Misty, Russman, and Marlton have risked life and limb in order to follow the insane directives of the voice in Stuhlinger’s head. They were promised escape, and all of the scars and bruises will be worth it if they end up somewhere thats not full of vicious zombies. But they don’t know whos really been giving the orders . . . Can they be trusted?

”The art alone is enough to warrant a look for anyone who hasnt gotten their fill of the undead.”–IGN

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Critical Role: Vox Machina Origins II #2

The members of Vox Machina track the missing Grog back to his old home in Westruun, where he appears to have been drawn to the local cursed mountain. Of course, he has. Giant spiders, evil skeletons, and something even more nefarious stand in the unlikely heroes’ way when they venture under the mountain to find their friend!

Collapser #2 (of 6)

Following the occupation of his chest by a sentient black hole, Liam James’ anxiety disorder is further exacerbated when he accidentally destroys Stonehenge, among other irreplaceable wonders of the world.

Catwoman #14

A secret file out-lining the ins and outs of the criminal underworld of Villa Hermosa is on the streets, and every crook is after it. Whoever possesses this info can control everything, and some of the town’s hoods are even bringing in outside agents like Lock-Up and Gentleman Ghost to act as their champions-which, let’s face it, you’re going to need if you’re going to try to outsmart Catwoman. Making things even more dangerous for Selina Kyle, there is also a price on her head. If you can capture the database and kill the Catwoman, the payoff is double!