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Oni Press to Publish CULT OF THE LAMB: PILGRIM This Winter

First Comics News - Wed, 07/08/2026 - 16:40
​The Hugely Sought-After Graphic Novel by Cult of the Lamb’s Head of Narrative JoJo Zhou and Concept Artist Carles Dalmau Gets a New Mass Edition ​ Coming to Bookstores and…
Categories: Comic Book Blogs

YO… Lara Croft?! Skybound, Image Comics, Hasbro & Crystal Dynamics Shock Fans with G.I. JOE: A Real American Hero #330

First Comics News - Wed, 07/08/2026 - 16:39
This Historic Crossover Event Is Just Getting Started! G.I. JOE: A Real American Hero/Tomb Raider #1 Arrives in October LOS ANGELES 07/08/2026 — Today, Skybound and Image Comics, in collaboration…
Categories: Comic Book Blogs

Crochet and Catch Up with Moogly - July 8, 2026

Moogly - Wed, 07/08/2026 - 15:00

It's July, friends! Summer is heating up, and it's time for another Crochet and Catch Up with Moogly. Grab your favorite project, pour yourself something cool, and join me as we chat about all the crochet goodness happening - simulcasting on Facebook and YouTube! I'll be sharing updates, answering your questions, and showing off a […]

The post Crochet and Catch Up with Moogly - July 8, 2026 appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

DARK HORSE COMICS PROMOTES LEADERSHIP

First Comics News - Wed, 07/08/2026 - 14:38
  Veteran Dark Horse Comics staff take new three-pillar leadership structure, promote talent within the company, and welcome new Vice President of Marketing MILWAUKIE, Ore., (July 8, 2026)— Dark Horse Comics…
Categories: Comic Book Blogs

30 DAYS OF NIGHT CREATOR STEVE NILES BRINGS HIS UNIQUE BRAND OF HORROR TO THE MOON OF CALLISTO.

First Comics News - Wed, 07/08/2026 - 12:21
A daring sci-fi noir-horror exploring colonization, religion and the cosmos from The Lab Press.   LOS ANGELES, July 7, 2026 – When humanity does make its way to populate worlds…
Categories: Comic Book Blogs

HARVEY AWARDS ANNOUNCE 2026 NOMINEES

First Comics News - Wed, 07/08/2026 - 12:15
Honoring the Year’s Finest Comics and Graphic Novels Across Seven Categories—Guiding Readers, Retailers, Librarians, and Educators to the Medium’s Best. NEW YORK, NY — July 7th, 2026 — The Harvey Awards are honored…
Categories: Comic Book Blogs

JUST IMAGINE! November 1962: The Marvel of the Age

First Comics News - Wed, 07/08/2026 - 12:05
Supercar… Supercar… With beauty and grace, as swift as can be, watch it flying through the air. It travels in space, or under the sea, and it can journey anywhere.…
Categories: Comic Book Blogs

The Annual Migration of Clouds

First Comics News - Wed, 07/08/2026 - 11:48
The Annual Migration of Clouds Author: Premee Mohamed Published: 2021 by ECW Press Right from the start, The Annual Migration of Clouds is a great read. Author Premee Mohamed does…
Categories: Comic Book Blogs

Under The Dolmens, Delve #3

Ten Foot Pole - Wed, 07/08/2026 - 11:11
By B. Wraven Wright
2Die10 Games
Dolmenwood
Levels 4-5

Four months ago, Father Wolfgang and several other members of the Church of St Pastery’ clergy were having strange dreams that all had one thing in common: a call of pilgrimage from The One True God. Father Dobey, Vicar of Lankshorn, initially had these strange dreams also but they faded in frequency and severity for him while the opposite was happening to Father Wolfgang and the others. Having been compelled into blind pilgrimage towards the direction of Hags Addle, Father Wolfgang and those afflicted with these dreams were confronted by Father Dobey, who declared these dreams as heresy. In doing so, the pilgrims openly questioned his piousness as well as his status of Vicar of Lankshorn. Father Dobey, eager to avoid conflict, decided to let the pilgrims go on the condition that they return in one month’s time. The pilgrims agreed and took their leave with the vicar’s blessing. One month has come and gone, with Father Dobey wanting to know what happened to the pilgrims for a host of reasons…

This seventeen page adventure uses about five pages to describe 27 rooms in a small dungeon. Hack till you drop and do little else as you explore the monotony of uninspiring rooms. 

I was quite disappointed with this one. Dolmenwood has been hitting at a decent rate, but, I guess, as a sign of its success, “more is coming out now.” I would hope you can understand the euphemism. The map, also, looks promising. It’s a larger Dyson affair with forty or so rooms on it, only about thirty of which are keyed in the his adventure. Some columns, stairs, curtains, an overhead passage and murder holes. Almost none of which is taken advantage of in te text. ?

The local clergy been having God dreams. The vicars gives them permission to go on a pilgrimage to their dreamed of site. They don’t come back so in you go to find them. 

“The One True God who weeps in the temple underneath the dolmen” is pretty strong flavour. There is no preamble to the adventure, no investigation, so there’s no build up to this before you get to the dungeon. Once in the dungeon the theming, of The One True God, and the weeping, is essentially not present either. You will find a weeping statue face (with decent art piece to accompany it) but that’s it. What you WILL find are a bunch of clergy/clerics. They are all scaly bipedal wolfmen. 

Why are they scaly wolfmen? No clue. You just show up and there are these empty, or mostly empty rooms and more than a few of them have these scaly wolf men in them that are doing clericy shit. And they attack you. In fact, everything and everyone attacks you in this. Monsters attack you and in a couple of rooms there’s a false floor that breaks away in to pit things. That’s it. That’s your interactivity. 

I cannot emphasize that enough. “You see 4 beings standing, frantically “reading” scrolls out loud in a hissing, barking language.” Thats your room. Oh, also, in the description for BEINGS, “Four LUPINE CLERGY stop praying and attack on sight.” Mystery. Wonder. Exploration. Not present. Just stabbing things that attack, which are the scaly wolfmen clergy and some black blobs that are in a few rooms. More than a little one-note. Oh, and the “break through the false floor” pits, Order of battle, for our clergy? Nope. They just sit in their rooms and get stabbed. Stab stab stab. Stab stab stab. Stab stab for the fun of it, stab stab for the fun of it, stab atb for the fun of it stab stab for the fun of it!

There’s little to no treasure present. The last room of the dungeon has Lareth in it. There is not hint, anywhere, that Lareth is about. “As you get close enough to the tapestry to make out the material it’s made of, you see that the ground starting in front of you winding all the way around the room to the pillars on the other side, is freshly turned earth that has a strong sickly-sweet smell of vinegar.” That’s Lareth for you, all vinegar-smelling! So, an earth wyrm pops out of the dirt and then attacks. LARETH WAS BEHIND EVERYTHING THE ENTIRE TIME!!! Oh, Lareth, such a card. No hint. No build up. Nothing that means anything. Just stab some scaly bipedal wolf clerics and then in the last room a wyrm pops up from the ground and you kill it. 

Formatting is ok. Headers, color changing, underlines, bolding. You can find things well enough. It also notes the door, light conditions, and exits in the rooms. I am not amused by anything done by rote. I think, that, unless told otherwise, we can assume darkness, or light, depending on the mood of the individual dungeon. Note what’s different, 

I don’t know, man. It’s just a VERY basic and simplistic dungeon. It;s padded out, with doors, and light and exits. It’s got some formatting to make it scan nicer. But the core of what’s going on it is quite simplistic. The One True God is not played up. The wolf dudes get nothing. The Lareth behind the curtain is not hinted at. There’s no build up. There’s no really e octave room descriptions, just a bunch of They Attack!s. There’s no insidious presence in town. There’s nothing really to EXPLORE ot interact with in the dungeon, proper. Even the scaly wolf dudes just sit around waiting to die with no order of battle. 

This is different than, say, a raid. In that case you know what you are doing and the various encounters and environments are engineered by the designer to support the raid. This is just … basic and static?

This is $1 at DriveThru. There is no preview. Sucker.

https://www.drivethrurpg.com/en/product/570825/under-the-dolmens-delve-3-a-one-shot-dungeon-for-levels-4-5-adventurers-in-the-dolmenwood-setting?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, October 1985 (week 2)

Sorcerer's Skull - Wed, 07/08/2026 - 11:00
I'm reading DC Comics' output from January 1980 (cover date) to the end of Crisis! This week, I'm looking at comics that were published on July 11, 1985.

Flash #350: Bates and Infantino/McLaughlin come to the end of Flash's run of 246 issues and over 25 years (in 2020, the series' legacy numbering was revived) abruptly with zero fanfare. I didn't see a single house ad heralding the series' end. The letter column suggests a rumor was going around fandom, though.
With Abra Kababra revealed as the true villain, the Rogue's must escape from a deathtrap he leaves them in. They wind up teaming up with Newbury and Flash to defeat the time traveling villain. The Flash realizes the identity of the future visitor inhabiting Newbury's body:  Iris Allen! It turns out her parents (in the future) were able to rescue her psyche upon her death in the past and have since cloned her a new body. "Newbury" reveals Abra Kadabra's juror tampering which gets Flash acquitted, and somehow, that restores public confidence in him. After all this, and with Barry Allen "dead," the Flash goes to the future to be with Iris. Everybody lives happily ever after--though since we've seen Crisis, we know it's only for a while.
I'd be interested in the origin of this arc and its resolution and whether it was always intended to end this way or it was modified for Crisis. This had the ingredients to make a great storyline. Taking a character to their lowest point always makes good drama: the "Born Again" arc in Daredevil will begin just 3 months from this issue's publication. Unfortunately, Bates's narrative still has a foot firmly planted in the 70s with its episodic nature and lack of resolve to really have Flash wallow in misery, while "Born Again" will become a defining story for the 80s. Further, the story fails to really wring the melodrama from the tale that would have surely been a part of an analogous arc in the Marvel 70s. Cheesy though it would have been, 70s Englehart (or whoever) would have had poor, mid-shattered Fiona Webb become a super-menace briefly, instead of just shuffling her off-stage. At least that would have been interesting! Infantino, unfortunately, is not really the artist for the over-the-top emotion that sort of 70s Marvel-style storytelling would have required. (I think a review of his 70s work at Marvel would support that, but maybe I'm forgetting something).
Some might say these differences are just Marvel vs. DC, but I would argue given the stuff being published in a number of DC titles (Swamp Thing and New Teen Titans, just to name two), it isn't so much DC as perhaps DC's approach to their oldest, core characters, and whether this is due to a failure of creativity or editorial vision, I can't say.

DC Spotlight #1: This was a free promo giveaway, but there are a few interesting things about it. One, it has a nice cover by Jose Luis Garcia-Lopez. Another is that the series it plugs aren't the ongoing series of any of their marquee heroes, outside of Green Lantern (which at this point, isn't your Super Friends Green Lantern). Instead, Firestorm, the Teen Titans, and the Outsiders are plugged, giving an indication of where the comic shop fan interest in DC was at. We do get a page on the upcoming Pozner/Hamilton Aquaman limited series, and some Frank Miller Batman book. Also, this issue is technically the first appearance of the Watchmen, though of course, not in-story, in the illustration accompanying the text piece on the upcoming Moore/Gibbons limited series.

Legion of Super-Heroes #15: After introducing the new Legionnaires last issue, Levitz and LaRocque/Mahlstedt sideline them this issue as they real just serve as bait for Dr. Regulus to lure the Legion into a trap. Sun Boy takes his foe on in one-on-one combat. Though it's a tough fight, Sun Boy wins through creative use of his flight ring. 
Meanwhile on Shanghalla, Timber Wolf pays tribute to his fallen comrade, the Karate Kid. He pledges to fulfill the Kid's last wishes by planting a flower at the Sacred Stones of Lythyl. At the Time Institute, Brainiac ruminates over the (historical for him) death of Supergirl.

Amethyst #10: Interesting cover by Colon. His art in the rest of the issue (or perhaps it's Kesel's inks) seems rushed and sketchier than the usual art on this series. We reach the conclusion of the conflict with the Ancients over the fate of Gemworld. As the creatures exert all their influence to destroy the world, Amethyst brokers a deal where they siphon excess energy all the time instead of reaping it in a world's destruction, allowing the worlds to "pay rent." Meanwhile on Earth, Carnelian has found Dark Opal's broach and intends to use it to gain power.

Batman #387: Moench and Mandrake bring Flash Rogue's Mirror Master and Captain Boomerang to Gotham. The two at first discuss teaming up, but after Batman thwarts their first robbery, and members of Black Mask's False Face Society looking for someone new to "hench" fall under the hypnotic sway of Mirror Master, the two villains are as much out to get each other as the Caped Crusader and friends. In fact, after the Mirror Master barely escapes Bullock and Robin, he receives a boomerang from the Captain made from his own will-zapping mirror tech. 

Arak Son of Thunder #49: The series reaches its penultimate issue with Arak's final showdown with Angelica. She's revealed as being behind the dragon in the Canton harbor. She's after the elixir of immortality she steals from Mu-Lan's grandfather. Mu-Lan, like Haakon, doesn't survive this issue. They are on a ship smashed by the dragon. Our heroes do a lot of fighting, but they would have likely shared the same fate had not Mu-Lan's grandfather summoned a dragon spirit to do battle with Angelica's monster. He also traps Angelica within a magic mirror, which Arak smashes with his tomahawk.

Omega Men #31: The cover proclaims this as a Crisis tie-in, and it does acknowledge that the Crisis is occurring, but that's really about it. The group of Omega Men we've been following attempt to save an ailing Viathan with travelers in pods in its belly, while Artin and Green Man try to save Elo. Klein and McManus get around to showing us what the Vega System is up too. The Tamaranians mourn the supposed deaths of the group we've been following, and Harry Hokum strikes a deal with Doc, Shlagen, and the rest for cooperation against the remnants of the Spider Guild.

Red Tornado #4: Busiek and Infantino/McLaughlin bring the limited series to a close. Red Tornado confronts the Construct, and it doesn't go well. While the Construct thinks he has the android defeated and spends his time gloating to Kathy, Reddy is rebuilding and infiltration the Construct's mental domain. By force of will and tough questions that shake the Construct's resolve, Red Tornado wins the day. In the aftermath, he embraces his found family and his newfound humanity.
I feel like the more abstract Infantino/McLaughlin art works for this issue in a way it didn't always work in Flash. It probably won't be to everyone's taste, but it reminded me a bit of Alex Nino. It's too bad it wasn't in the service of a story that really played to its strengths for the whole run.

Star Trek #19: We get a Chekov-centric story from the ST:TMP era written by Walter Koenig himself with at by Dan Spiegle. It isn't the best story we've gotten in this series, but still more Trekian than most of the comics previous licensors Marvel and Gold Key put out. Chekov is feeling guilty over the Enterprise's inability to rescue another vessel and inadvertently incites a portion of the crew to mutiny. made worse because Enterprise is out of control and on a collision course with an asteroid. All is not at seems, though, and manipulation by a hidden alien species is responsible at least in part for the crew's behavior. Chekov shakes off the psychic mind games in time to save the day. The aliens decide to make friends instead of manipulating others.

Super Powers #2: The Kupperberg and Kirby/Theakston toyetic series continues with Green Arrow, Red Tornado, and Hawkman sent to New York to deal with one of Darkseid's seeds of doom. They tussle with Kalibak and get sent back in time to the Age of Dinosaurs. Some of the dinos escape to the modern era and Martian Manhunter and Aquaman have to help deal with them. Martian Manhunter also confronts Darkseid in his secret base, but Darkseid holds him off with a bluff.

Superman #412: Nice cover by Janson. On the inside, Bates and Swan/Williamson continue the "Clark Kent--Fired" story. While Clark goes to the unemployment office and reconnects with Steve Lombard, Superman continues to try to do good while worrying about his sanity. Luthor advances his plan, setting these mysterious hi-tech staves in the ground around Metropolis. After Superman experiences an illusion where he fights with Luthor and punches right through his chest, killing his foe and dooming Metropolis to nuclear holocaust as Luthor's battlesuit explodes, he is fully convinced he's losing his mind.

D100 Dark Sorcery and Profane artifacts table for Sword of Cepheus Second edition rpg & other D2d6 Fantasy Rpg

Swords & Stitchery - Wed, 07/08/2026 - 03:38
 Here is a fully compatible, custom D100 table designed for The Sword of Cepheus (Second Edition). In keeping with the 2e ruleset, these dark results lean into Mishaps, Mutations, and Dangerous Sorcery rather than classic "Corruption points," utilizing 2D6-based mechanics, Characteristic checks, and skill modifications (like Sorcery or Willpower). This picks right up from OSR CommentaryNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Medieval Doors

Graphite Prime - Wed, 07/08/2026 - 02:27


These are not like modern doors.

No knob to turn.

No door handle.

Often, the outside has a keyhole and nothing else.

Maybe an iron loop or rung to grab, but these are most likely used to pull the door shut when leaving; may double as knockers.

Hinges are on the inside.

They almost always open inward. 

On the inside are often multiple locking mechanisms beyond a possible keyhole: Latches that slide sideways, latches that slide into the floor and ceiling. Rungs for wooden beams to slide into. 

They are solid as fuck.

You are not hacking through these doors with your weapons.

It takes one full 10 minute turn per attempt to pick the lock which may include multiple latches and such. Two turns if a non-thief is somehow attempting. (My rule).

It could take one full turn before that to search for traps... or you could say that is part of the picking process, but still, two rolls, three, if you find and need to remove prior to picking. Whatever, one turn minimum for the whole process.

One full turn per attempt to open a stuck or heavy door.

Looking at the doors below, bashing them down seems ludicrous in many cases and of course should result in a mandatory and heightened wandering monster check.

It's hard to imagine hearing anything through them... that's why it's a special thief ability. And you're putting your ear to where the door meets the floor, not up against the door itself like you're trying to crack a safe. (Maybe while picking).

Attempting any of the above forfeits any hope of surprise. In fact, it should guarantee surprise against the PCs.

Simply opening the door should forfeit surprise. Imagine the noise.

Doors are obstacles.











Game on.


Categories: Tabletop Gaming Blogs

Torchwood Ends But Its Legacy Continues This Autumn

Blogtor Who - Tue, 07/07/2026 - 21:00
Torchwood faces its final battles in two boxsets this Autumn

 

The regular Torchwood range may have come to an end, but its many beloved characters will continue defending planet Earth. And their Big Finish adventures will come to a dramatic climax in the upcoming miniseries Torchwood: Legacy.

Due to be released across two audio drama box sets in September and October 2027, Torchwood: Legacy comprises twelve half-hour episodes, which together tell an epic story spread across the eras of the Torchwood Institute’s history.

The ensemble cast includes many names familiar to long-time listeners of the Torchwood range. They include original television characters Ianto (Gareth David-Lloyd), Rhys (Kai Owen), Andy (Tom Price), and Yvonne (Tracy-Ann Oberman). They’re joined by Big Finish’s own generation of Torchwood agents – Mr. Colchester (Paul Clayton), Norton (Samuel Barnett), Orr (Samantha Béart), Ng (Alexandria Riley), Tyler (Jonny Green), and Roberta (Louise Jameson.)

Others appearing include the Doctor’s former companion Ace (Sophie Aldred), Kreg (Dan Starkey), and new addition Mr. Lonely (Jordan Renzo.)

 

Each box set comprises six 30-minute episodes, listed below. Volume 1: The Living Will Fall, September 2027

2026: There’s a super-weapon in the sky, the billionaires have gone missing, and sinister forces are fighting over a forgotten Nazi secret. Ace needs Torchwood’s help.

  • Cornucopia by Tim Foley
  • Meet Lonely by James Goss
  • Yvonne Hartman’s Ultimate Weapon by Gareth David-Lloyd
  • The Corn Mother by William Carroll
  • Hitler’s Last Secret by James Goss
  • Pangea by Ash Darby
Volume 2: The Dead Shall Rise, October 2027:

2026: Oh dear, Torchwood, it’s all gone wrong for you. The night is closing in and there’s nowhere left to run. Ask yourself this – is your workplace really worth dying for?

  • Roberta’s Gone to Iceland by Guy Adams
  • What It Is to Lose by Tim Foley
  • Viking Funeral by Guy Adams
  • Hullaballoo by Ash Darby
  • Torchwood’s Last Stand by Patrick O’Connor
  • Rainbow Bridge by James Goss

Further details on each story will be revealed at a later date.

 

Legacy is the kind of story we always wanted to tell”

Producer James Goss said: Legacy is a celebration of Torchwood’s twentieth anniversary and also ten years of Torchwood at Big Finish, so it’s celebrating both the show and also all the various Big Finish ranges.

“It’s the kind of story we always wanted to tell – leaping about through time and answering several secrets at the heart of Torchwood. It brings back some very popular characters, and it’s 12 episodes of very good fun sci-fi. It’s also not exclusive – it’s designed so that, if this is the first time you meet these characters, you can go off and discover more about them rather than feeling baffled.”

Torchwood: Legacy Volumes 1 and 2 are now available to pre-order in a multibuy bundle for just £38 (as digital downloads to own), exclusively here.

The post Torchwood Ends But Its Legacy Continues This Autumn appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Crochet Bags and Totes - Book Review and Giveaway

Moogly - Tue, 07/07/2026 - 15:00

Crochet Bags and Totes by Salena Baca features "10 fresh and modern crochet bag patterns you’ll enjoy making and look forward to carrying!" Take a peek inside, and enter to win your own copy of Salena's newest release below! Disclaimer: I was given a copy of this book for review; all opinions are my own. This […]

The post Crochet Bags and Totes - Book Review and Giveaway appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

Title: Youngblood # 100 Publisher: Image Comics Story/Pencils/Inks: Rob Liefeld Color Art: Juan Manuel Rodriguez Additional Inks: Chance Wolf and Shely Robertson Lettering: Rus Wooton Cover: Rob Liefeld Variant Covers:…

First Comics News - Tue, 07/07/2026 - 04:51
Title: Youngblood # 100 Publisher: Image Comics Story/Pencils/Inks: Rob Liefeld Color Art: Juan Manuel Rodriguez Additional Inks: Chance Wolf and Shely Robertson Lettering: Rus Wooton Cover: Rob Liefeld Variant Covers:…
Categories: Comic Book Blogs

The Return of Prepaid Money: Why Cash-Like Payments Are Thriving Online

First Comics News - Tue, 07/07/2026 - 04:39
Digital payments were supposed to make cash feel old. Instead, some of the most interesting online payment products are borrowing cash’s best qualities. They let people decide the amount before…
Categories: Comic Book Blogs

OSR Commentary - H.G. Wells' iconic Martian war material tailored for The Burrows & Borderlands Rpg

Swords & Stitchery - Tue, 07/07/2026 - 04:03
Here  is a conversion of H.G. Wells' iconic Martian war material tailored for Burrows & Borderlands (a standard fantasy tabletop roleplaying framework utilizing classic six-attribute blocks and d20-style mechanics).1. The Fighting Machine (The Tripod)The crown jewel of the Martian vanguard. This massive, 100-foot-tall engines of glittering metal parodies the human gait with a terrifying,Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Release of the Maps and Reference Sheets Book for the Northern Marches.

Bat in the Attic - Mon, 07/06/2026 - 23:03

Since the release of the guidebook and the poster maps, I have gotten excellent feedback on both. Several comments made me realize that I was too focused on the 12" by 18" poster format.

Based on that feedback, I realized we also need the maps in book form. So I divided the four poster maps into 25 overlapping sections and created a visual index to make them easy to use.

This format has several advantages.

  1. It makes referencing the maps at the table, or while traveling, easier.
  2. It allows those of you outside of the United States to get printed maps at a more reasonable cost.
  3. It lets me create a more attractive package for the handful of retailers I work with.

The books also include printed versions of the travel and encounter reference sheets I created for the digital download, along with a copy of the Terrain Index and the Locale Registers for each of the four poster maps.

There are two formats available: a softcover standard-color book for $9.99 and a hardcover premium-color book for $19.99.

For those of you who already bought the guidebook or backed my Kickstarter, I have emailed you or sent you a Kickstarter message with a discount coupon for both versions. They are marked up slightly so they register as a sale on DriveThruRPG for promotional purposes.

The link to the Maps and Reference Sheets for the Northern Marches Book.


Visual Index
Map Page



Categories: Tabletop Gaming Blogs

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