What is Lost Citadel Roleplaying, Anyway? (Ronin Roundtable)

The release of The Lost Citadel Roleplaying is probably cause for curiosity if you didn’t back the original Kickstarter. In essence, The Lost Citadel is about a fantasy world, Zileska, that has been transformed from something very similar to many traditional fantasy worlds (though with a greater emphasis on non-Western influences than most) by the rise of the undead—simply called the Dead in the setting—to an urban survival horror setting. And just as the world has transformed, so too have our heroes. Even though this is a setting for Fifth Edition, races, classes, magic, and more have been changed by the Dead. Here’s how.

The Lost Citadel, The Dead rise!

Urban Intrigue

The classic theme of survival horror is that it isn’t about the evil of the creatures coming after you, but that locked within survivors. Will you turn on your friends to live another day? Unfortunately, that kind of messes with the dynamics of traditional fantasy games, where we want the party to cooperate. The Lost Citadel’s solution is Redoubt: the last city in the world, where survivors banded together to hold off the Dead. The city is mostly cramped and filled with political chaos, as communities from many cultures protect their traditions and advance their interests. In effect, this takes the classic theme and makes it a slow burn, taking place across multiple enclaves instead of a single group of survivors. That way, the PCs can feel the desperation and threat of betrayal without having to watch for—or plant—knives in each other’s backs.

Magic and Woe

This is not to say there’s no room for personal conflict. Evil is pervasive in The Lost Citadel. It infects the land. It causes people’s sins to poison the earth. It corrupts magic itself. This manifests in the form of the Woe mechanic. Woe may give a living person an unnatural pallor, or cause natural animals to hate the sufferer. In can come from many sources. Evil acts concentrate Woe within someone, but it doesn’t provide an easy way to “detect evil,” because Woe also springs from the spiritual damage caused by contact with certain undead, and from casting magic without using a careful ritual. Woe strikes the good and bad alike, and if too much of it gets in you…death isn’t the end. Consequently, the book presents a variety of original magic-using classes, and even a variant of the monk class, that have adapted to a world claimed by Woe.

Wilderness Adventure Horror

Nevertheless, there’s still room for more of a classic 5e experience. Dungeons? Redoubt was built by dwarves—it’s full of tunnels and fissures. The new masters of the city don’t know all its secrets, and often need adventurers to clear and map lost storehouses, secret foundries, and even cursed tombs. But the bigger, more dangerous quests lie outside the city proper. That’s where the Foresters go. Even with its walled farms, Redoubt isn’t quite self-sufficient. The city needs to do logging, find rare materials left behind during the great exodus from the old nations, and patrol to see if the Dead are gathering in significant numbers. The Forester faction does that job, and needs more than rangers to help. The wilderness can be hauntingly empty or teeming with the Dead, and it’s hard to know which is which until you venture forth. Besides, every other city has fallen, to every building outside the city’s a dungeon, too.

The Last Brass Tacks

Like an absolute genius then, I’ll actually put the vital info last. The Lost Citadel Roleplaying is compatible with and requires the 5e PHB, DMG, and MM. Here’s what you get:

  • The fallen world of Zileska and its last city, Redoubt, described faction by faction and area by area
  • Four new character classes in the Penitent, Beguiler, Sage, and Warrior Monk, and unique variants of the Barbarian, Fighter, Rangers, Paladin, Rogue, and Warlock
  • Zileskan dwarf, elf, and human cultures, and a new race, the ghul
  • 10 new backgrounds
  • A new system for martial arts available to all characters, but especially good for fighters and warrior monks
  • Zileskan magic and its interactions with Woe, the forces of corruption
  • And of course, the Dead: 14 undead monsters in all their rotting glory

You can get it from our online store (GM screen PDF from our store here) or DrivethruRPG (GM screen on DrivethruRPG) now.

Book of Fiends 5E Crowdfunder on Game On Tabletop May 19

Book of Fiends 2003

The original Book of Fiends from 2003, using the 3.5 rules!

We’ve got an exciting crowdfunder coming up later this month and I wanted to tell you a bit about the project and also how it’s different from our previous campaigns. The project itself is a new edition of our classic Book of Fiends monster book for Fifth Edition. The original Book of Fiends came out in 2003 for the 3.5 rules and it was a huge hit for us. We’ve had Robert J. Schwalb, who was on the D&D 5E design team, write all the new stats and rules and you know that the Demon Lord delivers. Book of Fiends will be a stylish full-color hardback with over 130 daemons, demons, devils, and other creatures of the Lower Planes, all beautifully illustrated with brand new art. Got evil? Yes, yes, we do.

The Book of Fiends for 5th Edition

Coming soon to Game On Tabletop! Book of Fiends for 5th Edition

What’s different about this project is that we are doing it on Game On Tabletop. This is a newer crowdfunding platform and we are excited to launch our first campaign there. Game On was created by our long-time partners in France, Black Book Editions. Their vision was to create a crowdfunding platform designed with tabletop games in mind and they’ve done that and more. Game On Tabletop launched in 2017 and has hosted many successful projects since then. Paizo’s highly successful Kingmaker campaign was run there.

Game On Tabletop logo

Game On Tabletop has a lot of great tools, most of which will be invisible to you but are hugely useful to us. The best thing about it is that it’s a crowdfunding platform and a pledge manager rolled into one. This means you’ll be able to take care of everything at one site. You can back the project, buy add-ons, and pay shipping all in one place. If you haven’t backed a project there before, we think you’re really going to like it.

Book of Fiends is coming to Game On Tabletop on May 19 and Hell is coming with it! Also, the Abyss and Gehenna because we’re generous like that. See you there!

For Hart and Queen (Ronin Roundtable)

For Hart and Queen

Cover art by Jian Guo

My first real projects with Green Ronin were all Blue Rose. I wrote a chunk of the setting for Blue Rose, 2nd Ed., and then did the proofreading on it. Later, I wrote an adventure for Six of Swords (Rezea forever!). I’ve also only ever played Green Ronin IP games in the Blue Rose setting (sorry, Crystal and Malcolm and Ian, some day!). I think it’s safe to say I like this setting a lot. I mean, come on, I volunteered to write a guide to the horses of the world of Blue Rose for in-house reference. Never expected to get paid for it, either, but then Joe decided it would be useful, so now that’s part of canon.

Hey, there are some perks to working in games – you get to take your real-life experience with evil ponies and stick it in a game so other people can experience your pain.

ANYWAYS, I love Blue Rose, and when I got to start buying Blue Rose fiction, I was so excited. We’ve brought you a lot of those stories over the last couple of years, but always mixed in with other things. Some fans let us know they wanted all Blue Rose (or all Mutants and Masterminds), all the time, so we took that to heart and started putting together anthologies like Sovereigns, which focused on just the chosen of the Golden Hart.

But the early Blue Rose fiction was scattered everywhere, and I wanted to put that all in one place. Thus, For Hart & Queen was created. I worked with Joe and Steve, the stewards of the Blue Rose world, to pull the Blue Rose stories from the first few years of Nisaba Press into one collection, and then added a few new stories, too.

Along with reprinted stories from authors such as Brandon O’Brien, Lindsay Smith, and F. Wesley Schneider, we have the final installment in Rhiannon Louve’s tale of love and Shadow-corrupted plots, and new stories from Calvin Jim and Jenifer Purcell Rosenberg.

(I am really excited to bring you Calvin’s story: I published a story from Cal in one of my earliest magazine roles, and I’ve been wanting to work with him since!)

For Hart & Queen is a wide-ranging anthology of stories from the world of Blue Rose. From the deadly plains of Rezea to the gentle city life of Aldis, these stories explore the many cultures and tales in this vibrant world. You can look for this new anthology of Blue Rose stories, on sale next week in the Green Ronin Online Store, and DrivethruRPG!

The Lost Citadel Live-Stream!

The Lost Citadel RPG on sale now!It’s Humpday, and today we’re taking another shot at the Green Ronin Live-Stream! Join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for another test-run of our live-streaming capabilities, and this time it’s all about the Lost Citadel. Join Green Ronin Publishing Developer Malcolm Sheppard, and General Manager Nicole Lindroos as they cover the latest PDF release and barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we continue our headlong jump into Facebook live streaming. You can register for this event by visiting our Facebook events page here!

See you at 2:00 pm Pacific/5:00 pm Eastern, today!

The Lost Citadel: 5e Heroes Against the Dead, at the End of the World

Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Races with varying degrees of alliance and distrust. Humans, elves, dwarves, and others; magic and monsters, rare but real. Regions of desolation, certainly, but also regions of plenty; forests, farmlands, and fields. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions.

Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything—everything—changed.

The Lost Citadel RPG for 5th edition, available now!

Art by Todd Lockwood

Today, we present The Lost Citadel Roleplaying Game, a supplement for Fifth Edition that takes you to Zileska, a world claimed by the undead—or simply the Dead, as they’re called in Redoubt, the last city in the world, where the survivors of the Dead’s rise, and of the corruption of magic, wall themselves away from the tide of the damned. But in the world of the Lost Citadel, anyone may rise again, as their own Woe, or spiritual corruption, reanimates their expired flesh.

Although it requires the DMG and PHB (the MM is also helpful), The Lost Citadel  is more than a bolt-on undead apocalypse setting for 5e. We present a tailor-made world and experience within the 5e engine, with its own distinct rules for character types, magic and more, including the following:

  • Original character races, and new takes on traditional races for 5e, from the flesh-eating ghul to elves whose souls have been ravaged by the fall of magic.
  • New and modified character classes for the world of Zileska, including the Penitent, whose powers eradicate corpse-animating Woe, the Sage who rediscovers secrets from the fallen world, and the Warrior Monk, a spiritual street fighter who abjures the internal magic of their ancestors for the pragmatic arts of war.
  • A new system for martial arts that allows practitioners to exploit opportunities in combat for devastating effects—and which goes beyond traditional fighting arts stereotypes. Confound your foes with the Beggar’s Crook style, or become the ultimate armored combatant by mastering the Jewelled Cannon.
  • The magic of Zileska, where practitioners must choose between slow, safe rituals, or swift spells that summon Woe, a pervasive force of corruption that rose with the Dead.
  • A detailed urban setting featuring numerous cultures, faiths, and customs which adventurers must navigate as carefully as any dungeon.
  • And of course, the Dead, from rotting Ramblers to the secret intelligences behind hordes and infiltrators.
  • New magic items, equipment and more—it’s a full color 304 page book. Take a look at the table of contents here.

The Lost Citadel is the offspring of a successful Kickstarter, and in turn is based on the successful shared world fiction project, also available through Green Ronin. You can get it at the Green Ronin Online Store or through DrivethruRPG now!

NOTE: While we are absolutely producing full color, traditionally printed hardcovers, due to COVID-19 industry issues (see this post) we cannot guarantee a specific printing or shipping date for physical editions of this book. Therefore, we’re only offering the PDF at this time.

Kickstarter Backers: Assuming your backer tier entitled you to it, you should have already received a pre-release link to download The Lost Citadel. If you can’t find it, contact custserv@greenronin.com.

THE TIME TRAVELER’S CODEX: ALL TIME, NO SPACE… (Ronin Roundtable)

It’s Monday, and we’ve got a lot of things going on we wanted to share, so we figured: “Why not host an impromptu live-stream?” So, we’re inviting you to join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for a special test-run of our live-streaming capabilities, featuring Mutants & Masterminds Super-Dev Crystal Frasier and designer Steve Kenson! They’ll be streaming from our Facebook page, talking about all things Mutants & Masterminds, including the Astonishing Adventures line, its exciting new NetherWar adventure series, and the newly-released Time Traveler’s Codex. Barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we dip our toes into the world of Facebook live streaming! See you at 2:00 pm Pacific/5:00 pm Eastern, today!



One of the weird truths in any publishing industry is that you often pay for text you can never fully use. The reality of publishing, especially anything highly visual like textbooks, manuals, and game books, is that graphic element of the book needs the text to stop in specific places or only take up so much room. You order your text hoping for a perfect fit, but all too often you need to trim all kinds of interesting tidbits to finally make your book fit. And while the Time Traveler’s Codex gave us access to the End and the Beginning and all ticks on the clock in between… we still ran out of space.

But all good things in time! The miracle of the internet means we no longer throw out babies in the trash, but instead package them up into a free bonus PDF for you to enjoy, whether you purchase the Time Traveler’s Codex or not! Obviously you’ll get a lot more utility out of the content provided if you have the sourcebook in hand, but when push comes to shove, this eclectic mélange of equipment and minions from up and down the timestream can find a home in just about any Mutants & Masterminds campaign. It includes some of my favorite bits, like the centaur and mermaid, that had to be cut from their respective eras—while fun, they’re far from historically accurate—as well as a few fun pieces of time travel gear that can expand your arsenal or provide a handy power boost to your favorite villain!

So download it and… take some time for yourself.

The Time Traveler’s Codex: BACK FOUR SECONDS! (Ronin Roundtable)



Fools!

You flipped through the sacred text of the Time Traveler’s Codex  and now you think yourself an equal of the Chronomaster?! You thought your petty time travel shenanigans were any match for true villainy? I was weaned on chronal energy, with all the timestream as my playground. They think time is a realm for heroes? But villainy is relentless! Unyielding! Immortal! Your paltry acts of goodness are waves crashing against a beach, thinking they achieve something by sweeping sand into the tides and ever unaware that mountains stand beyond their reach.

Every era across space and time has its villains, from ruthless Gladiators of the Roman Empire to the Cyber Ronin prowling the neon kingdoms of the cyberpunk dystopia, I have eager minions ready to throw themselves in harm’s way. Even outside of time, loyal chronozoids—the Time Elemental, the Temporal Weaver, even the Chrono Predator—bend to my will!

But by now you’ve bested my minions. You think yourself safe. But I’m only just beginning. Can you face not one but SIX diabolical villains, gathered from the far-flung corners of the omniverse?! The Future Perfectionist, a diabolical mastermind who will use your own powers to shape the future to fit her ideal; the Immortal Conqueror, a master of the crudest form of time travel who has waged war since time immemorial; the Living Gateway, a fiend unmoored in the timestream, able to gallivant anywhere beyond the reach of your finite law; the Temporal Wizard, a master of chronomancy who bends past and future into potent weapons and reshapes his own body with evolutionary trickery; or the terrifying Time-Hopping Tyrant, a warlord evolved beyond human concerns and bedecked in technology far beyond your petty, 21st-century understanding! But first you must survive my personal pet—a silicon soul, forged with only a single purpose: to wipe you and your pathetic cause from the history books! Behold, the eXterminator!

Download the eXterminator preview PDF now!

Idle Thoughts on Idol Pursuits (Ronin Roundtable)

The shared world experience is an interesting one, something my earliest experiences with roleplaying games informed me about. After all, I started out playing around in imaginary worlds created by others, first as a hobby and later as a professional writer, so it’s a natural progression that now, other people are playing around in imaginary worlds that I created. One of the important things about shared worlds is that they’re like living things: They grow and change over time and, while you might help to create one, or even “raise” it, ultimately, it doesn’t belong to you and it can be better from a lot of different contributions.

Idol Pursuits, the Mutants & Masterminds novella from Nisaba Press, written by Michael Matheson, is an example of how those diverse shared-world contributions come together. Like the upcoming NetherWar adventure series for the Mutants & Masterminds RPG, the story of Idol Pursuits has its origins in the update of the Freedom City sourcebook (itself the origin of the Earth-Prime setting) to the third edition of the M&M rules.

One of the background elements that was updated in Freedom City is a change in the forces of magic in the world: The loss of Adrian Eldritch as Master Mage, followed by his successor Seven inadvertently becoming ruler of the Netherworld, forced to exile herself from Earth. Now sinister forces of sorcery that were once under control are rising in power. One strand of that story is told in NetherWar (NetherWar: Master of Earth is on sale NOW!), while others appear in M&M fiction like Idol Pursuits and the forthcoming novel The Doom That Came to San Francisco.

When there’s magic at work in the world of Earth-Prime, you can bet things are going to happen in Mystery, New Hampshire, a mystic part of the setting I first detailed in Altas of Earth-Prime, which is also the setting for Idol Pursuits. Just the place where you might expect a deathless vigilante dealing out harsh justice might come across a strange idol that everyone seems to want, and team up with a young sorcerer-detective and his sword-wielding barbarian protector. For me, it’s a fun experience to see Matheson’s Revenant, Kid Necro, and Ilkath, among others, meet up with some familiar Freedom City characters of my creation, mixed with other contributions to Earth-Prime like Scott Bennie’s specialists in magic and weirdness from Agents of Freedom, and some of Prof. Christopher McGlothlin’s creepy characters from Freedom’s Most Wanted, to name a few.

Intrigued? Well, no spoilers here, but if you’re interested in magic and misadventure in the Mutants & Masterminds manner, and maybe getting another perspective on the Rise of Dark Magic in the Earth-Prime setting, take a look at Idol Pursuits, the ebook and pdf are available today from Nisaba Press!

Mutants & Masterminds: NetherWar is Coming… (Ronin Roundtable)

So what good’s an adventure if the story doesn’t roll on into the next one? What good is winning the battle while the war rages on? And how can real heroes keep the world safe when the position of the world’s guardian remains empty?

The NetherWar is upon us, to answer these questions.

NetherWar is a six-part adventure series for Mutants & Masterminds—five main stories and a prequel—that pits the heroes against the rising tide of evil magic on Earth Prime. The champions must prove their mettle by defending the world from newly-empowered villains and uncovering the legacy of protection Adrian Eldrich created before his terrible death. But they’re racing the clock as a diabolical shadow from the Master Mage’s past works to unravel those protections and rise on Earth-Prime as a dark god!

Over the coming months, you’ll run through the harrowing challenges and ultimately save Earth-Prime. The adventure begins with a flashback in this week’s Master of Earth, written by me, then continues next month with John Polojac’s Assault on the Nerian Nexus. The months to come will unveil The Pentagram Peril, Broken Strings, Bound by Gold, and finally conclude in Three Made One. There’s plenty of space in between each adventure to add your own adventures and plot points, or you can run the entire series back-to-back as an extended mini campaign, and each volume of the NetherWar arc will work as a standalone adventure if you only want little a magical peril. As a treat.

No Spells Required!

You can run the NetherWar adventure arc using your existing heroes, or build a new team to tackle the crisis, but magical powers aren’t necessary to save the world from the magic apocalypse. There are plenty of expert NPCs along the way to explain the magical history of Earth-Prime and plenty of ways to solve the various challenges without resorting to spellcraft, so feel free to bring your mutants, aliens, and cyborgs into the fight!

If you do want to use NetherWar as the kickoff for a magical campaign, NetherWar offers Bequests in each adventure—tiny bits of Adrian Eldrich’s legacy as Master Mage left behind for others to inherit. Your heroes can keep bequests in their trophy case as plot devices they can pull out for a Hero Point, or invest the Power points to make any bequest a normal part of their heroic identity. And the greatest bequest of all is up for grabs: The title of Master Mage of Earth-Prime! While bequests and the title aren’t central to the campaign, they provide a little something extra for players who get into the themes and legacies involved.

A Blast in the Past

With the Time Traveler’s Codex  available now, it’s appropriate that the NetherWar kicks off with a little trip to yesteryear in Master of Earth. A slight departure from our usual Astonishing Adventure offerings, Master of Earth flashes back to events we already describe in the Secret Past chapter of Freedom City, Third Edition and further details Seven’s climactic confrontation with the Dark Lord Una to save the earth after Eldrich’s passing. The players step into the roles of Seven and several members of the teenage Next-Gen to stop Una the Unrelenting from conquering Earth-Prime! You can play the adventure as a slice of history with the same outcome, or use the adventure with your own heroes to create your own spin on Earth-Prime’s recent past. While the heroes of Master of Earth—are set years in the past—don’t necessarily tie directly into those you might play, the adventure with help players understand the status quo of Earth-Prime’s magical community and how we got here.

Your Guide to Adventure!

 

NetherWar has a lot of moving parts and expectations, not to mention six parts stretched out over as many months. To help players and Gamemasters alike keep track of all those moving parts, we’ve assembled a FREE NetherWar Guide. This 15-page guide gives players the rundown on what they need to know and expect going into NetherWar as well as advice on what skills, Advantages, and powers might be helpful. If you’re building your team from scratch for this adventure series, it also offers five team ideas and five concept roles to help you define your place in the group. You can build your teams only using these concept roles, or combine them with roles presented in the SuperTeam Handbook to flesh out your place on the team and the story.

For Gamemasters, the NetherWar Guide also includes a section just for you! It includes an adventure-by-adventure preview of what to expect so you can start early seeding any plot points you really like. It also includes a brief who’s-who of NetherWar villains so you can read up on their history and start perfecting your voice-acting skills for the table!

 

If you’re worried about magical mayhem overload, don’t fret! We’ll have plenty of Astonishing Adventures to come that offer some mystical relief! Take off to the stars, battle aliens, and stop a supernova in the cosmic adventure Prodigal Sun, or take your campaign back to high school for a LARP gone terrible wrong in Bite Club, or confront a mischievous cosmic imp as you journey Into the Idiot Box! All these and more lie in the future!

The NetherWar has been a really fun project to bring to life, and I hope everyone has as much fun playing it. Hopefully this will be the first of many multi-part adventures yet to come for Mutants & Masterminds, so let us know what you think on social media and the Ronin Army forums!

Blue Rose’s Map to Adventure (Ronin Roundtable)

As some of you may already be aware, this is Blue Rose Adventure Week here at Green Ronin. We’ve decided to make some of our lines’ adventures available individually, starting with the six adventures that make up Six of Swords, the first Blue Rose adventure anthology, as well as Nightmare Rider, an adventure from Blue Rose’s first edition updated for the current Blue Rose AGE ruleset.

To help you find your way around these adventures, we’ve put together what we like to call our Map to Adventure! A map of Aldea with markers pinpointing the locations where our various adventures take place, with links to the pages for those adventures for easy ordering.

This way, you can check and see if there are any adventures that take place near where your own campaign occurs, in case you want to fold one of them into your narrative.

As we go on, we’ll be adding the locations of more adventures as well. In particular, the already-announced Six of Cups adventure anthology will likely be included on the map once we begin releasing those adventures.

The Mistress of Gloamhale Manor: In the newly-settled Husqan Valley, children are disappearing. The heroes are called upon to investigate these disappearances, and all paths lead to the ancient Gloamhale Manor. What dark secrets await within? An adventure for 4 to 6 heroes of levels 1–4. (Editor’s note: A great introductory adventure for just .99!)

The Sixth Beast: The Trebutane fled the tyranny of Kern for the northerly reaches of the Pavin Weald. But now, they are prey to others: The bandits known as the Five Beast Army prey on the reclusive Trebutane. Can the heroes sent by the Crown uncover and resolve the deep conflicts at play here? An adventure for 4 to 6 heroes of levels 1–4. 

The Night Market: The criminal Silence, so subtle within the Kingdom of the Blue Rose, occasionally hosts the Night Market, an auction of goods forbidden and illegal. Assigned to infiltrate a Night Market being held in the Veran Marsh, can the heroes successfully recover a shard of the sorcerous Shadow Heptagram? An adventure for 4 to 6 heroes of levels 3–5.

A Harvest of Masks: Though the Pavin Weald lies within Aldin borders, the deep forest is a world of its own. When folk in the villages along its border begin to disappear without trace or explanation, will the heroes brave its verdant mysteries to discover what is going on before it is too late? An adventure for 4 to 6 heroes of levels 5–8.

Storms Over Kamala: A Rezean witch seeks help to free the old wintering grounds of her lost clan from dark and sinister influences. When she approaches the heroes, will they journey to the horse-plains of Rezea to discover what wickedness lies in wait? An adventure for 4 to 6 heroes of levels 9–12.  

A Wanton Curse: An autumnal gathering hosted by a borderland noble takes a turn for the tragic when an evil seeks to slake its thirst for blood and vengeance. Though the heroes were simply guests to the seasonal fete, can they rise to the occasion and help overcome the predator on the prowl? An adventure for 4 to 6 characters of levels 12–15.

Nightmare Rider: The marriage between the child of an influential Aldin family and the prince of a Rezean clan is an occasion worth celebrating! When the heroes are called upon to accompany the Aldin lady to her marriage bower in Rezea, can they protect her from the myriad threats that endanger the happiness of the new couple? An adventure for 4 to 6 1st level characters.

A Wanton Curse and Nightmare Rider will be available to purchase tomorrow, Friday the 24th of April.