Doctor Who Magazine presents the second issue of Legends – a special tribute to actor Patrick Troughton. “It’s 60 years since Troughton was cast as the Doctor,” says editor Marcus Hearn. “William Hartnell had already made an indelible impact in the role, but the endearing ‘cosmic hobo’ that Troughton created was the version of the Doctor that gave the series practically limitless potential.
“This is the most detailed analysis of Troughton’s life and career that DWMhas ever published,” he continues. “It’s a revealing look at the style and techniques that made him the Doctors’ Doctor, as well as an unflinching account of an enigmatic actor with a complicated private life.”
Highlights include:
DWM Legends: Patrick Troughton (c) Panini Doctor Who Magazine – Legends: Patrick Troughton
DWM Legends: Patrick Troughton is on sale Thursday the 16th of July from the online Panini store, TG Jones and other retailers priced £10.99 (UK). Also available as a digital edition from Pocketmags for £8.99. You can also save with a subscription, as well as receiving exclusive, text-free covers.
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I wasn't planning to write about Deathbringer. Then I started reading the reactions to it.
I honestly couldn't believe what I was reading.
Apparently fantasy has beautiful women now, and this requires a symposium.
Several months ago I wrote a post called Frazetta Armor. It had absolutely nothing to do with Deathbringer. Truth be told, I'd been making the same joke on social media for years. While working on my Hyborian themed Shadowdark campaign, I finally turned it into a blog post.
The joke was simple. The less armor the hero wore, the harder they were to kill.
Everybody got it.
Because that's been part of fantasy for as long as I can remember.
I grew up on painted paperback covers. Every bookstore had a fantasy shelf full of warriors with impossible muscles, forgotten temples, giant snakes, skulls, sorcerers, and yes, beautiful women. Nobody stood there wondering whether the armor met OSHA PPE regulations. You picked up the book because the cover promised adventure.
That's what fantasy looked like. That's still what fantasy looks like to me.
So when I see people calling Deathbringer embarrassing because it has attractive women wearing revealing clothing, I honestly wonder where they've been. This isn't some shocking new direction. This is one of the oldest visual traditions the genre has.
I've seen people say the women are too attractive.
Too attractive? I didn't realize fantasy was supposed to stop celebrating beauty.
Then there's the clothing. Really?
We're talking about a genre where Conan wandered around in a hardly there loincloth, where Red Sonja became one of fantasy's most recognizable characters, where every other wizard somehow owns a robe with sleeves long enough to trip over. Fantasy has never dressed its characters for practicality. It dresses them to create an image you'll remember.
That's the whole point.
The criticism that really puzzles me is the claim that this somehow makes Deathbringer shallow.
Why? Because it has beautiful women?
Fantasy has always dealt in ideals. Bigger monsters. Greater heroes. Darker villains. The artwork isn't trying to convince you this is real life. It's trying to convince you this world is worth visiting.
There's a difference.
Look, you don't have to like the art. Maybe it isn't your thing. Maybe you think you've seen it all before. Fair enough.
What I don't understand is acting like this aesthetic is somehow foreign to fantasy.
It isn't.
It's one of the reasons a lot of us fell in love with fantasy in the first place.
When I look at Deathbringer, I see a game that's perfectly happy to admit where it came from.
Apparently a lot of other people were looking for exactly that.
Judging by the BackerKit numbers, I'd say they found it.
The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire. Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sites throughout the region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men reopened the dig, which locals were sure was folly. After spending a couple of weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” were farmhands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley crew to be certain. However, the strangers who came and offered them the job assured them that they would be paid handsomely. The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.
This nine page adventure presents eleven rooms in an old mining camp & camp that has been “overrun” with undead. It’s pretty basic, with not much going on.
I’m not super sure how this made it on my list. It must have either been in the OSR section on DriveThru or a request? I don’t think I see a request, so it must have been in the OSR section at DriveThru at one time, even though it’s labeled Generic/Universal. The marketing blurb advertises it as a flesh out adventure hook, but the adventure, proper, lists itself as an adventure. I don’t know, some way of framing it not having stats? I don’t think that matters. In any event, it has more life to it than the vast majority of adventures and even manages to present more rooms than the number of pages in the adventure. How far have we fallen to have that be some standard of success? What’s a spud to do? Anyway, ignoring most of the intro there’s a small adventure hidden in here that is relatively inoffensive. There’s not much interesting about it either, but, hey, it’s 2026 and I’m in a morose mood because somehow an uninteresting adventure with eleven rooms in nine pages somehow is better than most if the garbage I review. So, no stats and no treasure, just some “place treasure appropriate to your system” notes here and there.
There are some pretext reasons here for exploring, nothing very interesting. Hired to do blah blah blah, or local priest has visions blah blah blah. Getting to the site you find four outbuildings and then seven rooms in the mine. There are bodies about, partially eaten. A stable has horse bodies, and one stall padlocked with a living horse in it and extra water that has run out. One of the buildings has a survivor barricaded inside of it with a confusing story that doesn’t make sense. The idea is that the party will use the stable clue, as well as another clue in the bunkhouse, to understand that the dude knows more than he is saying and that they’ll press him for details. The details are not altogether interesting given the small size and stand along nature of the adventure combined with the generic/unival vibe. He was hired to run a mining crew, looking for a diary in a buried complex. He did some research on his own and found out that the dude was a necromancer and used animated bodies as guards. When the miners found a wall he gave his horse some water and locked himself in, fearing the worst. The miners break in, undead get out, the worst happens, everyone dies but him and his horse. It’s an interesting way to present a clue, without having to resort to a diary or monologue. And by interesting” I mean “correct.” We get to see the results of actions taken in the past that help explain the now, rather than listen to a droning monologue. The players gets to use their brains to put things together. Or not.
The rooms inside the mine are uneventful. Generic alter room. Generic crypt. “There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons. There is a small stone altar along the western wall. Beside it rests an open chest filled with gold and any treasures that would be appropriate for your game. “ Nothing really evocative about them, inside the mine or out. Nothing really stands out. A few ghouls/ghasts. Entries are padded out with things like “As the party moves in this direction, they are assailed by [an odor.]” There’s like five pages of intro to go with the four pages of room keys. There’s just nothing to this. “First, do no harm”, the slogan goes. And, for the most part, that was accomplished here. Sure, some padding, a decent amount of it. But, also, the rooms are still relatively terse and easy to scan. There’s still no way I would run this, there’s just nothing to it, but it IS still better than most adventures because it IS doing no harm.
This is $2 at DriveThru. There is no preview.
https://www.drivethrurpg.com/en/product/571820/the-mine-at-mt-morris?1892600
Zagartha, when it was an earthbound mountain, contained a large temple complex and was the site of a famous oracle, but it was abandoned after it was desecrated by demonic forces. At least two conflicting stories are told regarding its reinhabitation. The first holds that the Seven Great Sages, disputing some obscure points of the oracles last series of pronouncements, journeyed there with their followers and were holding a symposium there when Zagartha rose into the sky, stranding them. The second holds the Sages led a group to a place of (relative) safety from the Fomori on the already skybound island with a magical conveyance that was wrecked upon landing. Even among Zagartha's inhabitants, both stories have their adherents.
The original sages passed long ago, and the number of students their successors enjoy have dwindled over time as they tend to be drawn from outsiders, not from the ranks of locals who feel a sense of duty to the sages and support them materially but have little time for their ascetic lifestyles and philosophical arguments. Both groups dwell in and among the ruins of the previous temple complex. Either the buildings have been repurposed or their materials used to build new structures. The locals are mostly craftsmen, farmers, and merchants. They maintain the all-critical cisterns, tend the small fields, and conduct trade with the "ground-folk."
One important aspect of their lives is the capture over other floating rocks. Some of these are added to Zagartha to expand it. Others are mined for materials. In both cases the rocks are reached through the use of the skywires and skywire harnesses that use small thaumatite to shoot lines at force. The skill necessary to employ them effectively takes years to master but makes many Zagarthans skilled aerialists.
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One war has stretched throughout the history of the Doctor Who universe. Since 1973’s The Time Warrior introduced the Sontarans, they’ve been in a seemingly endless conflict with the Rutans. But now, a conclusion may finally be in sight… Big Finish’s Rutans vs Sontarans series began with the very first stages of the war, and the fourth and final instalment – Peace at Last by Tim Foley, is out now – is set at what could be its end, as the Sontarans propose a peace deal.
The Eighth Doctor (Paul McGann), Charley Pollard (India Fisher) and C’rizz (Conrad Westmaas) are present to help out, but the ceasefire is a fragile one – there’s a lot of work to do to ensure the peace will last, and there are forces at work to ensure it doesn’t…
The guest cast of Peace at Last includes Dan Starkey (known for playing many Sontarans on television as General Greff, Ajjaz Awad as Selina Carr, Cecelia Appiah as the Rutan Ambassador, and Jonathon Carley as Scur/Hurgo.
The universe may soon known peace, but who will be left alive to enjoy it?
Writer Tim Foley said: “I love Charley and C’rizz, and I still haven’t quite forgiven Lizzie Hopley, who wrestled me to the floor in the previous miniseries to write for them. So this time, it was my time to shine with them. I don’t want to make people feel old, but I grew up with them, and they were such a good TARDIS team.
“The title of this story is Peace at Last, as we wanted to play with the idea of the very end of the Rutan-Sontaran War, though maybe it has a double meaning! It’s fun to imagine this eternal war – what were its murky beginnings, and what are its murky ends. And in that way, it really reflects the events of episode one, which kicked off the whole debacle.”
Doctor Who: Peace at Last. Cover by Sean Longmore (c) Big Finish Doctor Who: Peace at Last
On the precipice of peace it stands…
After the destruction of a major stronghold, the Sontarans propose something extraordinary. More extraordinary still, the Rutans say yes. The Doctor, Charley and C’rizz are on hand to watch history being made.
Yet history has other ideas. A plan that has taken centuries is about to come to fruition. The Melmoth is returning.
Doctor Who – Rutans vs Sontarans: Peace at Last is now available to purchase for just £9.99 (as a digital download to own) or £14.99 (download + collector’s edition CD), exclusively here. Please note: the collector’s edition CD is strictly limited to 1,500 copies and will not be re-pressed.
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