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Pandorica: Latest Additions to Doctor Who Con

Blogtor Who - Thu, 10/23/2025 - 20:00
Next month’s Pandorica convention adds more Doctor Who stars including Wendy Padbury and Frazer Hines

 

Fantom Events’ Pandorica convention has added several new Doctor Who stars to its line-up. These include Second Doctor companions Wendy Padbury and Frazer Hines, who played Zoe and Jamie. There’s also Colin Spaull, who had roles in both 1985’s Revelation of the Daleks and 2006’s Rise of the Cybermen/The Age of Steel, along with his Revelation of the Daleks co-star Bridget Lynch-Blosse. From the Ninth Doctor era, Fantom have recruited Z.oe Thorne (the Gelth, and also the Toclafane), and Beccy Armory (Raffalo, The End of the World). Meanwhile Skaro’s finest, Barnaby Edwards and Nicholas Pegg, will be stepping out of their Dalek shells to be as entertaining as always.

From behind the scenes, there’s legendary Doctor Who director Graeme Harper, responsible for classics like The Caves of Androzani and Army of Ghosts/Doomsday.

Meanwhile, some of the team from popular Blu-ray series The Collection will be at Pandorica, including documentary makers Chris Chapman and Toby Hadoke. There’s also everybody favourite Sontaran, Dan Starkey. (Whomever your favourite Sontaran is, statistically they’re probably played by Dan Starkey.)

All the newly announced guests join the existing stellar line up. This includes Doctor Colin Baker and Sylvester McCoy, and companions Katy Manning (Jo), Maureen O’Brien (Vicki), and Sophie Aldred (Ace).

Pandorica takes place next month, across three days from the 7th to the 9th of November. The venue is Bristol’s Future Inn, and limited numbers of tickets are still available.

The remaining tickets are all in the Mondas tier, which costs £79 for the weekend and includes:

  • Entry to all stage panels and screen presentations
  • Entry to Evening Entertainment
  • ‘Mondas Badge’ and Registration Pack

Autographs can be purchased individually on the day.

 

You can order your ticket now here on the official Fantom Events website.

 

The post Pandorica: Latest Additions to Doctor Who Con appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Cross Compatiblity Of Arduin Bloody Arduin With Other Rpg Systems Especially OSR Systems

Swords & Stitchery - Thu, 10/23/2025 - 19:04
Sometimes you need to look deeply into the origin points of the hobby for me as a dungeon master it's good to step deeply into the Aruidin Bloody Arduin rpg system.  And so I asked Brave's A.I. how compatible is the Arduin rpg system developed by Dave Hargrave with other rpg systems & here's what it said;  "Arduin Bloody Arduin (ABA) is designed to be compatible with most Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Manifestation of the Yellow Stone Horror - A Mini Campaign Idea Using The Victorious Rpg & Wreched Eqoque Session Eight - Martian Attack!

Swords & Stitchery - Thu, 10/23/2025 - 04:37
The player's PC's were raiding the Justifier's HG below the streets of London. But they are not alone at all!  We raided the Justifier's Hall for equipment and weaponry to upgrade the party of adventurers. This session picks right up from the last session. The Justifier's Hall was mostly in ruins but the underground space was mostly intact. Something didn't feel right to the group.&nbspNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The White Dwarf Necromancer

Graphite Prime - Wed, 10/22/2025 - 22:50

White Dwarf  35, November 1982...

No wonder the Satanic Panic happened.

I was introduced to D&D in 1983 at age 10 and wasn't introduced to White Dwarf until much later when it became more or less a Warhammer 40K thing. Not sure how I missed it for so long; it had to be on the shelves here... or was it?

So, I missed this awesomeness completely. And I wonder what I'd have thought if I saw this then. I honestly don't know...

The Necromancer...by Lew Pulsipher (wow... the author's name even sounds Satanic).

A cleric based, 15 level class with a D8 Hit Die, saving throws, attacks, and the level progression of the cleric, with spell-like abilities ranked by "grade" as opposed to "level" and the explicit need to sacrifice living creatures every few weeks (especially human virgins and pregnant women) or lose all powers granted by their Dark God.

  • For every level a Necromancer gains, they lose 1 point of charisma. This represents their extreme loner, anti-life nature. Love this. What would zero indicate, undeath appearance?
  • They can control undead using the cleric's turn undead matrix.
  • They are immune to the nasty effects of undead of a lesser level than themselves, paralysis, level-drain and such.
  • Their wounds don't heal naturally, requiring ritual sacrifice to gain 1/2 the victim's hit points. However, if they build a temple of death (at 10th level) they can regenerate there.
  • Gains infravision at 2nd level.
  • Past 1st level, they return as an undead of similar hit dice if killed.
  • May place a curse on their killer as he dies.

Most of their spell-like abilities revolve around summoning or creating undead, speaking with and imitating the dead (feign death, non-corporeality) and can be used only once per day each (more abilities were added in White Dwarf 36). Some actually require ritualistic, black-mass killings, transforming the victims to a state of undeath.
X/times per day has never been a favorite mechanic of mine and I think I'd trade their need to sacrifice to heal wounds for a need to sacrifice to fuel abilities. They would have a black magic pool of sorts and each "grade" would have an associated cost, also, the greater the sacrifice, human virgin vs goat or cat, the greater the points gained. Thus, they may find themselves needing to sacrifice something during an adventure as opposed to off-screen sacrifices. This would certainly lead to memorable moments and clashes as clerics and paladins discover what they're up to.
I love this class. It's steeped in Black Magic (the term is actually used). It would never be published these days... by anyone. Modern Necromancer's are so fucking lame, in fact, the whole modern game is lame. It just shows how D&D has been utterly degraded over the years -- from dark MEDIEVAL slaughter, to WoTC's glitter-fest.
Sad.
And, is it just me, or was White Dwarf much edgier than Dragon?


Categories: Tabletop Gaming Blogs

MTDAA Actual Play 2 - the Need for Speed

The Splintered Realm - Wed, 10/22/2025 - 15:25
Mary and I continued our mission last night, trying out a few new rules along the way. I really like how combat feels in this version of the game, and things flow really well. I feel a little pang of regret, because I wish that I'd crafted this system a decade ago... the rules for Army Ants: Legacy (2013) are double-edged; the core system is vaguely similar to this, but is very clunky and counter-intuitive by comparison. I've tightened and streamlined so much in the intervening years. That book is pretty to look at. I love the organization of it, the design, and all of the 'fluff'. There is very little of that I would change, but the actual mechanics of the rules themselves are worlds apart from what I'm working on now. 

I'm still planning on releasing the game in 48-page books (core rules and then sourcebooks). You can see the progress of the current rules right here.
I'll discuss one thing in a little detail... I was working yesterday on vehicle rules and travel. One of the biggest challenges I've always had with the Army Ants is the conversion of scale and movement. When you look at actual proportions of how fast insects move (and especially how fast they can fly), and then scale these things to comparable 'human scale', the numbers get way crazy. Here's a for instance... a human can walk about 3 miles per hour. In conversion scale-wise to the game, this would mean an ant can walk about 12 meters per hour (a meter is roughly a quarter mile in an apples to apples comparison). However, in the real world, a black ant can travel 8 cm per second! This is 288 meters per hour... scaled to the game, this is the rough equivalent of 72 miles per hour, or 24x as fast as a human. 

Ultimately, I decided that insect scale movement, rated on a scale of 1 to 10 with 3 being 'average', suggests that a typical ant (move 3) can sprint up to 3 cm in one action (1-2 seconds), or can patrol up to 3 cm in one round (6 seconds). This equates to patrolling 30 cm per minute, or 18 meters per hour. This 'feels' appropriate for insects and is pretty clean.   

It gets even crazier for air travel; in reality, a dragonfly can travel 35 miles per hour. This would be over 50 km (we'll round down to 50 km for convenience). This is 50,000 meters. Again, using a meter as 1/4 mile conversion to the game world, this means that a dragonfly (in game terms) can fly the equivalent of 12,500 miles per hour, or 16x the speed of sound. Ultimately, I created a hybrid of truth and fiction as I did for 'walking', setting a vehicle's speed rating of 1 as the baseline for 'slow vehicle', and scaling up to about 10 for most vehicles. Vehicle speed represents meters per round (6 seconds), which 'feels' like a reasonable speed to travel, even though it is not how fast things actually travel. A rating of 1 is still very, very fast in a direct scale conversion (being the equivalent of 150 mph). This becomes a speed that I can live with (and is much faster than ants walk). An ant can sprint 3 cm with one action, or can patrol 3 meters in ten minutes (so 18 meters per hour). I decided that for flying insects, I would keep things at insect scale rather than moving them to vehicle scale; in effect, a jeep or tank is still going to be faster than most flying insects. An insect with fly Move 6 (6 meters ) is slower than a jeep, with its Speed 1 (traveling 1 meter per round of 6 seconds, or 10 meters per minute). Land vehicles are going to have Speed ratings of 1-3, while flying vehicles are going to have Speed ratings of 4+ (capped out at about 10 for a fast jet).

Conversion: Vehicle Speed ratings in km per hour

.5 = .3 km/h (300 meters per hour); equivalent of 75 mph

1 = .6 km/h (600 meters per hour); equivalent of 150 mph

2 = 1.2 km/h; equivalent of 300 mph

3 = 1.8 km/h; equivalent of 450 mph

4 = 2.4 km/h; equivalent of 600 mph

5 = 3 km/h; equivalent of 750 mph (MACH I)

6 = 3.6 km/h; equivalent of 900 mph

7 = 4.2 km/h; equivalent of 1,050 mph

8 = 4.8 km/h; equivalent of 1,200 mph

9 = 5.4 km/h; equivalent of 1,350 mph

10 = 6 km/h; equivalent of 1,500 mph (MACH II)

12 = 7.2 km/h; equivalent of 1,800 mph

15 = 9 km/h; equivalent of 2,250 mph (MACH III)

20 = 12 km/h; equivalent of 3,000 mph (MACH IV)


Crochet and Catch Up with Moogly - October 22, 2025

Moogly - Wed, 10/22/2025 - 15:00

Boo! Don't be scared, it's just time for another Crochet and Catch Up on Moogly! Join me for a spooky season hangout, terrifying yarn talk, and a bone-chilling catch-up on the latest projects, patterns, and crochet horrors. Coffee, tea, or O+, it's time to fill your cup, grab your WIP, and join me for a […]

The post Crochet and Catch Up with Moogly - October 22, 2025 appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

Wednesday Comics: DC, January 1985 (week 4)

Sorcerer's Skull - Wed, 10/22/2025 - 11:00
I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics on sale on October 25, 1984.

America vs. the Justice Society #1: This feels like the title Thomas was born to write: It combines the Golden Age characters he loves with extensive continuity patches and retcons. There are even notes about where things are drawn from. He's joined by his wife in plotting, and by multiple artists (Kayanan, Buckler, and Ordway) and inkers (Alcala and Collins). In the story, the discovery (and subsequent publication by Clark Kent's Daily Star) of a diary written in Batman's own hand naming the Justice Society as conspirators with Adolf Hitler causes Congress to summon the team for a hearing, and Robin and the Huntress find themselves working as legal counsel on opposing sides. While of course they aren't going to turn out to be guilty, it isn't immediately apparent where the story might be going, so that's kind of interesting.
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Arion Lord of Atlantis #26: The demon god Kr'Rth is marauding through the city, and Arion is in the thrall of his high priestess who plans to make the mage her consort. Arion is just faking though. As soon as he can, he slips out to borrow magic from his deceased dad to send Kr'Rth back into darkness. Even though he probably saved Mara's life, she is in no way greatful, still holding a grudge for what happened in his absence.
Kupperberg and Duursema give us a Chian solo story. After being nearly hit by an arrow while riding through a forest, she meets a girl named Lyla who has run away from her responsibility to fulfill her people's obligation by being placed in a temple. Lyla's story reminds Chian bitterly of her own childhood. Soon, Lyla's father and other hunters catch up, and both Chian and the girl are taken prisoner.

All-Star Squadron #41: Firebrand, Green Lantern and Hawkman save an unconscious Starman from falling to his death, giving Thomas/Kupperberg and Jones/Collins the excuse they need to tell his origin, courtesy of Tarantula's book on super-heroes. After giving Batman and Robin a bit of help at a robbery and acquiring the nonfunctional gravity rod designed by Professor Davis from his cousin Sandra, Ted Knight powers Davis's rod with "unknown cosmic rays", makes a costume, and offers his services to the FBI as Starman.

Detective Comics #546: Moench and Colan/Smith are still plugging along. Anton Knight is still recovering with the blind woman. Jason is settling in to living with Natalia, though he doesn't buy for a minute she just wants to be his mom. After Batman's last issue, Hill retaliates by framing him for a crime, suspending Gordon, and sending Gotham PD after Batman. Gordon tells Batman to look out for Gordon, who needs looking out for, because another assassin takes a shot at him. Fed up, Bullock heads over to Hill's mansion to confront his former boss. After Bullock delivers his threat, Hill pulls out a gun and shoots him, claiming self-defense.

Spanner's Galaxy #2: Cuti and Mandrake have Spanner castling (teleporting) onto a ship that's just been overrun by pirates. He helps the crew retake the ship, then agrees to help a young woman he calls "Icy Rivers" get to her fiancé at port. Apparently, they are both specially engineered perfect specimens of their race on their way to a new planet called Paradise. Spanner helps the couple and meets a diminutive alien with a knack for engineering. After various trials, including saving the girl from a premature autopsy and escaping the hunters pursuing him, Spanner castles off-world, one step ahead of the law.

Sun Devils #7: Conway and Jurgens/Mitchell continue this space opera saga with the revelation that the scientist the team recently liberated from the Sauroids has know-how to build a super-weapon that could end the war. The weapon, by disrupting a sun, would kill millions, and that sits uneasily with some of the team, including Anomie. Rik feels like obtaining this weapon for Earth and her allies is the only way. The team flies off to harvest the necessary neutronium from a nebula, but command intercepts a message and realizes there's a traitor among them. The Sun Devils run into an ambush, and Rik and Anomie must escape their destroyed ship by donning spacesuits. They run right into Drakon, the elite sauroid warrior leading the assault.

Tales of the Legion #319: Levitz and Shoemaker/Kesel follow up on last issue with group of Legionnaires dealing with a frenzied Mon-El dealing with the memories of Phantom Zone confinement. Meanwhile, Shadow Lass is forced to fight for her life against Lady Memory. She wins that battle, then the cavalry arrives to defeat the Persuader and Lady Memory's rebel army. The solution to Mon-El's mental state proved to be snapping him out of it by recalling his greatest trauma, so Superboy brought out the Phantom Zone Projector for that purpose.

World's Finest Comics #311: Nice cover by Cullins and Janson. Cavalieri and Woch have the Monitor (this guy again!) testing Superman's and Batman's abilities, by giving a teenage computer hacker (previously attempting to hack into Phil Foxman's computer and read as yet unpublished New Teen Tyros stories) access to the Fortress of Solitude, where he unleashes monsters from Superman's zoo and giant combat robots carrying kryptonite. Working together Batman and Superman manage to contain the emergency as Superman deals with the monsters and robots and Batman finds the source of the problem and presumably gives the kid a stern talking to. The Monitor, not satisfied with the results, contacts a group of villains called The Network (who got teased in the DC Sampler) for a go against the heroes.


Action Comics #563: This issue is a bit of a departure from the norm, having 3 humorous short stories. The first brings back Ambush Bug and unites the team of Fleming and Giffen that will be responsible for his limited series. It's really the first appearance of the character as he'll appear there: fourth wall breaking, referencing of comic book events (in this case, Secret Wars and Spider-Man's symbiote suit) and very silly. He plays a short of Daffy Duck character, though that would make Superman his Porky Pig straight man. Thankfully, the story doesn't overstay its welcome by going on too long.
The second story features Mr. Mxyzptlk and is by Bridwell and Saviuk/Jensen. Mxy demands Morgan Edge make him a media star, and foils plans to send him home by making it impossible for people to write or say any name backwards. Superman eventually figures out a way to send the imp home and it's a bit of a cheat, referencing for no real reason Bizarro Kltpzyxm, but it works. 
The last story by Boldman and Bender/Marcos harkens back to those classic Silver Age Jimmy Olsen yarns. Needing to rescue a young girl, Jimmy drinks his Elasti-Lad formula but becomes a blob instead of merely stretchy. Unable to communicate, most people think he's a monster, but Superman comes to his rescue (eventually).

The Future isn't What It Used To Be - - Orbital Decay (MicroRed version) From The Red Room, Red Novanexus, & The New Flesh Rpg Setting - Head Shot

Swords & Stitchery - Wed, 10/22/2025 - 06:02
 During tonight's game aboard the alien city space craft  I was reminded why it's a bad idea to mess with 'Nuns with bad habits' in this case Sister Sin ( an assassin whose been with our party since first edition Wretch New Flesh' ). The bad sister landed a head shot on one of the aliens with one of their weapons. This comes after the party hid one of the aliens who had been 'stone to Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

We Launched a New Livestream This Past Weekend - Sunday Knight Special!

Tenkar's Tavern - Wed, 10/22/2025 - 01:29




Yep, Joe Bloch (the Greyhawk Grognard), JoetheLawyer, and I kicked off a new twice-a-month livestream this past Sunday night - Sunday Night Special will be the first and third Sundays of the month @ 9 PM ET.

We had a VERY active live audience, and we want to reward our viewers by asking for their input on the topic for the next episode, on Nov 2nd. So, we put up a survey:

Vote and control our destiny...



Categories: Tabletop Gaming Blogs

Katia Crochet and Knit Goodies Giveaway

Moogly - Tue, 10/21/2025 - 15:00

Sometimes I get some great crochet and knit goodies in the mail. And sometimes I get enough to share! For this giveaway, I've put together a fun package of yarn and accessories from Katia! Read on to see what's included, and then enter to win the whole package below! Disclaimer: This giveaway features items from […]

The post Katia Crochet and Knit Goodies Giveaway appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

REVIEW: Doctor Who: Wicked!

Blogtor Who - Tue, 10/21/2025 - 11:00
The Seventh Doctor and Ace head back to the start, as her early days are explored in three TARDIS trips full of character and emotion

 

Ace has long been had one of Doctor Who’s most mysterious personal timelines. In large part due to carrying the flag of the ‘current’ companion in comics, novels, and audios through the so-called Wilderness Years, her history is largely multiple choice. Even within Big Finish’s own contributions, you can take your pick from several different endings to her story. But Wicked! isn’t about endings. Rather wonderfully, it’s about beginnings.

Ace’s later years have been such a flame for moth-like writers, seeking to fix the inconsistencies, or provide a final, definitive statement on them, it’s been easy to forget how little we know about her early days aboard the TARDIS. She joins Sylvester McCoy’s impish wizard in the closing moments of Season 24. Yet by the time of Season 25’s premiere it’s clear script editor Andrew Cartmel has decided all the typical explanations would only slow things down.

So by Remembrance of the Daleks she’s clearly already been travelling with the Doctor for some time. They have their own private in-jokes about her definitely not having that nitro-9 he definitely told her not to bring. Meanwhile Ace clearly adores her Professor, like the bestest, maddest, uncle a family could ask for. Fans often regard her as the first ‘modern’ companion – the young woman who walked in Doc Martens so Rose Tyler could run in head to toe Punkyfish. How strange then, that Ace’s story effectively skips from Rose to The Empty Child. Or at least it did, until Wicked! arrived to rather neatly close the gap.

 

Ace’s journey from wide-eyed newbie to confident time traveller echoes many of the beats of Rose Tyler’s arc back in 2005

If Ace helped inspire Rose, then it’s appropriately timey wimey that those early Billie Piper episodes inspires her predecessor here. We get many of the same beats. The teenage girl suddenly realizing that grabbing a ride from a mysterious older man was perhaps not her safest ever decision. Challenging the Doctor in ways he’s not used to, determined not to be ‘just an assistant.’

Meanwhile, under her bravada she’s confused why he thinks a ‘nobody’ like her would be useful. But most of all, the dawning realization that this is more important than some substitute father figure or intergalactic joyride. It’s a better way to live her life – to never be cruel or cowardly; to never give in, and never give up.

 

Sylvester McCoy and Sophie Aldred at the recording of Wicked! Each of the three stories keeps the new friends’ developing relationship at their heart, as the wary Ace learns just how amazing the Doctor can be

Each of the three stories approach these themes in their own way. Alison Winter’s Backwards and in Heels starts moments after the end of Dragonfire. As such, it gets to reveal some of the juiciest unseen moments (“This is a time machine!?) but also establishes something deeper about Ace’s reasons for staying with the Doctor. After all, she mainly just wants to avoid going home to Perivale and her mother. So when she finds herself in the fabulous London of the 1920s, isn’t that as good a place as any to escape to? It’s only as the Doctor starts to reveal that he’s something better and deeper than an aimless thrill seeker that Ace truly accepts her role as her companion.

Middle entry The Price of Snow is Ace’s introduction to the way the Doctor does things. His refusal to simply blow up the monsters, or discount the villains as undeserving of mercy, may be frustrating. But by the end, his young companion has begun to realize that high explosives can’t solve every problem. Just most of them.

Most powerful, however, is finale The Ingenious Gentlemen by Alan Ronald. The Doctor, Ace, Don Quixote and Sancho Panza make up a heroic quartet as they chase down an alien enchanter rampaging across the Spanish countryside. The parallels between the two pairs are obvious. Yet Ace bristles at the idea she and Sancho are at all alike. After all, Quixote’s loyal(ish) squire is the answer to that other space wizard’s question “who’s more foolish? The fool or the fool who follows him?.” Until she comes to realize there’s more to Sancho, and her own place by the Doctor’s side, than she thought.

 

Fairly ordinary Doctor Who fare in the first two stories allows Ace herself to take centre stage

If Wicked! is a brilliant new introduction for Ace, what of the stories in their own right? Backwards in Heels is probably the most familiar of the three. A mysterious gamesmaster, the Treasurer, assembles players for a treasure hunt across 1920s London. It’s a quest filled with the usual bewilderingly specific clues for which the Doctor’s wild, improbable, guesses wind up being entirely correct. Meanwhile, the game has an ulterior motive behind it, and someone is playing for keeps. The result is a story which plays out pretty much exactly as you knew it would. However, if it allows the plot-centric part of your brain to listen on autopilot, it leaves more space to focus on that lovely character work for Ace.

The Price of Snow shifts the action about a century into Ace’s future, where there are some more unexpected twists in a story where nothing and nobody are quite what they seem. Welcome to the playground of the super-rich, where the top 0.01% enjoy skiing on the last natural snow on a post-climate change Earth. Yet money won’t save these trust fund teens from what’s lurking in the shadows if they wander off piste. The messages about the nature of privilege and family are rather muddled, and the evil plan of the Bond villain at the heart of it all doesn’t really bear scrutiny.

It’s all worth it though for Tom Anderson’s wonderful Teddy. On television, Hugh Skinner would be top of every casting director’s list for Teddy, but Anderson is a terrific substitute. His good natured falling in with the Doctor’s investigation is extremely charming, as is his general energy like a befuddled puppy dog.

 

Ekow Quartey (Sancho Panza) and Simon Callow (Don Quixote de la Mancha) at the recording of The Ingenious Gentlemen © Oliver Bowring The Ingenious Gentlemen is Wicked’s stand out story, mixing the bittersweet emotion of Vincent and the Doctor with the rare fun of the Doctor geeking out over his literary hero

The jewel in the crown of Wicked! though is undoubtedly The Ingenious Gentlemen. Taking its title from the full name of Cervantes’ novel The Ingenious Gentleman Don Quixote de La Mancha is just the first sign of the wit and intelligence at work in Alan Ronald’s script. It’s a treasure trove of references, both overt and obscure, to delight every fan of the novel.

The Doctor himself being a huge fan of Don Quixote is incredible fun. The knight errand turns out to be one of the Time Lord’s inspirations. And certainly, departing his life of noble privilege for one wandering in search of good deeds and adventure fits neatly with that. While there’s a superficial parallel with The Unquiet Dead, this is a much significant moment for the Doctor than having simply liked the book.

The Doctor always hoped Don Quixote would be “one of the ones who turns out to be real.” Indeed, the concept takes full advantage of Cervantes’ claims his novel was based on real events. Unquiet Dead’s Charles Dickens Simon Callow makes a brilliant Don Quixote (or “Don! Quixote! DE LA MANCHA!” as he consistently refers to himself with glorious relish.) Irascible but kind; foolish but wise; conceited yet selfless – it’s practically an audition piece to play the Doctor. No wonder it’s so easy to imagine mini-Billy Hartnell tucked up in his barn, sneaking a late night read of a couple of chapters.

 

The mad man on a horse and the mad man with a box are so perfect together it’s slightly incredible this is their first meeting

The story doesn’t shy away from acknowledging that Quixote is, by modern standards, mentally ill. However, while Cervantes was pressured to repudiate the knight’s worldview at the end of his sequel, with shades of Vincent and the Doctor this version also embraces his heroic example. A man who’ll stand against the whole world of naysayers if he must. Never wavering, no matter how they mock him, from his goal to protect the weak and help the helpless.

There’s no direct shout to the musical Man of La Mancha that Blogtor Who can detect. But it’s a clear influence on this interpretation of the character. After all what is to dream the impossible dream, fight the unbeatable foe, bear unbearable sorrow, and to run where the brave dare not go, but never being cruel or cowardly; never giving in and never giving up, by a different form of words?

The only thing missing is a return performance by Tom Baker as Rosinante the horse. Still, you can’t have everything.

 

McCoy and Aldred continue their recent run of top form performances as they smoothly recreate those early television characterisations

Wicked! benefits hugely from the clarity about exactly when and where it takes place. Not only the writers, but also Sophie Aldred herself have sometimes struggled to place exactly how jaded or bright eyed Ace should be in any given story. This set, though, allows her and McCoy to slip seamlessly into the characters as they played them on television. No dark manipulations, or cynical suspicions. Just a excitable young woman grabbing onto the question mark umbrella of her oddball best mate as he leads her on a wild race down the corridors of the universe.

All in all, it’s simply Wicked! Here hoping for more from this era soon.

 

Doctor Who: Wicked! Cover by Rafe Wallbank (c) Big Finish Doctor Who: Wicked!

The Doctor has a new friend. Ace has just joined the TARDIS, and is a long, long way from home.

Hunting treasure, solving snow-covered mysteries and meeting heroes of legend, a partnership is formed. The Doctor starts to see his protégée’s potential – while Ace thinks their adventures are nothing less than ‘wicked’…

 

Doctor Who – The Seventh Doctor Adventures: Wicked! is available to purchase now for just £19.99 (download to own) or £24.99 (download to own + collector’s edition 3-disc CD box set) exclusively herePlease note: the collector’s edition CD box set is strictly limited to 1,500 copies and will not be re-pressed.   

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Categories: Doctor Who Feeds

Review & Commentary On Mad Scribe Magazine Issue #11 For OSR Games By Mad Scribe Games

Swords & Stitchery - Tue, 10/21/2025 - 04:31
" In our eleventh issue, Mad Scribe dives deep into the heart of tabletop culture and beyond! We sit down with legendary D&D artist Erol Otus, chat with Griff Morgan about Blackmoor, revisit the cult sci-fi film Hardware, and explore the rise of robots in gaming. Discover how karma systems can shake up your RPG mechanics, and don't miss the chilling new adventure Whispers in Room Seven Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Perfect Point Cowl

Moogly - Mon, 10/20/2025 - 14:43

Looking for that one-skein project that’s quick to make and totally stunning? The Perfect Point Cowl is what you need! Made flat and seamed with a clever overlap, it creates a flattering pointed front that sits just right every time. Easy to stitch and effortlessly stylish, it features Caron Macchiato Cakes! Disclaimer: This post includes […]

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Categories: Crochet Life

Weird Revisited: Down in Troglopolis

Sorcerer's Skull - Mon, 10/20/2025 - 11:00
As I was working on the Land of Azurth comic story (with art by Mike Kazaleh), I got to the page which gives a bit of an introduction to Subazurth. It reminded me of this post from 2014 where the region was introduced...    The vast system of caverns and passages that riddle the underground of the Land of Azurth are a realm unto themselves, known as Subazurth. Parts of Subazurth are wild and dangerous and in the hands or claws of monsters of various sorts, but other areas are quite civilized and organized into petty kingdoms and even cities. The greatest of these is Troglopolis.

 Troglopolis is a large city, perhaps not so grand as the Sapphire City of Azurth but hardly unimpressive. Most of its inhabitants are pale, large-eyed humans called Underfolk. They busy themselves with the same sorts of tasks that occupy those on the surface: they cultivate mushrooms and lichens, fish underground lakes, mine metals, raise bats and train them to carry messages, drain goblinic slime pools for public safety, and engage in commerce--some of this with the surface world.

The practice of religion is found amongst them, as well, of course. They know of Azulina and her handmaidens, but they also venerate relics they find in their caves. These anomalous items do not seem to have come from Azurth above--in fact, they sometimes seem of more advanced manufacture. The Troglopolitans view these as gifts from the gods.
A page from the Azurth comic, highlighting some dangers of Subazurth
Humans aren't the only inhabitants of Troglopolis and the civilized regions. There are little folk like in the world above, though there are some varieties not found in Azurth proper. The troglings (or troggles) are furred and tailed humanoids who typically live rather shiftless lives amid ancient ruins of a pre-human civilization.
There are also the diminutive but industrious deep gnomes (sometimes called red gnomes, for the color of their caps). They enlarge passageways to standard sizes, shore up caves, decorate areas with blocky, angular sculptures, and even cultivate the grow of crystalline rock candy outcroppings that so many creatures use for sustenance. It is quite likely that a great under-city like Troglopolis would not be possible but for their efforts. Deep Gnomes are collectivist, owning everything in common and valuing the public good above all. Other species are sometime derisive of them, even destroying the gnomes’ work when it suites them, but the deep gnomes seem oblivious to such affronts, wholly content in their labor.

RICH REVIEWS: The Invisible Man # 3

First Comics News - Mon, 10/20/2025 - 02:23
Title: The Invisible Man # 3 Publisher: Image Comics Writer: James Tynion IV Artist: Dani Letterer: Becca Carey Colorist: Brad Simpson Cover: Dani Cover Colorist: Brad Simpson Variant Covers: Lee…

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RICH REVIEWS: Gatchaman # 12

First Comics News - Mon, 10/20/2025 - 02:22
Title: Gatchaman # 12 Publisher: Mad Cave Studios Writer: Sam Humphries Penciler: Chris Batista Inker: Sabrina Cintron Colorist: Carlos Lopez Letterer: Buddy Beaudoin Cover Artist: Inaki Miranda Variant Covers: Ippei…

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