have been eagerly awaiting the game. It serves as a spiritual successor to the old EPIC line of GW games. This is in fact, a game people have been asking for since well before its announcement. Both Aeronuatica Imperials and Titanicus had people hoping they would one day be expanded into a full-blown return to EPIC. That is indeed what has now happened as models from both those games join tanks and infantry from 30K to duke it out in massive battles.
But now that the game is here, is it any good? The answer is yes. Let’s take a look.
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A Successor To The EPIC Games Of Old

Legions Imperialis draws a lot of inspiration from the old EPIC games that GW produced back in the day. Despite a name change, GW is not shy about this fact. Indeed the rule book has a whole section talking about how EPIC and the other games like it inspired Legions Imperialis. GW’s goal was to preserve the feeling and experience of those games. Now full disclosure, I never got to play EPIC back in the day. However, having read those classic EPIC rules recently, and the brand new LI rules, there is definitely a similar feeling here.

I’ve also spoken to a number of people who’ve played EPIC, and they all agree, on the face of things, LI shares a lot with those old games. I think if you were a fan of EPIC or played it once or twice, this new game will feel pretty similar. Overall, GW was pretty serious about getting the game to have a similar feeling. Unlike some of their more… mainstream games this feels like it kept a good bit of complexity and depth.
The Return of Classics

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It’s not just old EPIC players who should feel at home in LI, but old players of almost any GW game. Reading the start of the Legions Imperialis rules is like going back in time for me. As a long-time 40K player, there are a lot of things I’m very at home with here. We’ve got templates (even if they are used sparingly), scatter dice, vehicle facings, and more. Even the classic old whippy measuring sticks are here. Ready, I’m sure, to be used as WMDs by a whole new generation of kids. If kids played this game at all, which they likely won’t.
A Modern Take

Now if you are a new player, or someone who didn’t really like the old ones, you might be worried about all this. I mean, there is a reason that EPIC died after all. Well, good news, as much as it feels like EPIC, it’s still a modern take on the game. Legions Imperials is a pretty modern and streamlined 21st-century tabletop game. It’s not a game bogged down by a ton of charts and complicated rolls. It has depth, but I think once you get to know it, it should flow pretty well.
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Take dice, for instance. 40K has become a bit infamous for the number of dice you roll. A single unit attacking can require 100s of dice rolls. This can really bog down a game and slow everything down. LI has used its scale to streamline attacks , with most getting 1 or 2 dice for an attack and the only rolls needed being a hit and save roll. This means that even given its scale, a game of LI will have a whole lot fewer dice rolls than a game of 40K.
Looking Forward To What Comes Next

The core Legions Imperials book is a great start to the game. Along with the core rules, it includes rules for both Marine and Imperial Army armies. You’ve also got a ton of flyers, Knights, and Titans. It’s a great start for fielding massive armies in the age of the Horus Heresy. The rules in the core book, however, are a bit limited. They represent the models that are currently out, and players of 30K, will notice a ton of units missing. In addition, many of the special rules in the game aren’t used or are barely used. It’s clear there is still a lot more to come from Legions Imperialis. New units, new armies and new missions and campaigns can all be hoped for. I’m excited to see what comes next.
Shop Legions Imperialis Here

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But this game is definitely worth your time!

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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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MTG: A Feast of Value – Five Ixalan Commanders that Rock

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You’ve got your Gisaths and Elendas, but what about the humble Gnome? Dig a little deeper into some sleeper Commanders.

Welcome in, Praetors and Planeswalkers! Lost Caverns of Ixalan has been with us for a few days, and the decks are already blowing up. With some incredible reprints and a few spicy new options, veterans and newcomers are finding a lot of power in the popular Commander pieces. But if you brush aside the Ghaltas and Vitos, a few underrated generals might surprise you. They might not take you to the vaunted halls of cEDH, but they’ll undoubtedly make for a fun time.

Caparocti Sunborn

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Starting the bidding off strong is this humble Boros uncommon. Right out of the gate, he’s a 4/4 for four mana, so he’s not a bad punch Commander. However, his real strength is his attack trigger. Having two extra artifacts or creatures is pretty simple in Boros, so you’ll almost always get his discover trigger. Caparocti is a surprisingly potent Voltron Commander. Not only can you dig for low-cost cards like Shadowspear or Loxodon Warhammer, but those same Equipments can then tap to activate his ability.
Anim Pakal, Thousandth Moon

Probably less of a sleeper than the others, Anim Pakal still deserves a mention for how incredible she is. Yes, I know this is another Boros piece, but Boros is strong in this format, so bear with me. Anim lets you build up a massive army just by attacking. Every time a non-Gnome creature attacks, she gets bigger and makes a bigger army. Combine her with just a few extra cards, like Anointed Procession or Divine Visitation, and you’ll have a nasty force in no time. Plus, since Anim counts the number of counters on herself, explore mechanics also buff her and her army.
Akawalli, the Seething Tower

Stepping into the realm of Golgari, we have a massive myconid menace in Akawalli. While he isn’t anything special right out of the gate, the bigger your graveyard gets, the bigger HE gets. At four permenants, he becomes a 5/5 with trample, and at eight, he becomes a 7/7 with trample and can’t be multi-blocked. Combine that with anything that gives menace, an easy ask in Black, and you’ll have an unblockable wrecking ball. Plus, in the Golgari colors, a full graveyard is easy, and there are plenty of ways to make your mushroom lad even larger.
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Saheeli, the Sun’s Brilliance

Moving over to Izzet, we have a token doubler of extraordinary esteem. Saheeli may have lost her spark, but she’s still got plenty of tricks up her sleeve. Creating an artifact copy of something might not seem like much, but with all the things in Blue and Red that care about artifacts entering the battlefield or dying, you can generate a potent string of events. Plus, you can double some of your chunkier pieces and make sure they do everything they need to do, but twice.
Zoyowa Lava-Tongue

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Rounding out the offering, we have an unassuming 2/2 with deathtouch. However, like many other entries on this list, Zoyowa isn’t here for his combat prowess. As long as you’ve descended, each opponent must sacrifice a permanent, discard a card, or take three damage. You’re in Rakdos…you’re always descending. Zoyowa can clear the board surprisingly fast, and while he isn’t the most potent piece in Ixalan, he’s undoubtedly a starter to a nasty combo train.
Which new Commander are you building?

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Originally from North Carolina, Clint comes to Austin as the latest in a long list of haunts of a wandering actor. 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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‘Codenames’ is the Family-Friendly Party Game You’ll Love, and It’s 50% Off for Black Friday

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Codenames might be the best party game. It’s great to play with the family and after playing it once, it’s not hard to see why it’s the best.

Invariably, anytime I am going to a game night with a new group, I bring Codenames. With Thanksgiving right around the corner, you’re going to want a game that’s easy to teach, fun for all ages, and requires just enough brain power that you can play it even with a few drinks. It’s the perfect party game.

How to Play Codenames
Each game of Codenames is two teams going head to head, the red team and the blue team. A series of word cards are placed in a 5 by 5 grid. There are tons of these word cards and they are mostly nouns but not really related or themed in any way.
For each game, each team elects a Spymaster. The Spymasters sit across from the rest of their team and are the only ones who can see the decoder key card. The decoder card shows a grid of red, blue, white, and black squares that correspond to the grid of word cards. The key card shows which words belong to which team, as though they were lying over top of the grid.

The goal of the Spymasters is to get their team to guess their team’s words, usually in groups. The Spymaster reviews their words and tries to find a single word that connects several of their words together, then how many of the word cards are connected.
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For example, from the picture above, your Spymaster might say “Pharaoh, 2”. It would be up to you to try to deduce which of the two words above connects to the clue you were given. As words are guessed correctly, they are covered with a colored tile. But watch out for the assassin! Guessing the word marked with a black square on the key card means your team automatically loses!

Why Codenames is Great
Codenames is one of the few games that actually teaches better by just playing a round. It sounds confusing to explain, but once you see it in action, you won’t want to stop playing. I’ve been to game nights where we spent the whole night just on Codenames.
It’s got just enough puzzling to keep players engaged. But, players will still have time to socialize between turns, an important aspect of any good party game. Plus, when your turn starts, it takes only a second to catch up with the distracted and tipsy friend since they only need to know the clue word and the number.
Codenames nails every aspect of a great party game perfectly and it’s an ideal addition to any collection.

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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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Experience the World in Exploration Mode

“Exploration mode is the connective tissue of your adventure or quest—everything that happens as the characters move between encounters. It could be looking for a rare book in a library, trailblazing through a spooky forest, fortifying a castle before a monster attack, or canvassing the city for a missing person.” ­– Pathfinder GM Core

Illustration by Mary Jane Pajaron

Last month’s blog touched on encounter mode, the highest-stakes mode of play in Pathfinder Second Edition. Today, we’re slowing down a bit to talk about exploration mode, which is more free-form and presents unique challenges to player characters.

Exploration mode is a low-to-moderate-risk way to engage with the environment and encourages players to learn about and interact with their surroundings. Rather than measuring time in seconds and rounds, exploration mode uses 10-minute intervals as the smallest unit of measurement, with longer activities such as traveling between locations measured in hours or days.

Gameplay will often transition between exploration mode and encounter mode, with activities in exploration mode leading to encounters—such as stumbling across a den of giant rats while exploring underground tunnels. When transitioning back into exploration mode from an encounter or downtime, players can choose an exploration activity to be pursuing, such as avoiding notice, investigating, or sustaining a spell or effect. These are only examples, and players may also use any other actions or reactions they have that fit the situation.

Illustration by WIll O’Brien

Pathfinder GM Core provides the following list of guidelines for game masters to consider when running scenes in exploration mode:

Evoke the setting with vivid sensory details.
Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals.
Get players to add details by asking for their reactions.
Present small-scale mysteries to intrigue players and spur investigation.
When rolls are needed, look for ways to move the action forward, or add interesting wrinkles on a failure.
Plan effective transitions to encounters.

A key part of exploration mode is creating engaging environments and situations for characters to explore. Pathfinder GM Core includes a table of environmental details for a variety of different settings and biomes—with sight, sound, smell, texture, and weather details for each. If players are exploring an area with some amount of risk, changing hazards, traps, and potential encounters to match these areas’ themes and sensory descriptions increases immersion at the table.

All of the above and much more are possible in exploration mode—find more details on running exploration mode in Pathfinder GM Core, and more details of exploration activities for characters in Pathfinder Player Core, available now on paizo.com and at your friendly local game store.

Necromunda: The Fight Continues In ‘Nexus of Violence’

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The cargo sorting yards of Hive Primus provide the setting for this battle between House Orlock and the Redemptionist.

Necromunda has moved the fighting out of the Spire and on to the Ash Wastes. But even outside in the harsh climate there are pockets of civilization. Settlements, outposts, and factories dot the barren lands. All in service to the Imperial tithes.
The Nexus is one such place. It’s a location known for it’s great cargo sorting yards where millions of Munitorum Contains shuffle through. This constantly shifting maze is where thousands of workers and machines labor — and also where bloody battle ground erupted when the Great Pilgrimage arrived at Hive Primus.

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via Warhammer Community

Nexus of Violence
This Apocrypha Necromunda offers a few different things inside. First up, you’ve got the lore that covers a short story about the Nexus and the Gangs gearing up to fight. The second part is a rules option for the Cawdor to use.

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It’s noted in the designer commentary that these are designed for this particular scenario but you can incorporate them into your campaigns if your arbiter agrees. They are to be used in conjunction with the Cawdor Articles of Faith found in Necromunda: House of Faith.
Container Canyon Run – Scenario Rules
And finally we get into the actual scenario called “Container Canyon Run” — which, as you may have guessed from the title, is about fighting in a canyon made of containers. While this scenario can be played with any gangs it’s worth noting that if you want to recreate the Nexus of Violence then you can make the following changes:

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Aside from that it’s a Rolling Roads scenario with Impassable Sides. There’s a slight hitch though…

The fact that this map “turns” is a pretty cool feature. The Rolling Roads scenarios are already kinda nuts and this is a cool twist on it. As for the rest of the scenario you’ve got your standard Attacker/Defender dynamic. And you’re probably going to want to include vehicles and wargear that makes your gangers mounted for this one. The game ends after six rounds or until either gang has no models left on the battlefield.

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The win condition is pretty straightforward, too. The Attacker is just trying to get off the battlefield while the defender is trying to take them out. For the full scenario rules you can download them at the link below.
Nexus of Violence – Container Canyon Run Rules Download

Personally, I really like the idea behind this mission. The Rolling Roads scenario is one of the most unique scenarios in all of Necromunda. It does take some extra time as you essentially have to “slide” the entire board. But that’s what makes it different. I also love those Cargo Containers because the everyday, mundane terrain makes the world of Necromunda feel more “real” than an exploded ruin for me. This is one that’s on my list to play for sure!

You’re going to want to CONTAIN(er) your Road Rage for this scenario.

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: Five Ways to Make an Honest GP

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Adventuring can pay the bills. But what happens if you find yourself between quests and in need of funds? Here’s five honest ways to make GP.

Money is one of D&D’s greatest superpowers. With it, a Wizard gains their spells. If you can afford them, you can buy all sorts of magic items. Bribe guards. Pay off bounty hunters—when you’ve got money the sky’s the limit.
Unless you’re an adventurer in need of funds. Material components can be costly. And after you’ve spent your last 300 gold on a diamond so you can keep the Paladin from having another “kobold incident” how can you afford room and board and rations? Don’t worry. We’ve got you, with five ways to make an honest GP.
Join a Guild

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One way to make GP comes in your choice of background. Yes, you can already start with a job. More specifically, be a member of a Guild. The Guild Artisan (or Merchant) background, makes you a member of a guild. One who knows, and can perform a trade.
You can absolutely invest some time in making money. With your proficiency in either an artisan’s tools or a valuable trade, you can bring in a few GP every week.
Get a Job

Never learned a trade? Not in a guild? No problem. You can always go out and find a job.
Per the rules on page 134 of in Xanathar’s Guide to Everything, all you have to do is pick a skill. Choose between Athletics, Acrobatics, Tools, Performance, or a Musical Instrument. And if you can manage to roll a 21+, you’ll make enough money to afford a “comfortable lifestyle” for a week and bring in 25gp.
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Engage in Wanton Violence
If you’re an adventurer, the odds are good you’re very good at violence. And violence can be one of the best ways to make GP if you don’t mind risking your own health.
All you have to do is have good Athletics, Acrobatics, and a high enough Constitution modifier that you can beat up to three random DCs between 7 and 27. You can make up to 200gp by engaging in a bit of pit fighting. Fighters and Barbarians, step right up!
Get Rid of Excess Equipment

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Look, you’ve been lugging around up to your encumbrance in rusty short swords since you waded through that goblin camp. You may as well get something for it.
Just sell that gear to a merchant that needs ’em. As long as they’re not too banged up, you should be able to get around half the list price for “found items.”
Invest in Cryptocurrency

You might be saying “Hey there’s no cryptocurrency in my fantasy world!” But let me tell you: the rules for getting involved in crypto are right there in Xanathar’s Guide. Just look under the rules for Gambling!
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You can make up to double the amount you invest. If you can beat your DCs with Insight, Deception, and Intimidation, this is a solid way to make GP.
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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Boyfriend Dungeon’s official tabletop RPG makes sexy weapon smooching a group activity

Do you yearn for more time with the anthropomorphic Rapier that lives down the street and you see in the coffee shop sometime? Eager to once again catch the elevator with the claymore that works two floors above you? Ready to bring this very specific thirst to RPG night and wrangle all your friends into smooching anthropomorphised weapons? Boy, are you in luck.

Boyfriend Dungeon TTRPG: Life On the Edge has been developed to suit exactly this purpose, extending the world and narrative conceit of Kitfox Games’ hit 2021 action-RPG/dating video game to the tabletop. The studio has partnered with designer Maso Perez to create a digital tabletop game where players can portray weapons or wielders, tackling dungeons and the dating scene as a group.

Up to four players – plus a Master of Ceremonies facilitator – can jump into Life on the Edge and its system of two six-sided dice that will feel very familiar to anyone who has played a Powered by the Apocalypse-minded tabletop RPG. The Steam listing for the pen n’ paper adaptation says it will be “in the vein of (but distinct from)” the Boyfriend Dungeon video game, which focused on a single character dating (and swinging) one of several weapons that have very attractive and very kissable human personas.

For the Honour of GAYSKULL! Fundraising for Mermaids | Thirsty Sword Lesbians Let’s Play

Releasing in December, Life on the Edge will consist of a 50-page core rulebook, a character sheet for each of the six broad weapon templates and a 5-page quickstart adventure that serves to introduce groups to the system and world of Boyfriend Dungeon as a tabletop RPG. All of these resources can be downloaded as print-ready resources from its Steam page – ignore the warning about needing the Boyfriend Dungeon video game in order to play, as that’s just a Steam protection for all DLC.

Weapons will determine both forms of their appearance during character creation, striking a balance between the shape and material of their violent side and the fashion sense and physical appearance of their human persona. They will also pick two Edges, which are mechanical boons to aid them in combat, and a Flaw that reflects their personal weaknesses as both a weapon and person.

Roleplay will hinge on the bonds between player characters and their individual struggles – some of these can be very intimate and close to their heart (e.g. family trauma, self-confidence) or something they externally strive to achieve or overcome. Regardless, it will hold them back from love and expressing their true selves and the characters’ bonds deepen over the course of play.

Image credit: Kitfox Games/Steam

That’s right – don’t forget that romance is a pivotal part of Boyfriend Dungeon, and the same is true for its tabletop counterpart. While many of the weapon moves focus on combat encounters and emerging successful from toe-to-toe face offs with your mortal foes, players may choose to spend as much time conversing with other weapons and bearing their cores to each other in vulnerable scenes. The preview pages on offer don’t convey what those tools will look like, exactly, but it wouldn’t be a Boyfriend Dungeon game without the chance to actually date some boys (gender neutral, as the weapons come in all sorts of expressions and orientations).

Kitfox Games will be hosting a play session of Boyfriend Dungeon TTRPG: Life On the Edge on November 23rd at 1 pm Eastern via their Twitch channel, so that’ll be a great time to catch a better look at the translation coming later in December. More information, including eventual links to download the digital files, can be found on the game’s Steam page.

If the thought of dating in a tabletop RPG has you a little leery, that’s understandable! While structured roleplay can be a great avenue for exploring romance as a common facet of interpersonal relationships, it should be done with care, consideration and plenty of built-in tools provided by the RPG’s designer. Kitfox hasn’t mentioned anything about these in the preview page, and Dicebreaker has reached out for more information.

Now That’s What I Call Power Armor – ‘Warharmmer 40K: Battlesector’s Free Invictor Tactical Warsuit Update

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Slitherine heard you liked power armor, so they gave you a suit of power armor for your power armor in a new free Warhammer 40K:Battlesector update.

The Primaris Marines have all the best toys. From guns that are capable of actually wounding more than just ‘a Militarum soldier (traitor)’ to the latest and greatest in anti-grav technology, there’s no end of the tools at their disposal.
And that’s true more than ever in these latter days of the grim darkness of the distant future. When Belisarius Cawl, who cracked the Primaris genetic code, and more secrets besides, is developing new ways to kill and die in the 41st Millennium.

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Embodying all of this, the Primaris Invictor Tactical Warsuit. A power armor’s power armor. It allows a Marine to bring even heavier firepower to bear. And that’s saying something.
And now the Invictor Warsuit is available in Warhammer 40K: Battlesector, thanks to a new, free update!
Invictor Tactical Warsuit Update For Warhammer 40K: Battlesector

We have really exciting news for all the Warhammer 40,000: Battlesector fans. Today’s major free update introduces a formidable new unit: the Primaris Invictor Tactical Warsuit. This mechanical behemoth promises to reshape the battlefield with an array of devastating weaponry and cutting-edge technology.
The new Primaris Invictor Tactical Warsuit will be available in skirmish, Daemonic Incursion, multiplayer, Planetary Supremacy and also in the story campaign.
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You can download the new update here.

And the Invictor Warsuit in Battlesector comes equipped with all sorts of heavy firepower:
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Twin Ironhail Autocannon: this dual-barreled autocannon is designed to shred through enemy infantry and light vehicles with relentless firepower.
Incendium Cannon: the Incendium Cannon unleashes torrents of scorching flames, turning the battlefield into a fiery hellscape and engulfing foes in righteous fire.
Twin Ironhail Autostabber: as if the autocannon wasn’t lethal enough, the Autostabber adds a close-quarters combat element, allowing the Primaris Invictor Tactical Warsuit to eliminate threats in tight spaces.
Invictor Fist: a powerful melee weapon, the Invictor Fist crushes enemy armor with its hydraulic strength, delivering bone-crushing blows to anything foolish enough to stand in its way.
Heavy Bolter: providing sustained and accurate firepower, the Heavy Bolter ensures that the Tactical Invictor Warsuit remains a force to be reckoned with, even at a distance. 
Fragstorm Grenade Launcher: the Fragstorm Grenade Launcher showers the battlefield with explosive ordinance, disrupting enemy formations and creating chaos among the ranks.

Check out Warhammer 40K: Battlesector right here!
Invictor Warsuits should come pre-engraved with the poem, Invictus.

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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 Beyond's Cyber Week Sale: Save Big on D&D Books Today

Looking to gear up for adventure? There’s no better time than during D&D Beyond’s Cyber Sale! This week, everything from D&D essentials to action-packed adventures are available at a discount.
This sale kicks off November 21 and ends November 28 at 11:59 p.m. PST, but be sure to check in on Cyber Monday (November 27) when more exclusive deals roll in for only 24 hours!

Give a Gift, Get a Gift
Until December 31, 2023, when you pick up a gift for a party member, you’ll receive a free Gift-Wrapped Digital Dice Set! This offer is available only to first-time gifters who have not yet unlocked the Gift-Wrapped Digital Dice Set for their D&D Beyond account.
Save Prep and Play More With Maps
This fall, D&D Beyond released Maps in Alpha, which allows Dungeon Masters with a Master-tier subscription to easily prepare adventures and encounters. DMs can drop in official maps and tokens from books they own and then invite their players to play in a single browser-based play space.
The following official books are integrated with the Maps tool and on sale during the Cyber Sale:

Digital + Physical Bundle Sale
Want to enjoy the convenience of digital books while also building your physical library of D&D books? You’ll find physical + digital bundles on sale in the D&D Store.* If you’re a new player or looking to pick up books for one, the Player’s Handbook Digital + Physical Bundle is 40% off!
* Discount reflected at checkout.
FAQ
How Do I Access Maps?
Master-tier subscribers can access Maps from D&D Beyond’s homepage and from the “Tools” dropdown menu.
Is the Sale Available in the D&D Beyond App?
No, digital book sale prices will only be reflected in the browser version of the store.
Can I Gift Discounted Items to a Friend?
Yes, discounted digital books and dice can be gifted. At checkout, select “Purchase as a gift.”
How Do I Share the Content From My D&D Beyond Books?
Master-tier subscribers can share content they’ve purchased with players in their campaigns. Simply go to My Campaigns and select your specific campaign. Then, navigate to “Content Management” and select which books you’d like to share.
How Do I Add New Dice to My Character Sheet?
Check out our article on How to Customize Your Character Sheet on D&D Beyond for instructions to setting your new dice in the browser and app versions of D&D Beyond.

Warhammer 40K: Necron Detachment Rules Preview

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Games Workshop is teasing out the Hypercrypt and Annihilation Legion Detachment rules for the Necrons!

Warhammer 40,000 is about to have a robot problem on the tabletop with the Ad Mech and Necrons landing soon. Yesterday we got a look at two of the Detachments for the Adeptus Mechanicus. And today it’s two of the five from the Necrons. The Robot Uprising is upon us!

via Warhammer Community
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“Tomb worlds across the galaxy are awakening new reserves of strength and flexibility as Codex: Necrons bears down on an unsuspecting cosmos.”
Necron Detachment Previews
Hypercrypt Legion

First up we’ve got the Hypercrypt Legion’s Detachment Rule: Hyperphasing. This is essentially a way for units to teleport around the battlefield. Based on the game size, you’ll be able to pull units back into Strategic Reserves so they can pop back out on the tabletop later. Please note the timing of this move as it happens at the end of your opponent’s turn. Sneaky!
But what good is being in Strategic Reserves? It would be wise to have some units with Deepstrike options, right? Or maybe a Monolith or two…
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Annihilation Legion
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This Legion brings in the Annihilation Protocol which sounds pretty terrifying.
“DESTROYER CULT units – and their equally deranged Flayed One buddies – are relentless when the opportunity to reintegrate mortals into the cold, hard ground presents itself. The Blood-fuelled Cruelty Stratagem ensures no-one can escape their blade-tipped grasp. Such is their lust for blood that the thrill of the kill sends their living metal bodies into overdrive, stitching wounds and fallen warriors back together through Murderous Reanimation. “

This Detachment sounds like a “kill more, regen more” type of list. That could be a nasty combo! Unfortunately, that’s all we know about the Annihilation Legion for now. I’m betting GW is saving all the good stuff for later as the Codexes are dropping to pre-order this weekend.
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It’s going to be a battle-bot type of weekend!

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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Heroes' Feast: The Joys of Running High-Level Adventures

Hope you’re hungry for some adventure because Heroes’ Feast: Saving the Children’s Menu is going to tantalize your taste buds and test your tactical talents! Available for $4.99, this one-shot adventure for 10th-level characters will take your party on an adventure to recover rare ingredients for a tavern’s beloved dish, and they might just save the day along the way.
Let’s dig in to see what this new adventure is all about and to see why running higher-tier adventures can be a blast.

Heroes’ Feast: Saving the Children’s Menu is Ready in Maps
Save prep and play more with Maps! This tool is loaded with all the maps and tokens in Heroes’ Feast: Saving the Children’s Menu, enabling Master-tier subscribers to prep their sessions in a matter of minutes and invite their players to play along! 

What Is Heroes’ Feast: Saving the Children’s Menu?
Artist: Irina Nordsol
 Heroes’ Feast: Saving the Children’s Menu is an adventure based on a recipe in the upcoming sequel to the official D&D cookbook, Heroes’ Feast Flavors of the Multiverse, and it includes the recipe if you want to reward your party’s adventuring. It takes players on a gastronomic quest, blending culinary creativity with high-stakes D&D adventuring.
This adventure is also written by D&D celebrity and legendary puzzle maker Deborah Ann Woll—known for playing Karen Page in Marvel’s Daredevil, The Defenders, and The Punisher series, as well as Jessica Hamby on HBO’s True Blood—so you know there’s going to be a perplexing logical conundrum somewhere in there.
The journey involves tracking down the mysteriously missing magical ingredients needed to create a town’s favorite dish, leading players to investigate the source of these ingredients and figure out why their supply has been disrupted.
But, seeing as this is an adventure for 10th-level characters, you can probably guess this task won’t be as easy as it seems. Over the course of their journey, they’ll encounter challenges that are bound to raise the steaks.

Heroes’ Feast Flavors of the Multiverse
Heroes’ Feast: Saving the Children’s Menu is the sequel to D&D’s official cookbook, Heroes’ Feast. Within its pages, you’ll find recipes from the Forgotten Realms to Ravenloft that will be a hit at the dinner table as well as the D&D table.

The Joy of High-Level Adventures
Artist: Conceptopolis
Higher-tier adventures give players and Dungeon Masters a chance to stretch their abilities and imagination. Not only do player characters get more powerful, but the threats they face become more grand and deadly.
Players Can Try New and Exciting Builds
Because they’re starting at 10th level, players will have the opportunity to try out builds that wouldn’t normally work at lower levels. Maybe they’ve wanted to try a grapple build that needs multiple feats to make it effective. Or perhaps they’ve got some wild multiclass shenanigans in mind. Either way, starting at 10th level means they don’t have to wade through nine levels of potential underperformance before their build starts to shine.
Also, at 10th level, players have access to some of the more potent abilities offered by their classes, and spellcasters can access 5th-level spells. This enables game-changing magic, like Raise Dead and Dominate Person, and offers martial characters a chance to show their combat prowess.
Bigger and Badder Baddies
High-level adventures mean Dungeon Masters get to blow the dust off legendary creatures or start looking at entire subsections of monsters that are too tough for more frail adventuring parties, like giants and dragons.
In Heroes’ Feast: Saving the Children’s Menu, your players will be going up against some hot-headed fire giants and may even encounter a bigger threat from Bigby Presents: Glory of the Giants. If you’ve ever wanted to try to smoosh your players into a paste—while giving them a fair chance at fighting back, of course—here’s your opportunity!
Running High-Level Adventures as a Dungeon Master
Artist: Robin Olausson
For Dungeon Masters, high-level adventures may pose exciting challenges and opportunities, but they also require careful consideration for the party’s enhanced abilities.
Setting Character Creation Guidelines
When setting up for Heroes’ Feast: Saving the Children’s Menu or any other high-level adventure, it’s important to establish character creation guidelines that align with the parameters you, as the DM, want to play within.
As we said above, creating 10th-level characters can give players a lot of opportunities for unique and interesting character builds. But, especially for one-shots, it can also give the players access to builds that may trivialize or not fit the theme of the adventure you’re planning.
Before allowing the players to run off and create whatever their heart desires, consider the following:

Are there any spells that you want to restrict, like resurrection or teleportation spells?
What setting are you playing in, and how does that affect character species, backgrounds, or classes?
Are there any power builds you don’t want to allow, like the coffeelock or sorcadin?
What magic items, if any, are allowed?

With respect to the last point, you should also think about whether or not your players will be starting with magic items. The Starting at Higher Level section in the Dungeon Master’s Guide suggests that players in a “standard campaign” starting between 5th-10th level will have 500 gp plus 1d10 × 25 gp in addition to their normal starting equipment. If you give your players a chance to shop for magic items with this gold before getting into the session, it would be prudent to provide a list of approved (or banned) items.
Tips for Running the Session
Typically, the majority of time in D&D is spent in the first two tiers of play, levels 1-4 and levels 5-10. This means that getting to the 10th level is something that DMs might not have a ton of experience with.
Whether you’re a veteran DM or one that has just got situated in the DM’s chair, it’s good to go through some essential things to remember before running higher-tier adventures:
Be Prepared for Disruption. With 5th-level spells, characters with massive bonuses to skills, and powerful class abilities, there will be times that players will find a way around that encounter you were planning. It’s important to reward this ingenuity and let the players feel like the heroes they are. But, to ensure they still feel challenged, it’s also important to use up the store of resources each character can access.
Drain Party Resources. In D&D, every character has a finite amount of gas in the tank. Spellcasters have spell slots. Martial characters have depletable class abilities, like Ki or Action Surge. When playing at higher tiers, players can output vast amounts of damage, lock down enemies, and shake off some pretty severe hits, but they will eventually start to reach their limit. In these types of games, longer adventuring days with more combat, social, and skill encounters are crucial to even the playing field between players and monsters.
Get Tactical. With the amount of potent abilities at the party’s disposal, they’ll be able to handle more dramatic scenarios. Using ambush tactics to surprise the party, turning out the lights so they have to fight in the dark, and employing hit-and-run tactics are just some of the ways you can make monsters punch above their weight class.
Use Minions. Single monsters, even those with legendary resistance and legendary actions, tend to underperform against high-level characters. This is due to the number of character abilities that can lock down foes while the party wails away at them. By reducing the CR of the “big baddy,” you’ll leave space for more fodder in your encounter, which can spread the party’s focus, help break their concentration on debuffs, and soak damage.
Introduce Alternate Combat Objectives. This is something you can do in any tier of play, but by the time you reach higher levels, combat where you punch the opposing team till their hit points are reduced to 0 can feel especially stale. An example of alternate combat objectives in Heroes’ Feast: Saving the Children’s Menu tasks the players with preventing non-combatants from being hurt or kidnapped while trying to defeat the baddies at the same time, which can make the battlefield feel more dynamic.
Bon Appétit and Happy Adventuring!
Heroes’ Feast: Saving the Children’s Menu mixes epic D&D adventure with delicious cuisine from the Heroes’ Feast Flavors of the Multiverse cookbook. It’s a recipe for adventure and high-stakes storytelling, perfect for foodie fighters, mixologist mages, and dice-rolling gourmands.
If you’re looking for even more delicious content, check out Dungeons & Dragons: Adventures, the new free digital TV channel on Amazon Freevee and Plex. Among classic favorites, like the animated 80’s Dungeons & Dragons cartoon, you’ll also find new programming, like Heroes’ Feast, a show hosted by “Chief Mike” Haracz and dedicated to the dishes, desserts, and cocktails from Heroes’ Feast cookbooks.

Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.

Games Workshop Rumor Engine: ‘Rock Climbing’

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Someone (or something) has gone rock climbing and has made their way to the latest Rumor Engine from Games Workshop.

It’s another Tuesday and this week is special. Not because Turkey Day is just a few days away but because we’ve got a brand new Rumor Engine to feast our eyes upon! And it’s also the same week as Thanksgiving — so yeah, it IS special because it’s Turkey day AND we have a brand new Rumor Engine. That only happens once a year!

via Warhammer Community
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“A hand (a foot? a paw? the base of an ornamental lamp?) on some kind of stone or masonry – a true classic of the Rumour Engine stable. Many such images have been observed through our ages of scrying the future, but even after all these years we still cannot hazard a guess at its owner.”
Rumor Engine Rock Climber
This one is a bit of a doozy. It looks like a hand. But that hand has three fingers and a thumb. And it also looks fairly claw-like. Is this a foot then? Perhaps someone is making a stand on a tactical rock? But also, which creatures have three fingers and a thumb?

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The T’au! Of course. It’s gotta be them. Sure they might not have the claws but can you really trust them and their whole “Greater Good” philosophy? They’re probably secret chaos agents and have been warped on the outside to match their inner turmoil. Clearly, they are the three fingered menace that are coming in the future.

Oh sure, sure — this might not match their aesthetic at all. They might be known for their high-tech anime inspired looked but that’s all a clever ruse. This is a more feral version of the T’au. Chaos T’au! It’s a twist so obvious that it’s the only answer. It’s not like there could be other races or models that have three fingers out there. Nope. I’m calling it now. It’s T’au all the way for this one…
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Chaos T’au — they come with mustaches and angry eyebrows.
If you’ve got any totally serious and not-at-all joking guesses besides T’au let us know in the comments. 

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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 Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, and his ever growing Arkham Horror: The Card Game Collection.

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Wizards of the Coast Reveals Changes for 'Magic: The Gathering' Prereleases

Wizards of the Coast revealed some changes for Magic: The Gathering prereleases, starting with Murders at Karlov Manor.  
As announced earlier, Play Boosters will be replacing Set and Draft Boosters in 2024 (see “‘Magic: The Gathering’ Product SKUs”), which changes the dynamic of prereleases slightly. The obvious changes are that Set Boosters will be replaced by Play Boosters in the Prelease Packs and instead of receiving Set Boosters for prizing, stores will receive Play Boosters for prizing. Also, Play Booster boxes contain 36 packs, where as Set Booster boxes had only 30 packs, which changes prizing.Allocations will be determined by the largest prerelease event held in a retailer’s store over the course of the last two to three sets. WotC rounds the Tickets recorded for the largest event to the nearest box of 15 (for Prerelease Packs) and 36 packs (for Play Booster prize support) for prerelease allocations. WotC indicated that their method of determining allocations may create a slight discrepancy between the number of players Prerelease Packs can support versus the prizing the Play Boosters can support. WotC has guaranteed that WPN stores will receive at least one Play Booster box as prize support.     
Wizards of the Coast also unveiled the MagicCon Schedule for 2024 (see “MagicCon Schedule 2024 Unveiled”).

D&D: ‘Deck of Many Things’ Delayed Again — Pushed to 2024

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WotC announced a new release date for The Deck of Many Things, the card and book set delayed earlier this year for manufacturing defects.

Almost a month after announcing that the physical release of The Deck of Many Things would be delayed, owing to a series of manufacturing defects in the cards themselves, WotC has come out with a new round of The Deck of Many Things, saying that players can expect to find them in early 2024.
Real early, in fact. In a statement on D&D Beyond, WotC set the release date for January 5th, at least for the North American release. Other regions will see a slightly later release. But, it seems like WotC has, for now, sorted out the issues with The Deck of Many Things.
The Deck of Many Things Pushed to January 5th 2024

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Per WotC’s statement:
On October 27, we announced a delay in the shipment of The Deck of Many Things set due to the product not meeting our manufacturing standards. We’re excited to announce that production on a new round of The Deck of Many Things sets has begun.
For U.S. players and stores, we expect The Deck of Many Things set to be in hand starting January 5. EMEA and APAC will see shipments a little later than this; we will update you further when we can share a more exact timeline. If production runs into issues that cause further delays, we will provide additional updates as soon as possible.

If you’re wondering what exactly “not meeting our manufacturing standards” means, in a nutshell, that the deck of cards in the gift set, theoretically the main reason you’d buy the box, had all sorts of problems. The cards were warped and couldn’t lie flat on each other.
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Others had issues with the artwork being centered on the cards. All around, the deck of cards wasn’t what you’d expect from a company that defined the term “collectible card game.”

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There were a few other issues with the physical set. In the first run of the accompanying Book of Many Things, there are a few missed edits; an item called Blasted Goggles makes reference to an attack roll that the item doesn’t require you to make. This has already been quickly and quietly fixed on D&D Beyond, again, without an official errata released.
But, no word on whether the issue will be corrected for the new release of The Deck of Many Things as of yet.
Look for ‘The Deck of Many Things’ in January!

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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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Planar Adventures 6: The Stress of Adventuring

Traveling the planes is not for the faint of heart. Realms of nightmare make the mind reel. Sanity shatters from the surreality. The body weakens from the poisons of the lower planes and falters from the intensity of the elemental planes.

Wherever a Material Plane native goes, they are strained by their surroundings. Unfortunately, exhaustion, poison, disease, insanity, and even several climate conditions all have different subsystems that can become overwhelming. If only there was a generalized and simplified system that could be tailors for any planar location. . . .

This final installment of the series offers a unified subsystem that accounts for different types of stresses that wear on character’s physical and mental health as they travel the planes.

The Planar Adventures series highlights aspects that make planar campaigns different, while adding new rules to make them unique.

Stress

Stress represents damage to the body or mind based on experiences. A fighter slogging through disease-filled swamps in the Abyss suffers physical stress, while a cleric navigating an ethereal maze might suffer mental stress. These things debilitate a character beyond hit point damage.

The stress system combines similar effects and better represents the gradual erosion of a character’s physical or mental well-being. While hit point damage represents immediate damage, stress is the slow accumulation of trauma. The system is intended to be flexible and quickly tailored to different situations, promoting role-playing.

Stress Damage

Stress damage is accumulated by enduring harsh incidents that don’t necessarily deal hit point damage. When you accumulate enough stress damage, you suffer debilitating stress effects.

There are two types of stress damage: physical and mental. Diseases, exhausting travel, debilitating poisons, or starvation are examples of things that cause physical stress.

Horror, psychological trauma, or anything that drains a character’s willpower are examples of things that cause mental stress.

If an effect allows a saving throw to avoid it, that saving throw allows the character to avoid accumulating stress.

The amount of stress that a trauma causes varies with the severity of its incident. An effect causes a stress amount equal to the DC of its saving throw − 11, divided by 2.

Stress Amount = (DC – 11)/2

For example, a poison with a DC 13 saving throw causes 1 stress while a DC 17 confusion effect might cause 3 stress. The Sample Stresses table provides some sample incidents, and the amount of stress caused by them.

Sample Stresses

Amount of StressIncidentPhysical 1A day without food1Traveling under significant heat, cold, or extreme weather2A day without water1–4Poison that debilitates the body1–5Crippling disease (per day)4Level of exhaustion (each)  Mental 1Seeing a thing that should not be1Extremely embarrassing social situation3Walking through a dimension with non-Euclidean geometry1–3Poison that induces hallucinations4Level of madness

Total and track accrued physical and mental stress damage separately, alongside hit point damage.

Gritty Campaigns: In a gritty campaign, characters that succeed on a saving throw accumulate half of the stress, rounded down, instead of avoiding all of it.

Stress Threshold

To determine when a stress effect kicks in, compare your stress damage to your stress threshold.

A character has a physical stress threshold equal to their proficiency bonus plus their Strength, Dexterity, and Constitution modifiers (minimum 1). For example, a 1st-level rogue with Str 8, Dex 15, Con 12 has a physical stress threshold of 4 (+2 proficiency bonus, –1 Str, + 2 Dex, + 1 Con).

A character’s mental stress threshold is equal to their proficiency bonus plus their Intelligence, Wisdom, and Charisma modifiers (minimum 1). The 1st-level rogue with Int 13, Wis 10, and Cha 13 has a mental stress threshold of 4 (+2 proficiency bonus, + 1 Int, + 0 Wis, + 1 Cha).

When your current physical or mental stress damage exceeds its respective threshold, subtract the appropriate threshold from its matching stress damage total and gain a stress effect. If a character gains a physical or mental stress effect such that their total number of effects exceeds their respective threshold, the character becomes unconscious.

For example, our 1st-level rogue has 5 physical stress damage. That exceeds his physical stress threshold of 4. She subtracts her threshold from her damage to set her physical stress damage to 1, and she gains a stress effect. Once she has five physical stress effects, she’s out cold.

Stress Effects

When a character gains a stress effect, the GM assigns an effect or increases the seriousness of an existing stress effect. A PC can have multiple different effects or one effect growing in severity. The GM and player can work together to pick what is most appropriate to the story.

The Sample Stress Effects table shows the mechanical consequences of stress effects. Each effect can grow in severity as a character acquires additional stress effects.

Sample Stress Effects

EffectSeverityPotential Game ImplicationsCrampMild physical−5 ft. speed, -1 to Acrobatics or Athletics checks  Sprained ankleModerate physical−10 ft. speed, -1d4 to Acrobatics or Athletics checks, carrying capacity decreased by 25%  Broken boneSevere physicalHalve speed, disadvantage on Acrobatics or Athletics checks, carrying capacity halved  AmputationTerrible physicalSpeed reduced to 5 ft., disadvantage on Acrobatics or Athletics checks, carrying capacity decreased by 75%   DazedMild mental-1 to Investigation and Perception checks  ConfusedModerate mental-1d4 to Investigation and Perception checks, inability to take reactions  HallucinationsSevere mentalDisadvantage on Investigation and Perception checks, inability to take reactions, see things that are not there when stressed  BlackoutsTerrible mentalDisadvantage on Investigation and Perception checks, inability to take reactions, chance to fall unconscious when stressed

The GM should remember to reward players who roleplay their stress just as they might reward other types of roleplaying. Inspiration, advantage on checks, or bonus XP might be appropriate rewards.

Gritty Campaigns: In a gritty campaign, unless there is a good reason, stress effects always increase in severity.

Recovering through Rest

A character recovers 1 physical AND mental stress damage after finishing a long rest. If the character’s stress damage is 0 before beginning a long rest, they instead recover a stress effect and gain stress damage to each respective threshold –1.

For example, without magic, our 1st-level rogue with 3 physical stress damage and a sprained ankle requires four long rests to remove the sprained ankle effect and walk on it with only cramping. Another four long rest allow her to walk again without difficulty.

Gritty Campaigns: After reducing stress damage to 0, a week must pass without gaining any new stress damage to remove a stress effect. For example, a character with a sprained ankle rests for four days and then suffers 1 physical stress damage. That character must rest a day to remove the new physical stress damage and then seven more days to heal the ankle.

Recovering with Magic

The Spell Stress Recovery table indicates what spells can do for you when you’re suffering stress damage and effects.

Spell Stress Recovery

SpellEffectDispel evil and goodHeal 4 mental stress damage, remove a mental stress effectGreater restorationHeal any 4 stress damage, remove a physical or mental stress effectHealHeal 5 physical stress damage, remove a physical stress effectLesser restorationHeal any 2 stress damage, remove a physical stress effect but gain 2 points of physical stressMind blankHeal all mental stress damage, remove all mental stress effectsRegenerateHeal all physical stress damage, remove all physical stress effectsProtection from evil and goodHeal 1 mental stress damage

Dungeons & Dragons’ delayed Deck of Many Things won’t be home for the holidays

If you were hoping to tuck a fixed copy of Dungeons & Dragons’ Deck of Many Things amongst the holiday gifts, perhaps consider some alternatives because the replacements to a botched production run on the fantastical artefact won’t arrive until after the new year.

Wizards of the Coast, the company responsible for Dungeons & Dragons products, already delayed the physical deck of cards that accompanied The Book of Many Things supplement and represented a beloved, chaotic magical artefact within the world of the popular tabletop RPG. Copies arrived to players and journalists with numerous defects, printing errors and poor construction quality (thanks, Polygon), eventually leading to a recall and rare apology from Wizards of the Coast.

The publisher didn’t provide a release date for the fixed production run at that time, but many fans who paid the $99 price tag on the supplement hoped it might arrive before the holiday season, given the initial October 31st launch and a fairly quick response from Wizards of the Coast. A statement posted November 20th by the publisher dashed those hopes.

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Baldur’s Gate 3’s ENTIRE CAST on bringing the D&D video game to lifeWatch on YouTube

“On October 27, we announced a delay in the shipment of The Deck of Many Things set due to the product not meeting our manufacturing standards. We’re excited to announce that production on a new round of The Deck of Many Things sets has begun,” reads a post on the D&D Beyond website.

“For US players and stores, we expect The Deck of Many Things set to be in hand starting January 5. EMEA and APAC will see shipments a little later than this; we will update you further when we can share a more exact timeline. If production runs into issues that cause further delays, we will provide additional updates as soon as possible.”

Wizards of the Coast claimed it conducted an internal review of The Deck of Many Things’ and “found the product didn’t meet our manufacturing standards”, something D&D’s maker doesn’t admit very often. The company never explained what caused the misprinting and other damages, nor how they managed to pass quality control and ship to previewers and press outlets in such a state.

Update on the shipment of The Deck of Many Things: Production on The Deck of Many Things set has begun. We anticipate the product being in player hands and in U.S. stores starting January 5.— Dungeons & Dragons (@Wizards_DnD) November 20, 2023
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When the defects were first reported, Wizards executive producer Kyle Brink told Polygon that a recent switch to more ecologically friendly packaging and shipping materials might be to blame. Both the US and Chinese production facilities that Wizards uses retired a biodegradable plastic known as “cello tape” as part of Hasbro’s 2022 Climate Action Plan.

The Deck of Many Things is a tarot-sized collection of cards representing the eponymous item that has delighted and vexed D&D players for decades, across several different editions of the RPG. Groups could use the deck during their campaign, drawing cards and manifesting dozens of wondrous and wacky effects. The companion sourcebook explains the origins of The Deck along with providing creative DM tools and adventure hooks. It sounds like the perfect gift for D&D fans, as long as they don’t mind an IOU in their stocking.

The ‘Aquaman and the Lost Kingdom’ Trailer: Take a Look at the Ocean’s Biggest Seahorse

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The latest Aquaman and the Lost Kingdom trailer is jam-packed with underwater battles and reveals the power of family ties.

It’s been five years; here’s a little refresher:
The first movie follows Arthur Curry as he grapples with his dual identity of being both human and Atlantean royalty (on his mother’s side). On top of that, he has to stop his half-brother, Orm, from uniting the undersea kingdoms and attacking the world above water.
On his mission, Arthur teams up with Atlantean warriors and learns about his true lineage, eventually accepting his role as Aquaman. He also picks up a formidable enemy: Black Manta.
And in the sequel, he has a new, powerful weapon with roots in Atlantis.
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The first one was okay; it was a good movie for when you want to turn your brain off and escape. It brought something lighter and more goofy to Zach Snyder’s DC universe. The second one looks like it’s going bigger. Much bigger.
This trailer has me considering seeing this in a theater – more so than the previous trailers. They’re leaning into the corny, goofy aspects of Aquaman. They brought Storm and Aquababy (who talks to goldfish) to live action, FFS. If anything, this sequel looks like it’ll be dumb fun with plenty of pretty CG. What more can you ask for from a comic book movie?
via Filmation and Warner Bros.

Aquaman and the Lost Kingdom Cast & Details
Warner Bros. released a rather lengthy synopsis that includes the cast list.

Having failed to defeat Aquaman the first time, Black Manta, still driven by the need to avenge his father’s death, will stop at nothing to take Aquaman down once and for all. This time Black Manta is more formidable than ever before, wielding the power of the mythic Black Trident, which unleashes an ancient and malevolent force. To defeat him, Aquaman will turn to his imprisoned brother Orm, the former King of Atlantis, to forge an unlikely alliance. Together, they must set aside their differences in order to protect their kingdom and save Aquaman’s family, and the world, from irreversible destruction.All returning to the roles they originated, Jason Momoa plays Arthur Curry/Aquaman, now balancing his duties as both the King of Atlantis and a new father; Patrick Wilson is Orm, Aquaman’s half-brother and his nemesis, who must now step into a new role as his brother’s reluctant ally; Amber Heard is Mera, Atlantis’ Queen and mother of the heir to the throne; Yahya Abdul-Mateen II is Black Manta, committed more than ever to avenge his father’s death by destroying Aquaman, his family and Atlantis; and Nicole Kidman as Atlanna, a fierce leader and mother with the heart of a warrior. Also reprising their roles are Dolph Lundgren as King Nereus and Randall Park as Dr. Stephen Shin.
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Aquaman and the Lost Kingdom hits theaters on December 20th. Tickets are on sale now.

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Pop culture staff writer 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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Bring ‘Dark Souls’ to D&D: Explore the ‘Tome of Strange Beings’

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The Tome of Strange Beings for the Dark Souls RPG brings classic bosses to 5th Edition D&D. Take a look!

Steamforged Games sent us the Tome of Strange Beasts, a bestiary of the most terrifying and cunning monsters from the Dark Souls series, adapted to tabletop for the Dark Souls RPG and compatible with 5th Edition D&D. Which, in a nutshell, means now you can fight Dark Souls monsters (including and especially boss fights) in your games of D&D.
But the Tome of Strange Beasts is more than just a creature catalog. Inside you’ll find advice for running boss fights that feel larger than life, as well as guidelines for designing encounters. All of this plus almost a hundred monsters taken straight from Dark Souls.
Tome of Strange Beasts – Brief Advice, Lots of Monsters

First things first. While the book does offer advice on creating encounters and running bosses, it is by no means exhaustive. To be fair, there are plenty of extra guidelines you can find in the Dark Souls RPG core rulebook, but you’ll only get two solid pages of advice. One on designing encounters, and one on running bosses, Dark Souls style.
Which is enough to whet your appetite, for sure. But if you’re looking to really level up your encounter design, you’ll want to check out the core book. But you will be reminded of some of the key differences here.
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In the Dark Souls RPG, player characters are expected to die. You’ll come back, of course. But the game is meant to emulate the video games, and to that end, the monsters and bosses aren’t necessarily carefully balanced against the level of the party. They are fairly epic though.

And the monsters are the big draw of the book. It is thrilling to see the familiar cast of characters done up D&D/Dark Souls RPG style. And while there are some notable differences between the Dark Souls RPG and 5E, the game is 5E compatible, so proclaims the emblem on the front cover, and there’s not a ton of work to convert a monster from one format to another.

The Tome of Strange Beasts is a veritable who’s who of Anor Londo and places beyond. And it’s not just the big epic monsters either. There are plenty of low-level beasts and decrepit undead that litter the video games like cannon fodder.

But the reason you’ll keep coming back to the book is for the headlining acts. The iconic monsters and bosses from Dark Souls. Sure, you could run a possessed plant. But what most DMs will really want is to take the Bell Gargoyle and plop them into an encounter, just to see the look on their player’s faces.
And in the entry for the Bell Gargoyle, for instance, we get to see where the Dark Souls RPG shines.
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Dark Souls Monsters – Built Different

Longtime 4E players will be delighted to see the return of D&D’s most beloved condition: bloodied. And it has effects both positive and negative here. In the case of our Bell Gargoyle, it means they can’t make Tail Axe attacks any longer.

Which makes the fight a little more dynamic and gives the PCs a sense of progression as they fight. And on the other side of the GM screen, the Bell Gargoyle has a multitude of options to pick from as well. Boasting four different melee weapon attacks, the Bell Gargoyle can use its multi-attack ability to make up to three attacks. And the GM can select different options as needed.
They might Shield Bash a foe to knock a target prone, only to follow up with a swipe of the massive halberd. And then use the flying tail whip to stun a closing target.
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And that’s just one of the typical monsters. Far more complex are the Bosses of the Tome of Strange Beasts. The gang, is in fact, all here. Take a look at Chaos Witch Quelaag, a daughter of the Witch of Izalith who is half demonic spider and half witch.
She wields several powerful abilities, including dealing automatic fire damage to enemies gathered near her, a big stomp attack that knocks enemies prone, and more powerful area attacks that require her to spend position.
Position is a resource in the Dark Souls RPG that is a lot like hit points, only you can spend it for powerful effects, including magic, area of effect attacks, and more.

Prepare to die!
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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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Evil Genius Games Will Release First Volume of 'The Vault'

Evil Genius Games will release The Vault: Rules Compendium Vol. 1, for Everyday Heroes RPG, into retail on December 15,2023.
The Vault Vol. 1 is a 352-page book that adds a year’s worth of collected rules to Everyday Heroes RPG. It features 15 new classes, 10 new Extraordinary classes, and a bonus class to the game as well as information for creating character origins stories. The book also offers up new backgrounds and professions for players to choose from, and has new feats, mutations, and cybernetics. There are also over 100 NPCs included for GMs to utilize.This book will retail for $49.99.
Evil Genius Games was included in ICv2’s Managing Editor’s Picks to Give for 2023 (see ” Picks to Give for 2023″).

‘Doctor Who’ Changes Davros to Address “Disabled Villain” Trope — and It’s Complicated

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Since the 1974 Doctor Who episode “Genesis of the Daleks” the titular villain’s creator has always looked the same. Until now.

There’s a long tradition with modern Doctor Who where, between seasons, fans get mini-episodes to tide them over. Oftentimes these episodes appear during Children in Need, a telethon that raises money, awareness, and aid for disadvantaged children. David Tennant‘s first full outing as the Doctor occurs during Children in Need.
And in fact, David Tennant returns to that grand tradition with this year’s Children in Need. This time Tennant’s Doctor accidentally lands himself at a moment early on in the creation of his greatest nemeses the Daleks. And in comedic fashion the Doctor accidentally impacts the Daleks in multiple ways: he gives them their name, their catchphrase “Exterminate!” and their infamous secondary weapon—the plunger.
But before all that we see a new take on a very old character: Davros. Davros is the creator of the Daleks. And since his first appearance in “Genesis of the Daleks” he has a very distinct look. Davros is in a wheelchair (shaped like the bottom half of a Dalek) while his face and body are heavily scarred. This look continues for Davros all the way through into the modern series with the last appearance of the character with this design in the 2015 episode “The Witch’s Familiar”.
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However, in this latest Children in Need special, Davros looks completely different. No scars. No Dalek wheelchair. And these changes are, as of now, permanent. Russell T Davies has a very specific reason for this change and it’s very much worth examining.
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Why Davros Has a New Design
During the war between the Thals and the Kaleds on Skaro, Davros suffers serious wounds after a Thal bombardment. As a result of his injuries, Davros spends the rest of his life in a wheelchair.
Except that’s no longer the case. In the 2024 Doctor Who Children in Need Special Davros appears standing and with no injury. Fans with a knowledge of Davros’s history may assume this mini-episode takes place prior to the Thal attack. However, according to showrunner Russell T Davies, this is a permanent change.
In the corresponding behind-the-scenes Doctor Who Unleashed special Davies explains the reason for Davros’ transformation.
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“Time and society and culture and taste have moved on, and there’s a problem with the old Davros: he’s a wheelchair user who is evil,” Davies explains. “I had problems with that. A lot of us on the production team did too, associating disability with evil. Trust me, there’s a very long tradition of this.”
While Davies is quick to say he is “not blaming people in the past” he insists “the world changes”. “So we made the choice to bring back Davros without the facial scarring and without the wheelchair—or his support unit, which functions as a wheelchair,” says Davies.
And Davies is clear that the new Davros is here to stay. “Things used to be black and white; they’re not anymore,” he says. “Davros used to look like that, and now he looks like this. We are absolutely standing by that.”
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Unquestionably, Davies has noble intentions here. Let’s talk about where this stereotype comes from and what else Davies is doing with the modern series to combat it. But let’s also look at this new Davros and honestly ask: does this change match the mission statement?
Courtesy of BBC Worldwide
The Disabled Villain Trope
Even the earliest forms of media use disability and deformity as a shorthand for villainy. Want someone to know your guy is a proverbial black hat? Give him a scar. Want to explain why your villain commits her evil acts? Say it’s because she’s deformed and jealous of pretty people. Russell T Davies is right: this happens in visual narrative A LOT.
And the reason dates back practically forever. Some faiths have taught the idea that physical disability represents past sins or some kind of inherent moral failing. It’s easy to ‘other’ someone—to see them as different or even less if they look different from you. That’s the very foundation of bigotry.
The way that translates in media for disabled performers is that the kinds of roles on offer can be limited to playing villains or people who are helpless. Davies wants to course-correct by moving away from these tropes. More than that, he wants to ensure more diverse opportunities for disabled performers as well as other performers who face challenges in what, who, and how they are offered work.
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We can already see Davies taking decisive action on this. Actors of color, queer performers, and people with multiple disabilities (including at least one so far in a wheelchair) all feature in upcoming Doctor Who episodes. The characters these actors play are not defined by any one element of their identity. And that’s great.
That brings us back to Davros. How does taking the disabilities and injuries away from this character impact him, the actors who play him, and his overall impact on our real world?
Courtesy of BBC Worldwide
Old Vs. New
Original Flavor Davros is a man in a wheelchair with missing limbs and visible damage to his entire body. He’s a supervillain without the use of his legs who guides his own people’s mutation towards a shape where every single one of them also has no functioning legs. And as a result, the Daleks, have one goal: to wipe out every other lifeform in the universe.
It’s pretty easy to see how Davros plays into the Disabled Villain Trope. Part of what makes him Davros is being a genocidal leader who only wants other deformed people without the use of their legs to exist. Davros is a near-perfect archetype of the trope. What’s more, he’s not historically been played by disabled actors. However, if a disabled actor were to play Davros, the problem of lack of opportunity would still exist for disabled performers, especially outside of Doctor Who.
There are also arguments for why changing Davros is not a perfect solution. There’s another trope out there that involves taking a character who uses a wheelchair and making them no longer need it. Bobby Singer in Supernatural, Felicity Smoak on Arrow, and Barbara Gordon across the Batman mythos all have points where they use wheelchairs and then do not.
Watching that happen in real-time can be frustrating, especially if you are disabled. When a character becomes disabled, the opportunity to tell stories from their perspective arises, and then it’s gone just as quickly. People want their stories told in the long term. The possibility to do that with Davros is there, it just has not been done yet.
There’s one other aspect to Davros, and villains in general worth discussing.
Courtesy of BBC Worldwide
Playing Davros (and Villains in General) is Fun
Being a megalomaniacal, cackling monster isn’t something one gets to do in the day-to-day. And since there’s no actual consequence, taking on a campy villain persona is FUN. Davros, with all his over-the-top theatrics, can be a dream role. And I suspect there are loads of disabled performers who would leap at the chance to portray him.
This is somewhat reminiscent of the recent debate over the character of Captain Angel on Star Trek: Strange New Worlds. Trans actor Jesse James Keitel plays a nonbinary femme pirate in love with Spock’s half-brother Sybok. And Keitel devours the scenery as Angel. And she’s having fun!
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But Angel is unquestionably a villain. And there are those who don’t wish to see trans people portrayed as deceptive enemies when there are so many tropes already pushing that narrative. However, Keitel loves the part. She plays an active role in the costume design which informs much of Angel’s personality. And there are nonbinary, trans, and other queer performers all over modern Star Trek right now. Why shouldn’t Keitel get to live, laugh, love it up as Captain Angel?
Ultimately, Russell T Davies makes the decisions with Doctor Who. His decision is that Davros has no disability. Largely, I think that’s a fair call given the history. I just hope that sometime soon another deliciously villainous Doctor Who character comes along for a disabled actor to play. And that roles of all types for people with disabilities continue to be more readily available.

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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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“There is No Try”, Grab These LEGO Star Wars Black Friday Deals – Almost 40% Off

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Black Friday has arrived, and there are a bunch of Star Wars sets on sale — from vehicles and starships to helmets and dioramas.

On top of the individual discounts below, when you buy $50 worth of select sets, you get $10 off. Check out the whole list here!

Razor Crest UCS – Save $60.00
This set is over two feet long when built – if you’re looking for a display piece, this is it. The Razor Crest’s top lifts off to show what’s inside, and you can remove the cockpit to see even more. The ship has a lot of show-inspired parts, including a cargo compartment with a weapons cabinet and a minifigure-sized carbon-freezing chamber. It even has a detachable escape pod.
6187 pieces5 minifigs and a buildable Blurrg9 in. (24 cm) high, 28 in. (72 cm) long and 19.5 in. (50 cm) wide

Spider Tank – Save 20%
Recreate the battle with the cyborg-operated tank on Mandalore from The Mandalorian Season 3 with this set. The tank has flexy leg joints, grabbing claws, a minifig cockpit, and a rising hatch with stud shooters. Three minifigs are included — Bo-Katan Kryze with blasters, Baby Yoda, and Mando with the Darksaber.
526 pieces3.5 in. (9 cm) high, 7.5 in. (20 cm) long and 6.5 in. (17 cm) wide

Captain Rex Helmet – Save 20%
Capture every detail of the great 501st Legion Clone Commander’s helmet with this set. It comes with a brick-built stand and nameplate. At eight inches tall, it’s perfect for display in your home or at your office.
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854 pieces8 in. (21 cm) high / 5 in. (12 cm) wide / 5 in. (13 cm) deep

Commander Cody Helmet – Save 20%
Build the helmet of loyal soldier Commander Cody. This set also comes with a brick-built stand and nameplate. Pre-order both to show your Clone Wars fandom.
766 pieces8 in. (21 cm) high / 5 in. (12 cm) wide / 5.5 in. (14 cm) deep

Dark Trooper Attack – Save 29%
Build the iconic battle between Luke Skywalker and the Dark Troopers in The Mandalorian. The set includes 3 armed minifigs and is just the right size to display nearly anywhere… or carry with you in a backpack if that’s your thing.
166 pieces4 in. (10 cm) high, 7 in. (18 cm) long and 3.5 in. (9 cm) wide

Boba Fett’s Throne Room – Save 30%
This brick-built palace model opens up easy access to the throne room, which is packed with fun details. The main seat has an eject button so you can throw Bib Fortuna out and has a secret compartment to stow your weapons.
732 pieces7 minifigs6.5 in. (17 cm) high, 12.5 in. (32 cm) wide and 8 in. (20 cm) deep

Millenium Falcon – Save 20%
Is the UCS version of the legendary Corellian freighter a bit much? Pick up this smaller set that has great features. It’s packed with details like a Dejarik hologame table and a hyperdrive with repair tools. It also includes Finn, Chewbacca, C-3PO, Lando Calrissian, and Boolio minifigs, plus R2-D2 and D-O LEGO droid figures.
526 pieces7 minifigs5” (14cm) high, 17” (44cm) long and 12” (32cm) wide

Darth Vader’s Helmet – Save 20%
Pay homage to the Dark Lord of the Sith! This complex build is great for experienced builders and team builds with younger Lego fans. It’s designed for display with a compact (but not tiny) size and comes complete with a stand and nameplate.
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834 pieces8 in. (20 cm) high, 5.5 in. (15 cm) wide, 5.5 in. (14cm) deep

Boba Fett’s Starship – Save 38%
Slave I has an opening minifig cockpit, rotating wings, stud shooters, and it has a handle for easy flying. It’s a great display piece, too.
593 pieces3.5 in. (8 cm) high, 8 in. (20 cm) long and 8 in. (20 cm) wide

Mando’s Helmet – Save 20%
Add Din Jarin’s iconic helmet to your collection. This set includes metallic pieces so it’s just as shiny as the on-screen version.
584 pieces7 in. (18 cm) high, 4 in. (11 cm) wide and 4.5 in. (12 cm) deep

Emperor’s Throne Room Diorama
Recreate the dramatic climax of the original trilogy with this brick-built diorama. The throne room is packed with details, including a Death Star window and Emperor Palpatine’s rotating throne. Complete the scene with Darth Vader and Luke battling for the fate of the galaxy with their lightsabers.
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807 pieces6.5 in. (17 cm) high, 8 in. (21 cm) wide, and 7 in. (17 cm) deep 

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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Pop culture staff writer 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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Stormlight Archive RPG will allow players to join Knights Radiant and use Surgebinding powers

New details about the upcoming tabletop roleplaying game based on the Stormlight Archive book series have been revealed at this week’s Dragonsteel Convention.
The Stormlight Archive is a series of books written by Brandon Sanderson – also the author behind the Mistborn series – that are set within the writer’s Cosmere universe. Beginning with The Way of Kings in 2011, the now four-book series takes place on the planet of Roshar on which creatures from a different plane, known as Spren, will sometimes bond with people to give them extraordinary abilities.
Throughout the course of the series the narrative perspective will shift between different characters, each one offering their own unique opinions and ideas on the complicated social, political and cultural structure of the world. As the franchise progresses, characters’ beliefs and value systems are challenged and tested – as what they know about their world continues to grow.

Image credit: Brotherwise Games, Dragonsteel Entertainment

Revealed last year, the Stormlight Roleplaying Game takes inspiration from the book series and enables players to create their own characters and narratives within the setting. New details regarding the upcoming TRPG were unveiled at Dragonsteel Con, including how its gameplay system will work. (Thanks Polygon.)
The fantasy tabletop RPG will use a d20 system – meaning that players will roll a d20 die and add or minus any modifiers onto the result – that will feature a “plot die,” that will be added whenever the player character is attempting anything particularly dangerous, risky or if the situation has high potential for drama. The result of this die will affect the outcome of the character’s action or reaction in a way that will either open up new opportunities or create complications.
New details about character creation were also revealed to include the ability for players to take multiple classes and use a magic system that will have them passing “surgebinding skill tests,” to perform their magical feats.

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Watch on YouTubeMaddie recommends some of the best tabletop RPGs you can play this year.
When creating their tabletop RPG characters, players can have them join one of the 10 Orders of Knights Radiant from the Stormlight Archive series, which are dictated by the different types of Spren people can become bonded to – such as Honorspren or Crypticspren – and therefore, the abilities they’ll have. Other potential factions players will be able to join include the Artifabrians, Assassins and even Shardbearers.
The co-creators behind the Stormlight RPG include Johnny O’Neal – creative director of the title’s publisher, Brotherwise Games – Andrew Fischer, who has previously designed for the likes of Descent: Journeys in the Dark and Lord of the Rings: Journeys in Middle-earth, Legend of the Five Rings’ Lydia Suen and Anthony Joyce-Rivera. As well as the Stormlight RPG, Brotherwise Games is also set to publish a deckbulding game based on Sanderson’s Mistborn book series next year.
A crowdfunding campaign for the Stormlight RPG is set to be launched on Kickstarter sometime next year – with a digital release set for 2024 and a hardcover release planned for 2025.

Goatboy’s Warhammer 40K Hot Mess: Lord Discordant on Helstalker

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Man, how far has a cool 40K model has fallen.  Lord Discordants aren’t worth the points, nor the space.  Let’s fix them – make them worth it again.

When the Lord Discordant first came out, it was an awesome piece of kit.  Heck, I have a bunch of them, painted a bunch for people, and loved wrecking armies with this kit. Now though they just, well – sorta suck.  It makes me feel sad when I see mine sitting in their case, all lonely, while the other Chaos Marines are having fun on the playground.  There are three things we can do to make them better.  The first is to make them hit harder.  The second is to give them some sort of protection.  The third is to make them able to do some kind of benefit to the things around it.  Updating these 3 things would do wonders to making this old Lord Discordant something interesting.

Make Lord Discordants Hit Harder
The first thing I would change is the Bladed Limbs attacks and just adding an extra pip of AP and at least 2 more attacks.  The models have six limbs, and it just makes sense they would have 6 attacks.  If they come in hitting at Str 6, AP -2, and 2 damage would do wonders to let them chew through some smaller things.  The Chainglaive feels alright. It isn’t out of the question just letting it have devastating wounds when charging as some kind of cool bonus. The Techno-Virus injector seems fine as an extra attack and should probably also get Devastating wounds.  Heck, just add the ability to gain Devastating wounds if it charged as a simple update.
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Protect Lord Discordants – PLEASE!
Let’s give them Lone Operative if they are hanging around a Daemon Engine.  That is a simple update, forces you to take Daemon Engines, and feels fluffy.  Beyond that, I would also give them a 4+ invulnerable save as well.  All the other characters with Inv saves have a 4+ so why doesn’t this guy?  It would be a simple update, make them survive a bit longer, and let Lord Discordants be a mid-range bully with some Venomcrawlers.

Helpful Auras
Again we have a few Auras I think would be helpful for them.  Let them pick an enemy unit on the table and let all the CSM get a +1 to hit or +1 to wound against them.  I don’t think they should give a Reroll as it feels too much like Oath, but letting them be able to kill things easier due to some kind of dark technology would be a cool option.  From there, I might do some kind of benefit to Daemon Engines as well like +1 to wound as +1 to hit might be too much.  Either way, let them be important to the CSM army beyond just a free Strat from a Chaos Lord.
I always hate how a cool unit gets hit in the unmentionables due to sins of the past.  It is always a rough thing, especially when you have a few of them painted well and wishing they were still worth it.  I don’t think we’ll see a new kit for these guys, and just want them to be good.  Plus, an army of Maulerfiends and Venomcrawlersr running around with a Lord Discordant just seems like a cool army!
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All Hail the Dark Mechanicus!

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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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