All by me, rendered in DAZ Studio. Click to enlarge.
Hope you’re having a great Sunday!
All by me, rendered in DAZ Studio. Click to enlarge.
Hope you’re having a great Sunday!
Ah, Bargle. You’re a bad, bad rogue wizard who well deserves your title as “First Wizard killed by every adventuring party”. He’s been the posterboy for what happens when magic-users turn to evil since 1983.
I think it’s time to dust him down and kick his ass one more time, don’t you? Let’s bring Bargle and the iconic Red Box first adventure into the Fourth Edition era for a trip down memory lane one more time. Bargle also featured in Dungeon #150 where his entire lair was detailed in full for Third Edition. For this little post though, I’m going right back to the source.
Thankfully, 90% of the work has already been done for us by this terrific retrospective by Bart Carroll back in October. Not only does it contain the full adventure from the 1983 boxed set all pdf’d up and ready to play, but there’s also full stats for Bargle himself as a 3rd level Controller. It includes the adventure from the 1977 set too as a downloadable pdf, though I’ll leave that one for you to convert.
Convert. Good word that. When it comes to running this adventure (or any designed for a prior edition, for that matter) there’s two choices: Do, or Don’t. Going the “Don’t” route is easiest. Play the adventure as-is replacing the monsters with their 4e equivalents along the way as you play. Need 10 kobolds in a room – just stick a bunch of Minions in there with a couple of Slingers for variety, and you’re done. Where there’s a difference in level between a critter in the original and the Monster Manual version, just use the easy Monster Advancement rules and add salt to taste.
That’s the route we took when I ran my players through The Haunted Keep from the 1981 Moldvay edition, and it’s a great solution when you’re short on time. The alternative is to look at the adventure through Fourth Edition eyes and turn those room-by-room encounters (lower case) into larger, more dynamic 4e Encounters (upper case). Add Quests and Skill Challenges, and….. tell you what, why I don’t I just show you?
A bounty has been placed on Bargle’s head, and your worthy band of adventurers have been sent in to bring him to justice once and for all. Before they set out on their journey, spend a bit of time establishing their main goal (Capture Bargle!) and role-play them through some potential side objectives too. If they achieve those, the party gains Minor Quest XP as well. I like offering conflicting Minor Quests to add a little friction to the adventure, as well as a couple tailored for the individual characters. For example, if one member of the party has suffered directly at the hands of evil and he’s eager for revenge, I might give him the Minor Quest of killing Bargle (the bounty is good if he’s returned dead or alive), while the Paladin wants to ensure he’s brought back alive to face a fair trial. The party’s Wizards wants to find Bargle’s precious spellbook while the Fighter wants to recover his sister’s stolen enchanted cape. The Dwarf on the other hand just wants to delve deeper – finding Bargle is just an excuse for him to explore the underdark further.
With all that in mind, jot down your Major and Minor Quest goals. Something like this:
Major Quest: Capture Bargle, 500XP
Minor Quest: Kill Bargle! 100XP
Minor Quest: Make sure Bargle returns alive, 100XP
Minor Quest: Find Bargle’s spellbook, 100XP
Minor Quest: Recover Quailin’s Enchanted Cape, 100XP
Minor Quest: Find a deeper route into the Underdark, 100XP
From there, it’s a case of grabbing the map and blocking out Encounter Zones. This uses the same technique I used for 4e’ifying the first part of B2 Keep on the Borderlands. Find existing encounters that would work well if grouped together and you’ll find dynamics which bring the whole thing alive.
It’s worth mentioning that this is one trap-heavy level. Perhaps this speaks something of Bargle’s mischievous nature. Either that or the Kobolds are running evening classes. Whichever it is, when it comes to building Level Two I suggest running with it. Make it a trap-filled funhouse where the environment is just as deadly as the monsters it contains.
Here’s what I ended up with for level one after about 30 minutes’ work. I’ve excluded the XP cost for the traps from the encounters as they’re best treated as seperately from the combats. Unless your players manage to trigger them in the midst of battle, of course :D Feel free to come up with mechanics for the traps yourself. Hey, I ain’t doing all the work.
1. The Courtyard and Entrance
Young Carrion Crawler, 6 Kobold Minions, 2 Kobold Slingers, 500XP

The PC’s movements attract the attention of the Carrior Crawler as they approach the door. One round later half of the kobolds hiding in the shade rush forward to try to close the door, leaving the PCs stuck between two foes. The rest of the kobolds pelt the Heroes from a distance. All of the kobolds keep well away from the carrior crawler – it’s eaten quite enough of their number already – but if the Heroes can push them into it’s reach it is just as likely to attack them as it is the PCs.
2. Rooms 22 and 28
3 Shadowhunter Bats, 450XP
A simple two-room encounter where not one but three bats fly from out form the chimney to harass the Heroes. They will target any PC holding a lightsource first. Drop it, and they’ll target at random.
3. Rooms 24, 26, 34, 35, 36, 37 and 38
Falling Timber Trap, Sneezing Bed Trap, 5 Zombies, 5 Kobold Minions, 750XP
This is looks like one very tough encounter, but it’s spread over a large area and the Kobolds won’t venture beyond Rooms 37 and 38 until the Zombies are defeated. The Sneezing Bed (love that!) in Room 26 grants a free Healing Surge (and cures Yellow Mold fever) to anyone who spends a Short Rest laying on it. If they’re tickled though (yeah, right) the trap triggers.
4. Rooms 25, 30, 31 and 32
Eternal Slumber Trap, 2 Kobold Skirmishers, 1 Kobold Dragonshield, 1 Kobold Minion, False Falling Log Trap, Spinning Statue Trap, 350XP
The Kobolds know about the traps, and the harpies close by. That’s why they carry earplugs. If the Heroes manage to befriend the Kobolds (Skill Challenge!) they’ll warn them about both and even hand over some slightly used earplugs encrusted with Kobold earwax. Ewwwwww.
5. Rooms 27, 33 and 39
2 Starving Harpies, Yellow Mold Trap, 4 Giant Rats, 1 Dire Rat, 500XP

The Starving Harpies are, well…. starving. Between the Yellow Mold and filth fever from the rats they’re feeling very unwell indeed. The mangy look isn’t good, but it’s the sore throat that’s killing them. I’ve reduced the range and potency of their Alluring Song (which frankly ain’t that alluring right now) and Deadly Cough….. uhhh, Deadly Screech accordingly. If the Heroes could find a way to cure them, they’ll happily depart for pastures new. They’ve had quite enough of this foresaken place.
And that, my people, is how you do it.
Now, it’s your turn for level two, and level three where our heroes finally confront Bargle himself.
And probably kill him. Again.
Wow. I’m stupidly late posting about these this time around so if you want ‘em, you better be quick! The Renderosity freebie thankfully stays free forever, but the DAZ3d freebie reverts to back non-free when the next weekly freebie hits the shelves (usually on a Tuesday) so best to grab ‘em both right now just to be sure. They’re well worth the time to download, folks!
The good folks at Renderosity comes this Little Double Bow Dress. Free clothes are always welcome, and free spangly clothes doubly so. If you don’t like the bows there’s morph dials to size them down, or just set the Opacity in the Shader to hide ‘em completely. Add one leather texture and that hot party dress is now an elven smock. Me, I like the spangly, though I’m sure it wouldn’t suit me at all. Perfect for those renders of girls who dream they were away from the urban grey.

Meanwhile, over in the DAZ3d land there’s a free set of Magical Containers! They’re just what you need for a Wizard’s study or Evil Stepmother’s secret lair.
Scale them up and you’ve bottles and containers galore for capturing little pixies and sprites. In fact, combine these two freebies together, and…….
Till next time!
How about now? No? September really cannot come quickly enough for me, and all because of three little words: RED BOX D&D! Folks, all memory of what Wizards of the Coast are releasing between now and then has gone from my little brain. This is the single biggest, most significant role-playing release of the year. And I’ll tell you why.
Just look at it. Just look.
This, my friends, is what the D&D Starter Kit should have been. This is the first few levels of D&D, in full, including character generation. To be fair, there’s nothing wrong with what the Starter Kit included – the 64 page Dungeon Master’s Book is particularly excellent, and all you need for 1st-5th level DM’ing. But the lack of character generation was a pretty major failing in an otherwise brilliant product.
From what I understand, Red Box fixes that, and more.
This is Old School, capitalized and in italics for emphasis. There’s just four races – human, elf, dwarf and halfling – and four classes – fighter, rogue, cleric and wizard. There’s a solo adventure in the 32 page Player’s Book, and an adventure in the 64 page Dungeon Master’s Book. There’s dice in the box. I’ll say that again there are dice in the box! You do have to bring your own wax crayon, though, but I’ll forgive them that. Here’s the full product info.
I’ve been banging the “Fourth Edition is old school really” drum for a long, long time now, and this is exactly what I’ve been talking about. I know there will be some die-hard 4e critics out there who will claim that just because it’s dressed up to look like old school doesn’t make it old school, and I’ve just two words for you: You’re Wrong. Look at that box! Look at that Dungeons & Dragons font! Just look at it! This is Wizards of the Coast listening to their customers, and responding. From what I understand of the DDXP announcement, there was barely a mention of D&D Initiative at all around this product other than a mumbled “maybe later”. This is pen-and-paper gaming at it’s finest, with no computer needed.1
I really hope they don’t screw this one up.
Finally, this is a copy of D&D that parents will buy for their kids. That’s something which the game (the whole industry, in fact) has been missing for almost 30 years. Pretty much since the first D&D Red Box, in fact. It’s a complete game that doesn’t need three books just to frickin’ play the game and comes with everything you need to get little minds (and older, bigger minds for that matter) hooked on the game we know and love. Hasbro needs to get this in every toystore in the land with a giant cardboard cutout dragon pointing to it saying “YOU NEED THIS!”. At the risk of sounding apocalyptic, if they don’t do this, the hobby won’t last another generation.
Think I’m being overly dramatic? Then ask yourself this question: how many kids do you know playing D&D, right now? How many gamer groups welcome teenagers into their midst? How many teenagers would spend $100 on the PHB, DMG and MM instead of a shedload of console games? Some, certainly, and I’m sure that folks out there will attest that there’s a bunch o’kids gaming with them regularly, or they’re running games with their own children on a regular basis. But I’ll wager it’s not enough to support an entire hobby financially. Mainly, that’s a problem caused by the culture the majority of us live in where Adults and Kids are being increasingly segregated by media-fueled paranoia about pedophiles living under your bed and other ridiculousness. Yes, pedophiles exist, but to treat every stranger like they are one is a terrible, terrible thing. That’s a whole ‘nuther topic I’m not going to go into though.
The point is this: for whatever reason, kids need to discover the magic of D&D for themselves. Just like we did, in fact.
And it starts with opening a Red Box.
Is it September yet?
Legends tell of a long forgotten empire which worshipped the great Cat Goddess Bast. Under her guidance no feline could be harmed in any way, and they roamed free through the winding twisting alleyways of the city.
It so happened that a small family of Halflings lived in the city proper. They were hard-working, honest and canny merchants, and as a result became very wealthy – and unpopular among their peers. Before long a number of them united in their jealousy and fabricated charges of Cat Murder, that most heinous of crimes, against the head of their house, Tobias Caitlin.
Alone in his cell, scared for his life and that of his whole family he prayed to Bast herself, knowing that she would see the untruths of these accusations. He was a good man, as kind to cats as to any creature, and faithfully left a saucer of milk by the door each night as tribute.
The next morning when the jailers came to collect old Tobias from his cell for execution, he had changed. Furry cat-like ears replaced his own, and a long agile tail traced an S in the air. From the other cells the rest of his family were found to share the same Gifts of Bast. All of their accusers had mysteriously died overnight, having choked on hairballs.
The Caitlins were immediately released, their property returned and added to with that of their accusers. No one ever bothered them again.
Caitlins are an offshoot of the Halfling Race that have gained several catlike traits due to their origin. Caitlins and Halflings occasionally intermarry, and the offspring is always a Caitlin. Many share the Halfling’s innate curiousity, though boosted to feline levels. An open window is as inviting as a glass of milk to a Caitlin, and they can be randomly affectionate or uncaring on a whim. Some Caitlins become extremely lazy, particularly if they find a good spot in the sun or a mound of plump cushions. On the other hand, many Caitlins have found a good trade as Assassins – though they do have a bad habit of playing with their targets first.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonus: +2 Acrobatics, +2 Stealth
Halfling Heritage: You can take feats that have halfling as a prerequisite as long as you meet any other requirements
Nimble Reaction: +2 racial bonus at AC against opportinuty attacks
Playful Pounce: You gain Playful Pounce as an encounter power
| Playful Pounce |
| You are a cat. They are mice. You do the math. |
| Immediate reaction, when a bloodied enemy within 5 squares shifts, Weapon |
| The Caitlin shifts to the nearest square adjacent to the enemy and makes a basic attack against it. |
Almost all Caitlin Clerics worship Bast as the goddess of their ancestors. It’s quite likely that Bast has long since forgotten her random act of generosity. Cats are like that.
| Deity | Alignment | Areas of Influence |
| Bast | Unaligned | Cats, laziness and curiosity |
Notes: The world needs more Anthropomorphic Races, don’t you think?1
The Powers system is without doubt the single biggest change to the game that Fourth Edition brought to the D&D genre. By design these are abilities which give your character cool things to do in combat beyond just saying “I hit him” for the thousandth time. As with anything designed for warfare though many (if not all) Powers can also be useful outside combat too. Just like a Fighter using his Longsword to pry open a door or a Wizard using his trusty Staff to check for traps, it’s the imaginitive use for your Powers that help to bring them, and the game itself, alive.
From the keyboard of myself and Randall from Initiative or What, here’s a primer showing how to use Powers beyond the turn-by-turn world of the combat round. We’ll look at the mechanics of using them away from the battlemat as well as suggest cool and cunning uses for the first and second level Powers from each class of the Player’s Handbook. Hopefully this should spark ideas how your character could use their Powers in imaginitive and unusual ways too. If you think of any, we’d love to hear from you in the comments!
But first, a word about frequency. Powers come in three flavours: At-will, per Encounter and Daily. At-will Powers can be used as often as you want, and never run out. Daily Powers are usable just once between an Extended Rest so if you use it outside combat, it’s gone for the day.
Powers which are usable once Per Encounter can only be used once between Short Rests. Remember that 4e D&D describes only the mechanical effects – it’s up to you and your GM to provide the in-game explanations and rationales. Perhaps they are more exhausting to use than your At-wills, require a little more preparation to set up or need easily replaceable spell components. A Wizard in one of our Delves used the short rests to memorize his Encounter Spells, and his extended rests to memorize and prepare the complex components for his Daily Spells. Yes folks – spell memorization in 4e D&D! Who’d have thunk it?
When it comes to using the Encounter Power outside combat, the main thing to be aware of is that if initiative is rolled within 5 minutes of their use, you can’t use that Encounter Power during the battle – you’ve simply not had time to rest and recover the use of the Power. Likewise for Daily Powers – until you’ve had a good night’s sleep, they’re gone so it’s a brave (or desperate!) adventurer who uses a Daily Power in a non-combat situation.
Any Power that can target a creature can also target an object, subject to the GM’s discretion (PHB 57). While it doesn’t make sense for a hero to be able to mind control a door, most Powers can be used to affect objects, walls and the surroundings. In general, if a Power targets Will, it’s not going to work against an inanimate object.
If the Power’s target is listed as “ally” or “allies” then this means that the target must be willing. No matter how hard he tries, a Cleric won’t be able to heal a stone wall! (Though if he could somehow communicate with it first……) Take each suggested use of a Power on it’s own merit – if it makes sense and is Suitably Heroic, allow it.
Many Powers create effects that last until the end of the Encounter, or can be sustained so long as the caster spends a Minor Action maintaining them. Out of combat, these effects last 5 minutes at most (PHB 278), or until the caster takes a rest. This means many Powers are great for short-term game effects – it’s HOW you use them that counts!
Enough with the rules. Here are some suggested uses for the Cleric, Paladin, Rogue and Warlord 1st level and the 2nd level Utility Powers. You’ll find uses for the Fighter, Ranger, Warlock and Wizard over on Initiative or What. The rest, as they say, is up to you.
Cleric Prayers
| Lance of Faith |
| Single out a sinner in a crowd, bathing them in light |
| Priest’s Shield |
| Protect a victim from assault |
| Righteous Brand |
| Temporarily brand a prisoner for transfer |
| Sacred Flame |
| Draw health from a willing subject to save an ally |
| Cause Fear |
| Make a fool run from certain danger, or dishearten the leader of a mob |
| Divine Glow |
| Signal the beginning of a ceremony by filling the congregation with holy light |
| Healing Strike |
| Draw healing energy from a willing sacrifice to heal another |
| Wrathful Thunder |
| Punish an unrepentant sinner |
| Avenging Flame |
| Holy cow barbeque! |
| Beacon of Hope |
| Bless the faithful and punish the doubters – all in one swoop |
| Cascade of Light |
| Cast on a novice priest to test their mettle and open them up to their deity’s wishes |
| Guardian of Faith |
| Summon a holy ancestor for advice. Grants a bonus to Religion and Insight checks equal to the caster’s Wisdom bonus. |
| Bless |
| Sends congregation away to ther toil. Grants a +1 bonus to skill checks for 1 hour |
| Cure Light Wounds |
| Heal wounded animals and people. Essential for the non-combat working Cleric! |
| Divine Aid |
| Assist in curing a long-term illness |
| Sanctuary |
| Provide a safe zone for trade negotiations |
| Shield of Faith |
| Embolden your allies the eve before battle |
Paladin Prayers
| Bolstering Strike |
| Push the limits of your endurance during training, drawing on inner reserves from your faith |
| Enfeebling Strike |
| Train your squire to anticipate attacks while using wooden swords (1d3 damage) |
| Holy Strike |
| Find the weak point in a door before bursting it open |
| Valiant Strike |
| Grab a pair of foes and smash them into a treasure chest |
| Fearsome Smite |
| Outsmart someone chasing you; they take a penalty to their Athletics equal to your Wisdom bonus |
| Piercing Smite |
| Corner a small gang of thugs, keeping close guard over them all with your imposing glare |
| Radiant Smite |
| Cause your weapon to glow faintly, suffient to provide illumination in a 5′ radius |
| Shielding Smite |
| Create a Shield to protect someone from falling rocks – or to craddle a baby |
| On Pain of Death |
| Prevent aggressive action from a captive. Or to torture one (not that a Paladin would ever do such a thing). |
| Paladin’s Judgement |
| Literally take a pound of flesh from the guilty, bestowing recompence to the victim |
| Radiant Delerium |
| Illuminate a 5′ square area such as a window or archway |
| Astral Speech |
| Negotiate a treaty or safe passage |
| Martyr’s Blessing |
| Heroic last-minute sacrifice, saving a friend from certain death at the cost of your own life |
| Sacred Circle |
| Create a small sanctuary of peace, a calm in the eye of a storm |
Rogue Exploits
| Deft Strike |
| Roof run and fire a grappling hook |
| Piercing Strike |
| Knife-throwing act and other tricks of hand-eye coordination |
| Riposte Strike |
| Hold a foe with a blade on the nape of their neck. One false move….. |
| Sly Flourish |
| Sign your initial on a door or somone’s chest with the tip of your blade |
| Dazing Strike |
| Punch out a mad dog! |
| King’s Castle |
| Swing an ally to safety |
| Positioning Strike |
| Force open a barred door |
| Tortuous Strike |
| Street boxing match – and probably throw the match too! |
| Blinding Barrage |
| Escape from the law by throwing sand in their eyes |
| Easy Target |
| Knock out a drunk |
| Trick Strike |
| Force back a heavy barrel or stone block |
| Fleeting Ghost |
| Pass silently by guards and their dogs – or back home after a night drinking :D |
| Great Leap |
| Leap the moat/pit trap/alleyway |
| Master of Deceit |
| Persuade the judge you’re innocent, honest |
| Quick Fingers |
| Pick pockets while running through a crowd |
| Tumble |
| Escape through the legs of the closing thugs |
Warlord Exploits
| Commander’s Strike |
| Order a soldier to whip a prisoner or punish a subordinate. Not recommended unless you’re a harsh taskmaster |
| Furious Smash |
| Motivate a warband through a show of force |
| Viper’s Strike |
| Trip a fleeing suspect |
| Wolf Pack Tactics |
| Close in on a target (be it foe or frightened innocent) |
| Guarding Attack |
| Shield an ally while he’s fleeing |
| Hammer and Anvil |
| Team up and smash down the door! |
| Leaf on the Wind |
| Rescue a captive from a foe’s clutches |
| Warlord’s Favour |
| Trick a guard into opening themselves up to a surprise attack |
| Bastion of Defense |
| Order a change to a defensive formation while marching |
| Lead the Attack |
| Alert your allies to prepare for battle! |
| Pin the Foe |
| Hold down a struggling prisoner |
| White Raven Onslaught |
| Order your troops to pan out and search for survivors |
| Aid the Injured |
| Share war stories with an old comrade |
| Crescendo of Violence |
| Cheer on a wrestling match! |
| Knight’s Move |
| Help another escape an angry mob |
| Shake it Off |
| Encourage an ally to suck it up, soldier! |
Find more suggested non-combat uses for Powers over on Initiative or What. See you there!
Just in case you didn’t get the memo, the generous people at DAZ3D have released all of their Base Figures (yes, all of them) for free. That has put the 3D rendering community into feeding frenzy mode with all and sundry stuffing their hard drives to the gills with everything from the very first Aiko to the latest and greatest FREAK 4 figure.
Then they’ve scratched their heads wondering what to do with all these terrific figures. After all, these are just the figures – there’s next to no hair, no clothes and many don’t even include a set of morphs or textures worth writing home about. So, just what can you do with a runtime folder full of just the base figures?
Use them, of course!

The Girl, bare. Cute as a button she is too.
The easiest way to use the figures straight out of the body is as figure studies. Get to know how the models pose and the strengths of each one. Every model is different. Michael 3, for example, is far more chiseled than Michael 4’s more rounded features, and the original Aiko is much more toon-like than the later Aiko 3 and Aiko 4 models. The Reduced Resolution figures are well worth the price of download (free!) as they’re ideally suited if you want to add a crowd scene or bunch o’folks in the background.

Ten Michael 3 RR figures in one scene and my little netbook didn’t even break into a sweat.
The Reduced Resolution figures also come with equally reduced resolution textures, and they work with any figure of the same Generation – so you can use the Michael 3 RR texture on FREAK or Michael 3 himself too. It’s not a great texture, but it’s good enough to get started.

Michael 4 base. A surprisingly great texture, by default.
The newer Fourth Generation figures (Michael 4, FREAK 4, Hiro 4, Victoria 4, Aiko 4, Girl 4 and She-Freak 4) are the current, and best, models out there but that quality comes at a price. These are all memory intensive figures to use. The earlier generation figures are much lighter to use, both in terms of loading and render time. For complex renders, I sometimes use Victoria 2 and Michael 2 as stand-in figures while I set up the scene, then replace them with their Fourth Generation counterparts when I’m ready to roll.

Stephanie 3, sunset and Gold Shader. Done.
The huge advantage of using an earlier figure is that there’s a wealth of free (and paid) content out there for them. I’d guess V3 has fifty times the number off outfits than V4, and Aiko 3 is easily the best supported Anime figure on the market. I’ll be looking at free resources for the older figures another time. Until then, I suggest taking a look at using Shaders to colour and texture the Base Figure directly. This is something I’ve already covered (here and here) – why not give it a try?

She-Freak 4. As deadly as she is beautiful.
Thanks to DAZ Studio’s Morph Follower, it shouldn’t be too difficult to make your existing clothing fit (provided it’s of the same Generation), and solutions exist to convert any clothing or hair to any figure. FREAK 4 sure looks funny in a dress.
But that’s not all. DAZ3D have also issued a $5 voucher for everyone. It’s valid until 1st February so be quick! The code is SPREADTHEWORD5 - just add it in the My Account page and it’s yours. You can read more about this offer over on the DAZ Forums. Until the end of the month there’s a huge dicount on 2nd, 3rd and 4th Generation clothing bundles so you could even use it to pick up a whole load of clothes for free!

A pair of Victoria 3s all set for a disco face-off thanks to the V3 SP Clothing Pack. Oh yeah.
The David Clothing Bundle, Hiro Clothing Bundle, Chic Boutique, v3 SP Clothing Pack, David Clothing Pack, V3 High Fantasy Character Clothing Bundle, M3 High Fantasy Character Clothing Bundle and 4 in1 Hair Bundle are all currently only $3.48 each – that $5 more than covers any one of them. Heck, the Modern Desert Soldier Bundle is only $5.23 so you could pick up a full set of army dress for David, Michael 3 & FREAK for just 23 cents! Bargain? Oh yes! Grab all the links to these packs and more on the Generation 3 Bundles page – but be quick!
Next time, let’s take a look at just one of the figures – Hiro 3. Till then!
It’s the little monsters you need to watch out for. Especially if they’re backed up by a horde of big monsters.