#hardcover hex
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Scooby- Doo: Velma And The Mystery Of The River Ghost
A Mystery, Inc Picture Book Featuring The Hex Girls!
Release date: Sep 3, 2024
About the Book
"Velma and the Hex Girls band members solve a mystery on a riverboat field trip in this officially licensed picture book featuring Scooby and the Mystery Inc. gang"--
Book Synopsis
Help Velma and the Hex Girls solve a riverboat ghost mystery in this officially licensed picture book featuring Scooby-Doo, Shaggy, Daphne, and Fred.
The Mystery Inc. gang has no idea that their class trip will include a visit from the ghostly Captain Barnacle. And when Shaggy, Scooby-Doo, Daphne, and Fred all become seasick, it's up to Velma to try to track down the passengers' stolen backpacks and the Hex Girls' musical gear! Could the mysterious dust on tarps and the deck floor be a clue? Join Velma and the Hex Girls as they work together to solve another spooky case in this all-new, all-hands-on-deck Mystery Inc. Picture Book mystery.
We did not have "The Hex Girls appear in an original story book" on our 2024 bingo card. After "Scooby- Doo and the Haunted High Rise", I thought we were entering a Hex Girls drought. We have been waiting over 20 years for them to appear in a Scooby- Doo book.
The book is not out yet!
This has never happened before the gang being in the background (even Scooby and Shaggy!) and Velma and the guest stars being in the foreground! Never thought we would see the day. This means The WB see The Hex Girls as potential stars! Let's hope they have some personality.
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yooo any chance of a lvl 4/5 (up to you) chase from house md? thank you <3
chose to make this just level 4, sorry! here's your nepo baby doctor ♡
a new flower has blossomed! 🌹
dr. chase (house md) ... [LVL 4 PACK]
══════════════════
name(s) ;; robert chase, dr. chase
pronouns ;; he/him
age ;; 29
species ;; human
gender(s) ;; AMAB trans man
orientation(s) ;; straight, bicurious, ambiamorous
role(s) ;; medic, admin
source ;; house md
sign-off(s) ;; – Chase ; – Chase MD
══════════════════
hex code ;; #f1e8d0 (parchment)
personality ;; curious and a little sassy. his self-confidence can sometimes lead to him being loudly wrong, but he's quick to bounce back from such incidents.
bonus info ;; frequently uses abbreviations (both in text and handwriting), slightly messy handwriting
══════════════════
likes ;; medical dramas, sitcoms, researching illnesses, smoothies, pineapple on pizza, self care, couch naps
dislikes ;; getting sick, spicy foods, hardcover books (prefers paperbacks), smoking (of any kind), being teased/bullied
possible front triggers ;; his source, other medical dramas, being sick
══════════════════
cisid(s) ;; doctor, nepo baby, cisWhite, australian, proship
transid(s) ;; transADHD, transChronicillness, transUSAmerican, transHypochondriac, transMAP
kink/fetish/para(s) ;; transMAP, medical
#build an alter#build a headmate#alter packs#headmate packs#rq 🌈🍓#radqueer#rq safe#🌹 planted an ask 🌹#lvl 4 pack#🌹 a new flower 🌹#endo safe#pro endo
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Now at IPR: Into the Wild Omnibus
The Into the Wild Omnibus collects three books into a single volume: Filling in the Blanks, Into the Wild, and A Guide to Thieves' Guilds in an A4 380+ page hardcover book with sewn binding and ribbon bookmark.
A Guide to Thieves' Guilds provides guidance on forming and running guilds, both for the PC interested in establishing a guild and for the Referee wanting to add guilds to their campaign.
Filling in the Blanks provides numerous tables and charts that help Referees flesh out hexes for use in hexcrawl and sandbox campaigns.
Into the Wild includes guidance for running hexcrawl campaigns, a random weather generator, rules for establishing and running domains, an abstracted mass combat system, rules for mercantile trading, guidelines for creating BX-style character classes, and some alternate classes for BX games that add a little bit of flair to the originals.
https://www.indiepressrevolution.com/xcart/Into-the-Wild-Omnibus-Print-PDF.html
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kickstarter
Welcome, traveller, to the fungus-wracked tangle of Dolmenwood, and beware, for all here is not as it seems…
Dolmenwood is a fantasy adventure game set in a lavishly detailed world inspired by the fairy tales and eerie folklore of the British Isles. Like traditional fairy tales, Dolmenwood blends the dark and whimsical, the wondrous and weird.
Streamlined rules and helpful introductory materials guide novice players, while unique new magic and monsters bring a fresh sense of the unknown to veteran role-players. We’re launching the three Dolmenwood core books, plus a range of delectable extras.
Check Out a 76-Page Preview PDF!
Check out our free 76 page preview PDF of material from the 3 core books!
Preview also available at DriveThruRPG and necroticgnome.com (no account required).
Rife with intrigue, secrets, and magic, Dolmenwood draws travellers of adventurous spirit, daring them to venture within.
Explore the wild places of the Wood, travelling through bramble-choked dells, fungus-encrusted glades, and foetid marshes, bedding down among root and bracken amid the nocturnal babbling of strange beasts.
Unearth treasure hoards in forgotten ruins, haunted fairy manors, dripping caverns, crystal grottoes, unhallowed barrow mounds, and abandoned delvings.
Confront fell beasts, roving fungal monstrosities, terrible wyrms, tricksome fairies, and restless spirits of the long deceased.
Recover saintly relics and shrines lost in the befuddling tangle of the Wood, gaining the favour of the Church by returning them to civilisation.
Forage for weird fungi and herbs in the untrod depths of the woods, many with useful magical powers—and many that can be sold for profit.
Strike against Chaos, defending civilisation from the encroaching forces of the wicked, half-unicorn Nag-Lord who lurks in the corrupted northern woods.
Unravel secrets of deep magic, charting the obelisks, dolmens, and ley lines littered throughout Dolmenwood—but beware the sinister Drune cult that wards them.
Seek the counsel of witches and hags, masters of magic that can heal, hex, or divine the future.
Meddle in the affairs of the nobility, allying with a noble house in its intrigues and power plays in the courts of High-Hankle and Castle Brackenwold.
Journey along fairy roads, ancient magical paths bordering on the ageless realm of Fairy that allow travel throughout Dolmenwood—and perchance to realms beyond.
Return to the homely hearth to share tales of peril with quaint locals over a mug of ale and a well-stoked pipe.
The Dolmenwood Player’s Book (A4 size, Smyth-sewn hardcover, 192 pages approx., 1 ribbon marker) contains the complete game rules plus all character options.
Player’s introduction to the intrigues and mysteries of the forest realm of Dolmenwood.
Familiar character creation with the six classic stats, level and XP, Hit Points, and Armour Class.
6 playable kindreds: goat-headed breggles, starry-eyed elves, tricksome grimalkin cat-fairies, everyday humans, fungus-riddled mosslings, and bat-faced woodgrues.
9 character classes: cleric, enchanter, fighter, friar, hunter, knight, magician, minstrel, and thief.
4 kinds of magic: mighty arcane workings, fairy glamours and runes, holy prayers to the host of saints, and the odd knacks of mosslings.
Detailed, flavourful equipment with lists of adventuring gear, armour, weapons, mounts, hounds, inn lodgings, tavern fare, beverages, pipeleafs, fungi, and herbs.
Simple core rules: roll a d6 or a d20 plus modifiers versus a target number.
Easy-to-follow procedures for travel, camping, foraging, dungeon delving, encounters, combat, and downtime.
Full examples of play and introductory materials make the game easy to learn.
The Dolmenwood Campaign Book (A4 size, Smyth-sewn hardcover, 464 pages approx., 2 ribbon markers) presents a lavishly detailed campaign setting, ready for years of adventure.
Referee’s introduction delving into the regions and history of Dolmenwood.
Mysterious lore of the lost shrines, standing stones, ley lines, fairy roads, Wood Gods, and fairy nobles.
7 major factions: the Chaos-godling Atanuwë, the wicked fairy Cold Prince, the sorcerous Drune, the human nobility, the breggle nobility, the monotheistic Pluritine Church, and the enigmatic witches.
12 settlements detailed with major sites and NPCs and beautiful maps.
Expanded procedures for weather, getting lost, encountering monsters, fishing, foraging, and hunting.
200 pages of fantastic locations waiting to be explored.
Over 280 NPCs with their own desires and schemes.
Referee advice on starting and running campaigns, awarding XP, designing adventures, and creating dungeons.
Starter adventure to get you right into the action.
Hundreds of magical artefacts from enchanted oddments to mighty relics.
Over 250 rumours to drive adventure.
Easy-to-reference presentation designed to minimise page flipping and prep time.
The Dolmenwood Monster Book (A4 size, Smyth-sewn hardcover, 128 pages approx., 1 ribbon marker) details a bestiary of creatures that lurk under Dolmenwood’s eaves.
87 fully detailed monsters dripping with flavour, including encounter seeds and beautiful illustrations.
48 mundane animals including unique Dolmenwood fauna such as gobbles and gelatinous apes.
9 types of of normal humans: anglers, criers, fortune-tellers, lost souls, merchants, pedlars, pilgrims, priests, and villagers.
27 NPC stat blocks for common adventuring classes.
Adventuring party generator for rolling up NPC adventurers on quests of their own.
Over 300 rumours describing monsters as featured in local folklore.
Monster creation guidelines to keep players on their toes.
Easy-to-read stat blocks and bullet point presentation for quick reference.
Dolmenwood uses a lightly customised version of the acclaimed Old-School Essentials rules system, tailored to Dolmenwood and with some major quality-of-life upgrades. Players of all editions of Dungeons & Dragons will find the Dolmenwood rules very familiar.
Ability Scores: Roll for 6 ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
Kindred, Class, and Level: 6 kindreds, 9 classes, levels 1–15.
Hit Points (HP): Roll 1d4, 1d6, or 1d8 (determined by Class) for HP. Re-roll 1s or 2s. 0 HP is dead!
Armour Class (AC): AC 10 = unarmoured, better protection raises AC.
Initiative: Streamlined side-based initiative makes combat fast and exciting: each side (monsters / adventurers) rolls 1d6 each Round—highest roll acts first.
Attacking: Roll 1d20, add Attack bonus and modifiers, try to beat the target’s AC, roll damage.
Saving Throws: Roll 1d20, add modifiers, try to beat a fixed target number on the character sheet.
Ability Checks: Roll 1d6, add ability modifier, 4 or higher succeeds.
Skill Checks: Roll 1d6, add modifiers, try to beat a fixed target number on the character sheet.
As an adventure game in the heritage of the RPGs of the 1970s and 1980s, Dolmenwood espouses the danger and excitement of the old-school play style.
Emergent character creation: Unique and surprising Player Characters emerge from quick random rolls, rather than from detailed character build optimisation.
Exploration, puzzles, and tricks: Players’ ingenuity and creativity are challenged by devious puzzles, traps, and tricks. Simply rolling dice to succeed is often not an option!
Creative thinking encouraged: Easy-to-learn rules for exploration, encounters, and combat provide referees with a robust framework from which to make impromptu rulings on players’ outside-the-box antics.
Fast, exciting combat: Combat encounters are quick to play out, leaving plenty of time in game sessions for exploration and role-playing. As in real life, combat is not fair or balanced—players whose clever tactics tip the balance in their favour will prevail!
Zeroes to heroes: Characters advance from humble beginnings to heights of great power.
Open-ended sandbox play: Campaigns focus on freeform stories evolved over the course of play, with players driving the action.
Kickstarter campaign ends: Sat, September 9 2023 4:59 AM BST
Website: [Exalted Funeral] [facebook] [twitter] [instagram] [youtube]
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hey hey! 2, 8, 12, 14
hoi hoi!
2. Oldest book you own (as in the one you received earliest in your life)
This one!
I got it from my grandpa one pakjesavond (sinterklaas/the dutch boxing day) when I must've been around 8 years old? I can recommend it, though it is very much a children's book in that there is a lot of exposition that feels overdone at times. Still, it's got "fairy tales are real but a bit fucked up in this world", fairies with double agenda's, sibling love, a shapeshifter who's definitely queer in some way shape or form!!, and the main character is basically like an Indiana Jones but for fairy tale artefacts (hijinks included) on the background is this large-scale political conflict that makes it all very witcher-y.
You might know this author from Inkheart, btw! This one has also been translated into english.
8. Best cover
A tie between these two!
I got them both last year on my bday credit at the store and haven't read either of them, but they look very nice. The Bale one is a hardcover that has gold details, but just the whole composition of it all is perfect.
12. Weirdest book you own
Definitely "The making of The African Queen, or, How I went to Africa with Bogart, Bacall, and Huston and almost lost my mind" by Katherine Hepburn.
I couldn't get it anywhere physically except as an second-hand library edition from the states (shoutout to Boston Baptist College Library!) but read it beforehand on internet archive because you can borrow it there for free! It's just a personal account of making a movie, but Katherine Hepburn is hilarious. It really reads like you're sitting with her and she has to vent about this stupid flick she did but wowza. Please let the following passage convince you to check it out. The full thing is only 150~ pages long.
14. A book you love but wouldn’t really recommend to others
HEX by Thomas Olde Heuvelt! (I don't have the cover below but really like it so ordered it at work just now asjdkfhlsd)
It was review bombed big time on Goodreads. On some points I could see the validity, but there's something really cool going on in here but that either doesn't translate well cross-culture, or is in general a bit ambiguous. The climax and ending is WILD. Not in a way of "wow some crazy fucked up shit happens here", which it kinda does, but I'm talking fucked up like a Hieronymus Bosch painting, and not like SAW.
I believe Olde Heuvelt did change some things to make it more understandable for american audiences, while sticking close to what he meant in the dutch version. Putting the town in the Hudson Valley as opposed to somewhere near Nijmegen makes sense, but still doesn't cover the typical "dutch small town" feeling from the original, particularly because of how densely populated my country is, making the whole curse that confines you to your super small old town forever till you die thing a lot more frustrating when everything modern and big is within a half hour drive.
Anyways, if you'd still want a rec: A town (name might vary but it's called Black Spring in the american edition) is haunted by the figure of a 17th century witch. the gist of her curse is that anyone who stays in the town for too long or is born there will have to stay till they die, only being able to leave for short amounts of time. Over the years there's been a sort of witch-watch task-force that keeps track of the witch's movements (she otherwise doesn't really do anything). All goes well until some teen boys want to fuck around for a nice video to post online.
Bookish Asks
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It's cover reveal day! Pre-order your bound copy HERE
Check out the hardcover (the purple design), the paperback, and the character art under the dust jacket for The Ghost of Hexes Past.
🔮🔮🔮🔮🔮🔮🔮
Some dreams should stay dead.
Azure Elwood’s world was clear cut—simple—she knew her place in it and what was expected of her. That all changed about two months ago when Icarus “Rus” Ashthorne moved back to Moondale and made things . . . complicated. As the fight for The Coven of the Forgotten heats up, Azure comes face to face with insecurities and choices she thought long buried.
Rus Ashthorne has never known her place in the world, never had a “home” really. After returning to Moondale and reuniting with the family she left behind, she’s decided maybe it’s time to settle down. Only life is never that simple, is it? And as the Board of Magic is keen to remind her, necromancers aren’t welcome in Moondale.
So, when a broken bluebird shows up on Az’s doorstep, and the board’s demands start taking a toll on Rus’s physical and mental health, their tenuous relationship will be tested. And they’ll find that maybe “home” is just as complex—and as simple—as they always thought.
A LGBTQ+ cozy urban fantasy novel for fans of The Ex Hex, and October Daye.
#indie author#indie books#indie writer#lgbt writers#lgbt author#lgbt books#lgbtqia books#lgbt reads#queer booklr#queer writers#queer books#queer fiction#wlw fiction#wlwbookshelf#wlw reads#wlw books#sapphic fiction#sapphic reads#sapphic books#witch books#witchy reads#witchy vibes
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I saw this post and I laughed out loud because funnily enough, I have been given this choice in real life before.
In summer of 2015, my local library hosted a blind date with a book contest where you were entered to win everytime you checked out one of these books. And I was obsessed with this contest. I checked out like 50 of the books throughout that summer. I was always trying to see if I could guess the book under the cover (and sometimes I did, with books like The Lost Hero by Rick Riordan and Hex Hall by Rachel Hawkins). I barely read these books, I should mention, because either I had already read them or they just weren't interesting past their wrappings descriptions,bit I still won the contest because they didn't have to know I didn't read them like they weren't giving me AR tests on them. Anyways, at the end of the summer, I walk in to the library and they tell me I've won and I'm given the option between three sets of books: The Hunger Games, Twilight, and Divergent. Now, one, I have a sister five years older than me, and she was thirteen at the height of the Twilight fandom, so I obviously hated Twilight being a misogynistic thirteen year old myself at the time. And, two, everyone and their mother, including my own, was reading The Hunger Games at this time and I was flat out not interested. I tried reading it, I think I got to the train after the reaping and got bored. So I chose Divergent. I got three lovely hardcovers, plastic-wrapped in true library fashion, and I consumed them. These were the greatest things I ever read. I read each in one day. So you can imagine my range of emotions in these three days. I went up, I went down, I stayed in my bedroom for the longest period of time that summer because this happened after the bats left. I was heartbroken. Veronica Roth took my heart, plunged into freezing cold waters and fucking left it there because god knows Four didn't give me any closure. I chose Divergent in 2015 because I was a thirteen year old asshole who hated things other people liked and YOU KNOW WHAT FUCK Y'ALL ACTUALLY, THE HUNGER GAMES IS GREAT BUT NOTHING WILL EVER COMPARE TO DIVERGENT. I still choose it.
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Review: Booster Gold: The Complete 2007 Series vol. 1
DC has released a new collection of one of my all-time favorite comics: the 2007-2011 Booster Gold vol. 2. It's a pretty cool book that promises something exciting coming next, but it's still a little wonky.
The new book -- you can get it here, and I should get a tiny commission -- collects the first sixteen issues of Booster Gold vol. 2, the bulk of which were written by Geoff Johns and Jeff Katz, with art by Dan Jurgens, Norm Rapmund, and Hi-Fi on colors. One additional story was written by Chuck Dixon with art by Jurgens, Rapmund, and Hi-Fi, and another was written by Rick Remender and featured art by Pat Oliffe, Jerry Ordway, and Hi-Fi.
Most (not all) of these issues had a "commentary track"-style interview that I did with Katz and Jurgens at Comic Related, a now-defunct site where I worked before ComicBook.com. All of those commentaries (plus others) are collected in my book The Gold Exchange, which you can get here.
With Booster Gold: The Complete 2007 Series Book One now in stores, I'm super tempted to make tiny little ebooks or paperbacks (or both) that are JUST supplements to these volumes and break up The Gold Exchange into particular runs of issues.
(That's a little inside baseball and not really pertinent to a "review," but it just felt like something that I could and might do, and so I figured I would mention it. Believe it nor not, since I never crowdfunded it and only sold it once it was completely done, The Gold Exchange is my top seller on Amazon the last time I looked at my books.)
The review part of the review:
Booster Gold: The Complete 2007 Series Book One is a fine addition to your library, particularly if you are precious about your now-out-of-print hardcovers. The interiors are largely similar to the contents of the original printings of Booster Gold 2007, with a notable exception that has both good and bad aspects to it:
In between single issues of the comic, both collected editions would share the cover for the original book. The first two issues had variant covers, and so one side of the page would feature the standard cover, with the variant on the back. On every other issue, where there were no variant covers, the back of the page varied between the first and second collected editions.
In Booster Gold: 52 Pick-Up (the first original collection), dynamic images from within the issue were framed inside playing cards. That works for a number of reasons: Booster's "original sin" was gambling, while the first issue began with him taking down the Royal Flush Gang. Also, Booster Gold #3 (so -- the first issue without a variant cover) features a cover where Booster is in the Old West, playing poker with Jonah Hex.
In Booster Gold: Blue & Gold, the second original collection, they got rid of the "card pages" and instead just used the same image each time: a piece of the cover from Booster Gold #0, framed in a "circuitry" frame that was styled to the cover logo.
In The Complete 2007 Series Book One, this is improved upon: they retain the cards as a framing device, choosing a dynamic image of one of the lead characters to frame in each one. My only quibble is that a number of them are shots that appear fuzzy, small, and in low resolution because, while the pose might be dynamic, it was taken from a small panel on the page and then blown up to suit the card frames.
This seems like sheer laziness on DC's part: surely there are high-resolution digital files somewhere. After all, they have to provide them to Amazon for the books to be available on ComiXology, right?
Looking a second time, they are mostly not as bad as I remembered, but there absolutely are at least a couple that should not have passed quality control, and it's a baffling decision because the choice was made to unify the collection and improve the overall reading experience. With that context, it's even weirder that some of the pages look amateur.
The collection features the cover to Booster Gold #1 as its front cover and the cover to Booster Gold #0 as its back cover. That's playing it pretty safe, since those are two of the most commonly-reused images from the whole run...but while it was used heavily throughout the Blue and Gold collection, the #0 cover did not appear on the back cover of the original collection (or any other that I can recall). This, along with the use of the cards in place of the "circuitry pages," could suggest DC is putting a little more thought into these collections than is immediately evident.
The biggest benefit to having The Complete 2007 Series Book One, though, is the reprints of Booster Gold #13 and 14. Those are the issues by Remender, Oliffe, and Ordway, and unless I'm missing something, this is the first time those have been reprinted at all. My recollection is that Remender had been led to believe he might be taking over the title, so he planted seeds to pay off later. that never happened, because Dan Jurgens was given both the writing and art jobs starting with Booster Gold #15, and so it's likely that they originally felt Remender's issues would have complicated the otherwise-straightforward narrative that they created between the Dixon/Jurgens and Jurgens solo stories. It is, however, nice to have them finally collected.
Those issues alone make it worth buying, especially if you weren't reading the series at the time and have only read (or re-read) it in collections. It isn't the best Booster Gold story ever told, but it's an interesting glimpse into what it was like having a very different voice on the book. One of its hallmarks during most of its run would be its consistency of tone and sense of direction, so any issue that breaks away from that is, if nothing else, a valuable artifact.
It's a little funky that the front cover lacks credit for Dixon, Remender, Oliffe, or Ordway. I suppose at some point you have to make a cutoff, though, and they only worked on a few issues. The back cover does list the primary creatives with "...and many more" attached, though.
The collection itself feels strange. It jumps right into the issues, and feels like it would benefit from an introduction of some kind. That MIGHT be a kind of optical illusion -- the thickness of this much-larger collection makes it feel like it should have some kind of introduction or table of contents or whatever. But even then, DC seemed to intuitively know this in the past. The original trades didn't have a proper foreword either, but they did have a recap page, as well as Booster Gold's origin page from 52, which immediately preceded the volume.
The inclusion of the Remender issues, paired with the apparent desire to keep the page count and cover price down as low as they could, also means that any backmatter originally published in the collections -- which included alternate covers and early sketches of Booster from Jurgens's notebook (remember -- Jurgens created the character!) -- are all but missing here. That's particularly a loss because there were some really cool images in a "rejected cover gallery" at the end of Blue and Gold.
Still, as noted above, I wouldn't go as far as to say it isn't a worthwhile collection. Bringing the Remender story in is good, as is bringing some of these stories back into print for the first time in years. Before the announcement of the upcoming Booster Gold [HBO] Max series, none of the 2007 collections were in print. Even after the announcement, it was just 52 Pick-Up that was rushed back into stores.
The biggest thing here is that Booster Gold ran for 49 total issues before it was wiped out by the annihilation wave that was The New 52 reboot in 2011. Jurgens wrote, drew, or both most issues of the series -- although the Justice League International writing team of J.M. DeMatteis and Keith Giffen teamed with a number of fan-favorite artists to make about a year's worth of the book while Jurgens was off working on Time Masters: Vanishing Point, a story that tied into the events of The Return of Bruce Wayne and set up Flashpoint.
(Fun fact: That story is also widely credited with being a big influence on the development of DC's Legends of Tomorrow, the TV show covered in my next book!)
Booster Gold: The Complete 2007 Series Book One carries a $29.99 price sticker, which is pretty reasonable considering it weighs in at over 300 pages of comics, some of which are ordinarily pretty difficult to find. The value proposition is definitely there, and given that this is one of DC's most consistently entertaining comics of the last 20 years, it's definitely worth picking up if you have a friend who needs a Booster Gold primer ahead of that casting announcement we've all been waiting for. You can get it at a variety of online retailers, and it's likely in stock at your local Barnes & Noble as long as they have a decent comics section.
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Congratulations to our winners;
Hardcover Hex committed a successful murder of the Host
Peach Kisses assisted in the Host’s death as Hex’s accomplice
Lazy Cloud, upon her death, was attached to Hex and has been released along with his survival
Scraps Scrappington Von Scrappers player a part in convincing the players into executing his target, Summer Stars, and is no longer bound to the house
#murder mystery#Killing Game#askhardcoverhex#hardcover hex#ask-peach-kisses#Peach Kisses#Ask-lazy-cloud#Lazy Cloud#scraps-is-busy#Scraps#Winners
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Finally Hex gets to read them all Beauty and the Beast!
@ask-peach-kisses @missromancedy @ask-lazy-cloud (Maru I forgot what blog you wanted tagged)
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HARDCOVER HEX
Taking in the view overlooking a waterfall.
MLP Sketch commission for @tazerpones that I colored and rendered a bit. @askhardcoverhex
#MLP#my little pony#friendship is magic#mlp fim#pegasus#hardcover hex#sketch commission#bridge#waterfall#environment#landscape#rainbow#water#cliff
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A pretty boy with silky hair
Hardcover Hex : @askhardcoverhex
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Previous - Next - Beginning of Arc - New to the Blog?
Do you think she’s happy? I think she’s happy.
ft. @hardcoverhex, Roseluck, and a few other background ponies!
#Mudpie#Roseluck#Hardcover Hex#mlp oc#mlp askblog#The Internship#Queenie B#Helping Hooves#Oasis Wayfare
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Novel Tale: ...Yeah, that’s not suspicious at all. Anyway, books that powerful aren’t allowed to be sold in Canterlot. They go to the Princesses for safe-keeping.
As for the book that you’re looking for, I have a few books like that, but you’d need to be more specific.
What is it about? Does it have a title?
(ft: Nebula from @succubuspony and Hardcover Hex from @hardcoverhex )
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May Patreon Rewards
A new month is coming and that means there's another chance for you to support me, my writing, and get some goodies out of it!
Here's what I'm planning for my patrons this month:
Wyvern Egg - $1 tier
vote on next month’s feature title
4 sneak peeks into my upcoming Fae of Eventide series in the form of character mockups
Announcements
Hatchling - $5 tier
all of the above plus:
the first 4 chapters of Fae of Eventide (unedited)
sneak peeks into some artwork I’m working on for another series
Wyvern - $10 tier
all of the above plus:
signed bookplate from Hunters of Ironport
a print of the boys from Fresh Kill
an e-arc of Of Love & Ruin (contingent upon if it’s ready in time, but it should be)
Paperback Club - $15 tier
all of the above plus:
signed copy of Tales of the Sea Witch
Hardback Club - $25 tier
all of the above plus:
signed copy of The Ghost of Hexes Past hardcover
Become a Patron for more Lou goodies!
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Commission for @everything-extra-hardcover-hex! Thank you so much for commissioning me!
#mlp#mlp oc#my art#not my oc#my little pony#mlp: fim#my little pony: fim#mlp: friendship is magic#my little pony: friendship is magic#commission#liz-draws-a-lot#everything-extra-hardcover-hex
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