Marvel Explained: Who is Hercules? No, Not the Disney One, the Other Disney One

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Strong, powerful, and foolhardy – just like the Hercules we know and love from Greek mythology. And now Marvel’s Hercules has joined the MCU!

Thor: Love & Thunder brought so many gods into the Marvel Cinematic Universe – gods from all different cultures and parts of the world. Thanks to Russel Crowe’s delightfully cheeky portrayal of Zeus, we’ve got an idea of what Marvel’s pantheon of Greek gods might look like in future productions – but who is Hercules in the Marvel comics? From demigod to Avenger, Hercules has actually been a part of Marvel’s lore since the Silver Age.

Created by: Charles Nicholas, Stan Lee & Jack Kirby
First appearance: Young Allies #16 (1945), Journey into Mystery Annual #1 (1965)
Who is Hercules in the Marvel Universe?
Marvel only needed to make a few tweaks to the lore of Hercules to fit him into their universe. Most of the original story’s elements stay the same, but the timeline tends to be of less import. For example, this story begins the way so many beloved Greek myths start – with Zeus being an absolute lecher. He just hopped on down from Olympus and took the shape of Amphetreon, a husband who was away at sea. Naturally, looking like her long-away husband, he was well received by his wife Alcmena. This pissed off Hera, who blamed everyone but her lecher husband. In an attempt to appease her, Alcmena named the baby Heracles after her.
Her feelings did soften toward the baby at one point, however, and she attempted to nurse him with her divine breast milk. But with the godly strength he inherited from his father, Heracles bit down on her breast and the goddess flung him away. Later, she sent two serpents to kill the baby. But the little rugrat was having none of that – and at a year old, Heracles became a better method of pest control than a household cat.
If you ever want to stress yourself out, just think about raising a toddler with super-strength. What a nightmare. Courtesy of Marvel comics
As he grows up, he earns a reputation for being strong, brave, and a little a lot hotheaded. Still, he’s quite the hero. He becomes one of Jason’s famous Argonauts and won himself a wife by saving a city. The two have some children and live a relatively nice life until he goes to Hades to retrieve the Head of Cerberus. While he was gone, a political opponent presumed Heracles dead and took over. Lycus killed his father-in-law and sentenced Herc’s wife and family to death. When Heracles arrived to save them, he was overcome by anger – he killed not only his enemy but his own wife and children, too.
In the original tragedy by Euripides, Herakles’ blind rage was a plan by Hera to drive him crazy enough to kill his own family. In the comics, Heracles’ good friend Theseus believed that Hera had cursed his friend. The hero was too ashamed to correct this version of the story. He changed his name to Hercules and was tasked with performing the Twelve Labors in order to atone for the deaths of his family. It’s important to note that the twelfth labor was, in fact, to collect the head of Cerberus (which I already mentioned he had done). The weird nonsensical timeline of this myth illustrates the dimensional fluidity of the gods’ legends. It’s comics! Just go with it.
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Anyway, Hercules lives the life of a hero, occasionally losing his cool and going berserker on people. After his death, he spent three days in Tartarus before his father took pity on him and let him live on Olympus. Now that his mortal body had died, he was granted use of his full strength.
Hercules vs. Thor
Being immortal, Hercules has had some pretty great adventures throughout time. And many of those early adventures involved battling his fellow god-himbo, Thor. The two characters were evenly matched in strength, skill, and bravado. The competition would grow friendlier after Thor rescues Herc from the Underworld, but the Silver Age loved to see these two boys fight over anything, including Jane Foster.

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Even after the two characters became friends, the story found all kinds of ways to pit them against one another. Thor Annual #5 retconned their first meeting, jumping far into the past to post-date the rivalry by several thousand years. At one point, Ares took over Thor’s body to fight Hercules. There was even a “Hercuthor” vs. “Thorcules” moment in 2009.
Hercules the Avenger
Over the years, Herc has been an on-again-off-again inhabitant of Olympus. Of course, the little scamp was often on the outs with his father. Similar to Thor, he takes more than his share of forbidden trips to Earth. At one point, Enchantress was foiled in her attempt to possess Hercules and set him against the Avengers. Zeus exiled his son from Olympus, so Herc was given a home with the Avengers. He often fought alongside them, and he finally joined the team in 1967. With his new team, he helped to save the gods on Mount Olympus. Their victory earned him a place once again among the gods. Then he stays on the team as a reserve member for a while, and he occasionally turns back up on the team over the years, defying the wishes of his father.

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Over the years, Hercules has been a member of the Heroes for Hire, a S.H.I.E.L.D. agent, and a key player in almost every major Marvel event. He also sided with Captain America during Civil War. Throughout his story, his immortality gets taken away and regiven to him a lot (thanks, Zeus). The character is also canon bisexual. In another fan-favorite Marvel dimension, Hercules and Wolverine are lovers. On 616, they’re just drinking buddies – but Herc does have a thing with Noh-Varr.
There are spoilers for ‘Thor: Love and Thunder’ past this point. Got it?

Marvel’s Hercules Joins the MCU
During the mid-credits scene of Thor: Love & Thunder, Zeus is very displeased that his lightning bold was stolen and used without his blessing. To avenge this great insult, he looks to his son, the MCU’s own version of Hercules. And he’s played by none other than Brett Goldstein, the breakout star from Ted Lasso.

In the show, Goldstein plays Roy Kent, the angriest soccer player with the foulest mouth. Why is this so perfect for Hercules as a character? Well, you can’t have Herc without the wild, uncontrollable bouts of rage. And if there’s anything Roy Kent is known for, it’s being angry. Between the pride, anger, and dumb-but-pretty vibes, I can’t to see where Goldstein’s Hercules appears next. Until then, let’s just enjoy all of these perfect Roy Kent moments.
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Danni is a staff writer and editor whose expertise lies in comic books, superhero movies, science fiction/fantasy, horror, and cheesy dad jokes. They spent 8 glorious years working at Austin Books & Comics, and created content for almost 15 years. They’ve written for the Daily Dot and made YouTube content with the Weirdlings. Danni currently does all the things for BoLS, Screen Fanatic, and TheStreet.

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D&D: Five of the Weirdest Magic Items This Side of the DMG

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D&D has its share of weird items, like mechanical crab barrels, floating stones, or a literal evil eye… but they’ve got nothing on these items.

When it comes to weird magic items, D&D does not disappoint. From barrels that are actually submarines, to the magic holes ripped straight from the Looney Tunes world, to magic spears that are cursed in a fun way to sort of stab you in the back when you strike with them. Or there’s the magical black hole or the pie that makes a fart noise when you cut into it… D&D gets weird. And here are some of the weirdest of the weird, courtesy of the Encyclopedia Magica, aka every DM’s best friend, no matter the edition you’re playing.
Armor Bath

This is a magic bathtub straight out of something from Harry Potter. If you take a bath in blessed or cursed water (because they can’t just come out and say Mountain Dew Baja Blast) in this tub, it covers you in invisible armor. But only on body parts that are completely immersed in the water – you are “completely impervious” to ordinary weapons and your AC is significantly boosted against magic weapons – and better still you’re immune to damage-causing spells as long as they only hit parts of your body that are armored.
So what’s the downside? Why is this magic bath weird? Well, you can never take the armor off, and… well you’re wearing invisible armor. You lose all feeling in your affected bathing areas. You also lose flexibility, because you’re wearing armor.
Also, if you bathe more than 50% of your body in the shower, you die, no save. So. I guess those people that don’t wash their legs are on to something.
The Watchers

This is a magical painting worth 12,000 gp, but it carries all sorts of weirdness with it. At first glance, it’s a painting of a forest, though if you look closely you’ll notice menacing eyes watching from the underbrush, and if you look at the painting too long, your mind might be drawn into the consciousness of one of the small, woodland animals depicted in the painting (as long as there’s a similar creature nearby the painting’s “real” location). Then your mind becomes that of the animals’ and you’ll stay inside the consciousness of a woodland critter unless someone stops you from looking at the painting.
As this was 2nd Edition, naturally you need to roll system shock tests or die. But hey, you can also use it to control animals, like a cut-rate Lord Profion.
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Blasphor’s Magical Diapers and Crib of Pushing

This is a magical set of diapers that instantly transmutes the waste of anyone wearing it into “a mixture of 95% pure oxygen and 5% powdered talcum”. The magical crib is self-rocking and holds a milk bladder. A parrot hangs around the crib watching the crib’s occupant(s) and chattering and chirping at them. The crib of pushing will rock back and forth while its occupant cries, and will feed its inhabitant, as well as transmute any spills or other… accidents… that might be had.
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This is either written by a harried parent or someone with a very specific fetish.
Cabinet of Ministering

A literal doc in a box – this magical cabinet is 5 feet tall, 4 feet wide, and 3 feet deep. Anything shoved inside when a command word is spoken is administered to, either having a curse removed, a disease cured, or being healed for up to 50 points worth of healing. And you can carry it with you wherever you go, just keep it out of a melee, because it can be easily damaged. Still, it’s nice to be able to say “quick, the Paladin‘s almost dead, shove ’em in the box!”
Egg of Distraction

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This magical egg (oh, it’s not the only one, not by a long shot), is a peculiarly effective magical device. When spun on its wide end, the egg enchants all who see it, momentarily distracting them. If distracted (because you failed your save), you forget what you were about to say – including any spell you were about to cast – and you take a penalty on attack rolls and armor class because your eyes keep being drawn back to the spinning egg.
Once distracted, you will always try to look at it, until someone obstructs your view of the egg for a round.
Bonus – Razor of Close Shaving

This is a magical straight-edge razor. It’s a +1 blade, made out of platinum and encrusted with diamonds, allowing the user “to shave with little chance of marring his or her face.” The shave leaves your skin so kissably soft that you gain a +1 Charisma bonus for the day when you groom yourself with this razor.
D&D folks. Happy Adventuring!

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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Bigger Bads: Mage NPCs

Monsters are great enemies, but humanoid NPCs can be the greatest enemies of all!

The SRD and Creature Codex provide some useful standard NPCs to throw at players, but there are holes in the power spread . . . let’s fill those up with more great options!

Options for Mages

The 5E System Resource Document has two NPC stat blocks for generalist mages. The CR 6 mage is a 9th-level wizard, with the power to fly across the battlefield, launching fire and ice at their enemies. The CR 12 archmage is an 18th-level wizard, a brilliant polyglot with the ability to teleport across continents and stop the flow of time.

The NPC appendix in the Creature Codex contains stat blocks for even more mages. The CR 4 battle mage is a 7th-level wizard who can overchannel spells, making their magic difficult to resist. The CR 7 blood mage is a 10th-level wizard who manipulates hemoglobin—their enemies’ or their own—to foul ends. The CR 8 voidwracked mage is a 9th-level wizard whose meddling led it to become fused to the event horizon of the void, becoming a dangerous force for entropy in the world.

However, each Creature Codex mage is a specialist, not great for broader use, and they’re all for middle levels. Only two generic options exist, the mage and archmage, and they have a significant power spread (CR 6 and 12).

When you need a suitable wizard for your encounter, you can supplement with monsters, but not everything makes sense or fits your story. You can create one like a character, but then you’re reading a character sheet instead of a stat block.

So what’s a GM to do?

More Multipurpose Mages

Below are three new NPC mages between existing options: the graduate mage, the journey mage and the master mage. Each provides an all-purpose wizard at a different power level to use whenever you need a disposable arcane spellcaster.

Graduate Mage

The graduate mage has completed studies at the wizard college and entered the world. The graduate mage can cast 2nd-level spells and might toil in an entry level position, managing the minions of a greater villain.

GRADUATE MAGE

Medium Humanoid (Any Race), Any AlignmentArmor Class 12 (15 with mage armor)Hit Points 22 (4d8 + 4)Speed 30 ft.

STRDEXCONINTWISCHA9 (–1)14 (+2)12 (+1)15 (+2)12 (+1)10 (+0)

Saving Throws Int +4, Wis +3 Skills Arcana +4, History +4Senses passive Perception 11Languages Any three languagesChallenge 2 (450 XP)             Proficiency Bonus +2

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

Cantrips (at will): firebolt, light, mage hand, wind lash* (shocking grasp)1st level (4 slots): detect magic, mage armor, magic missile, twist the skein* (thunderwave)2nd level (3 slots): blur, daggerhawk* (scorching ray), hold person

* See Deep Magic. If you don’t have this book, use the SRD spell in parentheses.

ACTIONS

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

Journey Mage

The journey mage has grown and can now expend magical energy to resist other magic. The journey mage can cast 4th level spells, emerging from the shadow of past unscrupulous benefactors and enacting their own devious plots.

JOURNEY MAGE

Medium Humanoid (Any Race), Any AlignmentArmor Class 12 (15 with mage armor)Hit Points 38 (7d8 + 7)Speed 30 ft.

STRDEXCONINTWISCHA9 (–1)14 (+2)12 (+1)16 (+3)12 (+1)10 (+0)

Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6Senses passive Perception 11Languages Any three languagesChallenge 4 (1,100 XP)             Proficiency Bonus +2

Arcane Stubbornness. As a reaction, the journey mage can expend a spell slot to reroll a saving throw against magic.

Spellcasting. The journey mage is a 7th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): caustic touch (firebolt), light, mage hand, shocking grasp1st level (4 slots): disguise self, mage armor, magic missile, shadow armor* (fog cloud)2nd level (3 slots): heartache* (ray of enfeeblement), hold person, scorching ray3rd level (3 slots): blink, counterspell, fly, ley energy bolt* (fireball)4th level (1 slot): greater invisibility

* See Deep Magic. If you don’t have this book, use the SRD spell in parentheses.

ACTIONS

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

Master Mage

The master mage can cast 7th-level spells and expend arcane power to restore their own vigor. If not enacting their own evil scheme, the master mage might serve powerful barons or merchants, dreaming of one day becoming an archmage themself.

MASTER MAGE

Medium Humanoid (Any Race), Any AlignmentArmor Class 13 (16 with mage armor)Hit Points 71 (13d8 + 13)Speed 30 ft.

STRDEXCONINTWISCHA9 (–1)16 (+3)12 (+1)18 (+4)12 (+1)10 (+0)

Saving Throws Int +8, Wis +5 Skills Arcana +8, History +8, Perception +5Senses passive Perception 15Languages Any three languagesChallenge 9 (5,000 XP)             Proficiency Bonus +4

Arcane Rejuvenation. As a bonus action, the master mage can expend a 1st-level spell slot to recover 5 hit points. The master mage recovers 5 additional hit points for each slot above it sacrifices above first.

Spellcasting. The master mage is a 13th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): chill touch, encrypt/decrypt* (mage hand), light, shocking grasp1st level (4 slots): mage armor, fog cloud, magic missile, shield2nd level (3 slots): hold person, misty step, mirror image, scorching ray3rd level (3 slots): doom of dancing blades* (fear), fireball, fly, slow, vampiric touch4th level (3 slots): confusion, desiccating breath* (fire shield), dimension door5th level (2 slots): cone of cold, harrying hounds* (hold monster)6th level (1 slot): disintegrate, true seeing7th level (1 slot): magnificent mansion

* See Deep Magic. If you don’t have this book, use the SRD spell in parentheses.

ACTIONS

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

Anime: New Gundam Trailer is Here With ‘The Witch From Mercury’

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Mobile Suit Gundam: The Witch From Mercury is the next Gundam project in our future, and the trailer is here to introduce you to Suletta.

A few months back we got a hint of the next Mobile Suit Gundam project coming our way. The brand new Gundam and its mysterious pilot were briefly introduced to us, leaving us speculating about the future of the series. But yesterday we got the official trailer for Mobile Suit Gundam: The Witch From Mercury, and we’re looking forward to getting back in the Mobile Suit.
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The Witch From Mercury
The anime’s website describes the story:
“A.S. (Ad Stella) 122: An era when a multitude of corporations have entered space and built a huge economic system. A lone girl from the remote planet Mercury transfers to the Asticassia School of Technology, run by the Beneritt Group which dominates the mobile suit industry. Her name is Suletta Mercury. With a scarlet light burning in her pure heart, this girl walks step by step through a new world.”
The trailer doesn’t give us a lot to work with and we only know a little about the upcoming show. The upcoming series will be set in a brand new timeline from the rest of the franchise. But as is the case in every Gundam series, humanity has made its way across the stars. Coming from a colonized Mercury, Suletta will be the main character of this series. She will pilot the Gundam Aerial, a powerful new Suit from her home world. Suletta will become a second-year piloting student at Asticassia School of Technology.

The trailer shows us a few glimpses of her classmates as well as Aerial and some of the other Mobile Suits we can expect to see throughout the series. And Suletta herself is going to be the first female protagonist of a Gundam series.
In some other Gundam storylines, these pilots are known as “Newtypes,” a psychic being who developed specifically for this task. And it looks like this series may implement a similar sort of technology. But at this time it’s impossible to know for sure. Suletta looks young and we know she is a student, and Gundam has delved into child soldier storylines, so we could easily see this series tacking some darker themes.
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More About the Project
Mobile Suit Gundam: The Witch From Mercury is being created by Bandai Namco Filmworks, directed by Hiroshi Kobayashi (Spriggan) and Ryo Ando (Food Wars!). The project will also include a prequel anime called Mobile Suit Gundam: The Witch From Mercury Prologue. Bandai Namco describes the prequel as a full project with its own story. It will debut this summer with the full series debuting on Japanese TV in October. The series is planned to simulcast internationally, and while my guess is Crunchyroll, there is no official word on where we can expect the show to simulcast exactly. The prologue is now airing in Japan but will make its international debut at San Diego Comic Con next weekend.

Are you looking forward to The Witch From Mercury? Which Gundam series is your favorite? Would you pilot a Mobile Suit if you could? Let us know in the comments!
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Ja Ne, Adventurers!

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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After More Than 30 Years, the ‘Star Wars’ Story Isn’t Moving into the Future

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Disney is telling a lot of Star Wars stories from between trilogies. But will there be any tales taking place after Rise of Skywalker?

For nearly 30 years, the Star Wars story has advanced. Books, novels, comics, games, and movies moved the story forward into the future of the timeline. Now with the end of the Sequel Trilogy and Disney seemingly abandoning that era, that has stopped. What does this mean?
Always in Motion, the Future is

The early days of Star Wars saw a kind of stuttering release of stories. You had the original three movies. Around them, you had a few additional stories that sometimes made progress. Both the old Marvel Star Wars comics and the novel Splinter of the Mind’s Eye moved the story forward after Episode IV. After Jedi came out, you got things like the Ewok movies. But they didn’t really move the story forward so much as build around the current timeline.
This is in part because they take place before RoTJ. This means that after Jedi, Star Wars didn’t move forward. Things fleshed out the universe and filled in gaps. But the “story” ended. The Rebels were victorious, and that was it. (The one exception to this was the West End Star Wars games. They DID push the story forward with a ton of lore.) At this point, there was no guarantee that we would ever get more of the Star Wars story.
The Rise of the EU

But everything change when the Fire Nation attacked  in May 1991 when Heir To The Empire by Timothy Zahn was released. This book started what would later be known as the Star Wars Expanded Universe (EU). This is now known as Legends. With the release of Heir to the Empire, and its sequel novels (which a dedicated group of fans still consider the true Sequel Trilogy) the Star Wars story was back on. Since then, book after book, game after game, and comic after comic came out continuing the story and moving it by slowly advancing the overall plot and timeline.

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Not every novel pushed the story forward, it is true. Take the Glove of Darth Vader. This young adult novel was the second EU book to be published. It takes place 4 years before Heir To The Empire, to which it is not related at all.  But despite this, there was always the next book that was coming to move the story on. There was a real sense that the story was moving forward. That there would be major developments in the galaxy and plot. Other books would also come out that filled in past events or side stories. This process really took off in 1999 with the start of the New Jedi Order Series. Until the Disney buy-out in 2012 the EU, and the Star Wars story moved forward thanks to a host of novels in several series that told one overarching story.
Disney Takes Charge of the Story

When the Mouse took over in 2012 it was clear the EU was on its last legs. The final chronological novel in the canon was released in 2013, ending a branch of the story that had been told non-stop since 1991. This didn’t mean that the Star Wars story stopped moving forward though. Indeed, the new canon almost at once started to tell the story again, the story of what happened after Return of the Jedi, the last canon event chronologically after the reboot.

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Aftermath, published in 2015, was the first book of the new canon to move the story forward, telling of the events in the, well, aftermath of Return of the Jedi. In 2013, the announcement of new movies and books meant that the Star Wars story would continue.

And so it did. After the reset, the story still kept moving forward for another 5 years. Which books, games, comics, and most importantly the Sequel trilogy, which continued on the “story” of Star Wars, moving forward the overall plot and the state of the galaxy. Moving forward the “end date” of Star Wars. And then with Rey, it all ended.
Coming to an End
Since The Rise of Skywalker came out a few years ago now, there hasn’t been any attempt to move the story forward. There are no new novels, comics, games, or movies currently confirmed to be coming out that will progress the story past Rise. As of now, that movie is it.  It is the endpoint of Star Wars – where all roads end. With Disney seemingly no longer interested in the Sequel Era, there doesn’t seem a lot of hope that anything will be made to move the story forward. At least not any time soon. And so for the first time since Heir to the Empire in 1991, the Star Wars story isn’t progressing into the future. There is no “what comes next for the galaxy” and no overarching plot that is moving forward. It’s over for now.
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Look to the Past  for  Story  
That isn’t to say of course that Star Wars is over or that there aren’t stories to tell in the setting. Disney right now seems far more interested in revisiting past events and filling in gaps. Thus we have a fair amount of attention being paid to the post-RoTJ period, with series like the Mandalorian and Book of Boba Fett. There are also books like the Alphabet Squadron Trilogy set in that period.

We are also seeing Disney explore the “Dark Times” era, between Episodes III and IV. Andor, Obi-Wan Kenobi, and The Bad Batch are all set here. This is an era ripe for storytelling.
Then we have Disney’s new big push with the High Republic Era, a whole new period of stories. We’ve got books, comics, and upcoming movies and games set here. However, they won’t move the story past the Skywalker Saga.
So while Star Wars stories will continue,the “story” for now, won’t.

Let us know if you want to see the Star Wars “story” continue, down in the comments! 

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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Finder’s Archives – Cloudcrest Lake

Copyright Wizards of the Coast

Hi everyone, and welcome back to the Finder’s Archives.
In this column, we take some of the lands from Magic: The Gathering and turn them into something you can use for your fantasy games.
The stats given in each entry assumes that you’re using Pathfinder or 5e for your games, but they can easily be converted over into any fantasy system. Today we go for a nice relaxing rest at the Cloudcrest Lake

Copyright Wizards of the Coast
Cloudcrest Lake
Cloudcrest Lake lies high in the mountains and is a refuge for the wealthy AND powerful. Many of the wealthiest people believe that their money is what grants them power, but those with real power – personal, political, or otherwise – know that while the cash that lies within the grasping clutches of the greedy might give them the appearance of influence, the real power comes from something else. And while many of the visitors to Cloudcrest Lake have gold aplenty, that is not why they’re here.
Visitors to Cloudcrest Lake have all received a personal invitation, one that is only ever offered once. If refused, it is forever lost. The invitation is from the High Priestess of the deity of peace, referred to in religious texts as “she who soothes the furrowed brow.” It is unknown who the High Priestess is, as each guest is greeted upon their first arrival by a different priestess (though each guest always gets the same one) who introduced themselves as the “Novitiate-Select” who will be helping and guiding the guest.
Cloudcrest Lake is a place of peace, and one of intense negotiation, often among those who are unable to get along elsewhere. For some, they simply use Cloudcrest Lake as a safe place to rest, one where they can lower their guard, secure in the safety of the place and of the divine interference of the goddess herself if needed. Others come here to be able to talk – in peace – with their rivals, and many wars, grudges, and trade disputes have been resolved in this manner. Here, they can meet and come to agreements in safety, on a TRUE neutral ground.
Lay of the Land
Cloudcrest Lake lies high in an undisclosed mountain range and has a beautiful vista that surrounds it. It is magically hidden beneath multiple layers of illusions that prevent the uninvited from finding it. Should one manage anyway, the priestesses that guard Cloudcrest Lake take them in and modify their memories before sending them back out into the world – erasing all memory of the place, and ensuring its sanctity. They’re sympathetic to all creatures though, and if a wanderer finds themselves in trouble while navigating the mountain range, they will rescue the wanderer, ensure that they’re fit and healthy and that they can make their way back where they came from – even escorting them to the mountain range’s borders, before performing the magic that wipes all memory of them.
The lake itself is remarkably warm, bubbling from an underground spring, and the water is filled with various minerals that reinvigorate those resting in the water. Many find themselves rejuvenated, at least for a short time, and relieved of the stresses that await them back in their homelands.
Each visitor is presented with a small mansion upon arrival that is entirely separate from anyone else, and unless the guests wish to meet other invitees, they will be entirely undisturbed. Through some magical effect, they might even be standing right next to their worst rival, and unless both wished to see each other, would simply be unable to even perceive the presence of the other person.
Only in the neutral meeting halls is this magic suspended, and the visitors are able to perceive each other normally.
Dangers
Cloudcrest Lake hosts no dangers as such. The biggest danger comes from the priestesses deciding that your behavior is unacceptable, wiping your memories of the place, and then sending you on your way. And they are more than capable of doing so as each priestess is a disguised psychopomp (PF2 / PF1 – unfortunately 5e has no equivalent to them) and more than capable of defending themselves or calling upon a more powerful “cousin.”
See you back next week. 😊
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Kim Frandsen

D&D: ‘Journeys Through the Radiant Citadel’ Teasers – Table of Contents & New Monsters

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The Radiant Citadel opens its doors on Tuesday. Come peek inside ahead of schedule with these Radiant Citadel teasers.

Get ready to explore the Deep Ethereal plane as the Radiant Citadel prepares you for adventure in a city like no other. D&D’s latest book, Journeys through the Radiant Citadel, is just around the corner.
And today we’re taking a peek inside. Inside a city packed full of thriving night markets, ancient gods, and new monsters. Want to know what else to expect? Read on!
Journeys Through the Radiant Citadel Teasers – Table of Contents

First up, let’s peek at the table of contents. Here we get a look at each of the adventures that await in the Radiant Citadel.
There are 13 all in all:

Salted Legacy
Written in Blood
The Fiend of Hollow Mine
Wages of Vice
Sins of our Elders
Gold for Fools and Princes
Trail of Destruction
In the Mists of Manivarsha
Between Tangled Roots
Shadow of the Sun
The Nightsea’s Succor
Buried Dynasty
Orchids of the Invisible Mountains

Without going too far into spoiler territory just yet, in each chapter you get a breakdown of the adventure. But each adventure comes with its own Gazetteer. These give you a glimpse at the lore of the 13 different cities introduced in the adventure.

But we get an idea of the new (and old) monsters introduced in the book. Pictured above, we’ve got the Aurumvorax, which is new to 5th Edition. But the Aurumvorax has actually been around since the latter days of 1st Edition. It was first introduced in the Monster Manual II, where it was also called the Golden Gorger.
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This is one of eleven different monsters that appear in the book. But if you want to explore more, you’ll have to adventure in the Radiant Citadel for yourself.
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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LoTR: ‘The Rings of Power’ Teaser Galadriel Warns of a Great Evil

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The first main teaser trailer for The Rings of Power is out, and its getting people hyped.

Amazon’s Lord of the Rings: The Rings Of Power is coming pretty soon. We’ve had plenty of hints leading up to it. This week they dropped the first main teaser trailer and the longest one we’ve gotten to date. It looks pretty great. And we had a few thoughts while watching it.
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Sound & Visuals

Let’s just say right off the bat that this show, so far, looks and sounds great. We get a ton of awesome sweeping visuals of landscapes. We also get to see a ton of cities and buildings. This is a pretty trailer. It also sounds great, with a really amazing score. That shouldn’t be a shock to people though. Howard Shore, who did the score for Peter Jackson’s movies, is working on the sound here. Weta, which did visual effects for Jackson is also involved here. This show is trying really hard to draw visual and musical continuity with the Jackson movies, and it works.
The Races & Their Homes

In the trailer, we also get a look at the major races and their homes. We see shots of this Elven city. It might be a city in Lindon, where Gil-Galad rules. We also get a few shots of Khazad-dum. It looks great, with an amazing amount of indoor greenery. We also get a shot of a human farming village. This is likely a village of the Middle-men, the non-Númenóreans who live in Middle Earth. Of course, we also get plenty of shots of Númenor in this teaser. Lastly, they show off the Harfoots, or the proto-Hobbits. This teaser doesn’t show any builds and a lot of shots of them walking. Are they nomads at this point?
The Teaser Teases the First Age
via Amazon
While The Rings of Power is set in the Second Age of Middle Earth, the teaser shows off a lot of things that could be flashbacks to the dramatic events of the First Age. For instance, we get a longer view at the very first shot we saw from the show, showing off the Trees of Valinor, this is a clear flashback to the first age. We also have a couple of other shots that could be flashbacks.

First off in the teaser we’ve got this shot of a bunch of Elves drawing their swords. It’s a cool shot, with very Arthurian tones, which is a nice nod to how much Tolkien was influenced by those legends. We can’t be sure what this is a shot of, but it might be a flashback to the Oath of Fëanor. This event, when Feanor and his sons swore to recover the Silmarils, directly led to much of the events of the First Age.
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We’ve also got this striking shot that is shown when our lady Galadriel is speaking. If I had to guess I’d say this was another flashback. This is quite possibly a look at the War of Wrath or its aftermath. Maybe it’s the power of Morgoth or the sinking of Beleriand.
The Main Cast
The teaser of course shows off a lot of the massive cast in the show. However, it does focus on a few smaller pairings or groups. The first part deals a lot with Elrond and Galadriel, with them talking. If there seems to be a main character for the show right now, it’s Galadriel. The middle section of the teaser focuses on the Harfoots with them getting some voiceovers. It’s still unclear what role they have to play.
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Lastly, we get a lot of focus on the Númenóreans. In particular, we get some shots of Elendil and his son Isildur, who will survive the sinking of Númenor and found Gondor. These represent the Faithful. We also get a look at the doomed King Ar-Pharazôn and Queen Tar-Míriel. We are already setting up the Ar-Pharazôn/Elendil conflict, it seems.
Did the Teaser Show Off Sauron?
via Amazon
The shadow of the Dark Lord Sauron hangs over the Rings of Power. We know he is the main villain. However, we haven’t really seen any of him. Or have we? The other week we saw a teaser showing a meteor flying over the land and crashing. Now in The Rings Of Power‘s main teaser, we’ve got images of what appears to be a man emerging from this meteor.  Given that he is coming out of a rock from the sky we can guess this isn’t a normal man. And the visuals we are getting here are pretty close to the infamous Eye of Sauron. Could this be the arrival of the Dark Lord?

It seems like after landing in the meteor the man is found by the Harfoots. I’m guessing that is how they get dragged into the story. There is a bit of symmetry here if the Harfoots, almost certainly unwittingly, help the Dark Lord rise, only for the Hobbits to later be his undoing. Of course, this is speculation, it could be another powerful being. We will just have to see.
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Let us know what you’re most excited to see, down in the comments!

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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Raising Atlantis

By Bill Heron
When I received my sealed orders regarding the new 2d20 edition of Shadows of Atlantis from Modiphius HQ, I have to admit my first thought was “Eep! How do I do this?”
It’s a question I  bet a lot of GMs ask when they look at converting past campaigns like this, particularly when they’re staring at a chunky original 320-page hardback.
Orders from above indicated that they wanted to strip away a lot of the historical detail and background, pick up the pace and give this campaign the cinematic pulp-adventure spin that characterises the new Achtung! Cthulhu 2d20 system.
I went back to old session notes which looked like they’d been written by Alhazred himself. They didn’t contain any useful occult knowledge but they did provide a few ideas about how I could revise some of the existing plotlines and settings. I also wanted to help the GM and players understand the intricacies of the new Achtung! Cthulhu 2d20 system. My solution became the “Basic Training” boxes you’ll see in the book.
Fast-forward two weeks, and my existing hardback copy of the original Shadows of Atlantis tome was now bursting with post-it notes and annotations. As I recall, I wound up using two full notepads!
There’s a difference between a book with dual stats, which the original Shadows had for both Call of Cthulhu and Savage Worlds, and one designed to work with a specific system. It’s not just page counts for stat blocks, it’s how the system and the setting work together. I didn’t want to ruin the original plotline – so how to make it more 2d20? More pulpy?
I began by looking at the plot and tried to make each chapter a bit more episodic.
Lieutenant Archibald Strang, Section M’s genial briefing man provides the public face of what is essentially a government machine of boffins with libraries and experts and likely bonkers theories. The agents don’t have to worry about translating esoteric languages or German texts like Botho’s notebook – that’s what the boffins at Section M are for!
There’s a lot of travel involved in Shadows of Atlantis, but I didn’t want the agents to be bogged down with travel arrangements and haggling between coach and first class. Money, class, or income is less of a barrier when you have a secret government agency bankrolling the trip, or rather counting the pennies. Instead, the “roving red line” came into my head. Remember those bits in the Indiana Jones films where you saw boats and aircraft superimposed on a world map where a red line bounced from destination to destination? At that point I started hearing the music of the Raiders March in my head and it became a great deal easier.
In the new Shadows of Atlantis, there’s a lot of new material dealing with the city of Atlantis itself and I’ve expanded things to flesh it out a bit. In the original book there’s a little information on the doomed city and the disaster (or disasters, plural!) befalling it. There’s a clue to how events transpire on the cover of the updated version but suffice to say Blauer Kristall and the Blue Madness is involved…
The Atlantis episode was one of my favourite parts to write and there’s a few small links to the forthcoming Cohors Cthulhu setting too for those eagle-eyed amongst you. The idea was to create a city that was both alien and familiar in some way – even to the agents of the 20th Century. The Atlanteans go on to influence both the Greeks and Romans but their technology is so advanced and arcane that even the experts of 1939 might struggle with it.
The new episode set in British Honduras also offered some intriguing possibilities and the character of Captain Jacob Kempthorne was also extremely fun to write. I’ve been looking for a way to use this individual in an Achtung! Cthulhu campaign for a while. Who doesn’t need an undead pirate king sorcerer in their campaign? NPCs – especially villains – need to be more than cardboard cut-outs and fleshing out Kempthorne’s backstory and motivations was a really enjoyable task.
In terms of other changes, the major one is that Nachtwölfe has undergone a massive development between the old version and the new and their agents have access to some truly impressive new kit as a result. They’re far more a “…menacing machine thrumming with an inhuman growl and revving up for some terrible purpose.” to quote our own Professor Richard “Pasty” Deadman.
I also have to pay tribute to the glorious maps from Glynn Hall and the stunning new artwork from Carlos Cabrera, Boris Martsev, Shen Fei, Christian Quinot, Sam Denmark, and Nikita Vasilchuk. How these folk can create art from my demented scribblings is a constant source of wonderment to me.
Don’t forget, if you’ve any questions about Shadows of Atlantis or writing for Achtung! Cthulhu 2d20 in general, I’ll be doing an AMA today at 5PM BST on the Modiphius Discord channel.
Don’t hesitate to report for duty and I’ll see you then!

Wordle: The Party Game will bring your mobile rivalries to the tabletop

Wordle, the popular mobile game with around 9.1 million subscribers, is being made into an upcoming board game. (Thanks CNN Business.)
Based on the mobile game that has players guessing hidden words, Wordle: The Party Game sees people competing to figure out a secret word as quickly as possible. The board game will provide four different modes for players to try, each one challenging a different aspect of their Wordle abilities.
In the classic mode, the party board game has players attempting to guess a word chosen by a host, with players taking it in turns to play the role. Once the host has chosen their secret word, players then try to figure it out using clues provided by the host. Similar to the mobile game the tabletop title is based on, Wordle: The Party Game sees players writing down words that they think either match the hidden one or contain matching letters – with the host the offering colour-coded clues for each guess.

If the host places a green card over a letter it means that a player has put a matching letter in the same order as the secret word. For example, if the secret word was catch and somebody had written cat, then all three letters would be green. However, if the host places a yellow card, it means that correct letters have been provided, but they’re not in the corresponding places. Players have six tries in which to guess the secret word, with the fewer guesses used netting players more points.
Whichever player has the most points by the end of the game is named the winner.
There is also a semi co-op game mode in which players sort themselves into teams and work together to guess the hidden word in the least guesses, as well as a timed mode – with players having a limited amount of time to make each guess – and a mode that challenges the players to get the right word in the shortest amount of time possible.
Wheels recommends some party board games.
Wordle: The Party Game is set to be published by Hasbro – the tabletop gaming giant that owns studios such as Dungeons & Dragons publisher Wizards of the Coast, as well as releasing classic board games like Clue and Monopoly – in partnership New York Times Games, the company that now owns the Wordle mobile game.
The Wordle mobile game is a free-to-play title that updates daily and sees players trying to enter in the right hidden word in as few guesses as possible. Every time the player enters in a guess, the game will highlight letters as green – the right letter in the right place – yellow, the right letter in the wrong place, and grey, indicating that the letter is entirely incorrect. The player has six guesses to get the word, with players able to share their results with their friends online.
Wordle: The Party Game is set to be released on October 1st, at a retail price of $20 (£16).

Warhammer 40K: The Adeptus Arbites – The Thin Black Line

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Learn of the men and women who walk the beat for the Emperor of Mankind – the Adeptus Arbites. It’s a tough job but someone has to do it.

The Adeptus Arbites are the police force of the Adeptus Terra, devoted to enforcing Imperial law throughout the entire Imperium. Utterly dedicated and without mercy, the Arbites are feared throughout the galaxy, for they are the agents of a harsh law, where failure and incompetence are crimes, and the only punishment is death. Arbites are empowered to act as judge, jury and executioner – citizens have no rights, and only members of the Priesthood of Terra or the Inquisition could claim anything so elaborate as a trial.

Jurisdiction
The Adeptus Arbites enforce the Lex Imperialis, embodied within the great Book of Judgement. Their organisation represents the soldiers and police of the Adeptus Terra. Each of the Imperium’s worlds have their own government, laws, and their own local police forces to enforce those laws. The Arbites concern themselves only with the enforcement of the broader laws to which the entire Imperium is subject. The common duty of the Arbites is overseeing that the Governor of each world is regularly paying his planets Tithe. In the event of a rogue Governor or a major revolt which threatens Imperial rule, the Arbites will brutally intervene to restore order. As a result of their constant oversight the presence of Arbites are often a source of discontent for Governors, but something they must nonetheless tolerate.
Symbol of the Adeptus Arbites
History
The Adeptus Arbites date from at least the Great Crusade, when compliant worlds had Lord Marshal‘s Offices installed to deal with ‘non-local’ matters.
During the Horus Heresy, the Grand Provost Marshal of the Arbites was part of the War Council. During the War of the Beast, the significant Arbites garrison on Terra saw heavy action against the Ork Attack Moonover the Throneworld. The Arbites took catastrophic losses in the failed Proletarian Crusade, and its surviving Terran contingent struggled to maintain order on Terra as upheavals caused by the Greenskin presence broke out.
During the Age of Apostasy, the Adeptus Arbites fell under the control of Goge Vandire. Following The Blackness, the Arbites struggled to contain the situation on Terra as Chaos Cults activated across the planet and billions more of starving and maddened citizens rioted. Ultimately, most of the Arbites stations were overrun as only the Imperial Palace complex remained secure. Order was eventually restored following the Battle of Lion’s Gate and the arrival of Roboute Guilliman.The Arbites later aided Guilliman in his purge of Imperial bureaucracy that became known as the Primarch’s Scourge.

Organisational Structure
The overall leader of the Adeptus Arbites is the Grand Provost Marshal, who represents the organization on the Senatorum Imperialis and oversees the organization at the Hall of Judgement on Terra. Below him are the Marshals of the Court which oversee galaxy-spanning precincts. Below the Marshals of the Court, the Arbites are internally divided into two subgroups; Judges, who deal with legal matters and the application of ten thousand years of case law and its precedents, and Arbitrators, the militant arm of the Arbites who perform the work necessary to apprehend and punish those who break the Emperor’s laws. Senior Arbites fulfill both roles, with Judges getting their hands dirty, and Arbitrators learning to preside over lengthy court trials.
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Arbites Precinct-Fortress
The Adeptus Arbites maintains a presence on almost every Imperial world, headquartered in fortified Precinct-Fortresses also known as Courthouses. The courthouses are equipped to be self-sufficient and to support a complete Arbites army. They consist of armouries, dungeons, barracks, firing ranges, scriptories, archives, warehouses, kitchens, gymnasia and garages. Courthouses are sometimes a world’s only connection with the rest of the Imperium.
Arbites Arbitrator
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Personnel
The men and women of the Adeptus Arbites are utterly devoted to their task and without mercy to those who break the Lex Imperialis. Arbites are usually recruited through the Schola Progenium, often favoring those who have displayed great force of will and brute strength.
 
Adeptus Arbites Equipment
The Adeptus Arbites are equipped to fight a minor war, but their main role is maintaining order. A single precinct courthouse functions as a base for a complete and fully-equipped army, capable of fielding vehicles. In combat Arbitrators wear carapace armour. Heavy gloves and boots protect the hands and feet, while the head is encased within an all-enclosing helmet equipped with a rebreather.
Standard personal weaponry is the Arbites combat shotgun, boltgun, grenade launcher, suppression shield and the power maul. Several types of grenades are used, both lethal and incapacitating. Some Patrol groups and Enforcers may use Cyber-Mastiffs to hunt down and catch criminal fugitives who attempt to escape. The Arbites also make use of a wide range of vehicles, such as Rhinos, Repressors, and Chimeras. They also make use of Tarantula automated turrets for crowd control, riot suppression, and defending their precincts.
Adeptus Arbites Shock Baton
This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club. The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition.
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Adeptus Arbites Vox-Legi Patern Combat Shotgun
Effectively a large-bore, locally manufactured version of the shotgun designs used by many planetary enforcers, the Vox Legi is a devastating and adaptable weapon that fires shotgun shells nearly the size of those of Astartes Assault shotgun. The increased size of the weapon reduces its ammunition capacity compared to that of its fellow shotguns, but it still remains more powerful and adaptable than a standard shotgun. Most patrolling Arbitrators take advantage of this flexibility by carrying a variety of shotgun shell types so as to offer them different tactical options in the event of encountering a situation that requires their intervention. Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club in close combat. It is also designed for maximum psychological impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred Arbitrators simultaneously chambering their weapons has ended countless riots over the millennia. This pattern of combat shotgun is particularly widespread amongst the Arbitrators of The Periphery, and is broadly typical of the weapons favoured by Calixian Arbitrators.
Arbites Punisher class Strike Cruiser
Arbites Spacecraft
The Arbites also maintain a small fleet of patrol craft and counter-insurgency vessels, most notably among these the Punisher Class Strike Cruiser. The Arbites fleet also operates logistical vessels, transports, and other support craft.

Lexicanum

“Remember that it is the duty of the mighty Adeptus Astartes Chapters and the glorious Imperial Guard to wage the Emperor’s wars and the duty of the fearless Imperial Navy to guard the Emperor’s spaceways, but it is to his loyal servants the Adeptus Arbites that His Divine Majesty in His infinite wisdom entrusts the most sacred duty of all – Keeping in check the lawless heretic rabble that passes itself off as the Emperor’s worthy subjects.”– Familiar Arbites precinct-house joke
To serve the Emperor. To protect His domains. To judge and stand guard over His subjects. To carry the Emperor’s law to all worlds under His blessed protection. To pursue and punish those who trespassed against His word.– Oath sworn by cadets
~Halt Citizen, I AM the Lex Imperialis

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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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How to Play House Van Saar in Necromunda Underhive

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Today let’s take a look at some basics of how to play and get started with Necromunda House Van Saar, the irradiated irregulars.

The Van Saar are one of the six Clan House gangs of Necromunda. The Van Saars are well-known for the superiority of their arms and equipment because their technology is more cutting-edge than the other Houses. This means the Noble Houses of the hive pay handsomely for Van Saar-made goods. As a result, the House is undoubtedly the wealthiest in Hive Primus. Their staggering power, however, is built around a dark secret – flaws in their understanding the corrupted STC that creates their technology. Flaws that bathe them in radiation and slowly kill them from within.
Below we offer some tips on how to play the gang and get started with them.
Who Are House Van Saar?

The Van Saars have a well-earned reputation of being serious minded and sombre people, with a deeply deep-seated emphasis placed on order and hierarchy. Like the other gangs of Hive City the Van Saars have a style of clothing which distinguishes them from others. In their case this equates to a close-fitting body suit intended to defend and sustain the wearer in the harsh hive environment. Semi-permeable membranes in the suit reduce the loss of the body’s dampness whilst numerous spots on the material change colour to inform the wearer of airborne pollutants and reduced levels of oxygen.
The House of Artifice is not only known for its wargear and weapons however, but also for its many alliances with the Merchant Guild, Clan Houses, and Great Houses of Necromunda. The seal of Van Saar on any piece of wargear on Necromunda lets one know of its quality. However their power and prestige has led many to see the House as arrogant and overly secretive. Besides armaments and technology, House Van Saar also oversees a lucrative energy production industry. They have a number of allies, most notably House Catallus and the Pyromantic Cults. The House jealously guards the secret of its hidden STC.
Why Play Van Saars

The Van Saar are the shooting connoisseur’s gang of choice. They have across the board high BS (seriously! An  Aiming Tek is hitting on a 2+!), and a great equipment list. If you like playing the ranged game, House Van Saar may be the gang for you.
Strengths of the Gang

Impressive ballistic skill
Great unique units
Primary Shooting skills

Weakness of the Gang

Pays a premium for good equipment.
Impressively bad physical stats.

Van Saar Signature Rules
Every Clan House gang has something special that truly defines them. Van Saar have Cyberteknika, which is, essentially, robot cyborg parts. These are added  by the player both when a model is recruited, or after they are injured (mitigating the injury and getting the cyborg bonus effect). These implants range from cybernetic legs or eyes to artificial brains and hearts. Every piece is available for purchase at three distinct levels, representing their sophistication and  cost. The House of Artifice book contains the full rules.
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Van Saar Gang Units To Know
There are lots of ways to build a gang and a variety of fighters you can use. Here are some suggestions to get you off on the right track.
1. Prime (Leader)

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In Necromunda your gang will only ever have one leader, and the Prime is a superb one for the Van Saar. With access to great guns, high BS, and primary shooting skills, there are many fun ways to build out a Prime.
2. Augmek

The basic Van Saar champion, with group activation, good stats, and good weapon options.  They also have superb 2+ BS and access to primary shooting skills.
3. Archeotek

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The less traditional of the Van Saar champions, the Archeotek specializes in the aforementioned Cyberteknika. This means the Archeoteks not only start with one free Cyberteknika, but they also pay half for all purchases of it. Add in some esoteric weapon options (like the Spider Rig!) and you have a very fun model.
4. Tek

The basic Van Saar ganger. Everything you can say about Van Saars is exemplified  by the Tek.
5. Arachnarig

The appropriately named Arachnarig is an excellent platform for the Van Saar- with up to four guns ( while still packing two claws!) and the ability to fire all of them, this Servo Suit is really an unparalleled gun platform.

All hail the House of Artifice

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

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Goatboy’s Warhammer 40K: Lord of Skulls Dancing With Myself

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Goatboy here with how to make a lone CSM Lord of Skulls “dancing with myself” work on the tabletop.

You might remember me from an LVO where I became the true king of the Lord of Skulls.  It looks like it is very hard to play 3 Lord of Skulls right now as the CP bonus doesn’t kick in leaving you almost no room.  This means we have to look at playing one. So is it even worth it to run one?  Well the changes in the book had the damage output become better, it has a 2+ armor save now (with Armor of Contempt), and it has more wounds.  So maybe?

2 Warlord traits can grant him some powerful exploding 6’s to hit and better chances to hit as well.  This gives you a 2+ hitting, 2+ armor saved, and giant monster of Khorne. Will it be any good or will a Tau army just shoot him full of holes?  Who knows but it is something to think about especially when you just want to roll around on the able top with two giant jerks of doom. Let’s get the dancing started…
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Lord of Skulls Dancing By Myself Party
-Battalion- 0CPLegion: Iron Warriors

-HQ-Lord Discordant – Mark of Slaanesh, Autocannon, Warlord (-1CP) – Architect of Destruction, Relic (-1CP) – Gorget of Eternal Hate – 190ptsMaster of Possession – Mark of Slaanesh, Psychic – Delightful Agonies, Cursed Earth, Warp Marked – 120ptsWarpsmith – Mark of Khorne, Warlord Trait (-1CP) – Daemonsmith, Relic (-1CP) – Techno-Venomous Mechatendrils, Thunder Hammer – 110pts
-Troops-Legionaries X 5 – 90ptsLegionaries X 5 – 90ptsCultists X 10 – 50pts
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-Elites-Possessed X 10 – 280ptsPossessed X 10 – 280pts
-FA-Venomcrawler – 105ptsVenomcrawler – 105pts

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Super-Heavy Auxiliary Detachment – 0CPLegion: Iron Warriors
-LoW-Lord of Skulls – Hades Gatling Cannon, Ichor Cannon – 575pts
Pts: 1995 CP: 2

Dancing By Myself to Victory?
This is all about boosting the one Lord of Skulls to go big or going home.  You will put both Warlord Traits on him, he gets lots of exploding 6’s, and then tries to live thru the game rumbling around like a daemonic weirdo.  Will the Lord of Skulls live thru all the pain coming?   It does have a ton of wounds, can’t have rerolls to wound, and seems pretty tough.
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The Two venom crawlers give me a +1 to cast for the Master of Possession and give some bodies that make it hard to shoot them as they are nearby.  It allows your troop choices to hang back and score versus just trying to keep your HQ’s alive.  The little Warpsmith is another little monster that can come up and punch someone with a chance to do 4 mortal wounds on top of his other attacks. Plus he can randomly heal the Lord of Skulls as needed.  I made him Khorne because it looks cool.  He also has a Thunder Hammer because the one I have to paint has a Thunder Hammer.
Iron Within, Iron Without!

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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Total War: Warhammer 3 – Immortal Empires Beta Gets Release Date

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Ready to start your world domination? Stick around there’s an official release date for Immortal Empires for Total War: Warhammer.

Immortal Empires for Total War: Warhammer 3 is coming quite soon, after a release date reveal. The announcement comes at the end of a pretty thorough Q&A session with the developers who outline what exactly you can expect.
Everything from the race for the Eightpeaks, to reworked combat. Come take a look, and get ready Immortal Empires is almost here. It’s coming August 23rd!
Immortal Empires Release Date Revealed In Q&A Video
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You asked; we answered! Total War’s own Richard Aldridge and Mitchell Heastie sit down to tackle some of the top Immortal Empires questions asked by you, the community.

00:00 Intro
0:16 Q1 Why did you decide to release Immortal Empires as a BETA?
1:41 Q2 Have you considered adding the Realms of Chaos as a new mechanic into the Immortal Empires campaign?
2:27 Q3 Is the map set and final or will it grow with future expansions?
3:07 Q4 Do you plan to add watchtowers for the Dark Elves stationed up north to create a buffer against the forces of Chaos?
4:00 Q5 Are there any plans to add settlements to the Ind and Khuresh regions in the future?
4:46 Q6 When utilizing a Sea Lane, is it possible to have an at-sea encounter during the transition?
5:39 Q7 How long are the turn times in Immortal Empires compared to Mortal Empires or the Realm of Chaos campaign?
6:10 Q8 Will older DLC lords and factions be updated with mechanics on par with the newer systems in WARHAMMER III?
6:54 Q9 Will we see additional landmark buildings for the WARHAMMER III races and locations in Immortal Empires?

7:54 Q10 Will the Dwarfs, Bretonnia, Wood Elves, Beastmen, and Norsca ever get their own battle/ambient music?
8:51 Q11 Can you tell us more about how the victory conditions will be reworked?
10:12 Q12 Will the Karak Eight Peaks race/conflict be improved in Immortal Empires?
10:50 Q13 How do you plan to improve the playability of the late game?
11:56 Q14 Do you plan to make the visual transition between corruption regions more blended?
12:11 Q15 Will Kairos be able to transfer Wood Elf tree settlements (e.g. The Oak of Ages) using Changing of the Ways?
12:35 Q16 Will skill trees be updated for legacy caster lords to reflect the new magic system in WARHAMMER III?
13:18 Q17 Will the WARHAMMER I and II factions use their game-specific UI or the WARHAMMER III version of the UI?
13:58 Q18 Have you made any changes or improvements to the Empire and Vampire factions?
14:30 Q19 Do you plan to add the relevant WARHAMMER III tech and monster hunts to the Norsca factions?
14:53 Q20 Will Rakarth get new monsters for his monster hunt mechanic?
15:26 Q21 When does Immortal Empires release?

The Immortal Empires Beta releases August 23rd!

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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Crusade Comes to the Consoles

Pathfinder: Wrath of the Righteous CRPG console release date and a brand new DLC

We at Owlcat Games and our partners at Prime Matter are happy to announce that the PC adaptation of Pathfinder: Wrath of the Righteous adventure path is coming to consoles on 29 September 2022.

The critically-acclaimed RPG will be available in both physical and digital formats for PlayStation 4 and Xbox One (PlayStation 5 and Xbox Series X / S via backward compatibility); as well as Nintendo Switch via the Cloud.

The Enhanced Edition of Pathfinder: Wrath of the Righteous will become the standard version for the console release, and also will be available for all PC owners of the game on 29 September for free.

But that’s not all. The Treasure of the Midnight Isles, our third premium DLC for Pathfinder: Wrath of the Righteous, will launch on 11 August 2022. The islands—scattered across the dark abyssal ocean—hide treasures untold (and horrors unspeakable). Board the grim, cursed ship and venture into the unknown to find your fortune… or your demise.

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Explore the vast archipelago full of treasures and dangers in a stand-alone rogue-like mode, or as a part of the main campaign

Try out different builds and party compositions, taking advantage of the enormous variety of the Pathfinder role-playing system – including the mythic paths

Death is just a setback! If a party perishes, its progress can still help you in subsequent playthroughs

Equip new magic weapons, put new magic potions and scrolls on your belt, and challenge both old and new enemies

Discover the secret of the ship that takes you on your journeys – and the truth about the ultimate treasure you’re seeking

Prepare for your trip to the Midnight Isles with a 50% discount for Pathfinder: Wrath of the Righteous in the Epic Games Store Summer Sale. Also, the Mythic Edition and Commander Edition are available at a 45% discount. The Epic Games Store Summer Sale starts today and ends 28 July 2022.

Building Your Character to Survive Spelljammer Adventures

Suit up, recruit! The stars, an asteroid city, and even space clowns await you in Spelljammer: Adventures in Space! To survive your journey into the cosmos, you’ll need to create a character that’s as resilient as they are brave. To help you in this endeavor, we’ve put together this handy guide that details unique dangers in Wildspace and how to build around them.

As more information on Spelljammer: Adventures in Space rolls out, check back here for additional tips to surviving Wildspace!
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Jump Into Spelljammer Today!
For a limited time, D&D Beyond users can claim the first of four adventures in Spelljammer Academy at no cost. The subsequent adventures will release between now and August 1. When you unlock one adventure, you’ll automatically receive the others as they release. These adventures will take you from 1st to 5th level and are a great lead-in for Light of Xaryxis, the adventure included in Spelljammer: Adventures in Space.

Take a Deep Breath
Fun fact: You can’t breathe in Wildspace. That’s problematic if you’re like most folks. Luckily, if you’re thrown overboard from your spelljamming ship or some cranky giff stuffs you into a rocket and launches you into the cosmos, you have a small window of time to find some fresh air—one minute, to be precise. In Wildspace, when you move from one area with air to an area without it, you take an envelope of breathable air with you. Similarly, objects such as ships that leave a planet’s atmosphere form an envelope of air, albeit one that’s much larger and that lasts longer.
Because spelljamming ships can spend weeks, months, or even years in Wildspace journeying from one planet or asteroid to another, you’ll need to find ways to replenish your ship’s envelope of air. Death is a slow and unfortunate thing aboard a spelljamming ship with unbreathable air. Of course, you needn’t worry about any of this if you’re less reliant on air. Lucky for you, there’s a small assortment of races and lineages to choose from that safeguard you from death by suffocation.
Races and Lineages That Don’t Need to Breathe

Air genasi*
Dhampir
Reborn
Warforged

* Air genasi can hold their breath indefinitely while not incapacitated.
Other Ways to Avoid BreathingThe warlock class has a couple options to avoid suffocation. Both the Undead and Undying patrons offer subclass features that eliminate the need to breathe. Starting at 10th level, Circle of the Moon druids can wild shape into elementals. At high levels, druids and wizards can even shapechange into a creature that doesn’t require air.
If you chance upon a gadabout and make quick friends with it, it could function as a self-replenishing source of fresh air. You might also ask your Dungeon Master if you can carry around a cap of water breathing and a bucket of water for a rather unique solution.
Lastly, and this is a last resort, you could petrify yourself with flesh to stone to enter a pseudo-cryosleep. Best of luck waking up, though.

How Long Can You Hold Your Breath?
Holding your breath can buy you a few precious minutes while you seek out a source of breathable air. You can hold your breath for a number of minutes equal to 1 + your Constitution modifier, or a minimum of 30 seconds. After that, you’ll begin to suffocate and soon after drop to 0 hit points and begin dying.
Notably, lizardfolk can hold their breath for up to 15 minutes at a time. Tortles have them beat, though—they’re able to hold their breath for up to an hour! For other races, bottled breath also allows you to hold your breath for an hour.

Crew Overboard!
While onboard a spelljamming vessel, you won’t need to worry so much about the intricacies of gravity. It just works. But if you’re sent barreling into Wildspace during ship-to-ship combat, you risk a one-way journey into deep space. Even combat can be trickier for creatures in an area without gravity. You’ll have disadvantage on melee attacks unless you have a swimming or flying speed or your weapon deals piercing damage.
For these reasons, a flying speed—whether natural or granted by magic—is a boon in Wildspace. A swimming speed, meanwhile, ensures you can happily thwack enemies with your favorite melee weapon. You have a ton of options for accessing one or the other. Below are races that offer flying and swimming speeds, though some of these races may only grant these forms of movement for a short time.
Races With a Flying Speed

Aarakocra
Aasimar (Radiant Soul, 1 minute per long rest)
Fairy
Gem dragonborn (Gem Flight, 1 minute per long rest)
Owlin
Variant tiefling

Races With a Swimming Speed

Aquatic half-elf (Aquatic Heritage trait)
Lizardfolk
Locathah (Noncore D&D material)
Sea elf
Simic hybrid (Underwater Adaptation enhancement)
Triton
Water genasi

You also have plenty of class and subclass features, spells, and magic items that can grant you a flying or swimming speed. Don’t feel like you need to lock in a particular class or subclass just because you want to easily access one of these forms of movement. Spells like fly and magic items like the gloves of swimming and climbing and winged boots can make it easy to survive in zero gravity. Of course, it doesn’t hurt to explore your options—you truly don’t know what kinds of creatures may pluck you off of your spelljamming ship for a mighty battle in deep space.

Is It Hot or Cold in Space?
Bring your best winter coat…and tank top. The temperature in Wildspace can vary wildly, from the freezing to the boiling hot, depending on where you are. This means creatures with resistance to cold and/or fire damage will fare better in areas of extreme cold and extreme heat. For races with natural resistances to cold or fire damage, look to the fire genasi, goliath, sea elf, and tiefling.

Combating Other Ships
If you want to be a space pirate, you best be prepared for ship-to-ship combat. You don’t necessarily need long range weapons on your person for such encounters. Your ship may come equipped with artillery you can use to take down enemy crew and their ships. These weapons can require multiple actions to use, meaning the fighter’s Action Surge can come in handy in a pinch.
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Spelljammers, or characters at the helm of a ship, have an extra tool for ship-to-ship combat—they can initiate a spelljammer duel with an opposing ship’s spelljammer. When you win a spelljammer duel, your opponent’s connection to their ship is severed, rendering them unable to control their vessel for what could amount to days. This could be a major tactical advantage for your crew.
Because a spelljammer duel requires one or more Constitution checks, having a good Constitution score and perhaps a means for gaining advantage on such checks (see: enhance ability) is important.

Repairing Your Spelljamming Ship
Foolhardy is the spelljammer that doesn’t bring supplies to repair their ship and its weapons. Making such repairs is a costly and time-consuming endeavor that requires you to have materials on hand. Comparatively, mending can make short work of repairs. You may need more than just the cantrip, however, if the damage is severe enough and you have time constraints.

Finding Breakfast…and Lunch…and Dinner
Because travel between worlds can take a long time, Wildspace is a great setting for DMs and players who enjoy downtime activities. But the longer your voyage lasts, the less likely you are to have enough provisions onboard to keep the crew fed.
Luckily, Wildspace isn’t barren. It’s full of all manner of creatures, some of which are edible. That’s where astral fishing comes in. It’s a relaxing and potentially life-saving hobby for all manner of space travelers. Wisdom (Survival) is key when you’re astral fishing, though your DM may call for a different roll. Of course, you don’t need to worry about food if you have some way of making eating unnecessary. You would miss out on some delectable alien food, however.
Into the Astral Sea
Wildspace is immense, but journey far enough and you may find yourself in the silvery sea, the Astral Sea. This plane is your ticket to other worlds on the Material Plane as well as to other planes of existence. But where Wildspace is immense, the Astral Sea is nearly infinite in size. Despite this, the Astral Sea is a more welcoming realm for adventurers than Wildspace.
You don’t age nor do you need to eat or drink while in the Astral Sea. If your spelljamming ship suffers irreparable damage, or you need to go on a scouting mission, you can travel by mere thought! Creatures with high Intelligence will excel at this mode of transportation, flying at a speed equal to 5 x its Intelligence score.
That isn’t to suggest that the Astral Sea is free from dangers. There, monstrosities that offer a crueler end than death await you. Imagine, for example, becoming trapped for an eternity in the demiplane of an astral dreadnought. Suddenly, immortality doesn’t sound so appealing.
How Will You Prepare for Your Voyage?

Spelljammer: Adventures in Space takes your campaigns to new worlds, but the setting isn’t without its unique dangers. Adventurers planning a trip into the cosmos must be prepared for times when breathable air and food are in short supply and consider how they’ll fight when facing down a superior vessel or survive the extreme temperatures of Wildspace.
However, you don’t need to have an answer for every obstacle, or any at all, if that’s what you prefer. In truth, having a crew you can trust and maybe a bit of creativity is all you need to survive your journey into Wildspace. No matter what you decide, you’re sure to find adventures in Wildspace that are as alien as they are thrilling. Bon voyage!

Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.

July 2022 Organized Play Scenario Previews

Hello, Starfinders!

This month, First Seeker Ehu Hadif has approved the closure of the Adamantine Bastille, a Starfinder-operated prison located beneath the Lorespire Complex. The facility’s administration has long remained a source of contention and discomfort among members of the Starfinder Society. Take on the role of the agents tasked with overseeing the transfer of the Bastille’s most violent and dangerous inmates to the custody of the Stewards! Don’t worry, I’m sure it will go smoothly! What could go wrong? Starfinder Society Scenario #5-05: Boom-Block Gambit is an exciting metaplot scenario for 5th- through 8th-level characters written by Lysle Kapp.

Meddo “The Horn” Borvakis, by Jason Smith

Take care, Starfinders!

Jessica CatalanStarfinder Society Developer

Okay, Pathfinder Society Year 3 is coming to an end. I’ve got one more chance to shatter some sanctuaries… here goes!

We’ve got two July scenarios for the Pathfinder Society. In our first offering, a group of Pathfinder Society agents has been tasked with chaperoning a class of Dacilane Academy students on a field trip! Located in Absalom, Dacilane Academy provides a stable educational environment for children of active Pathfinders. Well, “stable” might be a strong word. Those familiar with previous incidents might recall that Dacilane Academy has seen its fair share of supernatural shenanigans. And it hasn’t seen the last of them, either! When someone says, “What could possibly go wrong on a Dacilane Academy field trip to Woodsedge Lodge?” the only thing you know to expect… is the unexpected! Pathfinder Society Scenario #3-18: Dacilane Academy’s Delightful Disaster is the debut Pathfinder Society adventure of freelance author Matt Morris. It’s a non-metaplot scenario for 1st- through 4th-level characters.

Alec, by Nicholas Phillips

Our second adventure for the month is the conclusion of the four-part “Absalom” metaplot arc in Year 3, and the overall conclusion of the Year of Shattered Sanctuaries metaplot! After learning the true culprit responsible for the Pathfinder Society’s recent troubles, and discovering an imminent threat, the Society has dispatched its toughest agents to Shadow Absalom, the twisted “dark reflection” of Absalom on the Shadow Plane. There, they must prevent a terrible foe from acquiring great power—and perhaps gain some unlikely allies in the process! Pathfinder Society Scenario #3-19: Mean Streets of Shadow Absalom is authored by Amber Stewart, one of the original creative minds behind Shadow Absalom and many other notable elements of the Age of Lost Omens. It is a metaplot scenario for 7th- through 10th-level characters and includes an Envoy’s Alliance faction mission.

Ralzin, by Allan Santos da Silva

Explore! Report! Cooperate! And… let me shatter just one sanctuary? Pretty please? Just one?

Mike KimmelPathfinder Society Developer

‘Gunslinger’ Brings War Games to the Wild West

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None of the rules in the Gunslinger board game prohibit you from saying “I’m your huckleberry” over and over, so go nuts!

Released in 1982 by Avalon Hill, Gunslinger is, at its heart, a wargame. But, it’s much more macro-focused than your typical Avalon Hill game. What I mean is, that you’re not looking at movement point to terrain ratios, fuel consumption, and everything else you might expect in Campaign For North Africa. Gunslinger is much broader. It’s you and your gun in a saloon.

Still, it wouldn’t be an Avalon Hill game without bucketloads of rules that we won’t be going over. So here’s a quick and dirty rundown of the rules of Gunslinger.
Gunslinger Gameplay
Each turn makes up 2 seconds of in-game time and is made up of 5 impulses. Each player will use their action cards to “spend” these impulses, in a programmed turned sort of way. Both players decide their action on that turn at the same time, then the turn plays out based on those decisions.

The number in the upper right is the impulse cost. The upper left is just the card reference number. The middle block of text states what the card does, occasionally with caveats of when it can be used and against what other actions.
Out of all of the actions, Head Out is my favorite. It allows you to place a head token next to your character token and can be used as a point of aiming. It represents you sticking your head out, around a corner or whatever. But, in doing so, you could take a bullet right between the eyes. That’s the wild west, baby.

Combat
Once you’ve fired a shot, you draw a Result Card, which will either be a Fire or a Malfunction. And based on your range and your Aim points, which are determined by your action and a couple of other game effects (like wounds).
Once you’ve determined if you got your Bull’s Eye (BE), then you check another chart to determine damage and effect. A Bull’s Eye usually lets you pick where you hit.
One day I’ll make a chart of every Avalon Hill chart
Gunslinger also has facing rules, as noted by the arrow on the character tokens and use of the Turn action. There are firing arcs and such to keep track of, but nothing too crazy.

Finally, you’ll be keeping track of everything on your character sheet.
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As you take wounds and spend ammo, you’ll have to keep track of all of that on your character sheet. As you’d expect, Gunslinger comes with dozens upon dozens of tokens to help you keep a record of everything. If your Endurance reaches 0, you quietly fall asleep and everyone lets you get the rest you clearly need.
Aww… So sleepy. Rest up, big guy.
Final Thoughts on the Gunslinger Board Game
The Gunslinger board game comes with MANY, MANY more rules for whatever amount of granularity you’d like. There are rules for different heights, horses, terrain features, dynamite, as well as a fully realized campaign and scenario guide.
Overall, Gunslinger is the sort of Avalon Hill game I could get into. Macro enough to avoid getting bogged down, but enough option to really fine-tune to my liking. I do love me some micro-management, but I got limits.
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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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Genderbend Cosplay: A How-To and All the Reasons You Should Try It

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Cosplay genderbends, androgyny, and crossplay: this week we’re delving into the imagination behind the diversity of cosplay characters.

Rule 63 of the internet states: “For any given male character, there is a female version of that character.” Exceptions only happen in two instances. That A: the male character is already so androgynous that a female version would be basically the same. Or B: the female version hasn’t been drawn yet. What does this mean for cosplay, you ask? It means that cosplay is an open source of creativity. It doesn’t have limitations on gender, race, or quality… Nothing. Cosplay is a form of expression meant to be completely fluid and inclusive. This week, we’re talking about gender-bend cosplays.

Cosplay Genderbends: Dare to Dream
Anything is possible with cosplay, as long as you have an imagination big enough to accomplish it. Rule 63 is a prime example of that creativity taking new heights. Cosplayers stretch our views of what is normal, bringing us new creative takes on the characters we know and love. They harness the ability to take a character from any fandom and bring it to life. The character’s core is still present but reimagined. It becomes another gender, another time, another context… This is one of the big reasons cosplay has such an enduring community.

The challenge of taking on a character requires us to constantly reimagine our own boundaries and creative limitations. There can be male, female, and non-binary versions of any character, and this inspires us. It gives us permission to forget convention and dream in a completely safe space. A space where the only limitations are our own construction abilities and resources.
A Crossplay project: female Ashitaka and male San from ‘Princess Mononoke‘

Crossplay: There are No Limits
The beauty behind cosplay lies in its creative limitations: THERE ARE NONE. There have been numerous debates in the 40k community over female Space Marines and the like. You can always find people wondering if this breaks the lore or some silly thing. There are no limits to cosplay or crossplay, no boundaries to what you can create. Cosplay is meant to be a safe haven for creativity, allowing any person the freedom to become whatever inspires them. Period. Have you ever wanted to try drag? Ever fallen in love with a character’s look and want to try it for yourself? Well, cosplay is the world for you.

From Comics to Cosplay
The most ready example of genderbending as canon exists in the world of comics. There have been many instances of characters from Marvel and DC swapping genders. They’ve been put into the bodies of the opposite sex as well. There are even instances of characters being written as having a female counterpart they trade off with. Comics have been the forerunner of blurring lines and testing our boundaries for decades. They prove that our perception is a fluid thing, and ANYTHING is fair game for change.
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Intro to Crossplay
There are some really great examples of crossplay out there right now. I stumbled across this great crossplay tutorial, and it nails the concept. I highly suggest you take a look at it. Search for other videos for inspiration, if crossplay is something you are interested in. The makeup technique goes a great distance toward blurring the lines between genders. They help reshape your face like paint shading on a miniature changes its highlight and contour. If you want to dig deeper, there’s a wealth of resources out there.

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The key to cosplay genderbends is in the makeup!

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Future Cosplay Inspirations
I have dabbled in crossplay from time to time, and I have a GIANT list of future projects in mind. Topping my list is Raistlin Majere from Dragonlance, Sephiroth, and Vincent Valentine from Final Fantasy VII.  In a world where anything is possible for cosplay, what interests you? What projects are you wanting to tackle? I would love to hear from you all, to know what projects you’re working on and are interested in! Shoot me inspiration images and details in my email link below!

~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?
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Send an email here!
Learn more about Mayhem’s Muse

Jennifer Lynn Larsen, aka “Mayhem’s Muse” is originally from the Seattle area of Washington State, and manages Communications and the Cosplay Beat for BoLS. 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. Her cosplay work has also been featured in Girls Who Love Monsters, Geek Fuel, Renaissance Magazine and other publications. 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.
For BoLS, Jennifer covers everything from video games, fantasy, comic books, to sci-fi and historical garb. She is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. Jennifer has set several 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. She is currently studying at Denver University for her Masters Degree in Organizational Leadership.

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Marvel: Crisis Protocol – Ursa Major Spotlight

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Atomic Mass Games is previewing the greatest hero to “Bear-Arms.” Check out Ursa Major!

Mikahail Ursus isn’t just some legendary werebear. This mutant was left abandoned on a mountain and grew up among the wilds. With the ability to shapeshift into a massive bear  he now fights as a member of the Winter Guard. Get ready for some unBEARable puns.

via Atomic Mass Games
“Ursa Major is a mutant who can transform into an enormous anthropomorphic bear. Ursa Major retains his human intelligence and capacity to talk when in this form. However, his personality becomes more primal, and his mind begins to slip if he stays in this altered state for several hours. Ursa Major possesses superhuman strength, stamina, and resistance to physical injury far greater than a real bear of comparable size.”

Ursa Major is an anthropomorphic bear and that translates to pretty much what you would expect out of a big ol’bear. He’s big, a little lacking in the speed department, and puts up quite the fight even though he’s “bear-handed.”  No seriously. That’s the name of the attack.
His basic attack hits at strength 5 and can cause bleed. His other attack is Bear-Armed Brawler. It does cost 3 energy, but it allows him to throw targets characters of size 4 or less. That’s also including the strength 7 attack that it is also! And speaking of throwing things, he can also fling terrain features of size 3 or less using his Ursine Temper.

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Now, just because Ursa Major is a little slow doesn’t mean he can’t get around the board. Turns out he’s pretty deadly over short distances — a natural sprinter. At least went someone gets a little too close. His Charge power allows him to move and then attack. This burst of speed is almost the same distance as a long move. Ursine Surprise!

And there’s also his Aggressive ability. Each time he takes damage he can advance a short distance toward the attacker. So yeah…he’s going to close those gaps a lot quicker — even faster if you keep poking the bear.
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“That’s it for our first look at the bear bones of this beast of a man!”
Puns and paws. Anygrowl, Usra Major is no minor threat. This mutant will get his claws in you once he gets his bearings. He’s no cub scout that’s for sure. He’s joining the Winter Guard very soon on the tabletop of Marvel: Crisis Protocol!

We Bear-ly made it through that one.
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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 Magic Gloves for Throwing the Gauntlet Down

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Whether they’re Magic Gloves or Gauntlets, in D&D, there’s no magic items handier than these. Except maybe Heward’s Handy Haversack.

Magic gloves are a staple of D&D. As are magic gauntlets. If it can cover your hand? Odds are good it’s fair game for being enchanted.
What’s more, these gloves and gauntlets don’t even need a collection of random stones to be worth anything.
Gloves of Soul Catching

These gloves are a rarity in D&D: magic gloves meant for Monks. Monks rarely have magic items—they get the short end of the stick when it comes to treasure. But you don’t have to be a Monk to benefit.
When you wear them, your Constitution is 20. Which is great already. But also any time you make an unarmed strike, you can use the gloves to deal an extra 2d10 force damage while you regain that many hit points — or give yourself advantage on your next attack roll, ability check, or saving throw.
Living Gloves

These creepy magic gloves are a newer appearance in D&D. Introduced in Eberron as part of the symbiotic creatures that double as magic items that serve the Dal Quori, Living Gloves are a would-be thief’s best friend.
That’s would-be because most Rogues who wear them are likely already proficient in Sleight of Hand and Thieves’ tools. But even if you’re already proficient in those, while wearing them you can double your proficiency bonus on the check. So Rogues can get even more bang for their proficiency buck.
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Gauntlets of Ogre Power

Gauntlets of Ogre Power are perhaps the iconic magic glove in D&D. They’ve been around since before the dawn of D&D. And in 5th Edition, they’re a boon to any strength-based character.
While wearing them, you’re as strong as an ogre. Literally. Because your strength becomes 19 while wearing them, unless it’s higher.
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Gloves of Missile Snaring
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These gloves let anyone pretend to be a 3rd level monk. While wearing them, you can use your reaction to reduce the damage of any ranged weapon attack that hits you by 1d10 + your Dex mod. If you reduce the damage to 0, you can catch the missile. Assuming it’s small enough to be held in one of your hands.
So sadly, no catching ballista bolts.
Gauntlets of Flaming Fury

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These gauntlets were introduced in Descent to Avernus, and they’re great fun. While wearing them, you can use a bonus action to make the gauntlets envelop one or two melee weapons in fire.
While enveloped thusly, they deal an extra 1d6 fire damage. Which is classic D&D shenanigans distilled into a single gauntlet.
Happy Adventuring!

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: Top List Of The Week – Necrons Rise From Tomb World For Victory

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The Necrons awake from their Tomb World slumber to score a victory. Take a look at the winning list 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.

++ Supreme Command Detachment +2CP (Necrons) [21 PL, 5CP, 400pts] ++
+ Configuration [2CP] +
Detachment Command Cost [2CP]
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Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty:
Gametype: 4. Chapter Approved: War Zone Nephilim
+ Primarch | Daemon Primarch | Supreme Commander [21 PL, 3CP, 400pts] +
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The Silent King [21 PL, 3CP, 400pts]. Szarekh: Sceptre of Eternal Glory, Scythe of Dust, Staff of Stars. 2x Triarchal Menhir: 2x Annihilator Beam. Warlord
++ Patrol Detachment -2CP (Necrons) [46 PL, -3CP, 862pts] ++
+ Configuration [-2CP] +
Detachment Command Cost [-2CP]
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Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty:
Gametype: 4. Chapter Approved: War Zone Nephilim
+ HQ [14 PL, -1CP, 255pts] +
Catacomb Command Barge [9 PL, -1CP, 180pts]: Dynastic Heirlooms [-1CP], Gauss Cannon [5pts], Relic: Orb of Eternity, Resurrection Orb [30pts], Staff of Light
Chronomancer [5 PL, 75pts]: Aeonstave, Chronotendrils
+ Troops [4 PL, 80pts] +
Immortals [4 PL, 80pts]: Gauss Blaster, 5x Immortal [80pts]
+ Elites [14 PL, 230pts] +
Transcendent C’tan [14 PL, 230pts]: Crackling Tendrils, Fractured Personality: Cosmic Tyrant, Power of the C’tan: Time’s Arrow, Power of the C’tan: Transdimensional Thunderbolt
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+ Fast Attack [14 PL, 297pts] +
Canoptek Scarab Swarms [2 PL, 45pts]. 3x Canoptek Scarab Swarm [45pts]: 3x Feeder Mandibles
Tomb Blades [12 PL, 252pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]. Tomb Blade [28pts]: Shadowloom [3pts], Twin Gauss Blaster [5pts]
++ Patrol Detachment -2CP (Necrons) [41 PL, -3CP, 735pts] ++
+ Configuration [-2CP] +
Detachment Command Cost [-2CP]
Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty:
Gametype
+ HQ [5 PL, -1CP, 70pts] +
Technomancer [5 PL, -1CP, 70pts]: Canoptek Cloak, Dynastic Heirlooms [-1CP], Relic: Veil of Darkness, Staff of Light
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+ Troops [4 PL, 80pts] +
Immortals [4 PL, 80pts]: Gauss Blaster, 5x Immortal [80pts]
+ Elites [18 PL, 300pts] +
C’tan Shard of the Deceiver [18 PL, 300pts]: Golden Fists, Power of the C’tan: Cosmic Insanity, Power of the C’tan: Sky of Falling Stars
+ Fast Attack [2 PL, 45pts] +
Canoptek Scarab Swarms [2 PL, 45pts]. 3x Canoptek Scarab Swarm [45pts]: 3x Feeder Mandibles
+ Heavy Support [12 PL, 240pts] +
Lokhust Destroyers [12 PL, 240pts]. 6x Lokhust Destroyer [12 PL, 240pts]: 6x Gauss Cannon
++ Total: [108 PL, -1CP, 1,997pts] ++

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.
July 14, 20221: Necrons +22: Adeptus Astartes -13: Death Guard +44: Tyranids -25: Chaos Space Marines (new)6: Adepta Sororitas -27: T’au Empire -28: Adeptus Custodes (new)9: Orks (new)10: Knights Renegades -4
July 7, 20221: Adeptus Astartes = 2 weeks2: Tyranids = 2 weeks3: Necrons +54: Adepta Sororitas = 2 weeks5: T’au Empire -26: Knights Renegades -17: Death Guard (new)8: Thousand Sons +19: Blood Angels (new)10: Imperial Knights  -4

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. 
July 14, 20221: Tyranids = 10 weeks2: Necrons = 2 weeks3: Adepta Sororitas = 2 weeks4: Death Guard +55: Adeptus Custodes +26: Adeptus Astartes -27: Knights Renegades -28: T’au Empire -29: Chaos Space Marines (new)10: Orks (new)
July 7, 20221: Tyranids = 9 weeks2: Necrons (new)3: Adepta Sororitas +14: Adeptus Astartes -15: Knights Renegades = 2 weeks6: T’au Empire -47: Adeptus Custodes = 2 weeks8: Thousand Sons = 2 weeks9: Death Guard (new)10: Blood Angels  (new)
From BCP:
Imperium, Aeldar, or Chaos is basically a unifying key between multiple factions from several codexes. So in the imperium example it’s like IG allied with space marines or space marines with knights. For chaos it would be demons allied with chaos marines. Any army not using a “pure” single faction army would fall into the master categories.
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!

If you’re playing in person at an event be safe and follow the recommended safety precautions!

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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Warhammer 40K: 5 Famous Space Hulks

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With the arrival of Kill Team: Into The Dark on the horizon, we figured it was time to check out 5 famous Space Hulks.

We learned that the setting of the next season of Kill Team is set upon the Space Hulk known as Gallowdark. But a Space Hulk isn’t just a single ship. It’s an amalgamation of many derelict spaceships and warp debris that has congealed into a graveyard of space junk. The Gallowdark is also just one of many Space Hulks that has been spotted and tracked by the Imperium. Today, we’re going to check out a few other Famous Space Hulks and look at what makes them so special.
Famous Space Hulks
Sin of Damnation

I’m starting with the mother of all Space Hulks – The Sin of Damnation. This is the Space Hulk that inspired the setting for the board game(s) and also had a follow-up game released in 1993 on PC. That’s what the image above is from. And let me tell you as someone who played the game it was pretty difficult! It would have helped if I had read the manual…but noooo. Lesson learned.
Anyhow here’s the history of this classic Space Hulk:
“The Sin of Damnation is a space hulk that was assaulted by the terminators of the Blood Angels‘ First Company, led by Captain Michaelus Raphael in 589.M41.
Six hundred years before the arrival of the Sin of Damnation, the Blood Angels’ entire Chapter was decimated during a failed assault on another space hulk in the Secoris system, leaving only fifty Marines in the whole Chapter. Six centuries later, another space hulk, the Sin of Damnation, was spotted by Rogue Trader Borrak Vorra near the Blood Angels’ fortress monastery on Baal. Spurred on by their shame from the disaster in Secoris, the Blood Angels dispatched their First Company, under the command of Captain Raphael. The Space Marine force, consisting of over eighty Veterans in Terminator Armour, managed to not only cleanse the hulk of thousands of genestealers, but also recovered an ancient Blood Angels’ artifact in the process.
The Sin of Damnation appeared in the 1993 Space Hulk game, although it was assaulted by Dark Angels instead of Blood Angels. The hulk also consisted of a genestealer cult, as a Patriarch is present.”
Aside from the video and board game nostalgia, this Hulk has been fought over by at least 2 different chapters of Space Marines. The genestealers did not give it up easy and it’s still a great setting for a claustrophobic encounter.
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Perdition’s Flame

This Space Hulk also has a special place in my heart. Why? Well, this is the Space Hulk that Inquisitor Kryptman (pictured) used to start the Octarius War. Here’s the rundown:
“The Perdition’s Flame is a Space Hulk that was used to lure Hive Fleet Leviathan into attacking the Ork Empire of Octarius.
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Inquisitor Kryptman planted a captured brood of Genestealers on board the Perdition’s Flame, which emerged from the Warp in the path of Leviathan, and then destroyed the moon of Gheist in order to divert the hulk’s trajectory directly towards the Octarius system. The Genestealers’ psychic signal soon drew a tendril of Leviathan towards them, starting a vicious war that would engulf the whole Octarius Sector.”
Now, depending on which version you’re reading and which side of history you’re on Kryptman’s plan may or may not have backfired. What everyone does agree on is that it launched a pretty fantastic war between the Tyranids and the Orks – all thanks to a little Space Hulk dubbed Perdition’s Flame.
Judgment of Carrion

Seeing as how we are on a video game kick, I figured we’d take a look at the Judgement of Carrion – a Space Hulk from Dawn of War II.
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“The Judgment of Carrion is a space hulk periodically appearing in Subsector Aurelia, near the recruiting worlds of the Blood Ravens Chapter. The Ravens’ Chapter Master, Azariah Kyras, spent a long time aboard the hulk after being sucked into the Warp along with the planet Aurelia, and is heavily suspected of having become tainted by Chaos during this period.
The Judgment of Carrion is known to be infested with Tyranids.”
The simple fact is that without this Space Hulk getting sucked into the warp, along with a planet, we probably wouldn’t have the same story line for the Chaos Rising expansion to Dawn of War II. It’s got all the stuff you need — Tyranids and Chaos taint! Plus it involves those the Blood Ravens. “Who’s your Primarch again?” Uh-huh…
Alveus Alpha Alpha Sextus

There would be no Second War of Armageddon if it had not been for Space Hulk Alveus Alpha Alpha Sextus. Without the second war, you wouldn’t have Commisar Yarrick or Mephiston!
“The Alveus Alpha Alpha Sextus is the Space Hulk that carried Ghazghkull Mag Uruk Thraka to Armageddon, sparking the Second War for Armageddon.
The vessel appeared in orbit around Ghazghkull’s planet of Urk while its sun was dying. As the self-proclaimed prophet of Gork and Mork, Ghazghkull convinced the other Orks that the hulk’s appearance was providential, just in time to carry them away from their doomed world and towards a glorious new Waaagh!
Ghazghkull loaded his Orks onto the hulk and drifted off towards Armageddon. He released it after landing on Armageddon, vowing he would not need it to escape, as he planned to conquer the planet entirely.”
It’s amazing how all these things just fall into place…thanks to one lost Space Hulk!
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Prison of Lost Souls

The tale of this Space Hulk actually comes from the Deathwing Short Story. Dark Angel’s Captain Ezekiel (not the Librarian, a different guy) leads a mission on to this Space Hulk. It’s kind of a creepy atmosphere and when they find the corpses of a few Space Wolves it gets even weirder.
“The Prison of Lost Souls was a Space Hulk that was first spotted by Space Marines of the Dark Angels chapter during a patrol flight of the Battle Barge Angelus Morte and subsequently boarded. Among those entering the hulk were Sergeant Conrad and Bloody Moon. Aboard the Prison of Lost Souls they happened upon the corpses of a few Space Wolves, felled by bolter fire, one of which was reanimated by Chaos and heralded their perdition. This augury referred to the presence of Chaos Space Marines aboard the Prison of Lost Souls, whom the Dark Angels Terminators fought and defeated in spite of the prophecy.”
Why is this one important? Well, it sets Cloud Runner (aka Captain Ezekiel) on a path that eventually leads to the Dark Angel’s repainting their armor into the now classic Bone White that everyone is familiar with. Pretty cool, huh?!

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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Horus Heresy: Close Combat Leviathan Dreadnought Gearing Up For Deployment

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It might have been announced after it’s long ranged brother but the Close Combat Siege Leviathan Dreadnought is coming to smash!

Games Workshop has another preview for us courtesy of the Heresy Thursday reveals. Today, it’s the arrival of the Close Combat Siege Leviathan Dreadnought in all it’s plastic glory!
via Warhammer Community
“The Leviathan Siege Dreadnought is barreling towards release, racing ahead of its ranged brother and smashing straight into a new video.”

Leviathan Siege Dreadnought

The main difference between this version and the previously revealed version is the combat role and it’s loadout. When it’s time to get down to business, this one prefers to get up close and personal with the various weapon options.
Weapon wise you’ve got options. The Siege Claws are perfect for tearing into infantry — even heavily armored infantry like Terminators. Or you could go with the gnarly Siege Drills to tear through tanks or even fortifications!

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Alternatively, you could mix and match those arm weapons for more versatility. The Leviathan Siege Dreadnought isn’t ALL melee either. You can opt for some ranged support in the form of built in Heavy Flamers or you can swap those out for a pair of twin-linked Volkite Calivers. And finally you also have the top-of-torso option of a carapace-mounted Phospex Discharger.
Or mix and match as needed
The point is you’ve got options! According to GW these melee weapons (and eventually the ranged options) will be available separately as well:
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“We’ll be seeing this hulking monstrosity hit the front lines a little bit before the long-range version. You’ll also be able to pick up the melee weapon kit separately should you wish to mix and match loadouts, while a similar kit full of massive guns will be released on its own in the near future. “
That’s good to know!  It might be time to get some magnets ready for this kit if you’re so inclined. Then you can have the best of both worlds with whatever loadout options you’ll need!

Knock-Knock. The Close Combat Leviathan Siege Dreadnought is coming to play!
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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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Put Your Head on ‘Star Wars’, ‘Power Rangers’, & More Action Figures with Hasbro’s Selfie Series

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Hasbro wants you to make room on your shelf for yourself with custom action figures that feature your face. Check out the new Selfie Series!

Hasbro has teamed up with 3D printing company Formlabs for the Selfie Series. The new line will allow you to put your head on some of your favorite 6″ scale action figures. Collectors can scan their face using the Hasbro Pulse App and place it on several body options from Star Wars, Marvel, G.I. Joe and more.
“Hasbro announced its new personalization platform with its first product introduction through Hasbro Selfie Series. The custom offering allows fans to create a collector-grade 6-inch action figure in their likeness based on classic to current characters seen across popular films, television series and comics. The Selfie Series figures will debut with fan-favorite character costume designs from G.I. JOE, Ghostbusters, Power Rangers, and Marvel, as well as designs inspired by Star Wars™ heroes. This one-of-a-kind experience will be launching in Fall 2022 exclusively on the Hasbro Pulse mobile app (for fans aged 16 and older in the US only), for iOS and Android devices.”

Choose From These Selfie Series Figs…
G.I. Joe: The Classified Series

Snake Eyes
Scarlett

Star Wars: The Black Series

The Mandalorian
Stormtrooper
X-Wing Pilot
Princess Leia

Ghostbusters Plasma Series

Male Ghostbuster
Female Ghostbuster

Power Rangers Lighting Collection
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Mighty Morphin’ Red Ranger
Mighty Morphin’ Pink Ranger

Marvel Legends

Spider-Man
Black Widow
Iron Man
Black Panther

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Each custom figure comes in unique plastic free packaging and will run $60 each, higher than mass produced but not a bad price point for something custom like this. These could make great gifts for your favorite collector or yourself. Hasbro will be launching the Selfie Series this fall, but you can download the app now. They’re showing off the range at SDCC Booth #3213 if you’re going this year.

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

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Roll20 And OneBookShelf Join Forces, Bringing Online RPGs Together in a Big Way

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Two major online forces in the TTRPG world are joining forces. Roll20 and OneBookShelf aka DriveThruRPG/DM’s Guild team up.

Big news in the online tabletop gaming world today. Roll20 and OneBookShelf announced their plans to bring together digital tabletop roleplaying in a big way. The two giants will soon merge.
Meaning that Roll20’s users and OneBookShelf’s customers will soon play even nicer. OneBookShelf is better known as the platform behind DriveThruRPG and the DM’s Guild. While Roll20 is a massive virtual tabletop platform. At press time they boasted more than 10 million users.

This new deal will likely have big implications for the future. Let’s take a look!
Roll20 and OneBookShelf Join Forces

Per their announcement, the two will make it even bigger:
Today, Roll20 and OneBookShelf announced their plans to join forces, bringing together two of the world’s leading digital tabletop roleplaying (TTRPG) content platforms. […] The deal empowers players to manage content across platforms for nearly any tabletop game, connect more easily with other players, and step into games immediately, all in one place. 
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This change forges an unprecedented alliance of industry experience in the TTRPG space, fusing more than a century of combined executive leadership with publisher and community relationships to create the best tabletop platform experience. TTRPG publishers and creators can now easily reach audiences in the virtual game space where they most often play, allowing customers to seamlessly find, share, and play their favorite games. 
The joint venture brings together a party of 40 technical wizards dedicated to improving product, code, and user experience. In the coming weeks, the new entity will add PDF support to Roll20’s virtual tabletop (VTT), giving GMs and players the ability to upload, read, share, and immediately play using any PDF in the VTT. At a later date, the companies will make OneBookShelf PDF libraries accessible within the Roll20 virtual tabletop experience, and are committing to ensure that OneBookShelf PDFs will not count toward Roll20 storage quotas.

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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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Stranger Things melds with Werewolf in a new social deduction game

A new Stranger Things-themed board game combines the sci-fi Netflix series with the classic social deduction game, Werewolf.
An upcoming board game based on the television show, Stranger Things: Attack of the Mind Flayer sees players stepping into the fictional town of Hawkins on the eve of its invasion by the forces of the Upside Down. The game has players taking control of one of several key characters from the series – including Eleven, Mike, Dustin, Nancy and Steve – as the dreaded Mind Flayer looms on the horizon, waiting to take over the human world.
Attack of the Mind Flayer has four to ten players being secretly sorted into two teams, one supporting the Mind Flayer and one working against it. Using its ability to possess people, the Mind Flayer has taken over the minds of several people in Hawkins, commanding them to prepare for its imminent invasion. Whilst a group of the players are innocents trying to save their town, the others are secretly being controlled by the Mind Flayer and aiding its arrival.
As a social deduction game, Attack of the Mind Flayer challenges one team to figure out who is possessed, whilst the other must eliminate all the players that aren’t on their side. The Stranger Things game works very similarly to Werewolf, with each round seeing players discuss who they think might be suspicious, with the possessed characters wanting to deflect attention away from themselves. Players will also be able to help each other by giving them cards to provide protection from the Mind Flayer.

However, those players who aren’t protected can be attacked by another player who is possessed, allowing the Mind Flayer team to get one step closer to success. Throughout the course of the game, players may also switch sides, giving that team a distinct advantage. Whichever team manages to achieve their objective first is named the winner.
Stranger Things: Attack of the Mind Flayer was designed by Joey Vigour, the creator behind other social deduction board games such as Growl – a take on the Werewolf formula – and a space-themed board game that has players exploring planets called Chaosmos.
Development for Stranger Things: Attack of the Mind Flayer was completed by Repos Production, the studio responsible for board games such as Just One and Concept, with the tabletop title being released as part of a partnership between Asmodee and Netflix that will also include board games based on Squid Game and Ozark.
Wheels and Johnny recommend some of the best hidden role games.
Stranger Things is a sci-fi Netlfix series that first aired in 2016, with its fourth season being released this summer. The series focuses on the fictional US town of Hawkins, Indiana, which starts witnesses some unusual goings on during the 1980s. The show is best known for its ‘80s cultural references, including everything from music to Dungeons & Dragons.
The release date for Stranger Things: Attack of the Mind Flayer is set for July 30th, with the game – alongside the previously mentioned Squid Game and Ozark tabletop adaptions – launching exclusively at Walmart, which is a US only store, at a retail price of $25 (£21). A wider release date is yet to be confirmed.

‘Strange New Worlds’: Lessons Learned For Season 2

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Star Trek: Strange New Worlds season one is finished! What works in the show’s first ten episodes and what doesn’t?

Star Trek shows do not have good first seasons. That is the common wisdom. Up until 2022, only Star Trek: The Original series had what anyone would define as a solid first outing. But then Strange New Worlds had to come along and screw with the averages! Yes, it’s true. Even if you go by the standards of IMDb (where review-bombing is pretty rampant), the lowest score for an episode in SNW‘s first season is a 6.1 out of a possible 10.
If Strange New Worlds can have this good of a first season, it can have an even better second season. Here are our thoughts on what to keep and what to change as the latest live-action Trek series charts its course into the unknown.
Courtesy of Paramount Plus
Stand-Alone Stories Work
Let’s get the obvious out of the way. After four seasons of Star Trek: Discovery and two of Picard focusing on serialized storytelling, it is nice watching episodes with a definitive beginning, middle, and end. One of the hallmarks of Star Trek beginning with TNG is using singular stories to flesh out individual characters. And that’s exactly what we get with Strange New Worlds.
“Children of the Comet” gives us insight both into Uhura’s backstory and why she is a necessary part of the Enterprise crew. “Memento Mori” reintroduces the Gorn but also teaches us why La’an is so guarded. Most SNW episodes not only shift perspective from character to character but from genre to genre as well. “Spock Amok” is pure comedy. Meanwhile “All Those Who Wander” is pure horror.
Star Trek fans do not agree on much, but the one thing most fans love about Strange New Worlds is its return to episodic storytelling. That being said…
Courtesy of Paramount Plus
A Two-Parter Now and Then Would Be Nice
There are a few instances in SNW‘s first season where things wrap up a little too quickly and too neatly. The most obvious examples are “The Elysian Kingdom” and “All Those Who Wander”. M’Benga surrenders his daughter to an unknown nebula god awfully easily in the former episode. M’Benga spends most of this first season studying his daughter Rukiya’s illness while keeping her locked away in transporter stasis. That he surrenders her with little-to-no fanfare feels rushed. There are many ways to more thoroughly move Rukiya and M’Benga’s story forward, but all them require more time.
“All Those Who Wander” is a more clear example of rushed storytelling. The season’s penultimate episode juggles Spock‘s emotions, La’an’s trauma, Uhura’s uncertainty, along with several other character conflicts – all before we even get to Hemmer’s death. The Gorn, already established as the new villain hotness for SNW also get the short end of the stick here. After a strong initial outing, they transform into xenomorph knock-offs.
Given the amount of character work, both “The Elysian Kingdom” and “All Those Who Wander” improve if they have second episodes. And with that in mind, it’s important to consider two-parters beginning with SNW season 2. Star Trek: The Next Generation spends 7 season largely finding success with one-and-done episodes, but even their writers used two-parters at least once a season. Strange New Worlds can and should do the same.
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Courtesy of Paramount Plus
More Chapel and Ortegas Please
Character-driven stories on Strange New Worlds are great! This much is established. Now we just need more – specifically we need more from Jess Bush and Melissa Navia aka Christine Chapel and Erica Ortegas. While both characters play important, supportive roles in the first season of Strange New Worlds, neither has an episode of their own yet. And if you look at the stories we have so far, the need for Chapel and Ortegas episodes is clear.
At first, Chapel is an enigma, but a fun one. Christine lovingly teases her comrades and flirts with… well, with everyone. But then, beginning with “Spock Amok” Chapel focuses in on our resident Vulcan over everyone else. Yes, it is established canon that Chapel loves Spock. Yes, watching Chapel and Spock kiss is absolutely ace. But “loves Spock” cannot be Chapel’s defining trait. That is exactly why Majel Barrett’s incarnation of Chapel feels so limited looking back – she’s one note. Next season, gives us episodes dedicated to Chapel’s interests beyond Spock so we get to know her better!
Similar should be said of Ortegas. While she gets lots of fun quips throughout the season, all we really know of Ortegas is that she is a bit of a puckish rogue. There are two episodes which give us more – “The Elysian Kingdom” and “A Quality of Mercy“. However, in both instances we aren’t really getting the actual Ortegas. In “The Elysian Kingdom” Navia is playing a character in M’Benga’s storybook. In “A Quality of Mercy” Ortegas parrots lines originally spoken by Ensign Stiles from the TOS episode “Balance of Terror”. We need episodes focusing on Ortegas to truly know her.
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And related (but not limited to) Chapel and Ortegas…
Courtesy of Paramount Plus
More Queers, My Dears
In “Spock Amok” Chapel and Ortegas talk about the time Chapel dated a lady with wacky consequences – but it’s played off like a one-time thing. Similarly, Ortegas and Una date, but only in M’Benga’s storybook world. Spock and T’Pring swap bodies but nary a moment is really spent on how they feel being in one another’s bodies. T’Pring may hate hijinks, but this is ridiculous! Even Celia Rose Gooding shared a tweet demanding Uhura have a girlfriend!
Conclusion: Strange New Worlds needs to up its gay. You simply cannot have that many beautiful actors on one set and not have them smash in infinite diversity and in infinite combinations. Many of the characters give off queer vibes, but we need more than vibes.
And while we’re discussing the queer in general, let’s also hit on the queer in specific. This first season introduces non-binary trans pirate Captain Angel. Jesse Keitel plays easily the best character to appear in only one episode. Captain Angel needs to be in season two of SNW. In fact, Angel should be the Q/Mudd of the series and turn up at least once per season, every season.
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Speaking of Angel, let’s cover their paramour, Sybok, and what he offers the show moving forward.
Courtesy of Paramount Plus
The Past is Good
Who had “Sybok origin story” on their Star Trek: Strange New Worlds bingo card? Probably no one. And the reason is simple: Sybok is not exactly a beloved character in the annals of Star Trek history. He appears in the most infamous Trek movie (that isn’t Into Darkness): The Final Frontier. But as it happens, Sybok’s return illustrates exactly when the past should return to SNW.
Why remake a story that is already perfectly told? There are only two reason and neither are good. The first reason is “because we want to do it more modern”. And the second reason is “because we need a crutch to bring in an audience”. Bringing back Sybok serves neither of these lazy masters. Instead, Sybok’s return represents a chance to take a second swing at a character who could’ve been good but wasn’t.
The Final Frontier is notable for being made during a writer’s strike and it shows. Showing a younger Sybok going up against a crew of people filled to the brim with traumatic backstories actually makes sense.
Courtesy of Paramount Plus
The Past is Good… in Moderation
Not all nostalgia trips on SNW work. In fact, the show’s season finale “A Quality of Mercy”, beloved though it is by some, reveals the show’s current Achilles’ Heel. The episode is, in many ways, a copy of a TOS episode called “Balance of Terror” right down to the dialogue. Darren Mooney writes critically of the finale for Escapist saying, “There is something dispiriting in all this, in how weirdly deferential ‘A Quality of Mercy’ is to classic Star Trek at the expense of itself.” He’s absolutely right.
There are many minor course corrections SNW can make to improve, but there is only one alteration which feels essential to the series’ continued success. Paying loving homage to Trek‘s past makes sense. Finding compelling ways to improve on concepts that did not quite work the first time like Sybok or the Gorn is an intriguing prospect. Bending the knee to the point of imitation, though? Therein lies the path of destruction.
The more SNW focuses on Pike‘s inevitable fate or on who Uhura or Spock will be in years to come, the more the series loses its unique identity and sense of importance in the moment. If everything is a foregone conclusion, why are we watching? The past/future is always going to be there waiting for us. The best of Strange New Worlds are the stories that forget what will be and focus on what is.

Those are our thoughts for Strange New World‘s future. What are you hoping to see in season 2?
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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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Bring a Vanguard of Iconic 'Pathfinder' Goblins to the Tabletop

WizKids will release Pathfinder Battles: Goblin Vanguard, a new miniatures set, for release into retail in December 2022.
This set comes with six new sculpts of the iconic Pathfinder foe ready for for GMs to insert into encounters. These miniatures are pre-painted and come in non-blind packaging, so the customer can see exactly what they are purchasing. The game box contains a Goblin Champion, a Goblin Cleric, a Goblin Investigator, a Goblin Wizard, a Goblin Rogue, and a Mutant Goblin.Pathfinder Battles: Goblin Vanguard will retail for $44.99.
WizKids also recently revealed D&D Icons of the Realms: Adventure in a Box – Goblin Camp, a new encounter boxed set, for release into retail (see “‘D&D Icons of the Realms: Adventure in a Box – Goblin Camp'”).
Click on Gallery below for full-size images!

Star Wars: Please Do Not Resist This K-2SO Breakdown

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This week we’re learning more about the sassiest droid to work in rebel espionage because Cassian said we had to. It’s K-2SO.

In Star Wars, the droids are easily some of our favorite characters. Especially the sassy ones. For some reason, there seem to be a disproportionate number of them programed with overpowered sass drives. And Rogue One‘s  K-2SO is definitely no expectation to this. While we sadly didn’t get enough of this character in Rogue One‘s two-and-a-quarter-hour runtime, there’s more to know than what we got on screen.
Meeting Cassian

K-2SO was a KX-series security droid used by Imperial Stormtroopers. While assigned to the planet Wecacoe, K-2 encountered Cassian Andor, attempted to arrest him, and was locked in combat with his future partner until his fellow rebel spies found the droid’s kill switch. After a partial memory wipe, K-2 once again attempted to kill Andor. But another shutdown and some new orders to follow Cassian’s lead turned into a bumpy, albeit successful, first mission.
K-2 still retained some of his core programming and wavered between listening to and wanting to kill Cassian. But despite this constant back and forth, the team made it back to the Rebellion. They brought with them the intelligence they had come for and a shiny new security droid. One they were finally able to completely reprogram.
K-2SO in the Rebellion
Courtesy of Disney+
After this point, K-2SO and Cassian worked together almost exclusively. An attempted raid on an Imperial freighter turned into Wookiee babysitting duty for K-2 when Andor left him in charge of their safety and undertook the raid himself. In other missions, having a reprogrammed Imperial security droid worked well to help the Rebels infiltrate Imperial bases while dressed as Stormtroopers.
And of course, K-2 and Cassian were responsible for extracting Jyn Erso from the Wobani Labor Camp in 0 BBY. This mission extended into helping Jyn find her father and Saw Gerrera for information regarding the Death Star.
The Death Star Plans
Courtesy of Disney+

After collecting all of the information needed to locate the plans for the Death Star, K-2, Cassian, and Jyn joined the Rebel strike team that would become known as Rogue One. Their plan was to infiltrate the base on Scarif while disguised as Imperial officers, locate the plans, and send them off-world to Rebel command. While this happened the rest of the team would create a distraction. And the plan worked for a little while.
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While inside K-2 accessed the base’s data from another KX security droid. And with a map in hand, the extraction team made their way to the secret-plans vault. By the time they had reached the vault and were accessing Project Stardust, the Imperial forces had become aware of their presence in the base. While Jyn and Cassian retrieved the plans, K-2SO distracted and even killed several Stormtroopers. Tragically, he was eventually taken offline permanently protecting his friends.
Thanks in part to his service, the Death Star plans were successfully sent to Princess Leia and the battle station was able to be destroyed.

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What was your favorite K-2 moment or quote? Do you hope he makes an appearance in Andor? Who was your favorite Rogue One character? Let us know in the comments!
May The Force Be With You, Adventurers!

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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Ian Stuart Sharpe, Creator of the Vikingverse, Talks About When the Wolf Comes RPG

Ian Stuart Sharpe and Outland Entertainment are working with Robert Schwalb to bring the Vikingverse to tabletop RPGs. Combining Ian’s setting, books, and comics with Robert’s Shadow of the Demon Lord ruleset

EGG: How much of your prior Vikingverse fiction and comics (All Father Paradox, Loki’s Wager, Old Norse for Modern Times, and Jötunn War comics) will be adapted into this RPG?
IAN: The books tell pockets of alternate history that lead up to the pagan present. For example, in Loki’s Wager, an Arabian ambassador journeys to 9th Century Viking Ireland, an 11th Century Jomsviking Jarl sails to India, and a 13th Century Runesmith defends the Pax Nordica against the Mongol horde.
At the end of the gamebook book, you’ll find a whole new timeline for the resulting events on Midgard. The game is mainly set in the pagan present day, with all this as backdrop. For the world to be worth saving, it has to be credible. That means quantum physics, arboreal consciousness, intelligent design, imperial ambition, magic, and the endless Odinic search for knowledge.
So, do you have to read the books? No, because the game is a dark mirror of our present and encapsulated in the setting. The books do act as a prologue to the game though.
Of course, it is perfectly possible to run campaigns set in the Viking Age, the Time of Travels or whatever epoch captures your imagination – Ragnarök and its many forms looms large over all of them. Characters will be intricately bound to the Norns, those inscrutable spinners of fate – so much so, we have even included a mechanic for a cheating your pre-ordained destiny. Whatever approach the players take, they would do well to remember this: the Norse have learned that to struggle against fate is as foolish as sailing into a strong wind. Perhaps the only thing that truly matters is how you stand to meet the end.

EGG: For those that aren’t familiar with the Vikingverse, what can you share about the magic in the universe? What’s the technology like?
IAN: In the sagas, Norse magical tradition is marked by sacrifice and ritual, etched in secrets, and blooded in war. Spells can shape the future, weave webs of battle or spin charms that harness primal forces. But the path of the Wise is not simply one of mystery, dependent on divine power or the tides of fate. It is a path of discovery and learning. In fact, the most common word for “magical” in the Norse lexicon is fjölkyngi, which means great knowledge.
One of the jokes in the novels was “Any sufficiently advanced galdar is indistinguishable from technology”, the Third law of Arnþórr C. Klakkr (if it isn’t obvious the Vikingverse, being a parallel timeline, “norsifies” a lot of luminaries, Arthur C. Clarke included).
The various classes in the game have different approaches to their spells, but they are all rooted in the sagas. The Urðr are focused on spinning seiðr and the weave of fate. Their rituals date back millennia, (allegedly) taught by the gods themselves. The Verðandi try to fathom the endless, tangled mind of the Worlds Tree, and the transformative power of galdar. The Skuld utilize the spirits of the earth, marshaling matter and forging new suns. They use complex runes and the code of machines to unlock their marvels.

EGG: Will the game have rules for ship to ship combat and the like?
IAN: There weren’t actually many naval battles in the Viking Age. Fleets would lash their ships together on the defensive, turning themselves into a floating fortress. Battles were fought much as they were on land.
That said, we do have rules for vehicles and very large guns. After all, I’d suggest there is nothing so cherished among Norsemen as the ancient tradition of shipbuilding. As readers of the novels will know, Skuld shipwrights turned established craftsmanship into holy discipline, solemnly passed down from master to apprentice. Norse orbital ships are named drakkar, just like the dragon ships of old. They look a little like a tree growing in reverse – a living vessel designed to withstand impacts, solar storms, and the extremes of the Ginnungagap.
That said, the real innovation is Thought/Memory Drive, an integral part of most modern ships. Forget hyperdrive or warp, or a hopeful mishmash of quantum physics. T/M Drive allows the near instantaneous crossing of the Gap using entangled histories. After all, what is history but thought and memory? Plug in a pilot, and they can walk between realities, skipping between the here-and-now and the been-and-gone. It’s the same way the Wise use their consciousness to engage the Worlds Tree, Yggdrasil. I hope it comes across as definitively pagan yet deeply sci-fi.

EGG: Bringing your universe to Robert Schwalb’s Shadow of the Demon Lord ruleset is a daunting task. What’s the breakdown of who is doing what on When the Wolf Comes RPG?
IAN: I worked predominantly with Darren Pearce in the early stages. Darren is an award-winning British fantasy, sci-fi author and game designer who been crafting worlds since the turn of the millennium – to mention a few, Judge Dredd, Strontium Dog, Warhammer 40k and of course, Shadow of the Demon Lord.
Christopher Helton also worked as editor. He works for my publisher, Outland Entertainment, but has written RPGs for everyone from Battlefield Press to Gallant Knight Games.
Of course, Rob and his team reviewed everything when we had pulled it all together and gave feedback to smooth out any edges It’s still his game, just hauled into a parallel timeline.

That sounds like a good fit. For those interested in checking out the game, go to Kickstarter here:

“An RPG set in the Doom of Ragnarök, utilizing Robert J. Schwalb’s Shadow of the Demon Lord rules and based in Ian Sharpe’s Vikingverse.”

Egg Embry participates in the OneBookShelf Affiliate Program, Noble Knight Games’ Affiliate Program, and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG, Noble Knight Games, and Amazon.
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D&D: Dustin, Steve, Argyle, & Eddie Munson are NPCs in the ‘Stranger Things’ Character Codex

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Looking to add some interesting NPCs to your next game? The Stranger Things Character Codex imagines familiar faces as D&D stat blocks.

Stranger things have happened than someone putting Stranger Things into D&D. And that’s exactly what freelance designer and consultant Anthony Joyce-Rivera has done.
For free, at that. In the Stranger Things Character Codex you’ll find four NPCs done up in full Monster Manual style statblocks:

Steve “The Hair” Harrington
Eddie Munson
Dustin Henderson
Argyle

Stranger Things Character Codex

It’s pretty much what it says on the tin. Designed by Anthony Joyce-Rivera, whose work includes Darkhold: Secrets of the Zhentarim and Baldur’s Gate: City Encounters, the Stranger Things Character Codex 1 imagines two of your favorite new characters from Stranger Things as NPCs.

Argyle is a particular favorite, whose actions include Purple Palm Tree Delight, which sends all your troubles floating away, like the seed pods of a dandelion in the wind. And Surf’s Up, My Dude, which allows him to use the Help action as a bonus action.

Eddie Munson’s got a homemade spear and shield, and, of course, has the ability to cast spells while playing Master of Puppets:
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The whole packet is available for free, as Joyce-Rivera dropped on Twitter. Where he also gave us a look at more characters in the work. Here’s Lucas Sinclair:

“We have a lot of rules in our party, but the most important is, friends don’t lie.”
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– Lucas Sinclair#StrangerThings #dnd pic.twitter.com/0uL1VhIcLY
— Anthony Joyce-Rivera ✍️ (@AJoyce_Rivera) July 12, 2022

Hopefully we’ll soon be seeing even more familiar faces cross over. Especially since searches for D&D are up some 600% after the popularity of Stranger Things season 4. And with Vecna dealt with and an even greater threat on the horizon, who knows what lies in store for the Hellfire Club of Hawkins, ID.
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All we can say, is that their campaign is sure to be a legendary one.
Perhaps you might be thinking Master of Puppets takes longer than a single Legendary Action to play, and you’d be right, but consider just how fast Eddie might be shredding

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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Love is in the Air in Rob Zombie’s ‘The Munsters’ Trailer

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Rob Zombie’s new The Munsters trailer gives us a greater look at the horror icon’s plans for the macabre new family of Mockingbird Lane.

Since the polarizing announcement that Rob Zombie would be taking over this beloved family of 60s TV icons, fans have been morbidly curious about the new Munsters movie. Zombie revealed early on that the film would be less gory and more campy. From the looks of the trailer, he was telling the truth. The film seems set on telling the love story of Herman and Lily Munster, and Lily’s father, who looks like he’ll be meddling.
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The Munsters Trailer Still Missing the Kids
The trailer shows cozy date vibes, along with several different scenes featuring the only three adults in the show. It looks like we might be getting a story about the Munsters before Eddie, their werewolf son, came along. Fans of the original show have been a little puzzled about the absence of two core cast members. But if they’re telling Herman and Lily’s love story, that makes a bit more sense.

Rob Zombie’s Horror Style
The use of bright color and campy horror elements is definitely Zombie’s gig. It reminds me a bit of some of his music videos one of which included a the Munster Koach. He’s best known for films like House of 1000 Corpses, 2007’s Halloween sequel, and The Devil’s Rejects. Rob has his own style, and frequently likes to work with his wife, Sheri Moon Zombie, who will play Lily Munster in the film.
Rob Zombie’s experiences behind the camera are a controversial topic in the horror community. His films are very well known for their distinct style, but can sometimes fall short in the substance department. Fans of movies with lots of gore, dark humor, and B-movie mentality swear by his works, while others are just left scratching their heads.

The Munsters Cast, Crew, and Effects Team
In addition to Sheri Moon, Jeff Daniel Philips will play Herman Munster, while Daniel Roebuck will be The Count. The cast also recently added Cassandra Peterson to their ranks, which is always a good indicator of a fun time.
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The film is also leaning into the use of more practical effects. Ex Mortis is a special effects studio and Halloween company started by Wayne Toth. Toth is a movie effects veteran whose work can be seen in a bunch of Zombie’s films: Lords of Salem, both Halloweens, and House of 1,000 Corpses. The studio will also be working with Zombie to bring The Munsters to life.

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

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TRPG inspired by Diablo and Castlevania co-created by Dungeons & Dragons writer

An upcoming tabletop roleplaying game inspired by the likes of Diablo and Castlevania was co-created by writers behind the original Dungeons & Dragons setting.
Hellguard: Curse of Caina is a tabletop RPG that was co-designed by Ed Greenwood – the author behind the original Forgotten Realms setting of D&D and several adventures for the TRPG – and Gwendolyn Kestrel, who co-wrote the core rulebook for D&D 4E. The TRPG takes place in the world of Caina, which has been in the grips of an infernal war for far too long.
Taking inspiration from hellish settings such as the dungeon-crawler video games in Activision-Blizzard’s Diablo series, as well as the Castlevania video game series published by Konami, Hellguard sees players exploring a dark land haunted by supernatural evils that they must fight. As the Hellguard group, players are tasked with conducting various investigations whilst keeping the hordes of hell back from Caina, applying their skills of deduction with “anime-inspired” combat abilities. Players will be able to choose from a selection of classes, each with their own pre-generated character to help the group to get started as quickly as possible.

Hellguard can be combined with any existing tabletop RPG gameplay system that the game master and players want to use, with advice featured in the core rulebook as to how the setting can be combined with a system. The horror TRPG is also intended to be played in one-shots, meaning that entire stories are played out over the space of a single session. The rulebook features suggestions for potential story-hooks, with advice from co-creator Noura Ibrahim on exploring dark themes with people’s safety in mind.
Hellguard will feature a series of one-shot adventures for players to experience such as an investigation into the disappearance of a young man from a local village, a sudden reuniting with the dead, the murder of a priestess and the ancient ruins of an ancestral stronghold. Along the way, players will encounter any number of Hell’s agents, which they must fight or flee to continue their case.

Wheels highlights some of the scariest tabletop RPGs out there.
Besides being co-created by Greenwood and Kestrel, Hellguard: Curse of Caina was co-designed by Max Carr and Mikael D Seabag, as well as Richard Lee Byers – a writer for Warhammer and Vampire: The Masquerade universe, World of Darkness – Into the Motherlands designer and Dimension 20 player B Dave Walters and Michele Carter, who has previously worked on Dungeons & Dragons. Granite Glyph Publishing is responsible for releasing the tabletop RPG.
The Kickstarter campaign for Hellguard: Curse of Caina is live until August 2nd, with a pledge of $40 (£34) getting backers a copy of the physical rulebook in January 2023. Alternatively, a digital PDF version is available for a pledge of $20 (£17), which will be released in March 2023.

Become Doctor Who's Worst Enemy in 'Nemesis'

Gale Force Nine will release Doctor Who: Nemesis, a new board game, into retail in September 2022.In this game, players take on the roles of the classic Doctor Who nemeses who are attempting to defeat the meddling Doctor at his own game. Players control minions that they send off to hinder Doctor Who and thwart their plans. The Doctor will need to be wary of their opponents’ intentions as well, as they are also trying to unravel the schemes of the Doctor and the Master.This game is for two to four players, ages 14 and up, and plays in 45 to 90 minutes. It will retail for $60.Gale Force Nine also revealed Starfinder: Pirates of Skydock, a new heist board game, for release in August 2022 (see “‘Starfinder: Pirates of Skydock'”).Click on Gallery below for full-size images!

Warhammer 40K: Five Things We Need In Codex: Chaos Daemons

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Chaos Daemons are getting a new Warhammer 40K Codex. Here are some things we need to see.

Remember when Be’lakor was unveiled last year? After a long wait he’s moving over to the Grimdark with a new book.
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Chaos Daemons are getting a new Codex. This has been confirmed by GW. While the announcement didn’t contain a release date we can guess they are coming in the near-ish future. Today lets look at a few things we’d like to see the Chaos Daemons Codex feature or do.
5. New Ways  of Summoning

Almost every new Codex Chaos Daemons comes with a new way to summon them. Sometimes its good, sometimes its bad. It’s normally different. So yeah, this is something we’d like to see the Codex do. I’d like to see a new and interesting way for summoning to work for 9th Edition. And also one that doesn’t break the game. I’m I asking too much? We shall see!
4. New Chaos Daemons Units

So far we haven’t got any announcements for new units. I’m really hoping that changes. Daemons are unique among 40K factions and they let the model designers break the rules of their own universe. You can get some really cool and unique models out of them. Many of the more recent Daemons such as Horticulous Slimux and Be’lakor are among the best models they’ve put out. I really hope this release is more than just a book and gets us a couple cool new models. Oh, can we finally get a new Epidemius model!
3. Better Ways of Interacting With CSM

Chaos Daemons aren’t a standalone faction.  They act as a part of the greater Chaos faction. As such they need to somewhat work together with the other books and armies. Ideally Daemons will be able to both stand as their own army on the their own, and lend a hand to other factions. That hasn’t always been the case. In the past there have been times where Daemons only worked as a small part of another army. At other times they’ve only really worked on their own, and been fairly useless as allies. Given that 9th has cut back on soup a lot, I’m hoping Chaos Daemons are able to walk a middle ground here.
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2. Interesting Sub-faction Combinations

One of the challenges with Daemons is that they are essentially four different armies. That don’t always get along. Making a book that combines them isn’t always easy. We know Be’lakor is in the book, and he normally represents Chaos Undivided, the union of all four goods. We’d also like to see some other cool options. I’d like some strong incentives for taking a mono-god army. Let’s get some rewards for total dedication!
With that said it would also be cool to get some specific rules representing that some gods get along better than others. And that some of them have real rivalries. I think there are some cool ways you could see this play out on the tabletop, and I’d like to see some new things tried out by GW.
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1. Chaos Daemons Internal Balance

This is something that’s really hard, but we hope for it from every book.  We’d really like to see some good internal balance in Chaos Daemons. In this case, I’m not even really talking about all the units being good. That would be a plus, but what we really want is for ALL the gods/factions to be good. With the forces of four gods in one book its really easy for one of the gods to get all the love. Probably my main hope for the book is simple. That several months after the codex is releases, we see the forces of all four gods being played on the tabletop.

Let us know what you’d like to see in the codex, 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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Warhammer 40K Meta Hotness: Morvenn Vahl

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Morvenn Vahl was one of the best characters to come out in a long time.  There was a reason they called her Guillman 2.0 and she continues to show how powerful she is.

When GW first previewed Morvenn Vahl we all knew she was going to be powerful.  A suped up Paragon Warsuited character that can hang with her Sisters, throwing out Chapter Master abilities, and throw a heck of a haymaker as needed.  She is one of the most powerful Imperium units we have in the game currently. She will continue to show up in all Sisters lists.  Thankfully she isn’t Bloody Rose as she would probably be an insane murdering monster of mayhem.

Morvenn Vahl

Walking around in a crazy suit of armor? – Check
Throws out a lot of damage at range? – Check
Can throw a massive punch as needed? – Check
Has an amazing command ability to grant rerolls on hits and wounds? – Check
Just gives people around her Reroll 1’s to hit and wound? – Check
Has an awesome model? – Check
Oh and has powerful savings versus damage and mortal wounds? – Check

She has so many abilities stacked on a model that is just insane when she first came out she was way too cheap.  She is amazing and if you play Sisters you need to get one of these to show up in your army sheets.

Why is Morvenn Vahl good?
Did you read all the stuff above? This character does so many things for your army that it is insane to read all of it.  It is nuts that she is a combined Chapter Master, Lieutenant, close combat monster, and can take a punch on top of it all.  Armor of  Contempt just amped her up even more too it is just rough to face her across the table top.

Sample List
Jonathan Sleigh-Johnson played this to a win at the Summer is Coming GT in Södermanlands län, SE.  Sisters appear to have come out strong with the changes and I expect to see a lot more Sisters players towards the top of tables in the coming weeks.
+++ Sisters horde 2 (Warhammer 40,000 9th Edition)  +++++
Battalion Detachment 0CP (Imperium – Adepta Sororitas)
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+ Configuration+
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Gametype: 4. Chapter Approved: War Zone Nephilim
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Order Convictions: Order: Bloody Rose
+ No Force Org Slot  +
Repentia Superior [2 PL, 40pts]
+ HQ +
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Canoness [5 PL, -1CP, 100pts]: Blessed Blade [10pts], Stratagem: Saint in the Making [-1CP], Warlord Trait: Blazing IreWord of the Emperor [2 PL, 40pts]
Morvenn Vahl [14 PL, 280pts]: Warlord, Warlord Trait: 2. Righteous Rage

+ Troops +
Battle Sister Squad [3 PL, 55pts]4x Battle Sister [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenadesSister Superior [11pts]: Chainsword
Battle Sister Squad [3 PL, 55pts]4x Battle Sister [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenadesSister Superior [11pts]: Chainsword
Sisters Novitiate Squad [4 PL, 80pts]Novitiate Superior [5pts]Bolt Pistol and Power Sword [5pts]: Power sword [5pts]9x Sister Novitiate (Melee Weapon): 9x Auto Pistol, 9x Frag & Krak grenades, 9x Novitiate Melee Weapons
+ Elites +
Celestian Sacresants [8 PL, 110pts]6x Celestian Sacresant (Anointed Halberd) [90pts]: 6x Anointed Halberd, 6x Bolt pistol, 6x Frag & Krak grenadesSacresant Superior [20pts]: Bolt pistol, Spear of the Faithful [5pts]
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Crusaders [1 PL, 22pts]2x Crusaders [22pts]: 2x Power sword
Dogmata [4 PL, 65pts]
Sisters Repentia [6 PL, 70pts]5x Sisters Repentia [70pts]: 5x Penitent Eviscerator
Sisters Repentia [6 PL, 98pts]7x Sisters Repentia [98pts]: 7x Penitent Eviscerator
Sisters Repentia [6 PL, 112pts]8x Sisters Repentia [112pts]: 8x Penitent Eviscerator
+ Fast Attack +
Seraphim Squad [4 PL, 80pts]2x Seraphim [24pts]: 4x Bolt pistol, 2x Frag & Krak grenadesSeraphim Superior [12pts]: Bolt pistol, Bolt pistolSeraphim w/ Special Weapons [22pts]: 2x Ministorum Hand Flamers [10pts]Seraphim w/ Special Weapons [22pts]: 2x Ministorum Hand Flamers [10pts]
Zephyrim Squad [8 PL, 110pts]6x Zephyrim [90pts]: 6x Bolt pistol, 6x Frag & Krak grenades, 6x Power swordZephyrim Superior [20pts]: Bolt pistol, Zephyrim Pennant [5pts]
Zephyrim Squad [8 PL, 120pts]7x Zephyrim [105pts]: 7x Bolt pistol, 7x Frag & Krak grenades, 7x Power swordZephyrim Superior [15pts]: Bolt pistol
+ Heavy Support +
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Retributor Squad [6 PL, 150pts]: Armourium Cherub [10pts]Retributor Superior [12pts]: ChainswordBolt Pistol & BoltgunRetributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]
Retributor Squad [6 PL, 150pts]: Armourium Cherub [10pts]Retributor Superior [12pts]: ChainswordBolt Pistol & BoltgunRetributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]
Retributor Squad [6 PL, 150pts]: Armourium Cherub [10pts]Retributor Superior [12pts]: ChainswordBolt Pistol & BoltgunRetributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]Retributor w/ Heavy Weapon [32pts]: Multi-melta [20pts]
+ Dedicated Transport +
Sororitas Rhino [4 PL, 80pts]
Sororitas Rhino [4 PL, 80pts]
108 PL, 5CP, 2,007pts

Closing Thoughts
Sisters are here to stay and they just got better with the new missions and rules.  Abilities to control outcomes with Faith, powerful synergies with all their units, and just strong Secondary options means the Sisters are sitting towards the top of the armies.  Be scared as these holy ladies are coming to knock some sense into you.
Let us know what units you think are hot right now, down in the comments! 

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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SEGA Unveils Genesis Mini 2

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After details of the upcoming Genesis Mini 2 leaked on Amazon, SEGA immediately confirmed the console’s North American release date.

After retro gamers spotted a listing for the Genesis Mini 2 on Amazon, SEGA rolled out an official announcement for the console, the SEGA Genesis Mini 2.

SEGA Genesis Mini 2 blasts its way to North America on October 27th!
☑ SEGA Genesis Mini 2 boasts even more power!☑ Over 50 classic games, previously unreleased on the Genesis Mini!☑ AND includes SEGA CD titles!#SEGA #GenesisMini2 pic.twitter.com/IRZubeEy9i
— SEGA (@SEGA) July 13, 2022

Releasing in North America on Oct. 27th, the new console will feature more than 50 games. The console boasts “even more power” which means SEGA CD titles. And if you’re a fan of the console, there’s a lot to look forward to, as SEGA followed the official announcement up with a look at the other titles in the works.
SEGA announces Genesis Mini 2
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First things first, let’s look at the games announced so far:

After Burner 2
Alien Soldier
Bonanza Brothers
Fantasy Zone (new Genesis port, previously released on Master System)
Lightening Force
Mansion of Hidden Souls (Sega CD)
Night Striker (Sega CD)
Ninja Warriors (Sega CD)
OutRun
OutRunners
Rainbow Islands Extra
Rolling Thunder 2
Shining Force CD (Sega CD)
Shining in the Darkness
Silpheed (Sega CD)
Sonic 3D Blast
Sonic CD (Sega CD)
Splatterhouse 2
Star Mobile (new Genesis port, previously released on PC Engine)
Super Hang On
The Ooze
Vectorman 2
Virtua Racing

Per SEGA, the console will be sold exclusively through Amazon by SEGA of Japan. Amazon currently lists the price at $103.80 with $21.99 shipping costs. Here’s everything you can expect with the console:

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Package includes: Genesis Mini 2 Console, 1 Wired Control Pad, USB Power Adapter, Power Cable, HDMI Cable
Console size: Width 4.7 inches (120.8 mm) x Height 1.3 inches (32.3 mm) x Length 4.6 inches (116.5 mm)
Controller size: Width 5.5 inches (140 mm) x Height 2.8 inches (70 mm) x Length 1.1 inches (29 mm) / Controller Cable: Length 6.6 ft (2
Input Jacks: HDMI jack, USB jack (USB Micro-B), Video output: 720p, 480p, Audio out: Linear PCM output from HDMI

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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Comics in 2022: Still Up (So Far)

It may sound like a (happily!) broken record by now, but… yep, comic stores enjoyed massive, typically double-digit increases in sales across the board in 2021. The good news for the first five months of 2022? Things are still increasing, albeit at a slower pace.And retailers are keeping their eyes on the horizon, as inflation concerns creep in, and a tidal change is underway with people selling their collectibles back to stores at a frenetic pace.ICv2 got feedback from a number of bellwether large chain retailers.Phil Boyle, Coliseum of Comics, nine stores in Florida”Manga is up, but so has been the supply, which was a trickle until the last few months. With a steadier supply, I expect the column to grow exponentially over the next 2 years.””In the last week, we have probably bought more product from customers than we had in the previous month. So much of that is, ‘I gotta make rent.’ We have been spending an inordinate amount of money on that. This is definitely a buyer’s market, and we’re the buyer. We are getting calls every day.”John Robinson, Graham Crackers, 12 stores mostly in metro Chicago”Sales and interest in the manga sub-category are definitely up, and the supply chain is going in the right direction for now as we’ve slowly been able to restock some of the most in-demand titles.””One of the most telling signs to me is the startling number of people that are reaching out to sell their product. Nothing tells me people are struggling more than this. Almost every single day I’m getting calls asking if I can come look at their collection. It’s not a good sign. People are needing some extra cash to cover their bills. I’m assuming the cost of gas is a big part of this.”Mike Banks, Samurai Comics, four stores in metro Phoenix”We had one employee quit because of the price of gas, costing too much to get to and from work. In all my 20 years here, yeah, that’s a new one to me for a reason to leave the job. And we are seeing more and more collections come in, all the time. To me, that’s always been a predicator of ‘Yep. Money’s getting tight.'””Back issues is a huge growth area in our stores, up over 100%. A big part is all the crazy speculation going on.””Manga sales continue to grow for us, slowed only by the continuing supply issues.”Ed Greenberg, Collector’s Paradise, three stores in metro Los Angeles
“Stronger sales from DC, focusing on Batman and Batman. More Batman titles leads to more overall DC sales, until attrition sets in, which is starting to happen.”
“Marvel relaunched seemingly every title and it helped boost the sales. Thank God for Donny Cates and Al Ewing. How long they can keep this up?”
“Very strong performance from a couple of Image titles, which boosted Image numbers overall. Overall, Image suffered from a lack of big books besides Stray Dogs and Saga.”
“Indies were very strong, particularly Vault and AWA. Both publishers produced great books, unique in the marketplace, and both offered retailers pretty much what we needed, going all in on incentives, discounts, returnability and great PR both to us and to our customers.”

The full-length version of this article, with sales data by publisher from the participating chains, appeared in Internal Correspondence #102, and is available on the ICv2 Pro site (click here).For the top graphic novel franchises in four categories, see:Top 10 Author Graphic Novel Franchises – Spring 2022Top 10 Kids Graphic Novel Franchises – Spring 2022Top 10 Manga Graphic Novel Franchises – Spring 2022Top 10 Superhero Graphic Novel Franchises – Spring 2022If you are a U.S. retailer, e-mail Dennis Viau at DViau@ICv2.com to get your free subscription to Internal Correspondence.ICv2 Pro subscribers have early and complete access to Internal Correspondence content here. To sign up for a free two-week trial, click here.Digital copies (PDFs) are available instantly from your favorite DriveThru store.  To order a digital copy of ICv2’s Internal Correspondence #102, click here. 
For librarians and educators interested in subscribing to ICv2’s Internal Correspondence, order from EBSCO (title #408-601-128) or WT Cox (title #128411).

Roll20 and OneBookShelf Joining Forces

Las Vegas, NV (July 13, 2022) – Today, Roll20 and OneBookShelf announced their plans to join forces, bringing together two of the world’s leading digital tabletop roleplaying (TTRPG) content platforms. Roll20 is already the world’s most popular virtual tabletop platform for roleplaying games, providing a digital space for over 10 million users to play TTRPGs daily. OneBookShelf manages eleven ecommerce marketplaces, most notably DriveThruRPG and Dungeon Masters Guild, and is the premier online vendor for the TTRPG industry. The deal empowers players to manage content across platforms for nearly any tabletop game, connect more easily with other players, and step into games immediately, all in one place.This change forges an unprecedented alliance of industry experience in the TTRPG space, fusing more than a century of combined executive leadership with publisher and community relationships to create the best tabletop platform experience. TTRPG publishers and creators can now easily reach audiences in the virtual game space where they most often play, allowing customers to seamlessly find, share, and play their favorite games.The joint venture brings together a party of 40 technical wizards dedicated to improving product, code, and user experience. In the coming weeks, the new entity will add PDF support to Roll20’s virtual tabletop (VTT), giving GMs and players the ability to upload, read, share, and immediately play using any PDF in the VTT. At a later date, the companies will make OneBookShelf PDF libraries accessible within the Roll20 virtual tabletop experience, and are committing to ensure that OneBookShelf PDFs will not count toward Roll20 storage quotas.“Joining forces with OneBookShelf creates the best place to purchase, peruse, and play TTRPGs online, period,” said Ankit Lal, CEO of Roll20. “Since 2012, Roll20 has been the industry leader in virtual tabletop gaming, hosting content from some of the biggest publishers in the space, including Wizards of the Coast, Paizo, and Chaosium. With this deal, we gain significant progress on several of our user promises that dramatically improve the VTT, and will work together to continue adding new and exciting features to our already industry-leading platform.”“Our mission from the get-go has always been to make it easier for publishers and creators to reach a wider audience of roleplaying fans,” said Steve Wieck, CEO of OneBookShelf. “By combining forces with Roll20, we empower game makers to present content across a wider variety of formats, whether character creators, virtual tabletop, digital editions, or print. Customers will be able to support their favorite games, in any format they desire, with one economical purchase, and they will be able to use their content on roleplaying’s most trusted platform.”Following the closure of the deal, Ankit Lal will continue as CEO, having been promoted from President of Roll20 in January 2022. He brings 14 years of experience leading strategy, product, analytics, and marketing teams across several industries, most recently at Google and ClassPass. OneBookShelf CEO Steve Wieck will join the Roll20 governing board and executive team, bringing 35 years of experience across the TTRPG industry. Wieck’s credits are numerous: he co-founded White Wolf Publishing, producers of Vampire: the Masquerade and other World of Darkness properties, founded DriveThruRPG in 2004 (which later combined with RPGNow to form OneBookShelf, Inc), and later served on the CCP Games Board of Directors following the company’s White Wolf acquisition. Together, the two combine a wealth of product development and industry-specific knowledge.Roll20 partnering with OneBookShelf is the latest move under Ankit Lal’s leadership to help realize a new vision for the platform. Since Lal assumed the CEO position, Roll20 has added features highly demanded from fans including Dark Mode, one-way barriers with Dynamic Lighting, and updated compendium sharing. The platform’s performance-improving initiative, Operation Fire Bolt, has reduced in-game load times by 57% and boosted launch speeds by up to 50% for almost all games. Over the rest of 2022, Roll20 users can look forward to continued VTT improvements, faster dice results, more Dynamic Lighting updates, improved character creation and character sheets, and more.A press kit with additional assets, including a preview of PDF support in Roll20’s VTT, can be found here.About OneBookShelf OneBookShelf and its family of premiere online marketplaces, including Dungeon Masters Guild, DriveThruRPG, DriveThruComics, Pathfinder Infinite, and more, have been selling digital and print-on-demand roleplaying games, war games, comic books, and fiction since 2001. Tens of thousands of publishers — from big names you’ve seen in print, such as Wizards of the Coast, Valiant Comics, Modiphius, and Chaosium, to our industry’s many talented small press innovators — have come together to list hundreds of thousands of titles, so you can be sure to find what you want whenever you want it.About Roll20Roll20 is the all-in-one solution for organizing and playing tabletop games online, allowing you to play your games anywhere and share them with anyone virtually. With the ability to choose from a number of popular titles built ready for your virtual tabletop, your adventures are limitless and you can get started playing with little to no prep. Dive into advanced features like Dynamic Lighting or explore macros and APIs to add some extra depth to your game. Roll20 lets you play your tabletop games, your way. For more information, please visit https://roll20.net/.For more information:TriplePoint on behalf of Roll20 and OneBookShelfroll20@triplepointpr.com

Happy Anniversary, Kobold King!

July 2022 marks the 20th anniversary of Paizo as well as the 15th anniversary of the world we now know as the Lost Omens campaign setting. In 2007, with the licenses for Dungeon and Dragon magazines set to expire, Paizo had to take some big risks to stay in business—risks that ultimately paid off. With a much smaller staff taking a stab at something new, Paizo released a series of short standalone adventures telling the tale of the rise (and fall) of the kobold king, Merlokrep, in the northern wilderness of Andoran. Over three adventures, Hollow’s Last Hope, Crown of the Kobold King, and Hungry Are the Dead, authors Jason Bulmahn, Tim Hitchcock, Nicolas Logue, and F. Wesley Schneider established the foundations for what would grow into the Lost Omens setting we continue to explore and expand today.

Paizo’s Director of Game Design, Jason Bulmahn, recounts:

Losing the magazines was a scary time at Paizo. Exciting, but scary. None of us really knew how things were going to shake out long-term, but we had a plan to carry on making Adventure Paths, something we were known for from the pages of Dungeon magazine. The only problem was that we only needed three people to make the Adventure Paths happen, and we had six folks on the editorial staff.

My job back then was to create everything else, from maps and cards to standalone adventures. And that is where Crown of the Kobold King came in. While the Rise of the Runelords was fleshing out Varisia, Mike McArtor, Jeremy Walker, and I worked to create Darkmoon Vale, a small wilderness area in which to set a couple of standalone adventures to get us started. Although Hollow’s Last Hope was technically first, it was a smaller adventure for Free RPG Day, and Crown was set to be our true premier.

We were lucky to get Nicolas Logue as our author. We were still putting together our styles, but Nick’s bombastic encounters made for a fun, exciting dungeon romp. This adventure would also serve as the very first step into a much bigger story. Around this time, we were picking up the pieces of some of our older products, looking for ideas to add to Golarion. One place we searched was the “Compleat Encounter” line of products. One of these was the Vault of the Whispering Tyrant, which introduced an important character to our world. In these very early days, although we knew little else about him, we decided that he was sealed away, kept at bay by three seal stones. One such stone was already broken, and its remains were under the dungeon of this adventure (you can see a hint for it in area 28, the Forsaken Tunnel).

Honestly, looking back at this adventure brings back memories of a Paizo long past, where we were all just scrappy kids making the stories that would come to define a world. I am excited to see this story polished up for a new generation of gamers!

To celebrate Paizo’s anniversary and 15 years of the setting we all love, Paizo is releasing a hardcover compilation of the Crown of the Kobold King saga, updated from its original 3.5e rules (this predates even Pathfinder first edition, after all) to Pathfinder Second Edition, and including a whole new chapter by original Kobold King scribe Nicolas Logue. The book’s lead developer, Creative Director James Jacobs, has the following to say about the process.

It took over half a decade to do it, but we got there eventually. Originally, we planned on doing a compilation of the Kobold King adventures in a big adventure to support first-edition Pathfinder at about halfway through that edition’s life cycle—that’s when I hired Nick Logue to write the “missing level” after all. But then, for various reasons, we didn’t move forward with the project and the final level just sat in limbo on my hard drive. Fast forward to 2021, when we were facing a lot of challenges with the standalone adventure line’s schedule and availability for folks to work on it. With the renewed look and interest on kobolds, it seemed like a good time to go back!

Combining the adventures together into one single adventure presented a few unusual challenges as well, beyond the known challenge of converting from 3.5 rules to Pathfinder Second Edition. Most significantly, the individual plots for the previously published adventures, which were meant to be stand-alone themselves, kind of clashed and didn’t work well together. It was sort of like having three different openings to the story. And so those plots got minimized, turned into background elements, or got written out/replaced entirely, and I focused more on what was itself a “background element” of the original adventures—the presence of one of the seals that helped keep the Whispering Tyrant imprisoned. At the time of the original publication, that plot was very much in the category of “teasing future potential stories” but didn’t have much to do with the main adventures. Today, that plotline is the most important one, and so I focused the revision on those events. In doing so, and in bringing in the final “lost level” that Nick wrote years ago, a brand new plot came into being—one that, for the first time, reveals where the Crown of the Kobold King came from, what it was for, and what might happen if King Merlokrep’s plans come to fruition!

A lot has changed in 15 years, but at its core, the same exciting adventures that launched Pathfinder are still as dangerous and engaging as ever. With fully updated art to reflect our reimagined Second Edition kobolds and the brand’s evolving visual style, the 128-page hardcover is sure to launch a new generation into an adventure-filled exploration of Golarion, or take old veterans back where they first began. Pick your copy up at your local game store or bookseller this fall, or preorder on paizo.com today.

Mark MorelandDirector of Brand Strategy

Merlokrep, the Kobold King, then and now. Illustrations by Eric Dechamps and Riley Spalding.

Roll20 and OneBookShelf To Merge

Roll20 and OneBookShelf, which includes DriveThruRPG and Dungeon Masters Guild, have inked a deal to combine the companies in a joint venture that will create cross-platform support for digital content and eventually synchronize the two company’s content libraries. RollWo CEO Ankit Lai will be CEO of the new company, while OneBookShelf CEO Steve Wieck will join the Roll20 board and serve as President of the combined companies. Wieck founded DrivethruRPG in 2004 and formed OneBookShelf in a 2006 merger with RPGNow (see “RPGNow aned DriveThruRPG Merge”). Wieck brings decades of TTRPG production experience to Roll20, as he was one of the co-founders of White Wolf and helped bring Vampire: The Masquerade to market (see “New CEO at White Wolf”).
“Our mission from the get-go has always been to make it easier for publishers and creators to reach a wider audience of roleplaying fans,” said Wieck. “By combining forces with Roll20, we empower game makers to present content across a wider variety of formats, whether character creators, virtual tabletop, digital editions, or print. Customers will be able to support their favorite games, in any format they desire, with one economical purchase, and they will be able to use their content on roleplaying’s most trusted platform.”
“Joining forces with OneBookShelf creates the best place to purchase, peruse, and play TTRPGs online, period,” said Ankit Lal, CEO of Roll20. “Since 2012, Roll20 has been the industry leader in virtual tabletop gaming, hosting content from some of the biggest publishers in the space, including Wizards of the Coast, Paizo, and Chaosium. With this deal, we gain significant progress on several of our user promises that dramatically improve the VTT, and will work together to continue adding new and exciting features to our already industry-leading platform.”
The combined company will make OneBookShelf’s PDF libraries accessible within Roll20. This upgrade will make it easier for TTRPG publishers and creators to reach audiences in Roll20’s virtual game space, and let platform users find and use digital materials for the RPGs they want to play seamlessly between the two platforms.

Roll20 & OneBookShelf Announce Company Unification

Roll20 and OneBookShelf have announced some amazing news as the two companies will be unifying to create a better virtual experience. The plan they are looking to set in motion is to take Roll20’s virtual tabletop platform for RPGs and merge resources with the massive library managed by OneBookShelf, which runs multiple ecommerce marketplaces such as DriveThruRPG and Dungeon Masters Guild. The new deal will empower players to manage content across multiple for practically every game under their umbrella. It will also make way for TTRPG publishers and creators to reach audiences a little easier within the virtual game space with the ability to seamlessly find, share, and play multiple titles of their choosing.The combined effort will put the combined effort of 40 “technical wizards” behind the goals of improving products, code, and user experience over the next several months. They have yet to reveal the name of it yet, but sometime in the next few weeks, this new brand will add PDF support to Roll20’s virtual tabletop (VTT), which will allow GMs and players to upload, read, share, and immediately play using any PDF in the VTT. Down the road, both sides will make OneBookShelf PDF libraries accessible within the Roll20 virtual tabletop experience, and have assured that OneBookShelf PDFs will not count toward Roll20 storage quotas.
We have a couple of quotes below about this new unification, as we wait to see if they eventually merge into one company and rebrand themselves at some point or keep things still mildly separated.
Credit: Roll20

“Joining forces with OneBookShelf creates the best place to purchase, peruse, and play TTRPGs online, period,” said Ankit Lal, CEO of Roll20. “Since 2012, Roll20 has been the industry leader in virtual tabletop gaming, hosting content from some of the biggest publishers in the space, including Wizards of the Coast, Paizo, and Chaosium. With this deal, we gain significant progress on several of our user promises that dramatically improve the VTT, and will work together to continue adding new and exciting features to our already industry-leading platform.”
“Our mission from the get-go has always been to make it easier for publishers and creators to reach a wider audience of roleplaying fans,” said Stephan Wieck, CEO of OneBookShelf. “By combining forces with Roll20, we empower game makers to present content across a wider variety of formats, whether character creators, virtual tabletop, digital editions, or print. Customers will be able to support their favorite games, in any format they desire, with one economical purchase, and they will be able to use their content on roleplaying’s most trusted platform.”

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Roll20 joins with DriveThruRPG and DMsGuild’s OneBookShelf to form a joint venture

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‘Final Fantasy VII Rebirth’ Will Let Fans “Enjoy The Game In A New Way”

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FFVII Executive Producers have divulged some details about the upcoming Final Fantasy VII Rebirth and Crisis Core.

Final Fantasy VII Rebirth is still a ways away from its proposed Winter 2023 release date, but more news and insights continue to pour in through various interviews.

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Thanks to interviews done by Japanese gaming sites Dengeki Online and 4Gamer, we’ve learned a lot of new details about both FFVII Rebirth and Crisis Core: Final Fantasy VII Reunion. Both interviews are fairly lengthy, but here are the highlights.
Final Fantasy VII Rebirth
The game is titled Rebirth instead of Remake 2, because it can be fully enjoyed on its own. While it is a continuation of the story, you won’t have to play Remake in order to appreciate Rebirth.The plot of the third title in the series is already being worked on.The main focus of the story has not been changed from the original. However, there will be new additions and challenges. This will allow veteran fans to enjoy Rebirth in a whole new way.The graphical quality of the title means the game will be PS5 exclusive.

Crisis Core
Zack will have more character development with Crisis Core. The combat system and battles have been significantly improved upon. New quality of life changes has made implementing combos and attacking with magic and abilities much easier.The game will be fully voice-acted, including NPCs.The story of the game will remain unchanged from the PSP original, even when considering the plot changes from FFVII Remake.

Long-time fans of the series are no doubt looking forward to both of these releases. As we approach the winter release date, keep an eye out for more details and news.

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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Cosplay and Gaming: Why it Matters

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There is a lot of crossover between cosplay and gaming. But has cosplay become a regular staple of the gaming community? Here’s my story.

Video games are one of the biggest industries in the world. In 2020, the revenue from worldwide gaming industries was estimated at about 180 billion USD. Gamers are at the center of pop culture, sure… They’re also at the center of the business world. The world’s major players in business are hyper-focused on what’s happening in gaming. This visually-driven industry is rife with fodder for cosplayers, so it’s no surprise that the majority of the cosplays we cover at BoLS come from games. This week, we’re diving into the world of cosplay and gaming.

Do Cosplay and Gaming Mix?
Why does cosplay matter for a gaming-oriented site like BoLS? Today I hope to answer that question for the community and provide a little bit of illumination for future pieces. Cosplay is an AMAZING field of artists and hobbyists, nerds and actors and models… So many people with a passion for expression which allows for a beautiful element of transcendence between genres.

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There are so many gaming cosplays in the world!

Cosplay has become the main aspect of my professional modeling projects. It has opened a variety of doors that I had no idea existed. My gaming experience started by watching various Nintendo games like Final Fantasy, and reading all the books about Dragonlance and D&D. Occasionally I talked about and played different systems with my friends.

As an adult and model, the world of conventions has opened my eyes to an amazingly diverse world. Cosplay breathes a new life into fandoms I have cherished since childhood. I’ve had conversations on Twitter with Margaret Weis about my desire to create a Raistlin Majere cosplay, which she applauded. Then, I walked the halls of RTX as Sorceress Edea, striking fear into the hearts of Final Fantasy gamers. The opportunities for expression in gaming are LIMITLESS.

How Gaming Conventions are Changing the Cosplay Game
My Sorceress Edea cosplay changed the way I look at modeling, and at cosplay in general. One of my favorite local gaming stores Dragon’s Lair held a cosplay symposium in 2015. They challenged cosplayers to design and execute completed projects in a specific time and budget to be judged in store. Not only was there a category for anime, but there was also one for video game characters. I competed, winning 2nd place overall. My entry won the attention of a cosplay coordinator for a gaming convention in Colorado. Eventually, I was asked to come as a cosplay guest and judge for their very first cosplay contest.
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This was an amazing idea for me, as I had been a guest at anime and cosplay conventions before. This was the very first con SPECIFICALLY about gaming. I was THRILLED!!! I’ve always felt more comfortable with gamers than cosplayers. Being at an event that featured so many tabletop events I am so passionate about for my blood pumping. During their Catan tournament, I competed wearing my full cosplay garb. I played D&D with a regional coordinator for Adventurer’s League and a WoTC coordinator influential in designing D&D 5th Edition.

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At the end of the convention, I was approached by members of the Colorado gaming community. They thanked me for being there. These folks had no idea that cosplay had so much to do with their passions until we attended. They were excited to see what cosplayers would bring to future conventions. DREAMS WERE MADE! I finally had my finger on the pulse of both gaming AND cosplay!
Mayhem’s Muse at E3 Demoing Kingdom Hearts at the Sony Booth– the intersection of cosplayer and gamer.

Redefining Passion for Gaming
Cosplay is a field that has an incredible amount of momentum and power. Instead of going to a convention and only playing games, there is an opportunity to do more. We can see our favorite characters brought to life in front of us. Or, we can become immersed in the game culture in a new, visceral, highly personal way. We can step inside our favorite games, truly getting into the heads of those characters.

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Cosplay is the paintbrush that allows us to create pictures of how those games make us feel. It allows us to step out of our daily lives and into the mindset of our favorite heroes and villains. It allows us to have a connection to OTHER fans of these worlds. I can walk into a gaming convention anywhere and find someone dressed as Cloud Strife, or Terra Branford… And INSTANTLY know this person shares my love of Final Fantasy.

I can design a Howling Banshee or Yvraine cosplay and know that the Warhammer 40k fans will flock to me. They will share their stories and memories of their favorite epic 40k battles. Most of all, I can for the first time feel connected to the hearts of the gamers I meet. Cosplay is bridging the gap between gaming and social networking. So yes, dear friends, cosplay IS important to the BoLS community. Cosplay is powerful and poignant… And it is here to stay.

~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!
Learn more about Mayhem’s Muse

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Jennifer Lynn Larsen, aka “Mayhem’s Muse” is originally from the Seattle area of Washington State, and manages Communications and the Cosplay Beat for BoLS. 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. Her cosplay work has also been featured in Girls Who Love Monsters, Geek Fuel, Renaissance Magazine and other publications. 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.
For BoLS, Jennifer covers everything from video games, fantasy, comic books, to sci-fi and historical garb. She is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. Jennifer has set several 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. She is currently studying at Denver University for her Masters Degree in Organizational Leadership.

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Troika’s new TRPG adventure book is a hard-boiled mystery about speculative worm trading

The minds behind the ludicrous fantasy tabletop RPG system known as Troika! have launched a crowdfunding campaign for the next official adventure book set in its Pratchett-esque infinite city. The Big Squirm will send players investigating a corrupt investment scheme using unhatched killer worms.

The Big Squirm is a tabletop RPG adventure book written in the style of hard-boiled detective stories and full of the same oddball humour and fantastical elements that has garnered Troika! an ardent fan base. The book is written by Luke Gearing, who previously penned the Acid Death Fantasy setting book as well as the Gradient Death and A Pound of Flesh adventures for Mothership.

The ultra-wealthy of Downgate Arches invested gob-tons of money on scarf-worm eggs, betting entire fortunes on the unhatched progeny of dangerous creatures that live near the mysterious gaseous sea below their hanging palaces. When they hatched, the elite hungry for a payday discovered instead a massive crop of worthless pretender worms. Now, the speculative bubble has burst, the economy of the neighbourhood is in free fall, and everyone is looking for the one responsible.

Wheels shows off another list of fantastic tabletop RPGs that don’t have a double “D” in their title.

Players will be one group among a gaggle of detectives, mercenaries and private investigators hired by Downgate Arches’ ruling factions to sniff out a culprit to this crime (because robbing the rich is certainly illegal in this town). They can choose to cast their lot with one of these groups, which include the Yongardy House of Law, floating barge pirates and art gangs, as they adventure among 23 detailed locations looking to gather, buy or steal clues that will hopefully reveal the truth of the scarf-worm disappearance.

The adventure will be physically printed as a 100-page hardcover edition with over 40 pieces of original artwork from illustrator Andrew Walter – publisher Melsonion Arts Council claims this is one of their most colourful and illustrated books, to date. It will also detail the six rival investigators who will prove a consistent obstacle to groups who take this case. They range in professionalism and motive from a killer for hire to an eclectic Ogre who loves messy cases to… uh, a tortoise.

Playing The Big Squirm will reportedly feel like exploring a sandbox world with openly interpreted paths to clear goals. The designers say they hope groups find this approach inviting and interesting, allowing newcomers space to soak in Troika’s vibes and get their bearings while providing interesting wrinkles to longtime denizens.

A map of the hanging palaces and labourers houses that comprise Downgate Arches.

Facilitators can use The Big Squirm to begin a longer campaign in the endless, gonzo city or fold it into an existing group’s ongoing adventures without much fuss. The locations, characters and plot implications have been designed to ripple outward into other official Troika material and create natural connections beyond its covers. That said, the system’s core rulebook is required for play.

The Kickstarter campaign for The Big Squirm will remain open through August 10th, and more information about the book can be found on the project’s page. The publisher currently expects physical books to begin shipping in December of this year, alongside the digital rewards.

Let’s Play D&D With Gorr The God Butcher

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I hope nobody’s characters have godly parentage because this week we’re playing D&D with Gorr the God Butcher.

A new Marvel Film is here. And you know what that means; a new villain. This time around Gorr the God Butcher is here to… well, you know. It’s in the name. But more importantly, he would fit in surprisingly well in most D&D settings. Sure, it’s usually the player characters who are trying to pick fights with gods. But let’s say that’s not the case this time when your DM introduces to the table…
Gorr the God Butcher
via Marvel
Made On The Homebrewery.
Earlier this week our very own Danni did a breakdown on Gorr, who he is, his comic origins, and why he’s so mad at the entire concept of gods. If you’re not as familiar with this character as you’d like to be, this is a pretty great place to start. And we definitely took some of what they discussed when creating a D&D foe inspired by Gorr.
I wanted this to feel like the big bad of an adventure. Maybe this isn’t the climax of your entire campaign, but it’s definitely the last boss of your current adventure, followed by a big ‘ol level up. I made sure Gorr felt significant with a couple of hundred hit points and a decent AC.

His powers and abilities in the movie are a little different than in the comics, but mostly in that movie-magic sort of way. His tragic backstory is the same. And of course, the All-Black. So I tried to find a middle ground while still making a compelling enough RPG foe to fight. Moving through shadows and healing is something we see on screen, so I was sure to add a version of those with Teleportation and Regeneration. But Feat Aura is something that I just thought he should have. Gorr’s a god butcher. That’s got to freak at least a few people out.
The Necrosword, while a pretty darn good sword, is more or less just that. In reality, I would have liked to have made this a situation where the item can transform into whatever he needs at the moment. But for battle purposes, he mostly uses it as the Necrosword. So I gave it a little extra oomph with necrotic damage. It felt fitting.

He summons Shadow Monsters as well, but I thought that too many or making them too powerful would quickly overwhelm a game in a punishing way. D&D is supposed to be challenging, but if it feels like your DM is actually trying to kill you… maybe they’re looking to get some of their weekends back. So I made the Shadow Monsters into something inspired by D&D’s stats for wolves. They’d be scary to any non-adventuring townsperson. They’d likely be at least a little annoying for a first or second-level character. But for an experienced player, they’d be an annoyance to cut through and something taking up a turn that you could be using on Gorr. While he instead attacks your party and gets some regenerating done.
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How would you make Gorr for a D&D setting? Have you seen the latest Thor yet? What show, movie, comic, or game should I make character 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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D&D: Five Monsters That Could Lurk in Every Shadow

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In D&D the shadows should never be a safe place. And with these five monsters lurking in the shadows, they won’t be!

In D&D, shadow monsters loom out of the darkness ready to strike fear in the hearts of adventurers. But what makes a good lurker? Is it the ability to strike quickly? To strike from hiding? Or is it something else entirely?
Whether they’re actual literal shadow monsters, or just really good at assassinating, these five D&D “shadow monsters” are a good reminder to fear the shadows.
Dolgaunt

We don’t even have to get into what this monster does to realize it’s better off in the darkness where you can’t see it. Nevertheless, Dolgaunts make great D&D “shadow monsters” because they can see in absolute and magical darkness. They have blindsight out to 120 ft. and have grappling tentacles that can pull targets into the shadows where the dolgaunt can drain them of vitality and bludgeon them to death.
Fun!
Shadow

It wouldn’t be a list of D&D shadow monsters without the actual literal D&D shadow monster, the Shadow.

These undead might only be CR 1/2, but they remain deadly even to high-level characters for one reason in particular. Any creature they hit with an attack has their strength score reduced by 1d4, no save.
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So Shadows make it harder and harder to hit and damage them as the fight goes on. They’re also resistant to a wide variety of damage.
As a result, they can quickly drain your strength to 0, and when that happens? You die immediately and become a new shadow 1d4 hours later.
Yuan-Ti Nightmare Speaker

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A magical pact with Dendar, the Night Serpent, makes Yuan-ti Nightmare speakers perfect D&D shadow monsters. They can see in magical darkness, and on top of that, they can use fear and darkness as a weapon to attack their enemies.
Your greatest fear might come to life when you face one of these. And what’s more, they bring their own magical darkness with them. It’s a one-stop D&D shadow monster shop.
Ice Spider

It’s like a giant spider, but this one also deals cold damage. Sure it hangs out in regions of icy darkness, but that just makes it even worse. It’s cold in the shadows where these monsters live.
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Shadow Horror

Finally, we have one of the newer Shadow Monsters on the block. The Shadow Horror has a pile of hit points and can step from shadow to shadow, hiding any time they’re in darkness or dim light. Then they’ll strike you with their claws, which cause fear and bite you.
Oh, and they will turn the shadows against you, to the tune of 6d8 points of necrotic damage.

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: Who Is The Best Bloodthirster

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We’ve got a wide selection of Bloodthirsters these days but which model is the best? Time to stack them up!

Khorne really loves a good fight and he also is a big fan of throwing out super beefy red angry monsters at folks. Today we’re looking at the various Bloodthirsters and we’re going to attempt to figure who’s got the best look. It’s going to be a tough one…
So Many Bloodthirsters
To start things off, we’ve got the three “basic” Bloodthirsters. These bad boys are all built from the same kit but pack different levels of punch.

Do you want your Axes in the one or two-handed variety? Perhaps a hammer on a chain?

Or would you rather have a whip with spikes and an axe? You get to make the call with this kit.

To be fair this is a really great kit and you DO have lots of options for your Bloodthirster. Nothing wrong with these guys.
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Skarbrand

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Next up, we can’t forget the classic character Skarbrand! The “Fallen” Bloodthirster with wings that were shredded by Khorne himself. This Beast is fueled by pure rage and has slain countless souls.

Lore-wise he’s even taken on entire realms of chaos. He destroyed the First Palace of Slaanesh and even killed Nurgle’s great poxviathan. It was only through Tzeentch’s taunting and scheming that he was laid low by Khorne himself! But being a daemon they never stay down.

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Model-wise this mangled Bloodthirster is still really impressive! He’s a force to be reckoned with on the tabletop for sure.
Ka’Bandha

With a new Horus Heresy Character Model on the way Ka’Bandha is getting a rework! This model has massive wings and is one of the largest of the series so far.

He’s a big, chonky block of resin and pain. We know he’s got rules for The Horus Heresy. Now we’re just waiting to see if he gets an update for 40k because you know he’s going to. Time to add him to the Bloodthirster stockpile of WWMMDs – Warpfueled Weaponized Monsters of Mass Destruction!
Angron

Does Angron count? We think so! He’s a Chaos Daemon Prince Primarch but he shares a LOT of similarities to Bloodthirsters. Between the wings, the axe, the blood-red skin, and terrifying snarl, we are counting him among the Bloodiest of Bloodthirsters. It’s probably highly unlikely we’re going to get a formation, unit, or an army that contains all the Bloodthirsters together but that would be a terrifying sight to behold.
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I wonder who would lead that charge! And Emperor Protect whoever is getting in the way of that Red-death tidal wave.
The Best Bloodthirster Is…
Of all these models, which one is the best? I’m biased as a World Eaters fan. So you know where my vote is going. But, if Angron isn’t part of the equation, I’d personally go with Skarbrand. Sorry Ka’Bandha, you are EPIC but Skarbrand has some crazy lore and a unique model.

Uh oh. I think I made Angron mad. Let us know which Bloodthirster you think is best in the comments!

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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Warhammer 40K: Loyalist Primarchs – The Lion, The Wolf, or The Angel

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If a Loyalist Primarch was to return it’s gotta be one from the “Big Three” Chapters. Who’s it going to be: The Lion, The Wolf, or The Angel?

It’s clear that after yesterday’s article about which we’re more likely to see first Fulgrim or a Loyalist, y’all had some opinions. Today, we’re going to go a different route and expand on which Loyalist Primarch is likely to come back first. Now, we’ve already done a check-in to determine what the current state is for all the Loyalists. It’s not pretty. That said, we’re going to get into the details of why we think it’s going to be a Primarch from one of the “Big Three” chapters: Dark Angels, Space Wolves, or Blood Angels.
Why The Big Three?
We’re going to tackle a question I’m sure many of you have right off the bat: Why one from the Big Three and not the Salamanders or White Scars. Well, it’s a matter of Codexes and Army Lists. From a product standpoint, those three armies have been more “unique” and have had codexes in multiple editions. Plus they each have unique units in their armies and model ranges.
It would make sense that GW would line up a Primarch’s return with a new Codex release. So, until we see a full blown Codex: Salamanders with unique Salamander’s units (which, yeah, that would be awesome) we’re sticking with the Big Three.
Lion El’Jonson

As much as it pains me to say it, of the Big Three, the Lion probably has the best chance of returning. Why? Well, it’s all because he’s the only Primarch with a living body in a “known” location. Well, kinda…

We’ve seen versions of this Final Secret floating around for YEARS. Lion El’Jonson just needs his alarm clock to buzz so he can return to lead the Dark Angels once again. This would create some interesting dynamics between the two Loyalist Primarchs. The Lion has always been pragmatic and methodical. How would he react to seeing the state of the Imperium much less the state of the Galaxy right now. If he ever shows back up we’ll probably find out!
Leman Russ

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Leman Russ is another good option because he’s “just missing” currently. He left on a personal crusade with his personal retinue into the Eye of Terror. Now, normally that should be a death sentence but this is Russ we’re talking about. He also said he’d return for the Wolf Time. Also, it’s hinted that he’s alive and Magnus knows his location.

This is another good reason he could come back. His personal vendetta against Magnus (who has a model in 40k) is a cool narrative reason for him to show back up. Plus imagine the Diorama we could get of the two of them doing a 40k stand-off! Would Russ have been changed by his time in the Eye of Terror? Would maybe when the Great Rift tore open the Galaxy he and his retinue were expelled as well.
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Look, the writers at GW and the Black Library could come up with any number of reasons and they would all make sense. Is it the End Times/Wolf Time? I don’t know! But it would be pretty epic!
Sanguinius

Sanguinius is dead. However, we’ve got a body. And it’s in a known location. We’ve also got an Aeldari lady running around with the power to bring souls back. Furthermore, the Blood Angels are basically Space Vampires, right? How to Vampires work again? Yeah, feed him some fresh blood and let’s do this! Speaking of blood. Who’s back with a fancy new model in the Horus Heresy?

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Ka’bandha. And who “saved” Baal from a Tyranid invasion? Also Ka’bandha. Perhaps the Daemon of Khorne’s pride is so great that he wants to beat the Blood Angels Primarch and he’s willing to “wake him up” himself.

There’s also the Sanguinor who shows up to aid the Blood Angels. Some think he’s a Psychic Manifestation of Sanguinius. Or maybe some part of him. But what if the Sanguinor is the key to reviving their Primarch. Who knows?! But once again, the writers at GW and work something up that’s totally plausible. The dead don’t have to stay down in the Grimdark afterall…

What do you think about the Big Three Primarchs? Which one would you like to see return first?

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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Age of Sigmar: Warcry – The Gnarlwood Has Treasure

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The Gnarlwood is packed with carnivorous plants that want to eat your warband. So why go in there? In a word: Treasure!

Warcry has a brutal new setting coming very soon with a new boxed set and some amazing terrain. In the previous seasons, the warbands fought in the shadow of the Varanspire to win the approval of Archaon or to go on their own epic adventures. So why have they ventured into the Gnarlwood in the land of Ghur? Games Workshop’s Phil Kelly has a breakdown of why — it’s for the phat loots.

Warcry Gnarlwood Lore
The Gnarlwood is packed with all those man-eating plants, ferocious predators, and treacherous pathways among the trees. It’s a place where pretty much everything is trying to kill you. But it’s also packed with loads of treasures. But where did these treasures come from? Well…do you remember the intro video? There was something that crashed in the Gnarlwood. Now we know what that was.

Turns out it was a Seraphon Temple Ship that was blown out of the cosmos and has crashed there. And it wasn’t your typical Temple Ship — it was carrying Realmshaper Engines. The ship along with it’s cargo has been smashed to pieces and scattered throughout the Gnarlwood. This is part of the reason the lands have grown up around the area and become so violent. Seraphon Realmshaper Magic is having quite the impact on the Gnarlwood.

It turns out that the Realmshaper ruins that are scattered in the Gnarlwood do more than just influence the landscape. There are artifacts among the ruins that can heal wounds, reverse aging, and perhaps even return the dead to life…

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So you can see why these valuable treasure would be attractive to the warbands in the area. It’s certainly a risk but the rewards could absolutely be worth the trip. If they can manage to get in and then out with their treasures they will reap the rewards. Now, does anyone read Seraphon!? We’re mounting an expedition into the Gnarlwood and need some new recruits!

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The new Heart of Ghur boxed set is coming soon…

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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Blasphemous creators want All on Board! to be everyone’s favourite board game VR platform

Spanish studio The Game Kitchen is crowdfunding a comprehensive VR platform for board games that will focus on recreating the feeling of sitting around a table, and it’s already boasting several licensed titles in its library.

All on Board! will allow owners of both the Meta Quest 2 and Steam VR headsets to meet at a digital table and play board games from a catalogue of licenced titles and user creations. The platform will support crossplay from the jump, and the developers said they are “committed to supporting future technologies, features, and devices in All On Board!, as they become relevant in the VR ecosystem.”

One of the stated goals of the project is to eliminate as much hassle from the process of play as possible, cutting down the time between strapping into a headset and placing a worker. Part of that is integrating features already standard to other online platforms, such as automatic scoring and the ability to save and restore game states. The platform will apparently take full advantage of VR tech, as players will be able to pick up, manipulate and even chuck pieces across the virtual space.

Only one user in the group will need a game’s licence in order to play. That sounds like an odd thing to mention, but online multiplayer platforms have historically been allergic to sharing licences between several people. There will also be a matchmaking system allowing solo players to search for open tables.

The Kickstarter campaign trailer for All on Board!

The Game Kitchen is also betting on its planned suite of modding and creation tools to draw in would-be designers. According to a press release, All on Board! will take advantage of a built-in system of creating and playtesting prototype board games that doesn’t require any prior coding knowledge. Screenshots and the Kickstarter campaign video show off a logic tree situation linking conditional statements and actions together, similar to interactive fiction program Inkle.

Those who just want to play, and look good while doing so, will have the ability to modify the digital table, its surrounding room (these range from middle class living rooms to fantasy dungeons and the crew quarters of a spaceship) and the weird, bodiless avatars that all VR programs seem to use. Those Rayman-esque personas can change into funny hats and eyewear, hand accoutrements and the tippy top of a shirt. Players will also be able to change gestures and upload their own assets as mods.

The developers have announced seven licensed board games, so far, and plan to reveal another six or so during the length of the Kickstarter campaign. That library will reportedly expand between now and the platforms official release next year, and The Game Kitchen said the library will be regularly expanded after launch. Players will need to purchase a licence to the board games from the digital library in order to play. No information on prices has been offered at this time.

An alpha screenshot of a dice roller in All on Board!

The games already announced include Black Rose Wars by Ludus Magnus, Rallyman GT by Holygrail-Games, Escape the Dark Castle by Themeborne, Sword and Sorcery by Ares, Infinity: Defiance by Corvus Belli, Istanbul by Pegasus Spiele and Binding of Issac: Four Souls by Edmund McMillen.

The Game Kitchen is a video game developer based in Southern Spain and has previously released the popular 2D action platformer Blasphemous, as well as point-and-click horror series The Last Door. All on Board! is the studio’s first official foray into board games, but its staff says personal passion for both analogue games and VR tech led to this marriage.

Those who back the All on Board! Kickstarter campaign will gain access to an early playtest period set to begin sometime towards the end of 2022. The official release is currently planned for late 2023.

Allies of the Living God

By Douglas Seacat

The shadowed forests of northern Germania teem with cults beholden to sinister powers, some disguised as more benevolent gods. In a pivotal meeting, two of these woods’ most dangerous groups pave the way for an alliance that will threaten not only the tribes of Germania but even Rome itself.

Gerbern strode through the outer camps like a hunting wolf, his keen eyes taking in the state of the warbands in the aftermath of the most recent raid. There had been a few deaths, but not many, and spirits were high, roused by the seizure of fresh spoils. The injured were being tended to, though those judged too maimed would be given a swift end by a walkyr’s blade—offered to Wodan, and his living shadow.
They had conducted the raid in part to secure more weapons and food, but also to test the mettle of their greenest warriors, both the young unproven who had reached maturity, as well as a batch of warriors recently seized from neighboring tribes. Enslaved thralls were scattered among the campfires, looking half-starved and scared. They had reason to fear the seasoned warriors near them, those bearing the mark of Herjan.
These men and women had been taken in previous raids, as was tradition. Many would be put to work at simple and unpleasant tasks, but the most able-bodied and courageous could volunteer to earn a different fate. These thralls were kept lean and hungry, starved until they became desperate.
At the outset of battle each was handed an old pitted knife, a short spear, or a worn axe better employed for shaving kindling. The lucky few might find a half-splintered shield, or take blood-spattered hides from the fallen to secure some degree of protection. It was fated they would suffer. A difficult crucible, many would fail.
Gerbern and others of his standing, together with the vigilant walkyr, had lingered back in the raid to observe their struggles, judging them alongside the young.
As he neared the campfire he sought, the slender shape of a walkyr emerged from the shadows to greet him. He nodded respectfully at her, as a peer, for they each served the same master in different ways. A spear was strapped to her back and her face bore bands of black dye at both her eyes and mouth. Rib bones dangled from the waist of her robe, rattling against one another.
“Helya,” he greeted her. “How did they do?” He inclined his head toward the ragged band around the nearest fire.
She spoke in a hoarse whisper that did not carry far, requiring him to lean toward her. “One did well. The old man with the torn ear. He killed two, injured another. Watches out for his own.”
Gerbern nodded thanks at this assessment and stepped closer, into the light of the fire. Those gathered around it were shivering and hungry, none bearing Herjan’s mark. They pulled away at the sight of him, at his tattooed face, the gleaming bands of bronze along his arms, the inscribed blade at his waist and painted round shield on his back. He was Einherjar, those who walked with Herjan and spoke in his hall. Even the newest of them had learned what this meant.
He scanned their faces, seeing a few who were willing to look him in the eye, one being the oldest of them, who matched Helya’s description. He was wide of frame and still had some bulk to him, no doubt a veteran of his tribe, before they had been crushed, their homes burned. Gerbern could easily imagine him with an axe and shield, screaming defiantly until a haft smashed into the side of his head, knocking him cold. When he’d woken, stripped and shackled, he’d have regretted not dying alongside others of his kin who had perished that day. Now he’d decided to look after his closest surviving kin.
Those who volunteered to fight like this were inherently treacherous, Gerbern knew. Their lives had been shattered by their captors, and they thirsted for revenge. The devotion required of them would not happen overnight. It began with anger and fear, which sometimes became defiance or scheming subservience. Those with true mettle bided their time with feigned obedience, waiting for their chance to either flee or strike back. Breaking them could be tricky.
“You, Half-ear,” he said aloud, staring him down. “Come to me.”
Half-ear glanced at the others there at the fire, giving a reassuring smile to a couple of the youngest, then stood and approached as bid. He was clearly resigned to whatever his fate might be, should Gerbern decide to strike him down.
“I am told you fought ably,” Gerbern said, clapping him on the shoulder. Half-ear winced and seemed startled at this familiarity. “You’ll eat well tonight.”
“I did as asked… Einherjar.” He hesitated before using the term, as if it tasted bad in his mouth. But an eager light had come to his eyes at the mention of extra food. It had been days since he’d eaten more than scraps.
“And the others, how did they fare?” Gerbern used his chin to indicate the others still sitting and cowering by the fire behind him.
“They all did well,” Half-ear insisted. “They’re brave, if young. You’ll not find anyone here lacking.” His voice quavered a bit as he said that last.
Gerbern grunted and then turned to another man there, who was sitting on a fallen trunk a few feet back. “Boda, a word.” He beckoned to this one, who glanced at the others, who stared balefully at him, then stood as bid.
Boda was shaggy-headed and light-haired, his eyes a bit haunted. He was also a thrall, but not as lean or desperate as the others. Gerbern had placed him with the group deliberately, a tactic he had done many times before. Boda had earned his trust and was given certain liberties, so long as he kept an eye on the newer thralls.
“What say you, Boda?” Gerbern asked. “Is Half-ear speaking true?”
“I’m afraid not,” Boda gave Half-ear an apologetic smile, shrugging as if to suggest it was out of his hands. Boda waved to the ones who had been sitting closest to the older warrior. “Those three stayed back and hid.”
Half-ear paled, his mouth open, wincing as Gerbern turned back to him. He said in a pleading voice, “They’re young. I can teach them.”
Gerbern nodded. “And you will. But they do not have much time.” He pulled Half-ear closer and pressed a slender knife into his hand. “In this camp there are only those who fight for Herjan. All others are meat and gristle. By dawn, you will select one of those three and butcher him as you would a deer. When I come to collect meat for the larder, if you fail to do as asked, I will kill all of you in his place. Is that understood? The walkyr are watching.” He turned from the man, not acknowledging the horror on Half-ear’s face, waving for Boda to follow as he strode to the next fire.

Having completed his survey of the thralls, Gerbern returned to the center where his own warriors feasted, joining them. Boda remained at his side and filled his mug when needed, then gratefully accepted his own portion of roasting flesh. He had been forced to endure the same privation as the others while pretending to be one of them, and was clearly famished.
Gerbern enjoyed Boda’s company, for he had a quick wit and a pragmatic temperament, and performed his duties well. He had not accepted his lot as a thrall, and dreamed of freedom, but he had seen first-hand the price of betrayal and knew better than to hatch schemes. His only chance of becoming a freeman was to be welcomed into the band as a warrior on his own merits, which was Gerbern’s call. And before that could happen, Gerbern required of him something Boda had struggled to achieve.
“How many times must I do this?” Boda asked as the night wore on and the revelries died down. Many of the other warriors had lain down to sleep. Gerbern had given him leave to speak freely at times like this. “I dislike pretending.”
“As many as I ask,” he replied. Then after a pause, “But maybe not so many more. I may have to find someone more pathetic looking to take your place.”
Boda nodded, his angular face wary for any hidden threat in those words. He sipped from his own drink then said, “I am ready to fight at your side, Einherjar. Let me join you. I will carry your shield and take any blow meant for you.”
Gerbern gave him a direct look, weighing his features. He seemed sincere, though no doubt motivated by desperation. He said, “You still do not believe.”
Boda frowned and after another pause said, “If I fight for you, does that matter? I have to ask, and forgive me for it, but do you truly think he is Wodan? He is a great chieftain, to be sure. Blessed by the gods, that much is plain. But still a man…” his voice trailed off, likely fearing he had gone too far.
It was not an unfamiliar discussion, though they had never confronted it so directly. Gerbern felt no anger. He said, “My grandfather served Herjan. And his grandfather as well. He has not aged a day. You have not seen what I have seen of the things he can do. His eyes see into the world of the dead. Spirits whisper to him.”
The thrall frowned and said, “He is truly terrifying. But the Allfather…”
Gerbern held up a hand. “No one is more devoted to Wodan than he. And he refuses to take that name as his own. He prays to the Allfather and accepts that he is but a shadow of the god, a sliver of his bones wrapped in blood and flesh. But make no mistake, he is not just a man. Someday you will understand.”
Boda knew better than to speak more of it, but Gerbern could see the doubt in his eyes. It was this that kept him a thrall.

The next morning they picked up their camp and marched to return to the main hall, carrying their spoils with them, those they had captured chained and following miserably behind. Some of what they brought was food stores, including everything they could seize from the village they had burned, also several captured goats, oxen, and pigs. And they brought fresh meat that would soon be smoked and salted, including cuts butchered from the recently slain. Such flesh was special, having sacred properties, used in rites to honor the brooding gods. This was Herjan’s way.
It was rumors of this practice that had spread among the surrounding tribes and added to the terror with which they viewed Herjan’s growing horde. It was a severe taboo to them, but not among those who had been raised in the northernmost villages such as Gerbern, who saw all men who were not his battle brothers as another sort of cattle. He had been pleased that Half-ear had done as bid, offering up one of his kin to save the rest. These were the sorts of sacrifices the gods demanded.
It was just verging on twilight when they returned, greeted by the rest of the tribe with enthusiasm. Revels would continue in the great hall at the village center. It was an active and lively place, encircled and protected by the dense forest. The village had been growing to accommodate those brought to join the tribe, both those who converted willingly from fear of reprisals, and others taken thrall in battle. There was a perpetual sound of hammering and sawing as materials were gathered to expand and refine the hovels in which villagers of various castes dwelled. Like other Einherjar, Gerbern had his own lodging near the great hall and could spend time there whenever he wished.
He was eager to see Herjan directly and report on their raid, but discovered on his return that some manner of activity was already taking place at the great hall. Speaking to others dwelling in its periphery he learned that visitors had just arrived and been welcomed at the hearth. Emissaries come to bargain with Herjan.
Not wanting to be viewed as ignorant before his own subordinates, Gerbern set aside most of his gear in his home with his wife, who greeted him with polite but not especially warm formality, as was her habit. Then he dispatched Boda to check on what had transpired during their absence.
“Envoys of the Cult of Mormo,” Boda said on his return. “It appears they seek some boon. No one I spoke to knows anything more.”
“Mormo! Here?” Gerbern was startled enough to show his surprise. “Come with me, we had better be there for this.”
They hurried to the great wooden hall at the center of the village, Herjan’s seat of power. Gerbern’s mind was troubled but he gathered his wits as they passed through the outer doors, watched by armed warriors who he knew well. He was congratulated by those he passed for his success, and his answers were only slightly distracted. He felt perturbed the celebration of their return was being overshadowed by whatever was taking place with these unexpected visitors.
The Cult of Mormo was an enigmatic group that shared the forest with them, usually keeping to itself and as much feared as Herjan’s band, though for different reasons. They worshiped a powerful but dire goddess, one who was not appreciated by Herjan’s walkyr. They had clashed with the followers of Mormo before, discovering among them formidable beasts that could shatter shields and tear out throats with little effort. By and large they had each steered clear of the other, careful to avoid intruding on known territories. Gerbern bore scars attesting to clashes with them first-hand. He vividly remembered facing down a strange goatlike creature with horizontal pupils that brayed at him before hacking with a jagged blade. Afterward the fight had taken on a dreamlike quality in his mind, though he was certain it had been real.
The hall was relatively crowded with the more privileged individuals high in Herjan’s favor, a number of them fellow Einherjar and their immediate families and retinues. Gerbern pushed his way through, nodding to those with whom he was on good terms, until he reached a cleared area near the center, adjacent to the long feasting table. At its foot was a raised area with Herjan’s own smaller table and the sizable carved chair that served as his throne. A number of fiery braziers and the large hearth provided ample illumination.
He saw the walkyr Helya standing near the long table, likely also recently arrived, and he joined her, nodding greeting. They shared a look and he caught the tightness of her lips and the intensity of her expression and guessed she too was wary of their visitors. Serving as priests and spiritual guides to Herjan’s tribe, the walkyr had every reason to be suspicious of Mormo’s cultists.
Herjan was seated at his throne, and even in this posture he looked enormous, dwarfing those nearest, including several older Einherjar and the thralls tending to his own needs. He was decked in the fine furs and cloth that might be expected of a great chieftain, adorned with gold rings and bracelets.
His left eye was covered by a black patch sewn with silver thread, and the edges of this patch glowed as if from some inner pale blue light beneath. On the occasions Gerbern spoke to Herjan directly face to face, it was difficult to avoid staring at this inexplicable glow, particularly when the light was dim. He had never seen him without the patch and wondered what lay beneath. Herjan’s thick hair was also mostly raven back though also shot through with silver, and he seemed a man of seasoned years, perhaps just old enough that his sons might also have sons. This belied his true age, as none who lived in these lands could recall a time he had not been here, either ruling from his hall in isolation, or marching forth to conduct bloody raids on his neighbors and rivals.
His typical weapons were not in evidence, perhaps to reassure his unusual visitors, though the effect was rather to make him appear entirely unconcerned for his own safety. Herjan had accumulated an impressive hoard of treasures and an arsenal of favored weapons, though in honor of the god to whom he was inextricably bound, he preferred the spear. Gerbern had seen Herjan thrust its silvered blade through two armored men at once.
The visitors were seated at the foot of Herjan’s own table, and they appeared small and fragile. There were three of them, all draped in layers of black cloth, relatively unadorned compared to either their host or his nearest warriors. They wore hooded cloaks but had pulled them back to bare their heads, two women and a man, from what Gerbern could discern.
One of the women was very thin and looked quite old and wizened, her head cowled and her lower face covered by a lacy mask. Her arms were bare and there was something wrong with her skin, being mottled and discolored, as if she had been burned or suffered some similar affliction. The other was younger but still mature and heavier of frame, and her neck seemed unnaturally long. Gerbern thought he saw a glimpse of sharpened teeth when she ate, though her hands obscured her mouth. Both women wore adornments on their brows that resembled diadems of thorny vines lacquered a dark red that looked like dried blood. The male was of an uncertain age, being bald and his face nearly hairless, his skin so pale it was almost corpselike. His eyes were peculiar, and his pale skin had a mottled pattern which made it seem his veins were blackened. A similar web could be seen on the surface of his delicate hands resting atop the table.
They appeared to be amid extended greetings and polite formalities, the language of which felt strange in this hall. Herjan ordinarily had little patience for such conversation, but he seemed in an indulgent mood. He had demanded food and drink be placed before the visitors, and they were thanking him and accepting his generosity, though they did not seem to have much of an appetite.
An older and senior walkyr stepped up to Herjan and whispered in his ear. This was Jyrvel, who was rarely far from the chieftain and god-king. He nodded and to Gerbern’s surprise looked in the Einherjar’s direction, then raised his drinking vessel in salute. “It seems our raid was a success!” His voice boomed across the hall, prompting all other nearby discussion to silence. “Let us honor our brothers who return to us!”
A mug was pushed into Gerbern’s hands and voices were raised in congratulations as he was toasted. He thanked them in return, then raised his mug to Herjan and bowed his head deeply. He said, “My Lord, it was a simple matter, easily done. All we seized we offer in your name, and for the glory of Wodan.”
They did not linger on the raid, to Gerbern’s relief, as he did not wish to be the object of Herjan’s scrutiny. That was a dangerous position to occupy for long.
Though he and those around him engaged in some few scraps of halting conversation, all attention was fixed on Herjan’s table. And the hall had quieted such that Gerbern was able to hear them, though with some effort.
The male of the trio, named Ulidor, appeared to be their spokesman. The way in which he carefully chose his words and frequently glanced at his companions gave the impression the older matron at least was his superior. Perhaps he answered to both women. This was in keeping with what Gerbern knew of the Cult of Mormo, where women were often its priests and leaders.
After a whispered discussion with the matron which Gerbern could not hear, Ulidor stood and addressed Herjan more formally. He said, “We have traveled here to offer praises, long overdue. Our people hold you in the highest regard, great Herjan. We have not always existed peaceably side by side, a fact we have come to regret. There was a time we thought our differences were too great to be bridged. But with each passing day it has become clearer that our paths are aligned. Though our teachings differ, our goals can be shared, as can our enemies. We have come to believe that no one other than you can bring about the future we seek. So we humbly ask you to consider allowing us to facilitate your rise. Together we can accomplish what separately we could not.”
It was a lengthy bit of flattery, which Gerbern heard with an instinctive revulsion. Indeed, there was a tenor in Ulidor’s voice that set his teeth on edge. It almost felt as though there was a whispering of other words below those he spoke loudly. Looking at Herjan, the chieftain’s face was neutral and stoic. He seemed lost in thought.
It was Jyrvel who spoke first, standing by Herjan’s throne and staring with naked hostility at the visitors. She said, “Your words do not ring of truth. Our beliefs are far from the same. As past bloodshed has proven. You do not accept our chieftain’s divine blood, or respect our gods. And we do not accept your goddess. How can there be accord between us?” She faced Herjan and seemed to be speaking more to him than Ulidor.
Herjan simply frowned, but remained silent.
The older matron whispered to Ulidor, who Ulidor inclined his head and said, in a quieter voice, “A misunderstanding. A grave one. We do not require you to honor our goddess, for she is impossible to offend by such as we. We are too small.”
Jyrvel did not seem satisfied by this. “Why does your superior not speak for herself? And why does she cover her face here, in this hall? It is an insult.”
Ulidor glanced at the older priestess then said, “The High Matron does not speak your tongue well, so I speak for her. As for her face—”
He hesitated, but then the matron of her own accord lifted her hood and removed her mask. Like her arms, the skin of her face seemed scarred and disfigured, and her eyes stared straight ahead and seemed blank, as if she were blind. It seemed an adequate answer for the covering, and Jyrvel seemed satisfied.
Ulidor said, “By our beliefs Mormo is joined to and in harmony with the gods you revere. She exists within Frigga, and is bound to Freya, Fulla, Nerthus, Baduhenna, and Syn. She is an ally of your Wodan.”
This statement caused some muttering and tension among many in the hall, especially the walkyr. Jyrvel scowled, and Gerbern saw Helya’s fingers clench on her knife. It certainly smacked of blasphemy. But Herjan did not seem troubled. He held up a hand to quiet the rest.
Ulidor said, “We do not require you to embrace our beliefs. It was a mistake of ours to speak doubts in regard to the true nature of Lord Herjan. We have learned our folly. All of our efforts examining the loom of fate and the weft of destiny suggests Herjan is the rightful ruler of all the tribes that honor Wodan, whose blood flows in his very veins. He is to be revered, honored, and obeyed.”
This was as strong a statement as any outsider had ever made in regard to Herjan’s standing, and it caused a ripple of shocked silence. Herjan no longer seemed distracted, his good eye fixed on Ulidor with intensity, a certain hunger evident in his features. It was a look that often presaged violence, and Gerbern swallowed uneasily, feeling a familiar fear of his master.
The younger priestess raised her slightly shrill voice. “We offer more than words.”
Ulidor nodded and said, “Yes! We bring gifts. Offerings we hope will be worthy of your standing, representing both our sincerity and the nature of our assistance.”
This must have been accompanied by some signal to compatriots nearer the entrance, as there was a sudden burst of activity and the doors were slung open. A pair of large covered crates or cages were dragged into the hall by black-robed figures, clearly lesser members or minions of the Cult of Mormo. There was the sound of something large scuttling below the tarps draped over the cages, and those hauling them into place staggered against the shifting weight before getting them in position before Herjan’s throne. The nearest warriors and those gathered at that end of the great table pulled away to give them room.
The younger priestess stood and asked Herjan, “Might I have some drops of your blood?”
“I think not—” Jyrvel protested.
Herjan interrupted her with a wave of his hand. He said to the walkyr, “Slice my palm. Go on, it’s fine.” He extended an open hand in her direction.
The walkyr seemed aghast but moved to obey, drawing her slender blade and making a careful cut, her own hand trembling. Gerbern had seen her cut many throats without the least hesitation.
Herjan took an emptied goblet and allowed some of his blood to drip within, and then passed it to a thrall, who delivered it in turn to the older priestess of Mormo.
She took it and held it reverently as she went to the first cage, mumbling all the while words that sounded like gibberish to Gerbern. He glanced at Boda, but the thrall shook his head, clearly not comprehending either.
The matron dipped her finger into the goblet then reached under the tarp, still murmuring strange words, her face taut with focus. Whatever was within shifted again and they heard a strange sound, like a low growl. But she withdrew her hand intact and then repeated this process with the other cage. Again there was a guttural animalistic noise.
Then she stepped back to the table and gestured to those who had dragged the cages into place. They quickly pulled back the tarps to reveal what was within. This provoked a low gasp from the onlookers and prompted several who were nearest to step back in alarm.
Within each cage was a bestial creature, four limbed but only superficially resembling a massive hound. A strange blue pus dripped from them, collecting on the floor of their cages. They stood and glowered around them, making a noise in their throats that sounded like grinding stones. Their bodies shifted to the eye in ways that felt unnatural and made them difficult and almost painful to look upon. There was an unnatural metallic sheen to their hides, and along the ridges of their heads and the length of their spines jutted sharp spine-like plates. Something akin to scales could be seen along their toughened hides, but resembling rock, or metal, or both at once. The same was true of the jutting surfaces on their heads in the shape of ears, and their vicious looking teeth, when they opened their maws.
Even as the others had moved away, Herjan leaned forward, intrigued. One hand was raised to touch the edge of the patch covering his left eye, as if it itched.
Ulidor said, “These Teufel hounds are brought from the realm beyond, where the gods dwell. They are not of this world, but know and serve you, Lord. Some call them Hounds of Hel, but these two are special. They are your Freki and Geri. They will fight at your side.”
The creatures sniffed the air, then stepped forward, their bodies seeming to shimmer and ripple like the surface of a pond as they walked through the bars of their cages. Several people shouted in alarm, and Gerbern realized he was among them, his hand on the hilt of the gift blade he wore, already beginning to draw it. In a jolt of fear he felt certain these creatures had been sent to attack their lord, all else a mummer’s farce to bring them here. He stepped forward, pushing others out of the way, but was too many steps from the high table to interpose himself.
For all their sinister appearance, the hounds leapt down from their cages and strode meekly to Herjan in postures suggesting subservience, not aggression. They hunkered to him and sniffed his extended hand, still dripping a trickle of blood. Then they curled up at his feet, wrapped around his throne. The one to the fore saw Gerbern advancing and raised its head, sniffing the air again and emitting another grinding growl.
“Careful,” said Jyrvel, who had stepped away from the approach of the creatures. She seemed ashamed of her own fear.
The Einherjar stopped, his blade only half drawn.
Herjan waved him away with a smile on his lips. He said, “They are no threat to me, brother.” He seemed pleased, and he patted a hand along the hide of the one just below his right hand, as he would a faithful dog.
Gerbern let his hilt go and breathed out a breath of relief, though his skin was crawling. He found it difficult to look at these otherworldly hounds too long and felt relieved when it seemed the shadows partially swallowed them, leaving them as obscure dark lumps in the hall’s darkness. It was as though the light from the nearby flickering flames did not reach them now that they were resting.
Herjan let loose a sudden laugh, a hearty but almost maddened sound. It quieted the others who had been talking among themselves, amazed at this strange sight. He then turned to his visitors and said, “You make worthy offerings. I am pleased.”
Ulidor smiled in return and said, “This is just the first of our gifts. We have more to give you. Far more. Should you agree to ally with us, tomorrow night we will summon for you a steed worthy of your blood.”
“You offer much,” Herjan agreed, “but what do you ask in return?”
“Only to join you in the battles ahead. And to listen to our advice, which will be freely offered. We will strengthen your warbands with our own numbers. And in return, we ask that you give to us some number of the slain, as well as a portion of those you take in thrall. For this, we will raise an army together to fight Rome.”
Herjan looked at them closely, one to the next, as if weighing their intent. Then he laughed again and nodded, speaking loudly, “Yes. It is agreed. Let us be joined as allies from now until our goals are met.”

The next evening at the darkest hour they gathered outside the great hall, at a cleared area where several carved wooden statues had been erected in homage to Herjan and his legend, and to Wodan, father of all. It was a sacred place but the walkyr had been overruled and it was loaned to the priests of Mormo. Herjan stood opposite them, with his own people fanning out behind him.
Gerbern was joined once again by Helya and Boda, though neither appeared happy to stand witness. Gerbern himself felt the night’s cold air shiver through him. The voices raised in prayer were strange and added to his unease, as did the way the torches dimmed and guttered with the rising wind. The stars in the skies above seemed to brighten.
A number of recent captives had been brought to the clearing, and now their throats were slit, one after the next. This was in some regards not dissimilar from a sacrifice to Wodan, but it was not the blades of the walkyr spilling their blood this time. The ceremony was led by those who revered Mormo, the Dark Mother and her Brood. The matron was at the fore, her voice raised highest, shrieking as if taken by some ecstatic trance. The bodies were piled before her into a grisly mound.
“That flesh will spoil,” whispered Helya beside him, voicing her own disquietude at this departure from their own sacred rites.
All then went quiet, including the priests of Mormo, as a dark shadow or smoke seemed to rise above the piled dead. Something shimmered there in hazy uncertainty, with bright points of light that seemed a reflection of the stars above. Then the corpses seemed to shuffle and twitch of their own accord. Gerbern felt bile rising in his throat at the sight of it, as the bodies of what had once been people seemed almost to melt and flow into one another, like melted wax.
Then, with an awkward shudder, something rose amid that pile, something new and hulking and strange. It was a wide and long abomination that lifted itself on eight thick limbs, each a column of shifting flesh. Its head was long and horselike, pieces of gleaming bone showing through torn flesh, its eyes pools of darkness. It gave a low shriek as it shook itself, standing to its full height, towering over those gathered. This time they were too terrified to even move.
Herjan walked up to the creature unafraid, his expression once again suggesting wonder rather than horror. He beckoned and several of his thralls brought his saddle, together with additional lengths of leather straps. At his bidding they secured this to the creature’s back, while it stood still, staring at its new master. Once the straps were tied fast, Herjan did not hesitate in pulling himself atop his saddle, adjusting himself and shifting as it swayed and turned, then released a greater shriek that split the night’s air.
Gerbern looked to Boda next to him, unable to find the proper words to acknowledge what they had just seen. And for the first time he saw something familiar in Boda’s eyes. His thrall was caught without his usual sarcastic wit, his endless questions. Gerbern asked him, “Now, do you believe?”
He did not need to hear an answer. All who were gathered in that moment to witness Herjan mount his impossible steed knew to the core of their being that they served a living god. All of them, including the priests of Mormo, prostrated before him.

Modern AGE, Four Years On: Our Modern Worlds

In my last article, I talked about the state of the Modern AGE line as we move into its fifth year. I started out by dividing the line into two loose categories and exploring the first, of “core” book releases. While Modern AGE is completely playable with the Modern AGE Basic Rulebook, the other releases I placed into the core category assemble numerous tools and ideas to customize the system generally, and to suit the worlds you invent.But Modern AGE has worlds of its own which you can use as-is, or to influence settings of your own creation. In fact, we have various degrees of setting material, ranging from loose outlines to entire setting books.Core InspirationIn Modern AGE, we try to provide concrete examples so that you have something to work from. The Modern AGE Basic Rulebook talks about settings and genres in general terms, but subsequent books get more detailed.Chapter 9 of the Modern AGE Companion offers firmer outlines of the possible settings associated with various genres, including the age of sail, 1800s gothic horror tales, 1950s UFO sci-fi, 1960s spy-fi, and modern or near future cyberthrillers. These treatments include recommended rules, sketches of settings, and possible NPCs of interest. The rest of the book provides ways to customize the game for these and other settings.Chapter 7 of the upcoming Modern AGE Powers book also features outlines for supernatural and other power-filled worlds, from the mystic martial arts of “Immortal Ring,” the modern sorcery of “Phoenix Band,” and more, all in a book that gives you the “crunch” of powers as well, and strong guidance on how to use them in your own worlds. I can’t wait to share it with you.In addition, Modern AGE has two full-on setting books. Each requires nothing more than the Modern AGE Basic Rulebook.World of LazarusCreated by Greg Rucka and Michael Lark, the Lazarus comic (with follow-ups including Lazarus X + 66 and Lazarus: Risen), World of Lazarus introduces the world after Year X, when governments have collapsed and the families behind the world’s mightiest corporations and political influence blocs take over, effectively reinstituting feudalism. These ruling families use various forms of human enhancement, from cybernetics to gene alteration, to create the Lazari, champions who settle disputes on their families’ behalf.The World of Lazarus setting book isn’t just about Lazari, however, though the book provides in-depth rules for playing them. You can play wasteland renegades, desperate serfs, or privileged members of the Families, navigating a world with notes of cyberpunk, post-apocalyptic fiction, near-future military technothrillers, and feudal intrigue.In addition to the setting book, individual issues of the Lazarus: Risen comic include expansions to the new rules in World of Lazarus, written by World of Lazarus developer Crystal Frasier.ThreefoldIntended to be the “flagship,” or exemplar setting for Modern AGE, Threefold is a vast setting designed to make use of the game’s full potential. Threefold contains notes of cyberpunk, cosmic horror, and portal fantasy, as it reveals Earth is one of many inhabited worlds in the Metacosm, an array of universes primarily linked by gates.Threefold’s stories center on the exploits of the Sodality, explorers, diplomats, and agents of utopian democracy that spans multiple planes of existence, as well as the operations of Aethon, cybernetically enhanced operatives who shape alternate universes to, perhaps, produce a transcendental AI. These aren’t our only options, however. You might want to play a renegade psychic, defending their guild from families who treat psychic powers as a divine right. Maybe you want to be a plane-crossing mercenary, or a disoriented, semi-human wizard, stuck in our modern world. Threefold provides the greatest possible scope for characters in Modern AGE, including rules for cybernetics, the supernatural, and strange ancestries.Characters explore Earths with alternate histories, Otherworlds, where magic reigns, and the Netherworlds, ruled by demonic forces. The planes are countless, and Threefold uses them to allow virtually any adventure and genre, but unlike many multiverse settings, there are strong core factions and influences that drive stories, such as the rebel hell-conquering soldiers of the Nighthost, or the tyrannical demigods of the Divine Empire. If you want a taste (and an introduction to Modern AGE generally), try the Threefold Quickstart for free!In addition to the setting book, Threefold gains an adventure collection this summer, as the combined and expanded Five and Infinity adventure series is due to premiere at or around Gencon. Five adventures take characters through multiple worlds, and levels 1 to 16. A capstone chapter includes table-based tools to outline further adventures, and even generate new planes of existence in the Threefold Metacosm.From Worlds to StoriesThis article was originally going to talk about Modern AGE’s adventures as well, but as things are already running a little long, I’ll save it for next time. Until then? I’m going to recommend you check out Threefold in play (YouTube playlist) by the Fresh Out the Box (Twitch.tv) crew. Cheers! After writing and designing games as a freelancer from 2000 on, Malcolm Sheppard is pleased to join Green Ronin as developer at large: the one who works on any number of games, from the Adventure Gaming Engine to Ork! Malcolm’s experience before Green Ronin includes Exalted, Mage: The Ascension, Onyx Path’s Chronicles of Darkness and Scion lines, as well as Shadowrun and Eclipse Phase. Outside game design, Malcolm’s worked in community development and education, and as a professional historical re-enactor, where he gave large metal swords to children. (They were blunt!) Malcolm lives in semi-rural Ontario, Canada. View all posts

‘The Dark Knight Rises’ Many Faults – Mars’ Retro Roast

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Let’s take a trip back ten years and take a closer look at a movie that should have been great: The Dark Knight Rises.

Eight years have passed since Batman (Christian Bale) ran off into the night, taking the blame for the death of Harvey Dent. He sacrificed everything for what he and Jim Gordon (Gary Oldman) hoped was the greater good. The arrival of a merciless terrorist named Bane (Tom Hardy)  forces Batman out of exile and changes all of that. The Bats is forced into a battle he may not be able to win. Oh, and Catwoman (Anne Hathaway) is there too.
Spoilers, as always.
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What’s Wrong With The Dark Knight Rises
I loved The Dark Knight Rises the first time I saw it in the theater. That wore off over time and viewings – this movie has problems that unravel what it’s trying to do. Its predecessors focus on fear (Batman Begins) and how lies can be used to control the populace (The Dark Knight). The third in the trilogy aims to tell a tale about faux populism, class warfare, and demagoguery. It fails and ends up being about nothing.
It tries very hard to make Batman the everyman or convince us that anyone could be Batman when he most certainly not and they can’t (as we saw in The Dark Knight  – he’s not wearing hockey pads). You have to have a lot of money and train with a clandestine organization to learn fighting skills and espionage. Why isn’t Bruce Wayne a lower-level accountant that took some self-defense classes at the Y? Because it doesn’t work.

Yes, Bruce. I am.
Characters That Make No Sense
Selina Kyle shouldn’t be here at all, she really serves no purpose. I get that they wanted to show more of Gotham’s economic disparity (which Nolan’s trilogy isn’t good at) and have a sassy female voice. Instead, she’s annoying comic relief and a last-minute savior. The results of her actions could have been achieved by another character without anyone noticing. It’s a throwaway role that Hathaway does her best with. She got a better turn than Halle Berry did in Cat Woman, at least.
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via Warner Bros.
Bane starts out as a plausible antagonist. He’s a new agent of chaos that wants to make Gotham repent and he is very willing to use force. He’s the opposite of Batman in this story, who is still convinced the city can be saved even though he is beaten and tired. But, Bane becomes a wasted character early on. Taking the city hostage is a sideshow, a fake revolution. His mission to destroy the city becomes convoluted and its meaning is ultimately empty.
He’s an attack dog, which means his handler is just as inept. It’s her plan, too. That whole relationship didn’t need to exist, either. Talia didn’t need to.
via Warner Bros.
Plot Holes Ahoy
It’s too long with too many plot lines. A simplified story might have helped it make sense. As it is, there’s too much going on and it doesn’t all connect. It also leads to details being lost and the internal logic of the trilogy being thrown in the trash.
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Let’s start with the spare body Bane had in the plane. A fast blood transfusion does not create enough of a change for an identity swap. A medical examiner worth their salt would debunk the whole thing.
Speaking of the masked man –  Bane’s five-month plan to break Gotham is bad and the long game led to him losing. Yes, he wanted everyone in the city to kneel before Bane (and Talia) before killing them. The foot-dragging makes sense for a faux-populist demagog, but it doesn’t work for the situation. The months of time weren’t needed. It didn’t provide more control or get the result he was after. It just gave time to those trying to derail his plans.
via Warner Bros.
Moving to the other team: why the heck would Gordon send all of Gotham’s cops underground? He’s not an idiot. It allowed Bane to take over the city easily and keep power. It just comes across as lazy writing – no one really thought about the why behind the how Bane easily takes Gotham.
How did Bruce Wayne get back to Gotham for The Pit™? He has no money. No influence. Did he invent a secret bat-teleporter? Is that what he used to escape a nuclear blast at the end of the movie? This is supposed to be realistic.
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via Warner Bros.
What’s Good
The opening plane scene even if the premise is bad. Nolan had to one-up the 18-wheeler flip somehow. It’s a mix of CG and in-camera, practical effects that mesh perfectly. The fact that they did any of it as practical is nuts. It can stand by itself as an amazing action sequence. It’s just really well done and a decade later it’s still amazing to watch.
Hans Zimmer’s score.
Joseph Gordon Levitt’s turn as a good cop and almost Nightwing.
Michael Caine is still the best Alfred.
It kind of handles the story of Batman as a symbol of good. He’s put through some bad writing to get from the killer of Harvey Dent to having a statue at city hall, but it happens. The cowl is once again a symbol of hope for Gotham because he sacrificed (if that’s what having coffee with your girlfriend in Italy is, sure).
via Warner Bros.
The Dark Knight Rises Should Have Been Better
The good and just ok things don’t do enough to tie the movie together, making it cohesive rather than a bunch of scenes cobbled together. It breaks its own logic and it manages to make its antagonist fangless by their own plans. The Dark Knight Rises feels like a collection of scenes rather than a cohesive story.
It has some good action scenes, great cinematography, and production design. Some of the actors manage to do something good with the meh dialog they’re given. A movie should be more than that, especially one that follows up The Dark Knight and is directed by one of the best filmmakers of a generation.
It’s bad and disappointing.
The Dark Knight Rises is on HBOMax and Netflix if you’d like to revisit.
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Pop culture editor and writer that has been on the BoLS team since 2010. Contributor on the One of Us podcast. Marvel, Vertigo, and dystopian sci-fi fan. Enjoys bad movies, amazing stunt performances, and the internet. Hates rom-coms. (she/they)

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D&D : WizKid’s ‘Daern’s Instant Fortress’ is a Table-Sized Shelter AND a Dice Tower!

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WizKids has unleashed a “table-sized replica”: a massive tower, Daern’s Instant Fortress, which doubles as shelter and dice tower.

Dungeons & Dragons makes you think about survival. You have to scrabble in the wilderness, looking for dungeons. Maybe you fight monsters. Maybe the dungeon is the city itself. Either way, sometimes you need to get away from it all. And with WizKids’ new massive “miniature” you can. The Daern’s Instant Fortress Table-Sized Replica is a massive tower that your adventurer can escape to.

Too big to be a “miniature” WizKids calls it a table-sized replica. And it’s not hard to see why. This tower is huge. Big enough to both act as shelter or be a dice tower if you want help rolling those critical rolls.
And just like the magic item that inspires it, Daern’s Instant Fortress, the ‘table-sized replica’ comes in two formats. A massive fortress, and a tiny compact cube.
D&D: Daern’s Instant Fortress Table-Sized Replica – $157.49

A table-sized replica of Daern’s Instant Fortress that doubles as a dice tower!
Based on the famous and formidable wondrous magic item, this tower is sized to rest easily on a shelf or at the game table, where it may be employed as more than a sturdy piece of unassailable décor—it may also serve as a dice tower. Also included is the item’s magically compact (1-in. cube) form—ideally sized to fit in an adventurer’s belt pouch, any player’s dice bag, or on a display shelf alongside its “full-sized” counterpart.
Daern’s Instant Fortress is one of those magic items that’s been around forever in D&D. Even in the earliest days it was a quick fortress. And in 5th Edition is as much as it ever was: a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides.
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It also has the trademark battlement atop it. Of course, the table-sized replica may not be immune to the knock spell. Either way, you’ll want to be careful when deploying it. Daern’s Instant Fortress does 10d10 bludgeoning damage to each creature in its area when you expand it from a tiny cube into an imposing fortress with a single action.
This instant fortress is due out in Q3, so keep an eye out and get ready to bunker down

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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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Building La Sirena

By Aaron M. Pollyea, STA Contributing Writer

It was the little things in the first season of Star Trek: Picard that I found fascinating. The small details in the background, or short moments in a scene often make me consider how a piece of technology or a starship fits into the greater world that’s being built for us. The progression of mind-machine interfaces with the multitool and the transhumanist dream of downloading into a new artificial body, those are ideas that have been toyed with in Star Trek before, also with the inventions of Doctor Soong. How would this impact life in the Federation? Could people have flawless artificial bodies crafted for them if they suffer from a horrific accident? Thankfully some of this worked its way into the Player’s Guide and Gamemaster’s Guide as writing them coincided with Picard’s first season being aired in the United States.
While science, technology, and philosophy are things that I tend to write about quite a bit for Star Trek Adventures, an honor that I’m continually grateful for, I also am called upon to write up starships and statistics for them whenever a new ship is shown, or we learn a bit more about the class. Our one big hero ship for this season was La Sirena, a Kaplan F17 Class Speed Freighter. While this starship is on screen for much of the season in one way or another, we don’t learn much about specific capabilities outside of some production team posts on social media. We can take some clues from that and the idea of form following function.
The F17 was said to be originally designed in the late 23rd century, so determining about what its systems would be wasn’t difficult. As a civilian ‘Speed Freighter’ I felt that a high Engine system would be needed, and the ability for the vessel to withstand the stresses that high warp speeds would put on it, giving it a high Structure. Another consideration was including a Weapons system for the vessel as being known for speed means that many civilian captains would attempt to run blockades or traverse dangerous regions of space.
Before finally making La Sirena, one last piece of design work needed to be completed, statting out a new mission profile for a Civilian or Merchant Marine vessel. Focusing on navigation (Conn) and making sure the ship flies right (Engineering) were simple choices, but determining what talents might fit a wide range of vessels using this profile took a bit more time. I feel the ones I’ve listed make the most amount of sense. 
Finally, our nimble siren of the space lanes can be produced. She may be old, but the series of captains that she’s had have made sure that she’s been brought back to Hatzeplats Kaplan shipyards for routine maintenance and refits. Not as many refits as an active service Starfleet vessel, but enough to keep her engines top of the line and her computers up to snuff for all those hologrammatic crew members. Perhaps a new talent also needs to be written for that…
Grab a copy of the Star Trek Picard: Season 1 crew pack now at www.modiphius.net, www.modiphius.us, or DrivethruRPG! 
Thanks for reading this article, and thank you for your interest and support of Star Trek Adventures! Keep frequencies open for news about additional STA products in the coming months. Live long and prosper!

Children of Typhon: The Iron Keepers

At the center of the Abyssal layer of Tarkoros rises a lone mountain. Chained beneath this peak by the powers of good, Typhon, Father of Monsters, desires escape above all else.

Thus far, no known power can free Typhon. The cult that worships him seeks untapped knowledge and power in their attempts.

Riven into two rival sects, each with their own power structure, leaders, and means of operation, they are united only in the purpose of releasing Typhon from imprisonment.

Leaders, Organization, and Goals

The second sect call themselves the Iron Keepers. Unlike the True Daughters (populated by lamias and other monstrous cultists), the Iron Keepers are primarily humanoids. They breed monsters, using them against their enemies and as goods for sale. Breeding monsters brings more of Typhon’s children into the world, while selling them to the highest bidder puts coin into the coffers, providing means for research into a key for Typhon’s prison, conducted by Demos and his followers.

The sect also seeks to make themselves and others more monstrous in nature—both physically and mentally—to glorify Typhon and expand his power. The Iron Keepers are led by Demos Arkhontas, a master of transmutation magic, vivisectionist, and monster breeder.

Serving under Demos are the Wise, a council of five spellcasters: two wizards, a cleric, a sorcerer, and a warlock. Demos delegates authority to the Wise, who in turn lead other cultists, each pursuing leads and research that could free Typhon. Each of the Wise has their own force of cultists working for them. These cultists range from veteran warriors to spies to cult fanatics and mages, as well as a range of thieves, informants, skilled artisans, and general laborers. Many are human, but humanoids of all types make up their ranks. These cultists assist in research and exploration, as well raising and caring for the various monsters bred by the sect.

Many monsters bred by the Iron Keepers are also subjected to various experiments by Demos and the Wise. The ones that survive often exhibit traits and abilities not found in a typical member of the species. For example, instead of tail spikes, a manticore might have an organ that ejects a stream of acid. A chimera may have differing heads from the standard type, such as a gorgon’s head (complete with breath weapon) instead of a dragon’s. An owlbear might have mighty wings, allowing it to silently glide towards prey, before its massive bulk crashes down upon them. The Iron Keepers provide an excellent way to introduce new monsters, whether alterations on a basic type, an amalgamation of two or more species, or an entirely new monster creation.

Given the inability of even divine intervention to free Typhon from his prison, Demos has concluded that only a novel discovery in the nature of magic will succeed. The current line of thinking is that Typhon’s prison was made specifically for him. Thus, to free the Father of Monsters, magic must fundamentally change Typhon, so the prison no longer recognizes him. Failing that, the prison itself must be changed enough so that it no longer serves its function. How either of these goals can be accomplished is still a matter of conjecture.

DEMOS ARKHONTAS

Medium Monstrosity, Neutral EvilArmor Class 17 (natural armor)Hit Points 135 (18d8 + 54)Speed 30 ft., climb 30 ft., fly 40 ft., swim 40 ft.

STRDEXCONINTWISCHA16 (+3)15 (+2)17 (+3)18 (+4)14 (+2)13 (+1)

Saving Throws Con +7, Int +8, Wis +6Skills Arcana +8, History +8Damage Resistances acid, cold, fireSenses darkvision 60 ft., passive Perception 12Languages Abyssal, Common, Draconic, ElvenChallenge 10 (5,900 XP)    Proficiency Bonus +4

Amphibious. Demos can breathe air and water.

Spellcasting. Demos is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Demos has the following wizard spells prepared:

Cantrips (at will): brawn boost*, firebolt, mage hand, telekinetic trip*1st level (4 slots): expeditious retreat, magic missile, shield, writhing arms*2nd level (3 slots): alter self, enlarge, exude acid*, web3rd level (3 slots): aspect of the serpent*, haste, lightning bolt4th level (3 slots): polymorph, stoneskin5th level (2 slots): cone of cold, telekinesis6th level (1 slots): flesh to stone*spell is found in Deep Magic

ACTIONS

Multiattack. Demos makes three claw attacks and one with his stinger.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. Each round the target is poisoned, it takes an additional 3 (1d6) poison damage on Demos’s turn. On a successful save, the target takes half the poison damage and is not poisoned. Each round, a poisoned target may make an additional Constitution saving throw on its turn. On a success, it is no longer poisoned.

10 wholesome RPGs for chill roleplaying with friends

Maybe it’s raining outside and you’ve got a warm herbal tea clutched for comfort. Perhaps you have a picnic basket full of treats and are heading to a meadow. Or maybe you’re just sitting around a table with friends looking to chill out on a sunny afternoon. Whatever the circumstances, the perfect pairing to a relaxing day is a wholesome RPG.

Wholesome RPGs

Maddie runs down the most wholesome RPGs on the tabletop

Wholesome RPGs offer something without the intense combat from your weekly D&D game, without the darker themes of a horror title, or evil monsters lurking around every corner. This doesn’t mean the games aren’t complex, or that they don’t deal with deep emotions or even sometimes have fights. Each wholesome RPG on this list merely encourages a wholesome playing environment through its mechanics or setting.

We’ve put together ten lighthearted RPGs to bring you joy, fun memories and maybe even some tea recommendations. Whether you’re ready to become magical kittens or teenage witches, there’s a cosy title fit for your group.

1. Cozy Town

A wholesome RPG for Animal Crossing and Stardew Valley fans

Cozy Town sees players building a local community and their home. Image: AG Reeder/Rae Nedjadi

In video games there is one title that has the wholesome crown and that is Animal Crossing. What if we told you there’s an RPG where you can also create a charming little village to potter around in, enjoy the seasons and meet sweet villagers? Enter Cozy Town, a game that opens by recommending that you grab things like sweets, tea and blankets to set a cosy atmosphere before playing. What a start.

Cozy Town is an RPG about building a wholesome community with friends. You start out by creating a setting and deciding who you are; maybe you’ll be talking cats in an ancient temple, fairies that live on Jupiter’s moon or pigs that laze around in the warm waters of a tropical island.

From there you can fill out some details of your town. Perhaps there’s a magical bakery full of colourful pastries using fruits from far-away places, or a vast observatory with a giant glass dome home to delicate flowers, a huge telescope and comfy cushions strewn round for watching shooting stars. This stage of the game is about everyone jumping in with ideas to create somewhere comforting before you get into the specifics of seasons and rounds of play. You finish off here by thinking of some friends who visit, your transport and finally you populate a calendar with cute events.

By now you have a place you probably want to abandon reality for. (I may have got sidetracked writing this entry to daydream a little about a town of acorn people living in a sun-dappled forest glade. But that’s okay, that’s what Cozy Town is all about!)

The players’ town will change and grow as the seasons pass. Image: AG Reeder/Rae Nedjadi

Once you’ve established your town, it’s time to watch it grow and change over a year. Each season is split into suits of cards: hearts for spring, clubs for autumn and so on. Players take turns drawing a card and consulting the town oracle to see what happens. Maybe you draw the three of clubs and see that several townsfolk wish to leave for an adventure, so you describe how the town prepared to help them. Perhaps in winter you get the ten of spades and must describe a charming new healing house that’s being built.

Once you’ve pulled your card and described the situation you can finish your turn by either describing a feature of the town that grows or changes, a friend who visits for a little while or how the town prepares for an upcoming event. After that the next person pulls a card and once everyone has had a turn you move onto the next season.

Cozy Town is simple, sweet and utterly charming. Whether playing alone or with friends, this is a wholesome RPG you’ll want to curl up with again and again.

Buy Cozy Town from Rae Nedjadi’s Itch.io page.

2. Apawthecaria

The perfect roleplaying remedy

Apawthecaria blends together Anna Blackwell’s Apothecaria and Brian Tyrrell’s Scurry! Image: Brian Tyrrell/Anna Blackwell

If you’re a big fan of indie RPGs or have looked into solo journaling games, you’ve probably come across Apothecaria, an RPG where you play as a witch crafting potions to heal local people. That could very easily have made this list, but instead we’ve got something even cuter: Apawthecaria, where you play as a beast wandering the Scottish countryside creating remedies to help your fellow creatures.

You can be anything from a lizard to a badger, a newt to a skylark, and have a familiar to join you. Maybe you’re an otter with a mouse familiar setting off to collect ingredients for your mentor, or following in the footsteps of a fellow Poultice Pounder who inspired you.

Like its predecessor, Apawthecaria is set up to be played alone. You journal your experiences as you play, but you could always sit down with a friend to fill up notebooks together and discuss your experiences. Or, if you do want to play in a group, you’ll be pleased to know that multiplayer has now been added. There are various modes to open up play to your group. You can send letters, acting as pen pals as you document your experience together, or become a caravan of travelling Poultice Pounder where you share ideas of what happens during each encounter.

Apawthecaria can be enjoyed solo like Apothecaria, or you can play with friends in a new multiplayer variant. Image: Brian Tyrrell/Anna Blackwell

Apawthecaria is played using a deck of cards to determine what happens to you on your journey and you fill in the rest with your imagination. You and friends will be travelling through a fantastical version of Scotland, picking flowers in wide open meadows, dipping into refreshing lochs and even exploring the ruins from mysterious beings that left the land long ago.

Along the way you’ll meet creatures who need your help. You diagnose their ailment, research possible cures using your almanack and then set off to find the right ingredients, filling a basket with crab apples and forget-me-nots, all before the timer on their illness runs out. Don’t worry, though: the patient won’t die, but there will be consequences such as spreading an illness to someone else or your reputation going down. That doesn’t stop you from continuing your mission of helping the folk you encounter. Of course, it’s not all work; you can also enjoy downtime of exploring the woods, relaxing with friends or lending a paw to an NPC.

Between the peaceful foraging, the exciting adventures, and being a cute critter, Apawthecaria is perfect for anyone looking to relive their childhood reading Redwall and getting mud on their boots.

Buy Apawthecaria from Anna Blackwell’s Itch.io page.

3. BFF! Best Friends Forever
Relive memories of a wholesome childhood with friends

BFF! includes lots of physical components to use during your campaign, including friendship charms. Image: Heart of the Deernicorn

When we think of wholesome experiences it’s easy for the mind to drift back to fond memories in childhood. A time when we felt carefree, when we bubbled up with joy, when we laughed with friends until our faces hurt. Making friendship bracelets and running around with ice cream dripping down our chin might be behind us most of the time, but the RPG BFF! Best Friends Forever asks us to spend a few hours heading back to those light-hearted times.

You play as a group of friends hanging out, having fun and exploring their relationships to each other. BFF is unique to most RPGs in that it actually has physical pieces. It’s a visually inspiring game with charms to add to your bracelets and watercolour paintings to get lost in. Literally.

The way you develop your BFFs is to pick a character piece then select a charm, such as a fried egg or rocket, and tell the group how that represents you. Next, the person to your right hands you a charm and describes something they like about your character and uses the piece to represent that. It’s a very freeing way of developing characters, with plenty of room to grow and change as you play. Your bracelet can have charms swapped out as you learn something new about yourself or no longer feel connected to something.

The trailer for BFF! Best Friends Forever

Once you’ve made your group it’s time to have fun. You pick one of the locations from the massive map – such as having a sleepover in Tiffy’s house, going on a roadtrip or even hanging out online. Then you flick through the book to that location and start hanging out. Each place has a certain rule, such as a parent coming upstairs if you get too loud.

It’s very much a game of improv like most RPGs are, but Best Friends Forever definitely lets you get creative. There’s no GM to decide what happens. Instead, you take it in turns playing cards from your hand that inspire your actions. These Friendship cards come in four categories and can cover anything from sharing a tradition and making up a dance to asking for advice and playing a prank. Basically you’re building scenes together, telling small stories of adolescence, exploring friendships and letting out your inner child for a few hours.

Next time you want a chill day with friends watching Disney movies and eating ice cream consider adding BFF! Best Friends Forever to the table.

Buy BFF! Best Friends Forever from publisher Heart of the Deernicorn.

4. Golden Sky Stories

Channel the wholesome vibes of Studio Ghibli movies in this relaxing RPG

Golden Sky Stories draws from heartwarming films such as My Neighbor Totoro and Kiki’s Delivery Service. Image: Ike/Star Line Publishing

In the heart of the Japanese countryside, cicadas hum, a cool wind blows and you and your animal friends are looking out onto a road. No-one seems to be around. You take a deep breath and transform into human versions of your animal selves and set off into the local village ready to help. Welcome to Golden Sky Stories!

This is an RPG about being Henge, animals who can transform into humans who use their powers to help local townsfolk. It’s one for people who love slice-of-life anime as you explore a rural town, soaking up Japanese culture from shops to wildlife to small gods.

Let’s get back to the thing we’re all most excited for: being adorable animals. There are six example Henge in the book, including foxes, racoon dogs and cats, each with unique powers they can use to make the world a better place.

Players’ characters can transform into animals. Image: Ike/Star Line Publishing

While you may enjoy some time hanging out in a forest getting up to fox business, your main goal in Golden Sky Stories is to grow relationships with people by helping them. That can be each other and fellow Henge, less magical animals, minor gods who reside over rivers and shrines, or, most commonly, the people who live in your local town. They are ordinary folk dealing with all sorts of problems from a kid being bullied at school to a shopkeeper’s cabbages going missing.

You won’t be facing evil corporations or fighting deadly monsters here. Golden Sky Stories is described as a game of ‘small stories’. The stakes are low, the location is limited and stories can be set over just a few hours. It’s all about focusing on the magic of the mundane and getting cosy with small-scale adventures.

It’s also very reminiscent of wholesome stories from Studio Ghibli like My Neighbor Totoro or Kiki’s Delivery Service. Anyone who’s watched PomPoko will be even more familiar. Golden Sky Stories takes a lot of inspiration from these tales. The idea of ‘ma’ that Miyazaki discusses in his film – moments of peace and quiet, of breathing space – are part of what make the films particularly comforting and Golden Sky Stories is set up perfectly to experience those. You can take a moment to watch the sunset with new friends, to enjoy honey bees buzzing around flowers, to feel the cool water of a stream as you splash around with local kids. Golden Sky Stories is a chance to live out your own Ghibli-esque adventure, where nature and magic collide.

Buy Golden Sky Stories on DriveThruRPG.

5. Wanderhome

Head off on an animal adventure

Wanderhome has no combat, no GM and no shortage of warm feelings. Image: Possum Creek Games

Anyone who’s taken a road trip with friends knows that arriving at your destination is the worst part. It’s the sharing of gas station snacks, blasting your favourite songs and seeing the world drift by that you really cherish. Well, what if there was an entire game where you and your friends never had to stop meandering your way through the world, letting reality disappear and focusing on the journey rather than the destination?

In Wanderhome, where you’re going isn’t as important as just going. It’s a road trip adventure through a cosy world of animal folk where you’ll find sunny meadows, herds of bumblebees and gentle adventure.

Wanderhome is set in the world of Haeth, but this isn’t somewhere with great lore you need to study – it’s merely a framework to build your own experiences. You all decide what your group discovers on their journey, inspired by the building blocks suggested, encountering anything from a tavern or castle to a lagoon or glen. Each location is then filled out with aesthetics and folklore by you. So you could find an orchard full of prismatic butterflies and a prophetic peach tree, or a well-tended shrine that houses a sleeping god.

Wheels, Meehan and Matt explore the animal world of Wanderhome

To go on this journey together you play as an animal with a certain role or personality from one of 15 playbooks. Perhaps you’ll be The Moth Tender who looks after fluffy wards who deliver post or The Poet who wants to capture the beauty of the world into words.

No-one has to be a GM or guide to facilitate this adventure; everyone takes it in turns describing places and becoming NPCs by answering the questions laid out in Wanderhome’s book. It’s set up to make improvising easy even for those new or nervous about the idea. One person can absolutely take on a leadership role if you’d prefer, but everyone gets an equal say during the game of where they want to go and what they find there.

For anyone who grew up lost in stories of Redwall or Brambly Hedge. Of woodland critters eating loaves of fresh bread and catching minnows in the river, whose biggest worry was what they should have for afternoon tea. Or for anyone who catches themselves breathless at a sunset, who pauses to watch dragonflies dance in the sun or revels in the magic of everyday things. Wanderhome welcomes you with open arms, with rosehip tea on the stove, and a comfy seat on the wagon and asks, “Will you take this journey with me?”

Buy Wanderhome from publisher Possum Creek Games.

6. Felt, Friendship and Feelings

An RPG that will give you a fuzzy feeling inside and out

If you’ve ever wanted to roleplay as a Muppet, this is the wholesome RPG for you. Image: Beth Varni/NerdBurger Games

Many of us have fond childhood memories of watching fuzzy puppets on TV shows, in movies and maybe in real life. They’re colourful characters with memorable personalities who, while getting up to all sorts of wacky nonsense, always teach us to be better people: to share, to care, to love and to learn.

Felt, Friendship and Feelings is a comedic RPG about being these puppetfolk. A game is set up to feel like an episode of TV as you tell your fuzzy story over one to two hours, starting in some kind of wacky situation that you and your puppet friends have to deal with, running into complications along the way, interacting with each other and generally having fun being puppet people.

But puppets aren’t just there to be funny. You also tell your story by working together and sharing emotions.

If you’re newer to freeform improv, don’t worry – there are story guides that help conjure up fun stories without the need for a GM to prep a session. Felt, Friendship and Feelings also has a great way to keep your improv moving towards the common goal; roleplay should always either develop characters, move the story forward or add some humour to the situation. So the professor puppet might be solving a Rubik’s Cube and teaching the bunny puppet a new skill, while the dog puppet steals a string of sausages in the background.

Looking for more RPGs off the beaten track? Here are some top D&D alternatives

To see how your puppetry pals deal with the problems they encounter, sometimes you’ll roll a d6. One puppet can make a skill check per scene but another puppet can always help them. To do a skill check you get to use your adorable skills and explain how you use it to solve the problem at hand, for example by using ‘Make a thing’ to craft a paper mache banana to distract a monkey. If you don’t succeed the dice roll, someone else at the table describes a complication that arises which can create really fun scenarios. Oh no, the monkey notices that you’re a pineapple puppet and goes after you instead, carrying you off up a palm tree! No matter what, adventures always succeed in the end. This is a happy experience.

Character creation is just as fast and fun as playing, so you can fall in love with a character quickly and jump into your adventure. You can be any kind of puppet person, anthropomorphic animal or an alien or monster – cookies optional of course. You also get a concept, such as a hobby or job your character has – like a Swedish Chef or banjo-playing frog.

This is an RPG for laughing until you cry with friends, for generating weird inside jokes no one else will ever understand and for being vulnerable with the people you care about.

Buy Felt, Friendship and Feelings on DriveThruRPG.

7. Cantrip

Form a coven of witches in a magical school

In Cantrip, characters experience both everyday life and more magical happenings. Image: Celeste Cruz/SoulMuppet Publishing

Are you and friends always sharing the latest slice-of-life anime with each other, have you ever dreamt of attending a magic school or do you basically already describe your friend group as a coven? Well, your wholesome RPG choice has got to be Cantrip, a coming-of-age game about witches at a magical academy.

It’s all about facing low-stakes, lighthearted scenarios with satisfying resolutions – so perfect for a chill session when you want to roleplay but can’t face your ranger dying again. Maybe you’ll be dealing with a mysterious portal that opened up in potions class, organising the school play after the lead dropped out or tracking down your enchantment essay you suspect a pesky fairy stole.

Cantrip blends the mundane with the magical like this a lot – so you have creatures from ghouls to goblins on the school grounds but also have a phone and can take shopping trips to the local mall.

One of the great things about Cantrip is that it’s another game you can play without a GM. All it requires is a facilitator to have a final say on any rules, and generally make sure everyone is having a good time. There’s no need for them to prep tons of stuff before play; you all get to create the academy and characters together and improvise the rest using Cantrip’s ‘moves’. From a ghost seeking help from students to a witch pulling off a prank, there are tons of these moves throughout the book that inspire play. After picking a few you’ll find yourself deep in a whimsical adventure without having a GM organising a plot beforehand.

Cantrip doesn’t require a GM, with one player instead acting as facilitator for any rules questions. Image: Celeste Cruz/SoulMuppet Publishing

Of course, the main reason to play is the setting. We’ve all dreamed of having magic flow through our fingertips and roaming the halls of an academy getting into hijinks with goblins. Cantrip is incredibly flexible so you can create any kind of aesthetic you want. The school is always situated near a human town for added fun and has creatures and teachers in the classrooms but the rest is up to your coven. Have a lakeside castle with giant pumpkins sprouting from the ground or a floating island in the sky where stained glass windows shine in the morning sun.

Your personal brand of magic is just as flexible. You can wave a wand and chant incantations, use colourful beads to cast your spells, dance and summon spirits, whatever you can imagine you can do.

We’ve saved the best until last, which is creating your witch. The playbooks help you develop characters using different archetypes such as The Hedge, a potion-brewer obsessed with mushrooms, or The Breaker, a witch who loves causing chaos with their spells.

Whoever you play, Cantrip is sure to be wholesome fun, filled with exciting adventures, cosy moments and a whole lot of magic. So grab your spell book, your closest coven and start playing.

Buy Cantrip from SoulMuppet Publishing.

8. Animon Story

A wholesome RPG for Pokémon and Digimon fans

Like Pokémon and Digimon, players’ characters form bonds with their Animon. Image: Zak Barouh

We’re continuing with games for lovers of wholesome anime and cartoons with Animon Story. This is the RPG to play for anyone who grew up crowded around a Game Boy Advance sharing their team of little monsters with friends, who shared snacks while watching Ash catch ‘em all, or who had stacks of cards with cute critters on and no idea what to do with them. That’s right, it’s a Pokémon-style RPG!

Animon Story is about kids and their monsters growing together and working with friends to save the day. There can be combat, but nothing that crosses a line your favourite Saturday morning cartoon wouldn’t, so it’s still the perfect wholesome experience to enjoy with friends. One person GMs, running a fun adventure, and everyone else picks kids to play – from The Book Worm, who’s always lost in stories, to The Little Kid, who may be small but has a lot to prove.

From there we get into the best bit: creating your very own Animon. All of us with Pokémon OCs scribbled in notebooks can finally shine. Animons are creatures from another world, who evolve through the friendship they share with a human friend. They can be anything from a celestial to a plant to a beast or machine; you can get really creative with your little friend.

Watch the Dicebreaker team indulge their Pokémon fantasies as they play Animon Story with creator Zak Barouh!

This wouldn’t be a monster-taming game without getting into a few scraps. So you’ll also develop their signature attack which can look like anything. A Poison Strike attack could be something from a frog creature licking with their poisonous tongue to a demonic fiend sending out noxious purple bubbles.

While you fight in these Animon battles and face difficult situations, this is still very much a game rooted in telling a good story with friends. Animon always heal, friendships can always be remade and when the session ends you’ll come away with fun new memories and feel better. Who wouldn’t when you’re spending the day hanging out with cute critters?

As a new edition Animon Story has only recently funded on Kickstarter it will be a little while until you can get your hands on the updated version, but there is a free playtest to check out right now so you can dive into a short adventure if waiting seems impossible. When there’s the possibility of finally having an adorable monster companion, it’s hard to be patient.

Buy Animon Story from Zak Barouh’s Itch.io page.

9. Verdant Isles: Teatime Adventures

A deliciously delightful RPG

Verdant Isles is so charming, it comes with its own suggested tea pairings. Image: Snowbright Studio

Grab a mug of tea for this one; a chamomile would pair perfectly. Verdant Isles: Teatime Adventures is a game, world and series of stories to get lost in for hours at a time.

The Verdant Isles setting is perfect for any group who wants to immerse themselves in an already bustling world. There’s an established history worthy of any fairytale. There’s a yearly calendar filled with festivals you’ll wish were real, from gathering to admiring birds doing aerial acrobatics to a musical Festival of Thunder. Every location is rich in lore, whether it’s the ancient tree in the Broken Heart Desert to the amber that runs through Alpengreen creating strong ties to magic.

You can wield magic here. There are a total of 50 spells with ties to five elements so you can do anything from stopping hiccups to altering your appearance. If you want a game that feels like curling up with an incredible fantasy novel, this is the one for you.

To run these Teatime Adventures you need one GM to guide the group and the rest are players. But they won’t be humans. Instead, you pick from one of the magical ancestries, such as the elegant deerfolk or fairy-like Floradrops. You’ll also pick a wholesome occupation, such as crafting as an Artist or developing an affinity to the creatures on the isles with Fauna Friendship.

The 5E-compatible setting was created by Grace Collins, the former games and education lead for President Obama. Image: Snowbright Studio

There are skills too, but anyone familiar with other d20 systems such as Dungeons & Dragons 5E will feel right at home – and those who are new will quickly settle into life in Verdant Isles or can take inspiration from the selection of friendly NPCs at the back of the book.

Once you have your characters and a wonderful world to explore, there’s one place you’ll probably start and that’s the quaint village of Oakenbend. That’s because the four intriguing adventures all take place here. Each one comes with its own tea pairing to set the mood for the journey. If that’s not the perfect wholesome experience, we don’t know what is. Perhaps you’ll brew a pot of green tea and solve the mystery of the fey spirit causing trouble, or cosy up with a chai tea and take part in the Oakenbend Pie Competition.

Don’t worry: if you get hungry thinking of all those delicious pastries, you can make one of the cosy recipes dotted throughout the book, from warm breads to sweet cakes. This is a game that encourages you to eat delicious snacks and buy even more tea. It doesn’t get better than that.

Buy Verdant Isles: Teatime Adventures from publisher Snowbright Studio.

10. Magical Kitties Save The Day
An RPG that will leave you purring with contentment

In Magical Kitties Save The Day, you play as kitties! Surprise! Image: Atlas Games

Sometimes there is danger in the world; sometimes evil witches wait in the darkness, aliens sneak into the world and kids get scared. Luckily, there’s always someone out there to help them. Magical Kitties Save The Day is an RPG about being ferocious felines with powers who secretly help hopeless humans.

You and your friends pick a GM to run the world and the rest of you create cute cat characters. You could be anything from a fluffy Norwegian Forest Cat named Biscuit to a hairless sphynx named Ruby. Whatever kind of kitty you want to be, you can be. But you don’t just get the fun of padding around like a cat – these are magical creatures so you also get powers, from laser eyes to slipping into human dreams.

You need a human to save, too – this is who you live with and look after, even if they think it’s the other way around. Most cat owners will be familiar with cats disappearing seemingly at will and silently prowling, so it’s not too much of a reach to believe they have secret lives of their own. Of course, they can also be chaos goblins. They’re complex beasts.

Get an overview of Magical Kitties Save The Day from publisher Atlas Games

Now you just need somewhere for your kitties to roam. The GM develops a hometown for adventures to take place and leads the kitties on whatever hijinks they can think of – or you can jump into one of the exciting published stories, such as a sleepy town where humans are disappearing into library books or a leafy suburb where aliens invade. The main thing you need is a problem to solve, otherwise the kitties don’t have much to do. Although a session of the cats having fun lazing around their neighbourhood catching mice and stealing ice cream could still be great.

You can get really creative with this RPG. It doesn’t have to be a standard city, this is a game about magical kitties after all. Some suggestions in the book include Fantastica – a town based on fairy tales where the kitties stop giants and wicked step parents – or the Wild West, so kitties can help cowboys stop rustlers and bank robbers.

Magical Kitties Save The Day is the perfect game for cat lovers big and small to have fantastical adventures, always knowing they can save the day and have a saucer of milk afterwards.

New 'D&D Nolzur's Marvelous Miniatures' Monster Packs Incoming

WizKids unveiled a new wave of monster packs for the D&D Nolzur’s Marvelous Miniatures line, which will release into retail in December 2022.
The new wave of monster figures come primed and ready to paint. They feature new sculpts of monsters from the D&D universe, and have deep cuts for easier painting. The miniatures come in clear packaging, so the customer can see the miniature they are purchasing. These figures may have some have translucent parts.The monster packs included in this wave are as follows:

D&D Nolzur’s Marvelous Miniatures: Vegepygmies (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Quicklings (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Nosferatu (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Headless Monster (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: White Dragon Wyrmling (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Wereravens (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Girallon (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Nycaloth (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Enlarged Duergar (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Stone Giant (MSRP $14.99)

WizKids also recently revealed D&D Icons of the Realms: Adventure in a Box – Goblin Camp, a new encounter boxed set, for release into retail (see “‘D&D Icons of the Realms: Adventure in a Box – Goblin Camp'”).
Click on Gallery below for full-size images!

For the Love of Cthulhu Try On the American Mask

The American chapter of Masks of Nyarlathotep takes place years after the Peru adventure in New York City. All the investigators receive a telegram from their good friend Jackson Elias, claiming he has important information he needs to tell them in person. He’s staying in New York City at the Hotel Chelsea in room 410.
Everyone shows up and hears sounds of a struggle behind the door. They force their way inside to find three men with strips of cloth resembling tongues wrapped around their foreheads. They hold African blades and have just finished slaughtering Jackson.
There can be a fight, a chase down the fire escape into the alleyway. The killers can all get away. They can all die. The damage is done. Jackson is dead.
Here’s where the Keeper’s work done in the Peru chapter really pays off. If the Keeper was successful, the investigators are so outraged by Jackson’s killing they are determined to solve the murder. Also, when they visit Jackson’s publisher and go over the notes Jackson turned in, the investigators see a linkage between Jackson’s murder and the fate of the Carlyle Expedition Jackson was researching. The investigators need to be so moved by the murder they trace Jackson’s steps around the globe in hope of finding the truth behind his murder and the slaughtering of the Carlyle Expedition.
Before getting into the Carlyle Expedition, it’s important to play out the events following Jackson’s murder. Do the investigators call in the murder and cooperate with the police who are going to brush this killing under the rug or try to pin the murder on the first suspect they see? Do they try to keep as far as possible from the public discovering the fate of the eclectic author?
Then, there’s the funeral. It can be hand-waved, but I recommend really getting into it. It’s a good opportunity to introduce a couple of characters who will become contacts integral in the rest of the story. Also, it’s a dramatic moment for the heroes to dwell on the ghastly fate of Jackson and remember how fleeting life is in a Call of Cthulhu campaign. In the Masks of Nyarlathotep Companion there is a wonderful chapter that describes the funeral service in detail, including passages from the key NPCs’ eulogies. The purpose of this scene is to further entrench the investigators in the hunt for Jackson’s killer and becoming willing to travel the globe to retrace Jackson’s footsteps to find what information he missed in those locales.
Eventually, the investigators get to the publisher’s office and are confronted with pages and pages of notes from Jackson from his investigation of the Carlyle Group. I won’t lie. This is not going to be too fun to roleplay. Everyone will spend half an hour reading handouts, seeing how Jackon’s sanity wavered as his investigation continued, until he was paranoid and frantic at the end, unable to put words together in meaningful ways.
The Carlyle Expedition was the brainchild of playboy millionaire Roger Carlyle, after starting a relationship with a strange African lady. He put together a team of archaeologists and brought in ex-girlfriend Hypatia Masters to be the team’s photographer. They were to uncover lost pyramids in Egypt. First, they went to London to consult with an expert in Egyptian digs.  Then they went to Egypt, where they didn’t seem to be successful in uncovering anything monumental. Roger got sick, so everyone decided to take a holiday on safari in Kenya. There, the entire group and their servants were allegedly massacred grotesquely by natives.
The investigators meet with Jackson’s lawyer at the reading of the will and find out Jackson changed his will mere days before his murder. He leaves his small fortune to the investigators to go on a worldwide quest to discover who killed him and what actually happened to the Carlyle Expedition. Jackson believes at least some of the Carlyle Expedition survived or wasn’t present at the massacre.
Roger has a surviving sister who’s inherited the family empire, Erica. It might be smart to pay her a visit. This should be challenging, since she is a multimillionaire who does not meet with visitors from the general public and wants to get past her brother’s unfortunate demise. Creative roleplaying and cunning choices could lead the group into Erica’s mansion, where she can give her impressions on the Carlyle Expedition’s principal players. She even has some of her brother’s old books (some of which are Cthulhu Mythos tomes).
The other lead the group has is the recent slue of murders taking place in Harlem, which match the style of killing done to Jackson. This part of the story deals with racism and the corruption of police, where white police officers falsely accuse people of color who stand up against the cult responsible for the murders.
Everything leads to the Cult of the Bloody Tongue, which is based in the basement of an African curios shop in Harlem, the Ju-Ju House. Depending on when the investigators break in, there might be a ceremony complete with human sacrifices and an intimidating head priest called M’Dari. Trapped in a pit covered by a stone block is a horrible creature that grows in might as more victims are fed to it. This is the Chakota. Every time it kills someone, it grows another head that resembles the head of its latest victim. The many-headed many-armed abomination wails in its dark pit, always longing to be fed.
My group visited the Ju-Ju House in the middle of the night on an eve there wasn’t a ceremony. They found all the clues there were to be found. They caught a glimpse at the Chakota and decided the entire building needed to be burned to the ground. This was their frequent solution to problems.
Once everything is done, the group should be pretty certain the Cult of the Bloody Tongue was responsible for the murder of Jackson, but they should suspect this cult is a cell in a much larger organization, one which Jackson angered. The group should be ready to leave America behind and start untangling the web of intrigue behind Jackson’s murder and the fate of the Carlyle Expedition.
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D&D: Kobold Press’ ‘Tome Of Heroes’ Adds New Subclasses, Races, Backgrounds, & More

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Enjoy more than 70 new subclasses, brand new races, and more in Kobold Press’ massive 5th Edition expansion: Tome of Heroes.

There comes a point in every D&D player’s life where they feel like they want to stretch their wings. You’ve played through the core options. You’ve played with multiclassing and feats. As a result, you’re a master of the game. For sure. But where do you go from there?
Do you weep, for there are no more worlds left to conquer?
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Or do you do the thing that might have saved Hans Gruber’s life, reach instead for new options. If you’ve ever played Skyrim and installed a mod or two, you know how that can add years of life to your game.
After all, Skyrim is 11 years old this year, and it’s stronger than ever. It lives on the back of its mods. As does D&D. And when it comes to mods, nobody does it like Kobold Press.
Their latest book, the Tome of Heroes is a massive player expansion. It adds new subclasses, new races, new backgrounds and spells. Everything you could possibly want.
Kobold Press: Tome Of Heroes For 5th Edition – $49.99

Tome of Heroes contains a vast array of tested, original options to create amazing 5E characters:
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Over 70 new subclasses, including the Circle of Bees, Way of the Unerring Arrow, Path of Hellfire, School of Black Powder, and Pugilist
More than 20 new races and subraces, from deer-like alseid, to mechanical gearforged, to aquatic gnomes and arctic elves
Over a dozen new backgrounds, including diplomat, freebooter, gamekeeper, and innkeeper
A shops’ worth of equipment, such as firearms, chakrams, glidecloaks, and bombs, plus mounts and clockwork companions
New ways of using magic, from manipulating magical plants to drawing draconic runes
Over 50 new spells, including fuse armor, conjure fireflies, and steam gout

Plus new optional rules for downtime activities, for creating a party with a group theme, and for using weapons to affect combat in ways other than dealing damage. All fully compatible with the 5th Edition ruleset!
That’s right. Black Powder magic is in the book. If you followed Tome of Heroes’ Kickstarter, you know that one of the big stretch goals included gear and gunpowder based expansions.

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You might also enjoy the Circle of Bees Druid, which is about two things: bees & teamwork. And that’s it. But whatever your tastes, there really is something for everyone. Each of D&D’s main classes (except the Artificer) gets at least 5 new subclasses, though many have more.
Whether you’re looking for something simple but different, or full of enough crunch to keep you thinking in every fight, you’ll find it.
And that’s not even touching the new races. Including deer-centaurs and Mushroomfolk. This stuff fits in best in a high fantasy game, but honestly, you could drop this into any campaign with just the barest hint of legwork. See for yourself!
Check out Kobold’s Tome of Heroes today!
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Happy adventuring

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

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The Future of Warfare with Author Sean McFate

Future war visionary and author, Dr. Sean McFate, joins me on the podcast today. Dr. McFate shares his expertise and paints a picture of where warfare is heading in the future. We discuss his novels and his nonfiction books and explore how game masters can use the ideas he is advancing in RPGs. We also learn Sean was a D&D player while growing up. Don’t miss it!

Sean McFate – Author and Book Links

Please check out Dr. McFate’s Books and his website to learn more about him and his work on the future of war.

Play as Stranger Things characters in Dungeons & Dragons with free supplement

Play as key characters from the latest season of Stranger Things with a new supplement for tabletop roleplaying game, Dungeons & Dragons 5E.
A free supplement designed to be used with the tabletop RPG D&D 5E, provides players and game masters with a selection of character sheets based on various characters from season four of the Netflix series Stranger Things.
Created by freelance game designer and consultant for Dungeons & Dragons publisher Wizards of the Coast – as well as the D&D 5E actual play show Critical Role – Anthony Joyce-Rivera, who posted the free PDF link via his Twitter account, the supplement enables players to become one of several important characters from the sci-fi show. Players can either choose to use the character sheets for their own player characters, or the GM can utilise the sheets in their campaigns or one-shots of Dungeons & Dragons 5E by making non-player-characters for their players to interact with.
Stranger Things: Character Codex I“I’m on a curiosity voyage and I need my paddles to travel.” – Dustin HendersonMuch love to @Stranger_Things & @Wizards_DnD. More to come…free PDF link below.#StrangerThings #dnd pic.twitter.com/cPBARpG0wh— Anthony Joyce-Rivera ✍️ (@AJoyce_Rivera) July 11, 2022
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Featured in the supplement for the fantasy TRPG are recurring characters Steve “The Hair” Harrington and Dustin Henderson, as well as two new characters introduced in Stranger Things: Season Four – Argyle and Eddie Munson. Formatted in a fashion that’s reminiscent of the classic D&D 5E character sheet style, each PDF features ability scores, stats for qualities like saving throws and actions unique to every character.
Joyce-Rivera has made sure to include fun references and details for fans of the show, such as the fact that Steve Harrington is apparently fluent in “all five love languages,” Munson has a reaction called “Master of Puppets” where he plays a warlock guitar, Dustin’s “Turn Around…Look At What You See” reaction and that Argyle has a legendary action that enables him to summon surfer boys.
The creator has also snuck in some of his own opinions on the characters in their sheets, such as the fact that Steve Harrington is a “fan favourite” with the adage that “Netflix, don’t you dare kill our Steve!”

The official trailer for Stranger Things: Season Four.
Stranger Things is a Netflix television series that first aired in 2016 that follows the unusual events happening in the small fictional town of Hawkins, Indiana, US, during the 1980s. The series features plenty of references to ‘80s pop culture such as music of the period – which has recently resulted in Kate Bush’s Running Up that Hill reaching the number one position in the streaming charts – and Dungeons & Dragons, which several of the characters play throughout the show and is regularly referenced in key plot elements.
Joyce-Rivera has teased that he will be releasing more D&D 5E character sheets based on Stranger Things characters in the future.

Kickstarter Highlights: Hitman RPG, Viking STLs, and More

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Come check out this week’s batch of crowdfunding and Kickstarter highlights – including board games, TTRPGs, and video games!

Era: Hitman – RPG
Era: Hitman is a game that gives you the best of both worlds: reality-bending superpowers and the mandate to use them however you like as long as you succeed in your mission! Inspired by video game titles such as Hitman and Assassin’s Creed, this game places you in a modern setting where your mission is to eliminate your target by whatever means necessary. Characters can choose to have superpowers ranging from force field creation all the way to controlling gravity or electromagnetism
Running on the critically acclaimed Era d10 Rule Set, gameplay is fast and easy to learn, as well as very adaptable in difficulty level for whatever the group requires.
Pledges start at $4 for a digital version.

Sinister Sacrament: Cultist Quick Adventures – 5e
This set of Penny Dreadfuls is themed to a classic staple of RPG enemies. Dangerous cults. 5 short adventures designed for parties of low to mid-level adventurers between 2nd and 18th level. Use the adventures to quickly add unique cult encounters. Each of the 5 adventures shows a new and uniquely themed cult. These adventures can be used stand-alone, or you can link them into your overall story. Each adventure contains a few uniquely designed monsters and encounters. All for less than the price of a cup of coffee.
Pledges start at $1 for a PDF.

Gladiators – 3D Print
Gladiators consists of a set of miniatures that recreates the famous fights between the gladiators of the Roman era. Fight to win your freedom or do it just to show who is better in the arena, making your opponents bite the dust. There are 21 miniatures of the core set.
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Pledges start at $17 for the core set and stretch goals.

Valhalla II – 3D Print
In Valhalla II there are powerful gods, as well as beautiful and strong Valkyries. These models are all, of course, of my own creation and interpretation. These designs were created exclusively for this Kickstarter, you won’t find them anywhere else. You will be able to commit to the core set STL to get all Valhalla II models in 32mm and 75mm scale, in both scales the files for 3D printing are pre-supported and tested. 
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Pledges start at $32 for the STL files.

The Atlas Base
Having trouble keeping your work station clean? After an unimaginable amount of hours, a multitude of different 3D printed prototypes, endless discussions with enthusiasts, my friends and colleagues, the last version of the Atlas Base has finally emerged. It’s streamlined, optimized, affordable and perfect for us hobbyists.
Pledges start at $53 for eight bases.
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Mononke Anime 15th Anniversary
Over the past 15 years, Twitter, YouTube, and various other services have been created, giving us many opportunities to connect with our fans. We would like to make this work exciting with the fans who have supported me so far and with all the people who will have a connection with this work in the future. Let’s make the 15th anniversary of “Mononoke” project exciting together!
The Story
What forms the mononoke is the cause and effect of human beings. Since ancient times, when an ayakashi became attached to a person’s passions or grudges, it became a “mononoke” and brought misfortune to the person. Only one “sword of retribution” in the world can slay a mononoke. There is a Medicine Seller who travels around the country using this sword to slay mononoke. The Medicine Seller continues his journey while saving people’s hearts.
Pledges start at $30 to support the project.
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Pop culture editor and writer that has been on the BoLS team since 2010. Contributor on the One of Us podcast. Marvel, Vertigo, and dystopian sci-fi fan. Enjoys bad movies, amazing stunt performances, and the internet. Hates rom-coms. (she/they)

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Dark Souls: The Board Game maker picks up Age of Empires III and Kingdoms of Amalur dev’s Rivet Wars

Steamforged Games, publisher of tabletop games based on Dark Souls, Resident Evil and Monster Hunter World, has acquired a board game created by video game artist Ted Terranova.

Terranova is an artist and developer with credits on notable video games including fantasy RPG Kingdoms of Amalur: Reckoning, real-time strategy game Rise of Nations and the Definitive Edition remaster of classic RTS Age of Empires III. He also worked on the digital adaptation of board game classic Catan.

Terranova’s Rivet Wars was first released in 2014, and takes place in a setting inspired by World War I and featuring dieselpunk creations such as walking tanks.

The units are represented by stylised miniatures that players move across a gridded board, rolling dice to attack and contending with any environmental hazards, such as wire. The figures utilise a ‘plug’ system that allows pilots and weapons of vehicles to be swapped, representing different loadouts and abilities.

Each turn, players deploy units to the board – which starts the game empty – by spending resources collected by capturing points and bunkers, using their soldiers, vehicles and unique heroes to secure the objectives required for victory. Said to be heavily influenced by Terranova’s work on RTS video games, the board game features a grid-based combat system that allows units to be arranged to create defensive formations within each square.

Since its original release of the Eastern Front core box and expansions such as the aerial combat Battle of Brighton, Rivet Wars has gone out of print. Announcing its acquisition of the “cult classic” IP, Steamforged Games indicated the future return of the game – as well as the possibility of new additions to the universe.

“We have huge plans for where we can take the original concept,” said Steamforged’s founder and chief creative officer Mat Hart. “We want to develop the game in an exciting and unique direction, that original fans will love, but will also capture the imagination of new fans alike.”

Liv and Wheels play Resident Evil: The Board Game

Calling Steamforged’s purchase of the game a “new future” for Rivet Wars, Terranova added: “Rivet Wars was always a passion project, so it gives me huge satisfaction to know it’s in safe hands. I can’t wait to see where they take the game next.”

No further details were given on Steamforged’s plans for the Rivet Wars series or expected release dates.

There’s a Major MCU Reveal in ‘Ms. Marvel’ Finale You Cannot Miss!

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The Ms. Marvel finale just broke the MCU in the best way possible. I can’t wait to see Twitter today. Was the series worth the reveal?

I wasn’t sure what to expect from this week’s finale of Ms. Marvel. After all, last week’s episode “Time and Again” pretty much wrapped up all that plot stuff with the Noor dimension. There were still some loose ends to tie up – the Department of Damage Control is still after Kamran and he’s got his new sparkle-djinn powers to contend with. The final episode of the show had to tie to the upcoming Marvels movie. But was that enough to fill a whole extra episode?
Oh, it was. All that, and more.
Spoilers for ‘Ms. Marvel’ season 1 ahead!

Ms. Marvel: the Name, the Look, the Icon
This season has seen Kamala struggling with her own identity as a hero, and hiding from close friends and family has been a big struggle for her. So it’s great to see her family accepting and encouraging her. It seems incredibly appropriate then that Muneeba would provide her daughter with the iconic costume we associate with the hero. And it looks really good, y’all.
I also really enjoyed the moment when Yusuf gave Kamala her superhero name. It’s a great moment when she realizes that the name her parents chose for her in Urdu roughly translates to Marvel.

The Gang’s Back Together Again
Of course, with any real high school story, there has to be a moment where everyone gathers together at the end to fight the Big Bad. Weaponizing the high school at night is another classic teen media trope that was really well-done here. Watching S.W.A.T.-looking dudes get pelted with softballs was pretty satisfying. Everyone pitches in their unique skills or personality.
The crew comes together when Nakia calls Kamala to let her know that Bruno and Kamran are on the run. They all meet at the high school and Zoe pops out from the drama department, where she films her TikToks. Zoe’s eagerness to repay Kamala for saving her life is also a real feel-good moment, and she and Nakia have a moment to see eye-to-eye. And best of all, Aamir is sent to stealthily chaperone his little sister, so he lends a hand and some comedic moments.
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A lot of these moments are underscored by Kamran’s struggle to control his newfound powers and cope with the death of his mother. At first, Kamala is doing her best not to tell him what happened. But when she’s only able to tell him about her death and not the context, Kamran starts to lose control of his powers and his emotions. In the end, Kamala is able to provide him with enough cover to get to the docks and leave for Karachi, where he meets up with Kareem.

The Department of Overstepping Bounds
Hot on everyone’s tracks are the Department of Damage Control, led by Agent Deever who clearly has a racist ax to grind. She defies orders and goes into the school. Thanks to Zoe’s massive local TikTok following, the Department of Damage Control’s siege of the high school becomes a massive public moment. We get to see the community, including Kamala’s parents, rallying around her. And her community gets to see her fighting to protect them.
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I expect there may be some who complain about how anti-climactic the end-fight with the DDC turned out. But I found the ending really profound – what saves the day here is visibility. It’s through the “bad press” that DDC is getting on this crusade that shuts them down. It’s because the whole community turns out to support these two kids who… might be mutants?
Oh, and Ms. Marvel Introduced the X-Gene
The mutants are here – THIS IS NOT A DRILL. After all the fighting is done, Bruno tells Kamala that he retested her DNA. It isn’t just her djinn lineage that’s responsible for her powers. After all, her mother and brother don’t have them. It’s also combined with a genetic… mutation. And when he says it, there’s a little musical refrain in the background that made the hairs on the back of my neck stand up.
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The episode is the first time we see Kamala use her embiggen power (YES!) and that’s a power that seems really functionally different from her “trail of stars” powers. Could that be related to her mutation? I have so many questions!
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But what really struck me about the reveal is all the reasons why this show is the best show to introduce Mutants to the MCU. Kamala is right, of course – the gene will be another label. Agent Deever is a precursor for Mutant discrimination and registration. I wouldn’t be surprised if her character pops up again.
Also, if you’re having a bad day, just remember that we can now hope for a Ms. Marvel-Wolverine team-up adventure in live-action.
Last but Not Least, Post-Credits Carol!
And finally, while in her room one day, Kamala’s bracelet goes all glowy! It shoots her through her closet door – or at least that’s what it looks like. But out from the wreckage comes Carol Danvers, who has apparently switched places with Kamala. She’s surrounded by Kamala’s fangirl decor, and Kamala is – somewhere in space? I am so ready for The Marvels now, if only to see Carol coming downstairs to a very alarmed Khan family.

Ms. Marvel Finale & Season Thoughts
I was blown away by the first episode of this series, but I’ll admit that after last week’s episode, I was a little concerned. The Clandestine storyline wrapped one episode earlier than expected, and I wasn’t sure what the finale would have in store. But the final episode was action-packed and revealed a fully-imagined Ms. Marvel. It did a great job of tying the show’s themes together and satisfying all of the show’s plotlines. The show also presented a lot of rich and beautiful cultural elements (and exceptional food porn), some vital world history, and a delightfully-developed teen girl lead. It’s damn-near perfect – and it withstands the experience of rewatching. It’s exactly what I hoped the show would be.

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

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Warhammer 40K: Check Out the 1980s Original CSM Black Legion Armylist

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Abaddon’s Black Legion first assaulted our planet in 1988? Let’s take a look at their original army list from Rogue Trader over 30 years ago.

Today it is time to go back to the early days of the game.  The chosen of the Warmaster, the Black Legion arrived in the Realm of Chaos – Slaves to Darkness from 1988.

The initial Black Legion army list came in Slaves to Darkness, alongside the first World Eaters, Emperor’s Children, and GREY KNIGHTS lists!  We’ll cover those another time.
The initial list laid down the foundation for the bitter, and hardened Legionnaires we all know and love to this day. All the basics you would expect and few surprises that may return are here. Let’s dive in.
The List

Note the pre-Abaddon version of the Black Legion’s history, and their mastery over possession saving the legion (something that would be transposed onto the Word Bearers decades later) The distinguishing characteristic of the Black Legion was their HATRED of all fellow Traitor Legions, in addition to Loyalists.  Abaddon’s Legion was Hardcore back in the day! Now note the crazy 900 point Daemon weapon you could equip your Lieutenant Commander and Captains with. Why 900 points? Because a Rogue Trader Daemon weapon oftentimes was possessed by a Greater Daemon, who would pop out and fight once its bearer was killed –  SURPRISE!

Page two has the support characters and it is from here we eventually get Apothecaries, Dark Apostles, Sorcerers, and Warpsmiths. Again note the Librarian who could be BOTH a level 4 psyker AND wields a Daemon weapon! Watch out – that’s about as nasty as it got in Rogue Trader. Cool how the Medics have the web-solvent to get your guys out of sticky situations, and the Techmarines have the Frenzon controllers (we’ll get to that in a bit).
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Page 3 has the daemon allies, and most importantly – The Official Black Legion Catechism!  I think every diehard CSM player should say this before each game to give your dice good luck.

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Page 4 has the core infantry and the auxiliaries. Back in the 80s you had the option of mounting Tactical squads on Chaos Steeds. Note the hard life of Beastmen Slave squads. They come equipped with explosive collars, Frenzon dispensers (see Techmarines above), and can be given power shields and power generators! Finally, Spawn to goad into combat. These Black Legion were ruthless!
Original Black Legion Minis
Now we get to the original metal CSM Renegades from way back in the day. There are little callouts to each of the chaos gods here and there in the early range. I always loved #2 with the Bloodletter head, and 022316 down below with the Flamer of Tzeentch body. Nice!

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There is also some fantastic late 80s artwork in here. Take a look at this Paul Campbell classic:

Do you have any fond memories of the Rogue Trader Black Legion list or still have some of these minis? Let us know.
The Black Legion has come a long way in 35 years!

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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Age of Sigmar: How to Play Ogor Mawtribes

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It’s the perfect time to get started with the lads who lunch, Ogor Mawtribes. So let us help you get off on the right dish.

Every army has their motivations; some want to conquer the Realms, some what to protect what they view as theirs, and others just want to trample everything into dust. The Ogor Mawtribes have a much more simply goal: food. If they can fit it in their mouth, they want to eat it, and if they can’t, they want to chop it up until they can. This makes them terrifying opponents on the battlefield, but also a ton of fun to pilot. Here are some quick tips and tricks to get the most out of your chubby warriors.

Who Are the Ogor Mawtribes?
Bringing together the icy hunters of the Beastclaw Raiders and the gluttonous Gutbusters into one army, the Ogor Mawtribes descend from the mountains in a fury of roars, belches, and farts. They bring massive black powder weapons that can reduce a man to mist while giant pack creatures lope ahead of them, bringing down enemy vanguards with ease. They serve an entity called The Great Maw, an enormous fanged chasm in Ghur that devours everything that falls into it. By devouring their foes, they are able to invoke powerful magics, and they give homage to their god through the consumption of varied delicacies.

Why Play Ogor Mawtribes?
In 3.0, especially with the most recent General’s Handbook, medium-based MSU infantry are incredibly powerful, and that’s basically your entire army. You also have access to some amazing monsters, powerful magic, and deadly heroes. Just as dangerous on the charge as in the shooting phase, the Ogors can do just about anything.
Strengths

Your powerful in every phase of the game.
You can take a hit and dish it out too.
Deadly on the charge.
The Tyrant has one of the most incredible command abilities out there.

Weaknesses

Your army is kind of small so in 3.0 it might get overwhelmed.
You can’t take advantage of the veterans trait so you might lose out on some scenarios.

Signature Rules
The following rules apply to all Ogor Mawtribes:
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Might Makes Right – Giant warriors are especially hard to deal with, so all your Ogors count as 2 models for objective control, and your monsters count as 10.
Ravenous Brutes – The only thing more dangerous than an Ogor fighting you is a hungry Ogor that isn’t. Ogors more than 3″ away from enemies add 2″ to their Movement, and Ogors that are closer add 2 to their Bravery as they sate their appetite.
Trampling Charge – A charging Ogor is a terrifying prospect, even more so if that Ogor is on the back of a giant mountain beast. When they charge, they can pick one unit within 1″ to get trampled, potentially dishing out up to 12 mortal wounds before combat even starts.

These rules only apply to Beastclaw Raiders models:

Everwinter Prayers – The Ogors of the mountains are tribal shamans that gave homage to the elemental Everwinter, and their prayers can bring down the fury of the storm. Every priest can pick 1 prayer to know just like a spell, and can chant once every turn
Grasp of the Everwinter – The Beastclaw Raiders bring the chilling storms of their mountain homes with them, freezing their enemies in place. Enemy units that get too close risk mortal wounds, especially as the battle goes longer and the storm gets worse.

SubfactionsOgor Mawtribes subfactions are called Mawtribes, and each one will allow you to play a different style of army. Some favor the Beastclaws, while others bring the Gutbusters to the forefront.
Terrain Piece

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The Ogor Great Mawpot is an amazing centerpiece model, and it has some pretty incredible rules. It can boost the casting of your wizards while they’re nearby, and you can give your lads a ladle of gruel to heal EVERY unit on the field for d3 wounds. All you have to do to fill it up again is kill a model within 6″, which shouldn’t be hard to do.
5 Top Units

Frostlord on Stonehorn – One of the deadliest monsters in the book carrying a powerful combat hero, this is a great general if you want to have a more bestial army. The Stonehorn is incredible, durable, and on the charge is one of the deadliest models in the game.

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Tyrant – An amazing hero and 9 times out of 10 your general. Hits like a bus, can take a ton of punishment, and has one of the best command abilities available. Definitely don’t leave him at home.

Leadbelchers – The only thing scarier than an Ogor is one with a cannon, and these guys bring just that thing. With all the punch of an Ogor warrior backed up by a powerful ranged weapon, these guys provide much needed ranged support to your mostly melee army.

Icebrow Hunter – A great vanguard hero, perfect for hunting down enemy solos or monsters. He can do a surprising amount of damage, especially if he gets a running start.

Ogor Gluttons – Tough and reliable battleline, the Gluttons are an incredible unit. You can either give them dual weapons to get exploding 6s, or give them armored gauntlets to deal back damage on successful saves. They will make up the bulk of your force.

Sample Army (1000 pts)
Army: Ogor Mawtribes
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Leader: Tyrant. General.
Leader: Huskard on Stonehorn
Battleline: 6 Ogor Gluttons
Battleline: 6 Ogor Gluttons

How to Play Ogor Mawtribes
Aggression is the name of the game! Slam into your enemy and grind them to powder, then use the powder to make bread. Delicious!
Om Nom!

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 writes two Age of Sigmar weekly articles for Bell of Lost Souls from a slightly less than meta angle, plus a weekly tournament roundup. 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 watching all the movies he can. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at RedWendigo13.

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Warhammer 40K: Darktide’s New Enemies Reveal Treachery In The Militarum

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Warhammer 40K: Darktide will pit players against the enemies of the Imperium. But what if your new enemies…are your former comrades?

Things are pretty bad for Hive Tertius at the start of Warhammer 40K: Darktide, and new enemies unveiled by the dev show just how bad they’ve gotten.
Because there’s treason in the ranks. The very members of the Astra Militarum sent to protect the Hive… well… hear for yourself:
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That’s right, you’ll be fighting traitor guard. Fallen Militarum. Tertium Hive is under attack by a regiment of soldiers once designated as heroes of the Imperium: the Moebian Sixth.
Warhammer 40K: Darktide – New Enemies, Moebian Sixth

But who are they? Well we can turn to developers Fatshark to learn more about the Moebian Sixth:
These men were veterans: brave, well-trained, determined, and tough. Raised, for the most part, on Atoma Prime itself, they were sent away to war, and served long tours in the so-called Fringe War, a pacification campaign that has rumbled on for years in the feral worlds at the edge of the Moebian Domain. There are several Moebian regiments, in fact, but the Sixth is the most famous, the most decorated, and the most celebrated. Back home on Atoma, to the citizens of Tertium Hive, they are heroes. You don’t get lasmen any tougher than the Moebian Sixth.
They have spent their lives (and, in many cases, given their lives) to fight that campaign and keep the people of Atoma, and all the other populated worlds of the Moebian Domain, safe and free from invasion.
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So where did it all go wrong? Well, like most things in the grim darkness of the distant future, it went wrong amidst the meatgrinder of endless combat.
Fatshark describes the members of the Moebian Sixth as battered by trauma, broken by experience, and embittered and disillusioned by the Imperial Administratum.
And when they learn too much about the Warp, they can turn…
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Ultimately, they are not just monsters looming out of the dark to kill you. They’re highly trained, highly-experienced veteran troopers, with full military gear. They have been seduced by the creed of the Darktide, and they have come home, not simply to kill and exact vengeance, but – more poignantly – to share the ‘truth’ they have uncovered. The Moebian 6th truly believe they’ve seen the light, and that the dark ways they have discovered are far better and more liberating than the stagnant rubrics of the Imperium. They want to share that truth with you… with you, and every living soul on Atoma.

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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Hieronymus RPG is a Garden of Earthly Delights Edition inspired by Bosch

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Dungeon Delver’s Guide: Welcome to Underland

The Color of DarknessDespite being a realm of sunless stone, Underland is not drab. Mushrooms (and mushroom forest, and mushroom creatures) bloom with unhealthy brightness. Walls glow red and green with phosphorescent algae. Colored lights that blink from the darkness may be creatures such as flash jellies, flumphs, and deadly bright orbs.In some places in Underland, even the stones glow. Twinkling from walls and ceilings are mysterious crystals that harbor psychic energy. Small veins of psychic crystals provide no benefit beyond faint blue illumination. Creatures dwelling near larger deposits can become sensitive to psionic energy, gaining unique powers and vulnerabilities.Ancient MysteriesScattered throughout Underland are vast and inscrutable feats of engineering—huge basalt dams devoid of water, miles-long pillared hallways, clockwork bridges that raise and lower over empty canals, arched chambers containing abandoned cities, and aqueducts threading vast chasms. Some travel still takes place on ancient but well-preserved roads that run throughout Underland. These highways are bracketed for torches and pierced by side tunnels that lead to notoriously deadly mazes filled with cave-ins, death traps, and monster lairs.These ancient monuments seem to hint at a time when Underland was more populous. One can’t help but wonder who built such marvels—and whether they will ever return.Here are a couple of Underland’s adventure locations. In the following locales, the notation (DDG) indicates that a monster’s stat block appears in Dungeon Delver’s Guide. Note that Underland journeys are designed for adventurers of at least 8th level!

Warhammer 40K: Adepta Sororitas – CRUSADE Rules Review

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It’s time to jump back on the 40k Narrative Review bandwagon! Today we look at the Sororitas and what their CRUSADE rules have to offer!

Army Special Rules
These holy ladies’ core mechanics are centered on the generation of new saints. When you start your campaign you select one character to be the Saint Potentia. As this character goes through the campaign they will have trials you will need to complete to gain points. There are five total trials, and all provide certain buffs once completed. These buffs include the option to heal yourself, fight twice, gain additional miracle dice, etc.

However, there is also a sorta-risk. Every time you fail an out-of-action test for this character you roll a D6 and add its Martyr points (gained each time the model fails an out-of-action test) to the total. If the result is greater than the model’s leadership it is instantly removed. As this martyrdom has served its purpose all units in your roster get a number of experience points equal to the lost character’s Saint points. I like this risk/reward mechanic and it can serve as a way to create a narrative story for your campaign. At the same time, you can lose a very powerful character if you get unlucky so plan accordingly!

Sororitas Agendas
The Sororitas get a variety of powerful agendas to choose from. They have a version of the Space Marine’s Know No Fear agenda that gives every unit +1 experience for every Act of Faith they complete (though this is lost if they fail a morale test). You can give units 1 exp for each psyker unit they kill (up to five max). You can set a unit of Repentia on the path to Redemption by killing an enemy unit with a higher power rating. Seed of The Imperium is a post-battle agenda that allows you to pick three units that killed an enemy model or hold an objective. They get 1 exp. if they are below their starting strength, are below half-strength, or are destroyed. Lastly, there is a relic recovery mission that awards you a bonus Relic if you complete it.

Crusade Relics
Speaking of Relics! The Sororitas get a good number of crusade relics to choose between. Their basic relics are quite good, granting +1S, +1A, and +1LD (good on Saint Potentia models), a 4++ with a 4+++ vs mortals (good vs. Tau), and a 1 MW grenade (though it does D3 to chaos units). The Piety and Pain rules also add a S8 AP -3 D3 plasma pistol which is a pretty good upgrade. Their antiquity relics include a mace that does D3 but also has a -1 to hit penalty, an Icon that makes enemy units -2″ to their charges when charging a friendly model within 3″, and all friendly units within 3″ get +3 to their consolidation results. Piety and Pain adds another 4+, 5++ vs mortals relic which is a little odd unless you face a lot of mortal wound spam.
Lastly, they get two legendary relics. The Rod of Grace allows you to give a character the Priest keyword and chant a war hymn (if not a priest already, priest units learn all possible hymns instead). The other legendary relic is an auto-hitting sword that is a slightly upgraded version of the blessed blade adding in +1 S and +1D. I think the Rod is the go-to option here, though a little more punch never hurt.
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Army Traits and Requisitions
The Sororitas get access to 6 different tables (2 added due to Piety and Pain). I won’t cover them all but I will highlight that the generic infantry/Paragon Warsuit table is very good holding buffs for Shield of Faith, granting additional miracle die, and many other goodies. The Retributer table is also good, although it is divided up based on weapon choice so if you roll randomly you risk not getting the benefit (although the chance to get multi-meltas that are always counted as being within 12″ is very tempting).

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Sororitas Requisitions include an option to redeem a unit of Repentia after enough heroic acts, the new unit getting all the battle honors of the old. You can also reverse the process, demoting a squad for suffering a “Devastating Blow” after failing an out-of-action test. This turns them into a new Repentia squad. Another Requisition gives you the chance to get another Saint Potentia if your previous one has died or has been elevated to “Living Saint” status. You can also boost your Saint by giving her 1-3 saint points by spending the same amount of requisition points. Naturally, you do not start with the Blessing of The Faithful ability and that is another requisition (gated after they reach a minimum 16 experience).

Conclusion
Overall I think the Sororitas have the most narrative-themed set of rules thus far. The number of stories you can create within this rule set covering damnation, redemption, sainthood, and martyrdom is incredible. The Sororitas also have a large number of characters to take advantage of the Crusade Relic requisition or their agendas. Players will be hard-pressed to pick between the upgrade tables and the crusade relics as each has an enticing role. Given how easy it is for the Sororitas to get protection from moral wounds I would expect them to get stronger as the campaign goes on (although this also risks your Saint Potentia).
For the Emperor!
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Reece Robbins, is one of the most respected names in tabletop gaming. He founded Frontline Gaming and the largest Warhammer 40K tournament in the world, the Las Vegas Open. Reece has been playing competitively and covering Warhammer since the 1980s. He has won major events including Adepticon.

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Beat the Heat with the Five Best Beach Anime Episodes

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With the summer at its height, let’s take a look at our favorite anime beach episodes and enjoy a few leisurely days on the ocean.

Beach episodes are an anime staple. No matter what you’re watching there’s a decent chance that the characters will be spending a day at the beach soon. And why not? Beach days can be relaxing and fun and give you opportunities to work on character growth and relationship development. Plus, who doesn’t want to get some new scenery from time to time?
Another – Episode 8

Proving that beach episodes know no genre, Another is a horror anime where something is killing the children in class 3-3. They’re cursed and nobody can figure out by what or how to stop it. Though they know the curse has been lifted in the past. The kids take a class trip to the beach hoping that the curse won’t follow them out of town. And for the most part, they get their wish and have a very enjoyable day swimming and grilling! Except, y’know, they’re cursed. Aside from whiplash that is having a (mostly) lighthearted beach episode in the middle of a horror mystery, this isn’t entirely filler. It works to give the students a couple of clues for breaking the curse. And of course, has its moments of horror.

Ouran Host Club – Episode 8

Ouran is by and large pretty delightful, and the beach episode is no exception. Most of the episode is spent with the club ribbing Haruhi about their secret fears and eating too much seafood. Y’know, normal teenage good-times-with-friends stuff. But the ending takes a turn for the more serious and adds an opportunity to strengthen the friendship between Tamaki and Haruhi. Compared to Another, the tone change isn’t exactly severe. But there’s enough to make this an important milestone in the characters’ relationship.

Sailor Moon – Episode 67

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Is this a 100% filler episode with no larger picture bearing on the rest of the season? Absolutely. Does Chibi Usa befriend a dinosaur? Also yes. It’s wonderful. This episode has the double notoriety of being the only episode in the R season to be cut from the English dub and the only episode where no enemies show up. Some will likely find this episode boring. But I think it’s one of the more fun and less egregious filler episodes in a show notorious for monster-of-the-week style episodes.

How Heavy Are The Dumbbells You Lift – Episode 12

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This time the beach episode was the last episode of the season. And not only do the characters relax on the sand, but they also enter a bodybuilding contest. The season ends on a high note with friendship growth, future plans, and of course that workout tip of the day. It’s sweet and soothing and for once it makes sense that Machio has flexed off his clothing to run around in a show speedo. Plus Barnold Shortsinator shows up. What more could you possibly want?

Pokémon – Episode 18

If you have a keen eye for Pokémon you may have noticed that that’s not a screenshot from the beach episode, but a screenshot from the Pikachu’s Vacation sort before the first movie. And if beach episodes are supposed to be fun and relaxing and put you in a good mood, there may be no better than Pikachu’s Vacation. I still own this soundtrack and to this day that Vitamin C song will put me in a windows-down loudly-singing-along state of mind.
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But of course, the Pokémon episode is a classic that shouldn’t be ignored. It was only aired once in the US and then effectively blacklisted forever. James’s extra loose relationship with gender roles and the return of Professor Oak makes this peak Pokémon shenanigans. Even if most of us haven’t seen this particular episode since June 2000.

What are your favorite beach episodes? Do you prefer when they lend something to the plot or when they’re just enjoyable filler episodes? Let us know in the comments!
Ja ne, adventurers.

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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The Essential Summer Comics to Read Pool-Side

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We’re in the middle of a sunny summer season, and few things are better poolside than a good read. Have you read our favorite summer comics?

It’s summertime, so chances are you’re either soaking up the sun by a body of water or you’re inside practically sucking on your air conditioning. Either way, summertime is a great time for a good read. If you’re looking for the ultimate summer reads, look no further than this list.
Digital comics are so convenient, but if you see something you absolutely need to own in the meatspace, be sure to head to your local comic book shop! On a budget? Check your local library!

The Ultimate Summer Comic Books
Lumberjanes by ND Stevenson, Grace Ellis, & Gus Allen

Mal, Ripley, Molly, April, and Jo are the five rowdiest, most curious, most clever campers at their summer camp for hardcore lady-types. And it’s a good thing, too – because they’re going to come face-to-face with all kinds of supernatural creatures. Lumberjanes has become one of the most adored all-ages book to come out in the last 10 years. If you managed to miss it when it first came out, get ready to toast some marshmallows and curl up with a good campfire story – Lumberjanes is prime summer vibes.
You can read the first volume for free with a Comixology subscription.

Cursed Pirate Girl by Jeremy Bastian

The Cursed Pirate Girl is on the search for her pirate father – and she’ll brave the Omerta seas and a number of monsters to find him! Bastian has created a fantastically detailed work full of whimsy and adventure. If summertime makes you think of the spray of the salty sea air, flights of fancy, and curious sea creatures, this is a pirate adventure you’ll never forget.
And guess what! It’s free with a Comixology subscription.

Giant Days by John Allison & Lissa Treiman

Esther de Groot, Susan Ptolemy and Daisy Wooton are three weeks into their first year at university. They’ve become fast friends, even though they couldn’t be more different. Giant Days follows their misadventures in academia, relationships, and experimental behaviors – and it’s one of the most genuinely funny things I’ve read in a while.
Based on the webtoon stories of lovable goth drama queen Esther DeGroot, reading Giant Days feels young, fresh, and nostalgic in a way. And you can read the first volume for free with a Comixology sub, too!

Paper Girls by Brian K. Vaughn & Cliff Chiang

Erin, Mac, KJ, and Tiffany are paper girls riding their bikes around a late-80s suburban suburb. After a tangle with some mysteriously mean and unfamiliar teenagers, the girls discover a time travel machine in the basement of a construction site. The four kids are pulled into a war across time, and often find themselves time traveling themselves.
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The series has some excellent 1980s nostalgia, but thanks to its time travel elements, it really runs with capturing a mood. The series was also an Eisner darling, and it’s easy to see why.

Which summertime comics are your favorite? Tell us down below in the comments!

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

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D&D: Plant Your Flag With These Five Magic Banners

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Battle standards are a fantasy staple — from deadly weapons to symbols of hope everywhere else. D&D has had some incredible Magic Banners.

Magic Banners are back in a big way. And Elden Ring played a big part in this flag-waving renaissance. After all, one of the deadliest weapons in the game is a magic banner:
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Whether inspiring allies to victory or instilling fear in the enemy, magic banners are a staple of fantasy stories. Especially in D&D. Just look at the purple dragon knight who basically lives to be covered in flags.

But in all of D&D 5th Edition, there are only two battle standards. That needs to change, so if you’re looking for a cool wondrous item to give your players, why not take inspiration from these five magic banners, straight out of D&D’s past?
Holy Banner

Let’s start with one of the best examples of what a banner can be. The Holy Banner is a magic standard that bolsters allies within 60 feet. Everyone gets a +2 bonus to all saves. But wait, there’s more. The standard also turns undead as a 12th-level Priest and has a chance to dispel hostile “priestal spells” cast by evil priests. You could also just flip the alignments and make it command undead to represent an evil-aligned deity.
Banner of Insults

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Now that we’ve gotten the iconic magic banner out of the way, let’s get weird. The Banner of Insults is a magic banner that appears and functions like any other magic banner (including the ones on this list), but when viewed by a creature of 6 or more hit dice, the message displayed is “quite insulting” and “deeply personal.” It cannot be seen by the bearer or their allies, but any creature seeing it has a 90% chance of investigating and will probably attack whomever holds such an insulting standard.
Dragon Flag

This magical black banner bears the outline of a dragon. When unfurled and displayed (such as from the top of a ship, or by a knight charging down a hill), it creates an illusion. Those subject to its majesty will see a three-headed multicolor dragon spewing fire and clawing at the air. Of course, the illusion is entirely visual, without the benefit of sound or smell, so whatever advantage you gain, you’ll have to make use of quickly.
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Banner of Bravery

This banner only works if it is carried toward an enemy or dangerous area. When seen by any allied creature, the banner apparently reads “Excelsior”. And NPCs and monsters will follow the user without regard to personal safety. At least until the magic wears off.
Banner of Privacy

This magical banner, taken from the Book of Marvelous Magic, perhaps one of my favorite tomes of D&D Apocrypha, reads “Keep Out” and has a 66% chance of causing any monster or NPC of less than five hit dice to leave the area it’s displayed in undisturbed.
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There are more, of course, but this is a great way to get started. So let your freak flag, your fast flag, your fire flags–really let whatever flag you want to fly the next time you sit down to play D&D.
Happy Adventuring!

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: Place Your Bets – Fulgrim Or Another Loyalist Primarch

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Angron is coming soon for the World Eaters. Guilliman is severely outnumbered now. Will Primarch help arrive before we see Fulgrim?

Alright folks, this is a long term wager we’re tossing out there and it’s quite simple: Who will we see first a Daemon Primarch Fulgrim or another lost Loyalist Primarch returned to the game? Before you decide which horse to back in this race let’s share some more information as this is going to be one we’re going to have to watch for a while.

Angron – Coming Soon
What’s The Score?
We’re about to have 3 Daemon Prince Primarchs in Warhammer 40,000 vs 1 Loyalist Primarch with Roboute Guilliman. That’s quite the disparity! We all know the destructive power of the Daemon Primarchs, too. And soon we’ll have a third to content with along with a whole revamp of the World Eaters army.

With each Daemon Primarch we’ve seen their respective Legion get a rework as well. Now, from a design and production perspective creating a revamped army with a Daemon Primarch is quite the undertaking. That’s why it’s taken this long to get the ones we’ve gotten. The assumption is that we’ll eventually see a Fulgrim Daemon Prince Primarch model which also means an Emperor’s Children revamp eventually, too.

Why Fulgrim and not say….Logar? Well, for one he had a model in Epic. Secondly, he’d be a Slaanesh Daemon Prince and would round out the 4 chaos gods in terms of armies. And thirdly, the Emperor’s Children have those iconic Noise Marines and that’s a line GW could expand on with a whole bunch of Slaanesh Noise-based weapons and units.
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Again, this revamp would take time but it would round out chaos quite nicely. It would also stack (relatively) equal when looking at the various Space Marine armies with codexes out there:
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Space Marines (Ultramarines)
Blood Angels
Dark Angels
Space Wolves

Not counting all of the supplemental codexes out there (and there are a LOT) for the Space Marines, too.

It’s an older code but it checks out.
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And speaking of the Space Marines the news of Angron’s imminent arrival has left Guilliman far out gunned. To balance the scales, don’t you think it’s time we saw another Space Marine Primarch return?

Where are all the Loyalist Primarchs and which would it be? That’s not really the point. The main point here is that Guilliman needs some back-up. And if Games Workshop can bring him back to the tabletop there’s no reason they couldn’t create a lore reason to bring back the another Loyalist Primarch or two (or more).

Place Your Bets
So back to the main question: Who do you think we’ll see first? Daemon Prince Primarch Fulgrim or any of the Loyalist Primarchs returned to help the Imperium? Personally, I know which option I’d like to see happen but I also have a feeling one of these is more likely to happen first. No spoilers from me as those two things could be the same! In either case this isn’t about my guess — it’s about yours! So drop us a line in the comments as to which option you think we’ll see first.

Fulgrim or a Loyalist? 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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Mōdiphiüs – 2d20 Summer of Gaming

Today, the home of tabletop storytelling, publisher Mōdiphiüs Entertainment, is kicking off a 2d20 summer of gaming with a dedicated annual 2d20 Day and the impending release of the official System Reference Document (SRD) for the 2d20 game system. On July 20, fans of the 2d20 tabletop RPG system will get a double bonus as Mōdiphiüs will release the SRD and launch a 20% off sale on 2d20 core products!What is 2d20?2d20 is Mōdiphiüs ‘ in-house tabletop roleplaying game system used in major releases, including Dune: Adventures in the Imperium, Star Trek Adventures, Fallout the Roleplaying Game, Dishonored, Infinity, Conan, John Carter of Mars, Mutant Chronicles, and Achtung! Cthulhu, as well as the upcoming 2023 release Cohors Cthulhu. It was first designed by Jay Little (Star Wars Edge of the Empire and X-Wing) for Mōdiphiüs, based on an idea by Chris Birch and Michal Cross, and later developed by Nathan Dowdell and Benn Beaton. Nathan Dowdell now helms the development of 2d20 games internally at Mōdiphiüs Entertainment.SRD ReleaseThe SRD is a toolkit that will allow creators to craft their own 2d20-based role-playing games and supplements. It explains all the core mechanics of the system, making it so game designers can create exciting experiences around Mōdiphiüs’ cinematic high-action and dramatic ruleset. The SRD will be available as a downloadable PDF on 7/20/2022.SALE!!Along with the SRD release, Mōdiphiüs will make a big announcement for the 2d20 system on July 20 and launch a 48-hour sale on all 2d20 core books in print and PDF formats, to help new gamemasters and players discover a wide range of gaming worlds! Starting July 20th at 2:20 pm BST and running until July 22nd at 2:20 pm, these products will be available for 20% off, making it the perfect time to try out games like Dune, Achtung! Cthulhu, and Fallout!Mōdiphiüs x Startplaying.GamesStartPlaying.Games, the largest games and group finding platform for any VTT or game system, will launch a 2d20 summer event running from July 20 until the end of August 2022, letting gamemasters and players connect to find 2d20-based game sessions. All participating Gamemasters who run a 2d20 game with at least two verified players during this period will be entered into a random draw to win one prize of $1,000 USD to spend on the Modiphius webstore, and three players can win one of three $100 USD prizes to use on the store.More infoVisit the 2d20 Event Page to sign up for more information on 2d20, the SRD, and how to participate in the StartPlayingGames.com 2d20 summer event.Keep up to date with everything Modiphius Entertainment by following them on Facebook, Twitter, YouTube, and the official website: https://www.modiphius.netLINKShttps://www.modiphius.net/pages/2d20https://startplaying.gameshttps://www.modiphius.net

Warhammer 40K: Codex Check Post Chaos Daemons

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With the Chaos Daemons book dropping in from the Warp that only leaves the last codex on deck…but will it be the final Codex for 9th?

If you’ve been keep track at home the Codex: Chaos Daemons has been announced. It’s coming next and it’s an exciting time to be a follower of the Dark Gods. The Chaos Space Marine Codex just dropped and even the Chaos Knights codex is still (relatively) fresh, too. Chaos is rising.

So, where does that leave us in terms of codexes? Well, for 9th edition, we’re nearing the end of the line. There’s only one army that hasn’t gotten their book or even had an announcement:

The Astra Militarum. They are the last army to get a new 9th edition codex. Or are they? “Wait, what do you mean? What other army is there?” Let’s not forget the new kids on the block — or rather, the return of the Squats!

Yep, the Leagues of Votann are coming. And they seem like they have rules for 9th edition, too.

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So now the question is if we’re getting an Astra Militarum book next or a Leagues of Votann book? And, whichever one we do get, the following codex will be the last for 9th edition. At least that’s IF Games Workshop decides to move to 10th edition or start a 9.5 Edition. Which…I’m not even going to get into at this point.

First or last? Who’s getting a book for 9th or 10th?
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So, for now, what’s the Codex Check-in look like?

Chaos Daemons (announced next)
Astra Militarum?
Leagues of Votann?
End of the Edition…maybe?

How will this all pan out? We’ll find out soon! We’re already in the middle of July and the big summer announcement turned out to be The Horus Heresy boxed set. So no “new edition” announcement for 40k for the summer. We’ll be ramping up into the fall releases soon enough and then it will be Christmas Battleboxes if the cycle continues. But let’s not rule out a big announcement for 40k during the back half of this year either.

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What do you think? How will the Astra Militarum fair? And will we see a Leagues of Votann release before or after the AM codex?

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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Games Workshop Rumor Engine: ‘Hieroglyphics To Be Specific’

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Games Workshop has drop another Rumor Engine on us and it’s got some Hieroglyphics that could tease something big.

It’s that magical time of the week called “Tuesday” when GW drops a new Rumor Engine and we can all speculate wildly. Today we have a treat for fans of mysteries and clue-gathering. So, without further ado, take a look for yourself!
via Warhammer Community

“Don’t panic, everyone. Our last report from the Rumour Engine may have implied that some manner of daemonic possession had overtaken our dear machine, but that’s probably just the after-effects of yesterday’s Codex: Chaos Daemons reveal. In fact, it’s better this way.”
Rumor Engine: Hieroglyphics
So what do we have here?! Well, clearly this is some sort of polyhedral shape with some etchings on a few of the sides. Could this be a free standing obelisk? We’ve seen GW do that before with various armies from their ranges. The first one that comes to mind is the Ossiarch Bonereapers. The Bone Tithe Nexus has a lot of carvings made from stone:

But really, there are two big clues on the two faces that have etchings on them. First up we have a symbol that’s somewhat reminiscent of the Tzeentch icon:

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The flame shape coming off a circle and a creatures that has a strange beak-like head:

Flame, circle, and beak-face? Seems pretty Tzeentchy to me!
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On the other face we have a bunch of symbols that are harder to make out. Some of them might also be damaged from the cracks that are forming on this shape. I’m completely biased here because I play OBR and I can’t unsee these carvings as their markings. It’s also a bad angle and my brain is defaulting to them. It doesn’t help that they also use that polyhedral shape for things:

I mean, the symbols aren’t exact matches. So I am doubtful that it’s Ossiarch related. So what other army could it be? Well, Tzeentch is in the running. It could also be some new terrain feature. Whatever it is, color me curious!
Now it’s your turn. If you’ve got ideas on what this could be or where those symbols are from specifically drop us a line in the comments. We’d love to get to the bottom of this Rumor Engine.
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What do those Hieroglyphics say? If you can make them out please tell us!

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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Level 99 Will Release Two 'Shovel Knight Exceed' Games in U.S. Retail

Level 99 Games will release two Shovel Knight Exceed games, Hope Box and Plague Box, via Asmodee into U.S. retail on July 29, 2022. 
These two card games bring head-to-head arcade-style fighting to the tabletop. Players choose their combatant, each which has its own deck of special moves and supers, and battle it out using the Exceed fighting system. The Exceed system is quick to learn and features a growing roster of fighters. The two new boxed sets feature characters from the Shovel Knight 2D side-scrolling game by Yacht Games. The Hope Box comes with cards for Shovel Knight & Shield Knight, Propeller Knight, Mole Knight, and Tinker Knight. The Plague Box comes with decks for Plague Knight, Polar Knight, Treasure Knight, and King Knight.
These games are for two players, ages 12 and up, and play in 15 minutes. They will each retail for $29.99.
Asmodee also recently released Bullet Star, a new puzzle action game by Level 99 Games, into retail (see “‘Bullet Star'”).

The Mighty Bowser LEGO Figure is Ready for a Boss Fight

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The Mighty Bowser is jumping off the screen! This brick built figure is over a foot tall, has moveable parts, and works with other Super Mario LEGO sets.

Bowser aka King Koopa aka King Bowser first appeared in the Mario games in 1985 and is the main antagonist of the franchise. He’s a big, powerful Koopa that breathes fire and leads the Koopa Troop against Mario and his friends. Bowser has tried repeatedly to kidnap Princess Peach with the goal or luring Mario in for a boss fight and taking over the Mushroom Kingdom.
His look and size have evolved over the years.

The king of the Koopas now comes in bricks. This buildable Mighty Bowser figure has his trademark spiked shell and a fireball launcher. There’s a button that controls his head and neck movements, and his arms and fingers move. He stands on a brick built platform that has a hidden POW Block and an Action Tag, and two  towers. You can combine him with any Super Mario Starter Course for battles with LEGO Mario, LEGO Luigi, or LEGO Peach.
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This massive model will be available on October 1st.
The Mighty Bowser – $269.99

2807 Pieces
Measures over 12.5 in. (32 cm) high, 16 in. (41 cm) wide and 11 in. (28 cm) deep
Battle platform with a POW Block and 2 towers
Create different poses – Control Bowser’s head and neck with a button under the shell, open and close the mouth, pose the arms, hands, legs and tail and activate the fireball launcher
Interactive play – Stomp on the battle platform’s Action Tag with LEGO Mario, LEGO Luigi, or LEGO Peach (not included) for battles with The Mighty Bowser

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

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'Baphomet, The Horned King' Runs Wild in 'D&D Icons of the Realms'

WizKids will release D&D Icons of the Realms: Baphomet, The Horned King, a new premium figure, into retail in January 2023.
Baphomet, the Horned King and the Prince of Beasts rules over the minotaurs and other savage entities. He is worshiped by people and creatures looking to unleash their bestial natures. This pre-painted figure stands 4.5 inches tall and comes firmly planted on a 75 mm based. It is great for encounters revolving around the Decent into Avernus rulebook (see “Product Highlights from ‘D&D Live 2019”).D&D Icons of the Realms: Baphomet, The Horned King will retail for $49.99.
Click on Gallery below for full-size images!

D&D: Pre-Order Your Very Own WizKids Demilich Replica – It’s Eerily Unlife-Sized

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Who wouldn’t want an unlife-sized replica of an evil, soul-eating skull on their table? Pre-order your Demilich Replica from WizKids today!

WizKids has another giant foam replica trophy. And this time they’ve gone too far. WizKids has unleashed a replica Demilich upon the world. Yes, the Dungeons & Dragons: Demilich Unlife-Size Replica trophy is coming soon. You can pre-order it today, but it will haunt your dreams.
I mean look at it.

This grim, grinning skull has jeweled eyes and teeth. The jewels even gleam and light up with haunting evil! Per ICv2 and WizKids:
This replica is inspired by Acererak the Eternal, a powerful demilich from Forgotten Realms lore. The foam figure comes with carved gemstones as teeth and larger gems in its eye sockets. The eye sockets are also lit up be LED lights. This figure can be displayed in a resting position or rising from the dust beneath it.
WizKids Demilich Trophy – $262.49

Each of those teeth is a soul the demilich has trapped. Which you’ll want to keep in mind, because if WizKids claim of “unlife-sized” bears any weight, then this demlich “replica” is probably distressingly human-sized.
Acererak, after all, is one of the most infamous demiliches in D&D.
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If you’re wondering, Acererak created the deadly Tomb of Horrors. The deadly prize at the end of the dungeon is a confrontation with Acererak himself.
Acererak is also the mastermind and villain behind the Tomb of Annihilation. Newer D&D fans might be familiar with the only lich genre-aware enough of D&D heroes to come up with a plan to keep them from coming back from the dead.
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But did you know? Acererak is ALSO the Lich on the cover of the Dungeon Master’s Guide? There he is.

Whichever version you go for, Acererak is a terrifying foe. And as the saying goes, keep your friends close and your enemies closer. So why not keep Acererak right on your desk? With two poses available, and an August 1st release date, he can soon be yours,
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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Mörk Borg’s artless, plain-text edition costs nothing and finally adds accessibility.

Even if you’ve never played Swedish tabletop RPG sensation Mörk Borg, there’s a pretty good chance you’ve seen the cover or heard folks discuss it at the table. Its reputation has transported the doom metal artbook from oddity to award winner and, most recently, to a strange object of ire.

Its creators recently published a plain-text version of the rules that drops all the illustrations in exchange for a more accessible format available at no cost. Mörk Borg: Bare Bones Edition contains just Stockholm Kartell and Ockult Örtmästare’s text that comprises the core book, which was first published in 2019. It’s more than a little odd to read the book without Johan Nohr’s gruesome illustrations, but the trade-off is an increased useability and accessibility that should be standard practice in the tabletop industry.

Mörk Borg was a polarising RPG book nearly from the jump. The Kickstarter campaign describes it as “Rules light. Art heavy” and a “spiked flail to the face”. Page mockups depict brief paragraphs of rules text or random tables adorning the space around the kind of thick, scrawling artwork you’d expect from a warehouse concert in the middle of a Nordic forest.

Beauty is ultimately subjective, but Wheels found this list of tabletop RPG books some of the most captivating in recent memory.

It wholly embraces the ‘art book you can play’ aesthetic, which seemed to rub players’ expectations the wrong direction. It’s almost a joke at this point to post online about the Mörk Borg’s unreadable layout, to the extent that one r/osr user had a quote from their diatribe pulled to use in the book’s marketing. The famous edict to burn the book at the end of a campaign seems to be a cheeky twist on this now deleted Reddit account’s distaste for “Portland hipster garbage” full of “pages of shitty metal album cover doodles”.

More measured criticism admits that the system tucked away in the white space between anatomical hearts and vaguely Catholic-looking beheadings is solid, if not groundbreaking. Mörk Borg endeavours to recreate the 1980s tabletop RPG experience best exemplified by the D&D basic set (often stylised as B/X), keeping the rules as light as possible in favour of big vibes. This design follows other entries in the OSR movement, such as Knave, Into the Odd, The Black Hack and Old School Essentials, but with much more emphasis on selling the tone of the world through its art book presentation.

Why, then, release a version of the game that drops all of that idiosyncratic design? Flipping through the free-to-download file shows the grim, death-obsessed poetry and pulp genre descriptions in an artistically flattering angle, much like turning on the lights in a haunted house or learning how a magic trick is performed. It becomes abundantly clear how much of Mörk Borg’s popularity is derived from being the weird little guy of tabletop RPGs, a fairly simple and reliable friend who wears the most ridiculous outfits and somehow always pulls them off.

This is one of the more legible pages of Mörk Borg’s printed book but still features text overlaying images, stylised fonts and cramped information.

As plenty of players and designers have noted, often with frustration, Mörk Borg’s gorgeous art-heavy layout comes at the cost of readability for a significant portion of the tabletop audience. Those who rely on screen readers to parse text or have visual processing disorders can’t interact with the original PDF at all. The overwrought gothic text fonts and wonky composition mires the rules in too much noise. To these players, it doesn’t matter how fun it is to flip through the page and simply bask in its vibes because the book feels like an intentionally antagonistic choice.

The Bare Bones Edition is a major step towards making the game fully accessible, even if it does come nearly three years after its initial publication. Those with assistive devices can better read the book – though many are pointing out a full text file conversion would be best – which has the added benefit of being much easier to reference for one specific rule or random table.

Mörk Borg’s plain-text conversion is a welcome sight but not an unalloyed win. This sort of accessibility needs to be addressed earlier in the design process and especially when the book breaks the mould in such a peculiar way. The reaction to its release has been overwhelmingly positive, showing a real enthusiasm for including plain-text versions of books alongside their full release.

I’m cognizant that placing this demand on individual designers and small teams is perhaps unreasonable and also missing the point, but Mörk Borg is published by Free League, one of the larger outfits in tabletop with a history of celebrating odd projects with aesthetics in spades. Their adoption of plain-text versions as a matter of course would go a long way to establishing better accessibility as an industry standard instead of a neat feature three years down the road.

Star Wars: ‘The Princess and the Scoundrel’ Excerpt & Cover Revealed

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We have the official cover of The Princess and the Scoundrel as well as an excerpt. And we’re looking forward to seeing our favorite couple in happier days.

The upcoming Star Wars book, The Princess and the Scoundrel hits shelves next month. This novel will follow Han and Leia in the aftermath of the Endor celebration and through their wedding and honeymoon. But you may also recall that it will also officially introduce an infamously expensive new addition to the Disney parks to Star Wars canon when Han and Leia take a ride on the Halcyon Starcruiser.
Yesterday StarWars.com released the book’s official cover as well as an excerpt. And we’re looking forward to seeing our favorite space couple in happier days once more.

“The fires had all died down, smoke trailing in the night sky, dissipat­ing long before it could reach any of the countless glittering stars twin­kling through the tree canopy. Leia’s hand trailed over the white and black helmets of the stormtroopers and Imperial fighters that the Ewoks had turned into an impromptu drum set. She had laughed and danced along with everyone else when the fires were bright and the drinks had flowed freely.
But now her hand lingered over the scratches and dents on a previ­ously gleaming-white helmet.
A person, a living being, had been under this helmet.
The enemy.
Someone who would have shot to kill—any rebel, of course, but Leia knew that her death would have been the highlight of a stormtrooper’s career. Someone shot this person before they could shoot her. And then the dead trooper’s helmet had been plucked from their head and banged on like a drum.
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She wondered who the trooper had been. Someone indoctrinated as a child, perhaps? That happened often enough. Someone from an oc­cupied world, pressed into service? Had this stormtrooper chosen the path that led to their death and derision on a forest moon, or had they simply been unlucky?
Her fingers slid over the scuffed surface of the helmet, but her hand froze before she touched the next one.
Black.
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It wasn’t his helmet, she knew. The night made the gray-green of the AT-ST operator’s helmet appear darker than it was, and the shape was similar but still distinctly different.
A hand fell on Leia’s left shoulder, fingers firm, pulling her back. Leia sucked in a harsh breath—the touch was too familiar. The hand pulled her back with the same pressure as before, the same spacing of fingers, one painfully on her clavicle, and when she shuddered at the touch, the same soft, almost gentle rub of a thumb against her shoulder blade.
“It’s just me,” Luke’s voice said, concern etched on his face when she jerked away and turned toward him.
Just Luke. Her brother.
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Darth Vader’s son.
“You smell like…”
“Smoke?” Luke guessed. “We all do.” He attempted a smile, but Leia didn’t return it. Because the scent that clung to Luke’s black tunic was not the same as the smoke that still lingered throughout the Ewok vil­lage of Bright Tree. The stench of it made her sick to her stomach — that, and the idea that while she’d danced, he had gone to give Darth Vader a funeral pyre.

Still, when she looked in his eyes, she saw only Luke. And he was sad.
“The whole galaxy celebrated while you mourned,” Leia said softly.
Luke shook his head. “I wasn’t the only one mourning.”
Want to read more? The rest of the excerpt can be found here.

The Princess and the Scoundrel will be available on August 16th, 2022, and is available for preorder now in hardcover, audiobook, and e-reader formats.
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Will you be picking up a copy of The Princess and the Scoundrel? Which Star Wars love story- canon or legends- is your favorite? Would you take a ride on the Halcyon Starcruiser? Let us know in the comments!
May The Force Be With You, Adventurers!

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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‘Spelljammer Academy’ Opens its Doors on D&D Beyond

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It’s time to get ready for D&D in Space with Spelljammer Academy, a free 1st level adventure on D&D Beyond, available now!

Spelljammer Academy is a free D&D adventure available now on D&D Beyond that will take you to the one place that hasn’t been corrupted by capitalism:
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However, you will find pirates, asteroids, and all sorts of other deadly creatures waiting for you. If you’re unfamiliar with Spelljammer: Adventures in Space, this is exactly the preview you’ve been waiting for.
In Spelljammer Academy players (and DMs) will learn the basics of the setting. And as of today, anyone with even a free D&D Beyond account can claim the adventure for free.
Orientation Awaits You
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Although it should be noted Spelljammer Academy is actually four adventures. And the one that dropped this week is only the first of many. Titled Orientation, this adventure will take players from 1st to 2nd level while giving newbies and veterans alike an overview of what the final frontier is like in D&D:
Located on a remote island many miles from shore, Spelljammer Academy is the premier training ground for adventurers looking to venture into Wildspace. This state-of-the-art facility hosts everything aspiring spacefarers need to prepare for adventures beyond their planet.
Cadets will train alongside seasoned spelljamming instructors as they learn the ins and outs of surviving the perils of Wildspace and the Astral Sea. Those that have what it takes will join the prestigious ranks of the Spelljammer Academy’s navy.
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And the adventure is an absolute delight. Without delving into too many spoilers, it tosses players into the unknown right away. And then quickly eases them into academy life.
You’ll find a delightful mix of combat encounters, roleplaying opportunities, and exploration awaiting you. As a result, you’ll be able to get the full picture of Spelljamming life.
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And it all wraps up in a cliffhanger. But you can see that for yourself.
Claim your copy of Spelljammer Academy on D&D Beyond
Happy Adventuring!

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

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The Workshop – The Shadow Blade (D&D 5e)

Created by Enoomnai at NexusMods

I jumped back into my first playthrough of the Yakuza series over the holiday weekend due to FFXIV being down for server maintenance, picking up at the the remaster of Yakuza 3. And like any installment in the series the map is absolutely littered with collectibles to pick up. And one of these item pickups led me to receiving a weapon called the “Shadow Blade.” And that gave me some ideas on a new magic weapon that I could bring into 5th Edition Dungeons and Dragons.
These weapons are created by forging a blade of a specific alloy near an entrance to the Shadowfell and then thrusting the blade through the rift in the planes before it cools. Then several other rituals are performed to enchant the weapon with magic. This particular alloy reportedly shares some kind of harmonic resonance with the native Shadowfell and thus absorbs some of it’s energy during the creation process. But the process itself is quite dangerous, as it also attracts the denizens of that plane which can endanger the crafter if they are not suitably careful or prepared. Compounded with this is the fact that the materials required to create the alloy are quite rare and hard to obtain, and so very few of these blades exist making them incredibly prized and sought after.
Created with GM Binder
I wanted to create a weapon that contained several different abilities without going into “intelligent item” or “artifact” territory. I can’t think of too many items off the top of my head that can affect vision in spectacular fashion, and especially not a weapon. And so I hit on the idea of the weapon being able to grant truesight to it’s wielder, an ability that might not make sense at first glance, but as one thinks about the Shadowfell’s historical connection to the Border Ethereal the connection becomes more and more appropriate. It’s a very powerful ability used in the right circumstances – enough that it can be very tempting to go back to that well several times in a day. But instilling your being with the energy of a foreign plane of existence is a dangerous proposition to say the least…
So there you have my interpretation of this weapon. How would you use this blade in your campaigns?
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Ben EricksonContributing Writer for d20 Radio

Not sure where to start with painting miniatures? Watch our ultimate step-by-step guide!

The wide world of miniature wargaming has a pretty big barrier to entry. You’ve gotta make the models first! But if you’ve ever been interested in taking part in the creative hobby of miniature painting then you’re definitely in the right place.

With so much to learn, so many different things to buy, and so many steps between you and your finished model, it can be pretty overwhelming as a new miniature painter. But fear not, as Wheels is here to help you through every step of the way.

In this brand new miniature painting tutorial, Wheels explains every single facet of model making and painting that a new initiate to the hobby could need. Assembling, priming, base painting, washes, dry-brushing, and so much more.

Fully chaptered and easy to follow, there’s now no excuse not to grab some brushes and acrylic paints and start painting that mini you’ve always dreamed of putting your own spin on.

Whether you’re playing Warhammer Age of Sigmar, 40K, Infinity, Dungeons & Dragons, or any number of tabletop games that require plastic miniatures to play, this tutorial will work for you. The tips contained in this video are universal, and don’t just focus on working with one model.

There’s even loads of detail given on each of the steps, making sure to not assume any knowledge from those using it to learn. From tiny things like how to properly clean your brush, to more niche questions like what kind of spray paints are suitable for basing.

Marvel Explained: The Mythic Origins of Thor’s Screaming Goats

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Thor’s screaming goats are one of the highlights of Thor: Love and Thunder. They’re not just comic relief, their origins go back to Norse mythology.

Our editor asked that I write about Thor’s screaming goats, so I’m writing about Thor’s screaming goats. They have names – Toothgnasher and Toothgrinder – and they weren’t created for the movie. That’s right, Thor’s goats have comic book and mythological origins. Here’s the story behind these wonderful, enchanted members of the Bovidae family that helped save the gods.

Thor’s Screaming Goats in Comics
First Appearance: Thor Annual #5 (August 1976)Who Did It: Steve Englehart, John Buscema
The pair first show up in a king-sized annual issue that goes back in time to an epic battle of the Norse and Greek gods. They appear again in multiple issues over the decades – including Thor #360 (1986) where they pull Thor around mysterious tunnels below New York City. They were modes of transport, not characters until much later.
Thor #360 (1986) via Marvel
Screaming Goats Comic Origins
They don’t get a real origin story until 2011 in Journey Into Mystery #623. As children, Loki decided to play a trick on his brother (as he does constantly) to make him look like a fool. This time he convinced Thor that in order to impress everyone in the Nine Realms he should have unique steeds. Loki introduced him to the magical Lords of the Goats – Toothgnasher and Toothgrinder.
Their biggest magical power? Being stubborn. So stubborn their will could be broken by no man, elf, or God. Thor took the challenge and reigned in the pair using a magical bridle made by a dwarf. He was able to harness their ability to travel across the universe at super fast speed and their ability to shoot energy bolts out of their hooves. None of this awesomeness convinced the folks of Asgard that Thor’s new steeds were cool. They laughed at him for not using horses.
Journey Into Mystery (2011) #623 via Marvel
That didn’t affect Thor, though. Toothgnasher and Toothgrinder became loyal companions to the God of Thunder, and they went on many adventures with him. Along with the adventures mentioned above, the trio was able to break the barrier and enter Hevan. They rescued the people of Asgard from Hela after she stole their souls. During Jane Foster‘s time as the Mighty Thor Toothgrinder drove Loki to the land of the dead in a monster truck.
Toothgnasher was eventually killed by Mangog. Feeling celebratory after the brothers’ victory in War of the Realms, Loki brought Nasher back using the Norse Stones. After his resurrection, he teamed up with The Punisher, Juggernaut, Black Knight, and Foggy Nelson in Midgard. His new mission: help kill the bad guys that make kids orphans. He pulled a battle van with the teleportation power of the Black Bifrost for this adventure.
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Punisher Kill Krew #1 (2019) via Marvel
In Norse Mythology
In mythology, the immortal goats’ names are Tanngrisnir (teeth barer or snarler) and Tanngnjóstr (tooth grinder). They pulled Thor’s war chariot and served as one of the god’s food sources. Yep, you read that right. He could kill, cook, and eat them and he could resurrect them the next day using Mjölnir. Thor could do this as many times as he needed. In several poems, Thor is referred to as “the lord of goats.”
In legend, he shared these meals with mortals, which led to a mistake that led one of the goats to be lame. A child sucked the marrow from one of the bones and when it came back it was unable to walk.
Illustration by Lorenz Frølich (1895)
In the MCU – Spoilers for Thor: Love and Thunder
Toothgnasher and Toothgrinder make their debut in Thor: Love and Thunder. They’re “gifts” from the high priest of a blue alien race after defeating a bunch of Mad Max style chicken creatures and destroying their holy temple. Thor loves them immediately. They are loud, scared of being food, and can use the Bifrost to travel the universe.
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I’m sure they’ll be popping up in other places now that they’re movie stars.
via Marvel

Pop culture editor and writer that has been on the BoLS team since 2010. Contributor on the One of Us podcast. Marvel, Vertigo, 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: What to Expect from Angron?

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Angron is returning to the battlefield in Warhammer 40,000, lets’s take a look at what to expect.

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Last week, after some leaked images came out, GW officially confirmed that Angron was coming to the 40K tabletop. Only a few weeks ago Adam was hatching conspiracy theories about the Red Angel’s return, and now here he is. His return is pretty big news, and with a stunning model he promises to shake up the tabletop. With his big feet if nothing else! Let us take a little look at what his return means for the game.
Who Even Is Angron?

Angron during the Horus Heresy
Let’s start with the basics: Angron is the Primarch of the World Eaters. Post-Heresy he turned into a Daemon Prince/Primarch. He was also banished back to the warp for a hundred years and a day. But that was during the First War of Armageddon which conically happened in 444 M41. The Great Rift happened during 999 M41 — during the 13th Black Crusade. That’s well over the “hundred years and a day” warp banishment that Angron received.
So, we know that he’s “Free” from this imprisonment. We also know that he’s been active behind the scenes — at least in the Chaos Codexes that mention him and his brother Fulgrim. Sure, these are mostly just in passing and are meant as nods to their existence. But that means they DO exist. He is by far the angriest of the Primarchs and currently the least rational.
What To Expect From Angron

Angron is a real chonky boy and he looks ready to mess things up on the table too. But what can we expect for his stats? Well, while we can’t know 100% we have some pretty good guesses. Angron is effectively a cross between a Bloodthirster and a Primarch. Both of these are things we already have rules for so some sort of mix between their stats makes sense. I think we can expect a pretty fast model, with at least a 12 inch move thanks to his wings. Given that he is all about getting close and personal, I don’t think we will see a ranged weapon. If there is one it will be very close 3″-6″ kind of range. I’d guess he will have an option to attack either with his sword or axe and that his tail will give him extra attacks.
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I’d also expect him to be pretty tough to kill. Angron wears a lot of armor and we are likely looking at the kind of common “hard to kill” stuff, with either or 2+ or 3+ save paired with a 4++. The real question for me is if he will have a limit on how many wounds he can take in a phase. Since none of the other Deamon Primarchs have this rule, I’m guessing he won’t either. GW has rightly decided that 18 wounds are too many to combine with this rule.
How Bout Them Special Rules?

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We can also guess a bit at some of his special rules. Likely he will have the standard Primarch rules, giving friendly World Eaters  a re-roll on a ones to hit and picking a unit to re-roll full hits. His Nucerian warplate will like give him an invulnerable save. But what about other special rules. Well, both Khrone and Angron really don’t like pyskers. I’m guessing Angron, and World Eaters in general, are going to have some anti-psyker protection rules. It could just be the whole 5+ save vs mortal wounds from psychc powers, or it could be something more.

I think we should also expect something from the Butcher’s Nails. This is likely to buff his damage output. Maybe he will fight twice, or maybe it will just give him attacks. I could see something with him getting more attacks as the game goes on and as the Nails rile him up. Given who and what he is, I’d also like to see some sort of aura that makes people around him angry, kind of like Scarbrand. Since he doesn’t get psychic powers himself, he will need something to make up the power difference between him and his brother Primarchs. This will likely be raw damage output. I’d honestly expect that Angron could be the deadliest model in close combat in the game. As he should be.

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Let us know what you think Angron will do, down in the comments! 

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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Warhammer 40K: The Malcador Heavy Tank

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Today we look upon one the Astra Militarum’s most ancient and almost forgotten warmachines – the Malcador heavy tank.

The Malcador is an ancient design still in use by the Imperial Guard. Thought to be older than the venerable Leman Russ, the Malcador is intended to fulfill the same Main Battle Tank role despite its larger size. The tank is commonly thought to be named after Malcador the Sigillite, known to have been a close adviser to the Emperor and for creating the Administratum. Just like its namesake the Malcador’s origins are obscure, and its usage across the Imperium is infrequent and rare, with some regions having never seen or heard of the tank.
 
Malcador Heavy Tank History
The Malcador dates back to the early years of the Imperium, although exactly when is a matter of mystery even to the Adeptus Mechanicus. Due to its name, it is thought the Malcador was introduced just after the Horus Heresy, a dark time of uncertainty when the Imperium was desperate for new war machines. Other Imperial records say the Malcador dates back to the period of the Age of Strife on Terra and during the early days of Great Crusade, there were thousands of these tanks rolled off the production lines of Forge Worlds of Mars and Voss. With much knowledge and production capacity lost, along with designs such as the Land Raider now reserved for an elite few, the Malcador may have been put into mass-production in an attempt to fill the void left by the apocalyptic fighting. Whatever the case may be, by the time of the 41st Millennium the Malcador has in many areas been entirely phased out of service. While a few Imperial Guard regiments continue using the Malcador out of a sense of tradition, in most cases the large part of existing tanks are either held in strategic reserves or relegated to ‘second line’ forces such as PDFs. As well very few Forge Worlds continue to produce Malcadors or replacement parts for them, though a few exceptions exist, most notably M’Khand Secundus in the Segmentum Pacificus.
It is known that Malcador Tank is a favourite vehicle of the Death Korps of Krieg, who look past the limited fields of fire of its weapons, appreciating it for its monstrous heavy armor and firepower – which mostly suited to the assault style of the Death Korps.

Technical Background
Somewhat larger and heavier than the more familiar and versatile Leman Russ, the Malcador’s bulk and heavy layers of armour plating give it improved durability. Its main armament is the venerable Battle Cannon while secondary fire comes from a hull-mounted Heavy Bolter and sponson-mounted Heavy Stubbers; in some tanks these weapons are replaced with Autocannons and Lascannons for additional firepower. The tank and its variants also mount a Searchlight and can carry a pintle-mounted Storm Bolter or Heavy Stubber and/or a single Hunter-Killer Missile.
While well-armed and durable the tank does suffer from several limitations. One is the fact that its primary weapon is mounted in a limited-traverse turret embrasure, while the hull’s shape and armoring further limits the firing arcs of its other weapons. This flaw can prove a liability on the chaotic battlefield, though an experienced commander can overcome it by supporting the tank with other combat elements. More damning to the design is its engine plant, a thermic combustor design more commonly used in agricultural and industrial machinery. While perfectly serviceable in its normal roles the engine is underpowered in relation to the Malcador’s size and weight and can be more easily knocked out by enemy fire. This poor engine performance and very poor fuel efficiency have been more responsible than any other factor for the tank’s demise in status.
Malcador Heavy Tank Variants
The Malcador has been modified into many variants over its millennia of service. Some are so rare, that they have not been seen on the battlefield in centuries.

Malcador Annihilator
The Malcador ‘Annihilator’ is thought to be a field refit of battle-damaged or incomplete Malcadors, replacing the Battle Cannon with twin-linked Lascannons and the hull-mounted Heavy Bolter with a Demolisher Cannon. While this attempt to increase the Malcador’s versatility by allowing it to perform in an anti-tank role against both regular and Super-Heavy Tanks is admirable, it remains too large and too slow to be a true “tank hunter” and lacks the durability or endurance to challenge true heavyweights like the Baneblade in open battle. When operating as part of a wider offensive though the Malcador ‘Annihilator’ can still prove its worth in the hands of a skilled crew.

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Malcador Defender
The Malcador ‘Defender’ is one of the most unusual, and arguably effective, of the Malcador variants and is more common than the original design. Its limited-traverse turret embrasure has been entirely refitted with five Heavy Bolters providing complete 360° coverage around the tank, while the Demolisher Cannon and sponson weapons are maintained. Transforming its role into that of a breakthrough tank, the Malcador ‘Defender’ is a mobile fortress well-suited to close-quarters combat during urban and trench warfare, with the Demolisher used against enemy strongpoints and fortifications. The additional weaponry does require a larger crew, with eight troopers crammed into the tight, sweltering hull, and forces the commander to double as a heavy bolter gunner. That the tank seldom operates far from resupply or support helps mitigates some of the original design’s failings.

Malcador Infernus
The Malcador ‘Infernus’ is a flamethrower tank, though its role has been largely supplanted by the faster and more reliable Hellhound, and is more often found in second-line units such as Planetary Defense Forces or relegated to civilian duties. The tank mounts a massive Inferno Gun in its hull and tows a large fuel trailer behind it, where promethium is stored as separate chemicals before being mixed together in a chamber just behind the gun’s barrel. The resulting chemical ‘jelly’ jets out and sticks to any surface, burning with intense heat. While powerfully effective against enemy infantry, this huge flamer is also an effective mine-clearing device, using the sudden heat to detonate the explosives’ fuses.
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However carrying a large amount of flammable fuel in a separate trailer does make for a tempting target and, if detonated by enemy fire, can result in a fiery explosion that incinerates tank and crew. Postings to an ‘Infernus’ are rarely well-received. Some unscrupulous commanders have taken to replacing the promethium with corrosive chemicals and acidic gases, turning the vehicle into a deadly toxic sprayer. This is especially common with regiments like the Death Korps of Krieg for when complete eradication of the enemy is ordered.
Besides its Inferno Gun the Malcador ‘Infernus’ also mounts two sponson Heavy Stubbers, which can be replaced with Heavy Bolters, Heavy Flamers, Autocannons and Lascannons. While the vehicle is equipped with a Searchlight it lacks typical Smoke Launchers, instead generating an impromptu smoke screen by injecting fuel into its hot engine. Some will also carry a pintle-mounted Heavy Stubber and/or a single Hunter-Killer Missile. Like other Malcador patterns the ‘Infernus’ still suffers from an underpowered engine, causing it to struggle on steep inclines and overheat.
Who knows what other heavy tanks may be rediscovered by the Departmento Munitorum?

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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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Total War: Warhammer 3 – Skaven, Greenskins, Amd Vampire Coast Starting Positions – Oh My!

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The fix is in, and even more new starting positions for Immortal Empires hit the charts. Let’s wheel out the big map!

The hype for Immortal Empires, the Q3 big expansion that everyone’s been waiting for in Total War: Warhammer 3, is palpable.
After all, Immortal Empires will blend together the world maps from all three Total War: Warhammer games, making it the biggest world in any Total War game. With provinces to conquer and territories to raid, there’s so much to get excited about.
Especially today’s batch of new starting positions.
Total War: Warhammer 3 – Skaven, Greenskins, Vampire Coast, And More In Immortal Empires

Let’s kick everything off with the Skaven starting positions, yes-yes. Here’s where you’ll locate-find every Skaven legendary lord at the beginning of Immortal Empires:

Queek Headtaker – Misty Mountain
Lord Skrolk – Sabatuun
Tretch Craventail – Crookback Mountain
Ikit Claw – Skavenblight
Deathmaster Snikch – Xing Po
Throt the Unclean – Hell Pit

The Greenskins, on the other hand, are making their great Waaagh!!! across the map:

Grimgor Ironhide – Saber Mountain, close enough to reach out and rampage through Cathay
Azhag the Slaughterer – Khazid Irkulaz
Skasnik – Mount Gunbad
Wurrzag – Ekrund
Grom the Paunch – Massif Orcal

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Sure there might be no voice in the Ogre’s ears but the maw—
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Great now that song is stuck in everyone’s head for a the next month. Well here’s where they start:
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Greasus Goldtooth – Karak Krakaten
Skrag the Slaughterer – Myrmidens

The Beastmen prove that they are always ready to play on hard mode:

Khazarak the One Eye – The Black Pit
Malagor the Dark Omen – Sunken Khernarch
Morghur the Shadowgave – Montenas
Taurox the Brass Bull – Clar Karond

The Tomb Kings begin mostly where you’d expect. Although Grand Hierophant Khatep proves that even the Tomb Kings can get lost.
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Settra the Imperishable, et al. – Khemri
Grand Hierophant Khatep – Clarak Spire
High Queen Khalida – Lybaras
Arkhan the Black – Sorcerers Islands

Wood Elves keep to the woods. For the most part. The woods might not all be near each other, but, you know, they’re still woody.

Orion – King’s Glade
Durthu – Waterfall Palace
Sisters of Twilight – The Witchwood
Drycha – Gryphon Wood

Finally the Vampire Coast, or vampirates, are, as you might expect, are on the coast. Except for Count Noctilus. Who is confused about what a coast is.

Luthor Harkon – The Awakening
Count Noctilus – The Galleons Graveyard
Aranessa Saltspite – Sartosa
Clyostra Direfin – The Twisted Glade

‘Ere we go!

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

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This Week’s Warhammer 40K Products & Pricing CONFIRMED – Hello Kill Team!

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We are headed to the Grimdark with all-new Kill Team goodies headed your way. Take a look at these prices.

It’s a return to the gridark with some Aeldari and Chaos Space Marine Kill Team products!  Here come the latest releases.
All these items are up for pre-order July 16. Street date is July 23.

Kill Team Nachmund:   $45 €35 £27.50
“Embark on critical missions in the war-torn Nachmund Gauntlet with Kill Team: Nachmund. Previously found only in the Kill Team: Nachmund boxed set, this softcover book is packed with lore, missions, and cinematic killzone rules. Also included are full rules for the Corsair Voidscarred and Legionary kill teams.”

Kill Team: Corsair Voidscarred   $60 €45 £35
Fresh from dueling Heretic Astartes in the Nachmund Gauntlet, the Corsair Voidscarred will soon be claiming plunder as an independent force. These stylish void pirates cut a mean streak across games of Kill Team, and they can also be built as two different units found in Warhammer 40,000’s Codex: Aeldari.

Kill Team Chaos Space Marines Legionaries:   $70 €55 £42.50
Many Legionaries have thousands of years of experience to draw on, forming flexible kill teams that mix raw strength and cunning tactics with lethal sorceries and powerful weapons. This set contains the existing Chaos Space Marines sprues, plus a set of upgrades for building deadly specialists – with their own rules for Warhammer 40,000 in the new Codex: Chaos Space Marines.
For the Warmaster!

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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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Man, I Really Miss ‘Team Fortress 2’

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Team Fortress 2 isn’t gone, technically. But it might as well have been. But, could there be hope rising over the horizon for good ol’ TF2?

Team Fortress 2 is perhaps one of the most iconic and recognizable game in all of video games. It was originally released in The Orange Box in 2007. And since then, it’s had a slew of memes, a frustratingly unfinished comic series, community built content, and some truly amazing short animated films.

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What is Team Fortress 2?
The basic premise of the game is simple. Two teams, RED and BLU, are trying to kill each other, usually while standing on or near something important for as long as they can.
The dynamic part of the gameplay stems from the 9 separate classes, each wholly unique in terms of their strengths, weaknesses, and character design.

Team Fortress 2 is a team-based shooter. Rather than every player on the team being a guy with an assault rifle, TF2 requires a well balanced team. Some players are going on the offensive to push their front lines forward. Other players are providing them support through healing and ammo to keep them pushing. And other players are weakening their opponent’s backline in order to make the push more effective. A well coordinated team in Team Fortress 2 is a sight to behold.
For years, Valve, the development team behind behind Team Fortress 2 provided regular updates to the game. This would consist of updates adding new weapons, new maps, new game modes, but most importantly of all, new hats.

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It was a great time to be a Team Fortress 2 player. But, over time, the updates got less and less exciting. They had fewer updates and new weapons. Then, they starting coming less and less frequently. Then, they starting skipping what had been regular annual updates that had been coming like clockwork for years on end. The fanbase was starting to get worried.
But then, the bots came.
Not So Electric Boogaloo
Not the fun Mann vs. Machine bots. These bots were not fun. Not fun at all.
For far too long now, Team Fortress 2 servers have been filled to the brim with hacker bots. These bots will often play as the Sniper class and immediately headshot anyone who gets anywhere near them. It ruined the game and the game was nigh unplayable. The system by which players could vote to kick another player off the server was flimsy at best and did nothing to stop the mechanical mayhem.
For months, this was the state of TF2. Some players would just grin and bear it, while others would flock to private community servers. But since they were usually hosted by just a few avid fans of the game, they weren’t very many in number. And so those safe haven servers would fill up quickly.
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But then something happened.
Look to My Coming on the First Light of the Fifth Year
After years of essentially full radio silence, there was something. It wasn’t results. But it was acknowledgement of the problem. Since then, there have been a small handful of updates. These have been entirely bug fixes, but no new content. That’s not to say we aren’t happy with bug fixes. Some of the bugs they are addressing have been in the game for years.
And it seems like these updates are getting bigger and more robust. The bot problem is by no means fixed. But fans are latching onto any amount of hope they can scrounge up.
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I’ve been playing Team Fortress 2 for a very, very long time. I admit I was taken by the allure of games like Overwatch. But even then, I would often come back to Ol’ Reliable.

But despite the fun moniker, TF2 isn’t very reliable nowadays. I want to play TF2. I love this game and its characters and absolutely insane story involving magic infused Austrailians and reanimated corpses fighting over worthless gravel in Hell. It’s been a very long time since the Jungle Inferno update, which was the most recent content update.
I miss Team Fortress 2 very much and I’m worried I’m setting myself up for disappointment again, just as I’ve done over and over. It’s almost at the point where I would rather Valve admit they will never update the game again. Then we would at least know what to expect.
But one way or another, I want to get off Mr. Newell’s Wild Ride.
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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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These X-Men Rogue Cosplays Will Suck the Life Right Out of You

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From the Brotherhood of Mutants to the X-Men, these Rogue cosplays hold all the cards!

The X-Men was the first comic I ever got to read as a kid. I was immediately drawn to the strong, beautiful lady-mutants, with their amazing hair and penchant for quips while saving the world. Jubilee, Jean Grey and Rogue were the first three comic characters I fell in love with, and today we’re diving into these powerful Rogue cosplays!
Rogue Cosplay by CutiepieSensei

Rogue is one of the most easily recognizable characters in the Marvel universe. With her iconic stripe of white hair and her gorgeous southern drawl, Rogue is a character who runs the full gamut of experiences. She experiences love, loss, displacement, anger and a whole boatload of ass-kicking. She has one of the most powerful and well-loved relationships in comic history, as well. Her love affair with Gambit is the stuff of comic legends. On top of all that, Rogue is known for some pretty epic lines.

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Rogue has had many looks over the years. From comic pages to the animated shows, to Anna Paquin’s on-screen performance… She is always a central figure in the goings-on of the X-Men. She has had many allegiances over the years, starting with Mystique and the Brotherhood of Mutants. It wasn’t until a long time later that she finally found her way to the X-Men.
Rogue Cosplay by Ødfel

Cosplaying Rogue
Cosplaying Rogue requires a love of bold colors and sharp lines. Her iconic hairdo is her signature feature obviously, which requires a good hand with a curling iron, but she’s best with a wind swept, careless curl. Her colors are traditionally green and yellow, though the look has evolved over the years. This week we’re focusing on the classic comic jumpsuit, showcasing a few different cosplayers who have brought Rogue to life. We hope you enjoy these Rogue cosplays!
Rogue Cosplay by Ryoko-Demon

Rogue Cosplay by CutiepieSensei
“Don’t mess with the Rogue.”

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“Well, That’s The Point, Stupid, Otherwise It Wouldn’t Be An Adventure!”

“Somewhere Behind That Obnoxious Front You’re Putting Up . . . You’re Plain Sick With Yourself For What You Did.”

“I Am My Powers And The Good They Can Do For My Friends And For The Whole World. I Reckon Maybe I Can Live With That After All.”

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“Check It Out. I Just Learned Bushido.”

“All Ah See Is Love, Such As Ah Never Had.”

“Ah Made Mah Choice, And Ah’ll Live With It.”

Rogue Cosplay by Ødfel
“Let’s See If I Can’t Improve Your Disposition.”

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“What Defines Us Is Hope. That’s Why We Don’t Give Up. That’s Why, No Matter The Odds . . We Find A Way T’win.”

“Let’s Go To Work Then. We Have A World To Save.”

Rogue Cosplay by Ryoko-Demon
“A train?!!? Ain’t that just peachy!“

HDR tonemapped
“You won’t be getting any thanks from me, Gambit! Now watch your mouth and watch your back!“

“You don’t understand! My past is my future! I can’t escape what I am… there’s nothin’ you or anyone else can do. That day will be with me for the rest of my life.” 

“Hurt me! No! You may have caught me off guard once, but……not again!“

“That’s why we do it, Joseph. For the innocents, the ones who ain’t been taught t’ hate yet. Our hope for tomorrow. Change is gonna come…“

“Time was that mighta killed me… but that time’s done an’gone, now that ah absorbed your healin’ ability inta me… an’all your delicious mem’ries! You never told us you had a son, Wolvy! Ah wonder what his touch is like. Does good taste run in the family? Like father, like cub?“

“We’re up against someone new here, people – jus’ like their name implies – an’ definitely hostile. An enemy who also may be way better than us. This rounds is theirs. Y’all got my word, ‘Celia, next time’ll be different. When we come back…it’ll be t’win!“

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“Let’s go to work then. We have a world to save.“

~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!
Learn more about Mayhem’s Muse

Jennifer Lynn Larsen, aka “Mayhem’s Muse” is originally from the Seattle area of Washington State, and manages Communications and the Cosplay Beat for BoLS. 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. Her cosplay work has also been featured in Girls Who Love Monsters, Geek Fuel, Renaissance Magazine and other publications. 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.
For BoLS, Jennifer covers everything from video games, fantasy, comic books, to sci-fi and historical garb. She is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. Jennifer has set several 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. She is currently studying at Denver University for her Masters Degree in Organizational Leadership.

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D&D Monster Spotlight: Five Editions of Vecna

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Vecna has been a big part of The latest season of Stranger Things. But who is he within the works of Dungeons and Dragons?

The latest season of Stranger Things was inspired heavily by the classic Dungeons & Dragons foe, Vecna. But who is Vecna in the fiction of our D&D games? And would your favorite song actually save you from him? Well, the bardic inspiration may help at least.
First Edition

Vecna doesn’t show up in First Edition, but his hand and eye do. Despite these relics being mentioned in the Dungeon Master’s Guide, Vecna is regarded as a myth. At worst, 1E describes him as a long since destroyed lich who’s only dangerous to those who dare to use the power of his hand or eye. But in a fantasy setting, nothing ever has to be truly dead.
Second Edition

First Edition expanded the lore of Vecna with the 1990 adventure Vecna Lives! He appears a few more times throughout 2E, but the final adventure published in the edition was 2000’s adventure Die Vecna Die! Making Venca perhaps one of the most influential foes of Second Edition. He’s now a little more than a mythical dead lich, elevated to the roll of demigod. But seemingly impossible to kill as defeating him sends him to the realm of Ravenloft where he can come back for many more 2E adventures to come.
Third Edition
Still a godlike figure, Vecna is a 3E member of the ‘core pantheon.’ His alignment also shifts from Lawful Evil to Neutral Evil. He was once a king who then became a lich and is now the ruler of the unknown and secrets. His powers are fairly standard for the undead with a wounding unholy touch and the ability to paralyze his enemies with a tap. But he’ll also crate magic items and can use secret and arcane knowledge to his advantage.
Fourth Edition

Also known as The Mained One, The Whispered One, and Master of the Spider Throne, there are definitely a lot of weird and specific aspects of this character that Stranger Things seemed to have pulled from. Still the god of secrets, Vecna targets one victim at a time and aims to isolate and decimate them. But he has no domain of his own. Instead, Vecna prowls the planes in search of secrets and his lost hand and eye. He can also deal out necrotic damage and use it to heal undead creatures and, presumably, himself.
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Fifth Edition

Vecna seems like a monster that’s difficult but, with higher level characters, not remotely impossible to defeat. High level spells and heaps of necrotic damage would be a cornerstone of this battle. At some point in his past Vecna’s personal guard, Kas, betrayed him, cutting off his hand and taking his eye. The 5E statblock we’re meant to play off of is supposed to represent Vecna intact without his hand and eye stolen. This raises questions for how a present-day Vecna would look in a battle, but that may just be up to the DM.

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Have you encountered Vecna in any of your D&D adventures? How did your party fair against him? Do you think Stranger Things did their character’s namesake justice? Let us know in the comments!
Happy Adventuring!

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: Five Monsters that Make Players Groan

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Dungeons & Dragons is home to monsters of all shapes and sizes – but these five might garner some groans when they show up on your tabletop.The pages of the Monster Manual are ripe with possibilities. From kobolds, orcs, and goblins, to dragons, beholders, and gray renders. There’s no shortage of friends to make or foes to fight. In fact, sometimes you start off fighting something, then you give it a name. And suddenly, this weird goblin or beholder that your party “adopted” is the one thing in the world you’d die for.
Of course then there are the others. The ones that when you see their minis hit the table, you groan, roll your eyes, and prepare for an hour and a half of torture and tedium.
Rust Monster

Every player loves getting treasure. It’s a big part of the game. You explore dungeons, you loot treasure. Everyone has a good time.
Until a Rust Monster comes along and helps themselves to your party’s shiny new sword. Or whatever other piece of their hard-earned equipment it can reach.
Sure, some editions tried to make it so that they only affected non-magic weapons. But even then, Rust Monsters represent a deep player fear: losing their gold pieces. Did you invest a lot of money in buying a suit of plate mail for your character? Hope you roll well on your save, or all that gold is basically gone.
Ghouls

Ghouls represent another end of the groan-inducing encounter spectrum. They don’t take away your rewards for the game. They instead take away your ability to actually play the game.
Ghouls come with a natural paralyzing attack. Which is a threat, on its own, for sure. And if you’ve ever been DM for a party with monks, you know how awful it can feel to lose a turn. But ghouls often come in packs. Which means you’re just a few bad rolls from a scenario like this:
DM: Alright, Player A, your turn, make a save.
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Player A: Nope. Still paralyzed.
DM: Player B?
Player B: Same here.
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DM: The ghouls make their attacks.
And so on.
Ghosts

On a similar note, let’s talk about Ghosts.
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The big reason they’re here is that you can effectively lose your character in a single save.
And it’s not even a save or die effect, it’s save or age by 1d4x10 years. But unless you’re playing like an Elf or a Dwarf this is a huge impact on the character. Even if you’re not immediately thrust into old age, you’re still going to have the entire core of the character changed in a flash.
And if you’re playing something like a half-orc? Man, one bad roll and you’ve aged out of existence. Which, don’t get me wrong, D&D is a deadly game, but this one feels like insult to injury.
Bodak

Whether you name yours Bodak Horseman or Tom Bodak from Motel 6, these deadly creatures do what Ghosts don’t. In fact they do what most 5E monsters don’t. They feature an actual save or die effect. Now, save or die effects are uncommon in 5th Edition.
Most have a save or take damage and if that damage reduces you to 0 hit points, you die. Some have save or you’re dead effects, but the DCs tend to be low. Now, technically the Bodak’s ability reduces your hit points to 0 (if you fail by five or more), so it’s hard to do, but it’s a save you have to make each round at the start of your turn, and it doesn’t cost an action for the Bodak. That’s just what you get for playing. And if you fail, you’re instantly out of the fight, and if you’re not up by the end of your next turn, you’ll take 5 necrotic damage from its Aura of Annihilation.
So a single turn against a Bodak might look like this: roll low on a Con Save, fall unconscious. The Bodak attacks you while you’re down, causing you to be critically hit, taking two failed death saves. You fail to roll a 20 on your turn, and either because they were busy, or similarly at 0 hp, or you were next in the initiative, nobody can revive you, at the end of your turn you take damage, and fail your third and final death save.
It can add some tension, but, especially in 5th, death effects like this can just feel mean.
Sea Monsters (All)

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Are you on a boat? You’re getting attacked by Kraken. Or giant sharks. Or sea serpents. Or aquatic hydras. Or Lacedons (aquatic ghouls). And then you’re fighting in the water and in addition to fighting literally every sea monster the DM could find in the monster manual, you are also drowning.

What’s the monster you love to hate? Least favorite monster? Ever had an encounter that made you flip the table in frustration, let us know below!

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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