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The Regency Elegance Cowl Tutorial will show you how to crochet this simple and elegant scarf! A one skein pattern perfect for that special hank in your stash. Just choose the right or left-handed video tutorial below and crochet along! Disclaimer: This post includes affiliate links. Be sure to scroll down past the videos to […]
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0Jon Pertwee’s first season as the Doctor arrives in Standard Edition packaging next year. Doctor Who: The Collection Season 7 will be released on the 11th of January, 2027. It will also be available in North America as Doctor Who: Jon Pertwee Complete Season One.
In this debut season, the Time Lord begins his exile on Earth, teaming up with UNIT’s Brigadier Lethbridge-Stewart (Nicholas Courtney) and scientist Liz Shaw (Caroline John). Together, they’ll confront both threats from beyond the stars and ones from right here on Earth.
The Standard Edition features the same remastered episodes and extensive extras as last year’s original Limited Edition. However, they’re now in a more shelf-space friendly box for a lower price.
You can already pre-order the set from your preferred retailer now.
The four stories in Season 7 are
Special Features
Alongside previously released features from the DVDs, Doctor Who: The Collection: Season 7 is also jam-packed with hours of new and exclusive material including several new documentaries:
Splendid Chap – A profile of beloved actor Nicholas Courtney.
Looking for Mac – Uncovering the story of writer Malcolm Hulke.
Terror in the Suburbs – When Doctor Who came down to Earth.
Lucky 13: Rockets, Aliens and Spare Parts – How the science of the day influenced Doctor Who.
Behind the Sofa – with Katy Manning (Jo), Matthew Waterhouse (Adric), Janet Fielding (Tegan), Sarah Sutton (Nyssa), Sophie Aldred (Ace), Toby Hadoke, and the late Caroline John’s family: husband Geoffrey Beevers (The Master) and daughter Daisy Ashford.
In Conversation – Matthew Sweet chats to John Levene (Sergeant Benton) about his life and career.
The Doctor Who Escape Room – Will Team Third Doctor escape the room of doom?
Movie Length Omnibus Editions – The Silurians and Inferno.
Exclusive Convention Footage
HD Photo Galleries
Info Text
PDF Archive
Plus Lots More…
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Elegant, timeless, and just a little bit romantic, the Regency Elegance Cowl brings a touch of Jane Austen-inspired charm to your wardrobe. This lighter-weight reworking of my Italian Elegance Cowl is crocheted in DK-weight Elizabeth yarn from Bad Sheep Yarn for a soft, graceful drape. Get the free crochet pattern here on Moogly! Disclaimer: This […]
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1Sandbox Campaigns often fail when players feel they lack information and that their choices are little better than throwing darts at a board in the dark. In the decades I have been running Sandbox Campaigns, one key tool I use to combat this issue at the start of a campaign is working with the player to establish their character's initial context. This helps them make informed choices as their characters the moment the campaign begins.
Creating CharactersCreating characters for the Majestic Fantasy RPG involves deciding on an initial context, rolling attributes, picking a character class, choosing a character background, allocating skill points, and finally choosing equipment and spells. The following outlines each of these in detail.
The Initial ContextThe players’ choices as their characters propel sandbox campaigns. However, to make choices, the player has to understand the circumstances and the character’s context. Otherwise, the options are no better than making a random dice roll.
The Initial Context is particularly important at the start of the campaign, when there are no past events for the players to reference when making decisions as their characters. The Initial Context establishes the character's circumstances at the start of the campaign, enabling players to make informed choices from the outset.
The Initial Context doesn’t have to be elaborate. It only has to be sufficient. What is sufficient varies from player to player. I have had players come up with detailed histories and backstories, as well as those who found a single sentence sufficient. “Max likes to hang out at bars in Eastgate and likes to get involved in trouble.” This player decided to make a Human Thug in a campaign set in the City-State of Eastgate.
Most players find a paragraph or two of personal background sufficient, along with a handout of the region or city they will be starting out in.
Ideally, with the Initial Context, the players should know or have created:
I encountered this in HârnWorld, released by Columbia Games in 1983. The basic idea is that you sit down one-on-one with each player before the first session to flesh out the character’s background. Mostly, this is some discussion intermixed with a bit of light roleplaying.
This technique effectively minimizes the write-up required for handouts. The discussion and roleplaying often work better and are more fun than reading a document, particularly for players or groups who want detailed backgrounds at the start of the campaign.
If this feels too formal or you don’t have the time, that’s OK. The key is that the Initial Context fits the group’s time and interest.
Definition NoteInitial Context: The circumstances, location, and relationships that define where the character is at the beginning of the campaign.
Previous Section: Part 3
Next Section: Part 5
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Big Finish have updated their covers for their upcoming releases Full Circuit and Short Circuits, revealing the original covers were missing one vital detail. Both covers now feature Circuit Breaker’s arch-villain the Conductor. Hints of the Conductor’s role in the multimedia event have been scattered through several of the chapters so far. But now the mastermind behind this evil scheme is ready to step into the light.
A recurring theme in the different comics, short stories, audio books and game levels so far has been Sontarans using unusual tactics. So it’s not entirely unexpected that the Conductor is revealed as a Sontaran strategist dedicated to developing new and different paths to victory. But the goal seems to remain the same: conquest for the glory of the Sontaran Empire!
Doctor Who: Full Circuit. Cover by Simon Holub (c) Big Finish
Full Circuit is out on the 22nd of September and brings this summer’s epic to a climax, as the Conductor (Dan Starkey) makes his final move. Can the Fugitive Doctor (Jo Martin) and her allies, now including Kate Lethbridge-Stewart (Jemma Redgrave) defeat his schemes as the action moves to UNIT Tower? The Doctor’s entire existence, past and present, is at stake…
Short Circuits, out two days later on the 24th of September, provides a coda for the Circuit Breaker narrative, with two short stories featuring the Conductor and Andrew. Together they cast new light on the Sontaran mastermind’s origins and plans.
Doctor Who: Short Circuits. Cover by Soundsmyth Creative (c) Big Finish
You can order Full Circuit and Short Circuit from the official Big Finish website.
The BBC have also published a new Circuit Breaker trailer featuring the Conductor, and work by CG artist Anthony Lamb. The official synopsis for Short Circuits describes the arch-villain as “cadaverous.” The trailer certainly bears this out. He’s a Sontaran like no other, but why? What does he want? And has this entire series of missions been walking the Doctor into a terrible trap?
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Recently, Hooks & Needles reached out to see if I'd be interested in partnering with them in a unique way - and I said yes! So I get to give you a sneak peek of a Hooks & Needles Crafting Box, and share a discount code - and inside your subscription, you'll get a Moogly […]
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2This 210 page supplement is a collection of one hundred two page dungeon zones. More toolkit than adventure, you stick them together, in a modular fashion, to create your own megadungeon. That’s bs, but the zones themselves are fairly interesting, if small. It channels soe decent OSR zone spirit. Putting some thought in to it would have turned out a decent adventure/megadungeon.
Is it a megadungeon or is it a toolkit? This is almost certainly a toolkit for constructing a megadungeon. It presents one hundred zones that you could stitch together in to something larger and/or drop in as sub-levels to another dungeon. You have to think of it as a kind of dungeon geomorphs project. Each section has a number of entrances/exits that you could link up to other areas, with a few being targeted at main entrances/exits to a dungeon. It’s laid out in a “facing pages” format, with the map and a little overview on one page and the keys on the other. This limits things to about twelve or so rooms per page, maximum, and zone designs that are none too complex, from a mapping standpoint. Each zone will have a few rooms related to the zone, theming wise, and generally a few more not directly related to the theme.
There is a very fine “OSR spirit” present in many of the rooms. One of rooms reads “Ominous Vault: An impenetrable door of warm stone bars access to this room. Three locks are arranged in a triangle on its face, each accessible only with a Branch Key. Inside, a cursed, deathless humanoid like those in the sarcophagi waits, bound in leather straps and desiccated, but still aware. It will wait until someone comes close enough to bite. Stat as a Vampire (Cairn Bestiary.) It may be reasoned with (or bartered with) eventually, becoming a source of information, but is currently crazed with hunger.” So, a vampire. But you’re not just walking in here, it’s triple locked. It gives the party a reason to revisit the one or at least get some knock spells agoing. Once in we’ve got a nice little description of dessicated and bound in leather straps. And then, the vampire, it does have this “you got too close thing” but also it becomes a situation. Can you bargain with the dude to get some info? Will you dump some blood at it?It’s a resource to exploit. It is a fairly involved room for being a short-ish description, with lots of interactivity possible for the party to exploit, or be exploited by. And that’s a good room.
In other zones you’ve got some goblins running a kidnapping for ransom thing. Will you get kidnapped, or will you exploit them to get them to kidnap someone else for you? An undead zone has a lich who wants to finally get to read his big ol book collection. (I’m sure many of us can sympathize,) Are you gonna piss him off? Are you going to manage to use him to your own ends by bargaining a book? He’s testy at being interrupted. This things manages to put in an impressive number of situations in the dungeon, and not just the parties relationship with the various denizens.
Writing is generally good, there are a decent number of evocative description, rooms that feel imagined first and statted second, the way it should feel. That vampire being desiccated and bound in leather being a decent example. It does rely on “strange” and “weird” a little too ofton; we should be striving to write a description that avoids conclusions like that and gets more visceral, to the point the PLAYERs think “huh. That’s weird.” But it’s ok in general, especially given the sheer number of rooms.
The issue here, as with nearly every geomorph type product, is that there is little in the way of a larger picture. These areas are in isolation. “He seeks revenge against whatever pushed them out of their old home in an adjoining area and will pay with a random relic,” That guy, and his situation, with his cult, would be better if he had a specific vendetta against a specific group, that was played with in both zones. The interconnections between zones, and I’m not talking mapping, just are not there. And, i think, by design. There are some possibilities, like a dude who has a bronze tablet that “someone else wants”, but then it would be better if there were, say, some cross-references with ideas for linking areas. Or, just forgo the entire geomorph thing and spend the extra effort to put this thing together into a unified whole. That shouldn’t be THAT much more effort for the designer, already familiar with its two hundred pages of dungeon. Then you’ve have a real product here.
And some areas ARE weak, or have weak aspects to them. “A Maze of rough-hewn mine tunnels carved into the living rock …” This is just a few standard rooms layouts, as one would find in any dungeon, nothing minelike or mazelike about them.
I really like the vibe here. Strong OSR situations in the zones. Terse descriptions that still give the DM a lot to work with. But, then, I’m doing the Bryce thing. I bought a geomorphy thing and now I’m gonna complain that its a geomorphy thing. But it is! And it would be such a strong product if the designer did the work to tie the zones together and create a cohesive whole instead of explicitly noting that the DM is free to link these as they wish. Lean in to some cross-references, at least, to suggest possibilities! Oh, also, it’s Cairn, so, you have to adjust treasure appropriately and I’m not overly happy withthe magic items.
This is Pay What You Want at DriveThru with a suggested price of $10. The preview appears broken.
https://www.drivethrurpg.com/en/product/572362/the-underbranching-cairn-megadungeon?1892600
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