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New Doctor Who Funko Pops: Pre-Order Now!

Blogtor Who - Thu, 09/03/2026 - 22:00
A new wave of Funko Pops brings new versions of Doctors and villains to life

 

A new wave of Doctor Who Funko Pops are on the way, and HMV have them available for pre-order now. One of the merchandise sensations of the 21st century, Funko Pops use a cute design and uniform template to bring a vast multiverse of fun together in one compatible set of figures. This newest wave includes seven Doctor Who characters from the modern eras. There will also be an additional Pop available exclusively from Funko, and a limited chase variant.

The main wave is available to pre-order now from HMV and features the following Doctor Who characters:

 

The Ninth Doctor Funko Pop (c) Funko The Ninth Doctor

This Pop features Christopher Eccleston’s Ninth Doctor in his green jumper from Dalek, The Long Game, and Father’s Day. In one of this incarnation’s most iconic poses, he has one hand reached out, ready to welcome new friends. This is the third variant of the incarnation from Funko, following one with his sonic screwdriver and purple top from The Empty Child/The Doctor Dances, and one with a banana and his black jumper from Bad Wolf/The Parting of the Ways.

Funko Pop TARDIS with Tenth Doctor (c) Funko TARDIS with Tenth Doctor Vinyl Ride Deluxe

One of Funko Pop’s range of iconic vehicles alongside their owners, this TARDIS set includes the Tenth Doctor, coat on, sonic screwdriver in hand, as he steps out of the Police Box on the lookout for his next adventure.

This is the fourth Funko version of the TARDIS. Previously, there was a regular version, a ‘materialisation’ semi-transparent variant, and one with the Clara memorial from Hell Bent.

 

The Tenth Doctor Funko Pop (c) Funko The Tenth Doctor

“I don’t want to go!” This version of David Tennant’s Tenth Doctor shows him looking mournfully at his own hand, as it begins to glow with regeneration energy. This is the seventh Tenth Doctor Funko Pop (including the TARDIS set in this wave.) Other versions include him in blue suit with coat, in brown suit and coat and 3D glasses, in his spacesuit, regenerating, and in blue suit with his disembodied hand in a jar.

 

The Eleventh Doctor Funko Pop (c) Funko The Eleventh Doctor

This Funko Pop depicts Matt Smith’s incarnation wielding his sonic screwdriver and wearing a blue shirt/red bow tie combination. It’s the sixth Eleventh Doctor figure. Earlier Funkos feature him in his red shirt/red blue tie look, in his Series 7B frock coat while carrying Handles from The Time of the Doctor, with his fez and mop from The Big Bang, in his spacesuit, and as Mr. Clever in Nightmare in Silver.

 

The Fifteenth Doctor Funko Pop (c) Funko The Fifteenth Doctor

Ncuti Gatwa’s Doctor receives his first ever Funko Pop, here wearing his outfit from The Church on Ruby Road and holding his sonic screwdriver.

 

River Song Funko Pop (c) Funko River Song

The Doctor’s wife, River Song, gets a new Funko in in her Husbands of River Song costume, with leather jacket, sonic trowel, and her iconic diary. This is the successor to her previous Funko Pop, which had her costume from the climax of Day of the Moon.

 

Two Dalek figures for this wave are exclusive to Funko’s own site

 

Bronze Dalek Funko Pop (c) Funko Bronze Dalek

Available exclusively from Funko directly, this Pop recreates the Dalek design introduced in the 2005 episode of the same name. This is the fifth Dalek variant from the company, but this new edition features a new metallic finish to be more bronze than ever. This edition also has a chase variant, meaning that you have an five in six chance of getting a Bronze Dalek when you order.

 

Silver Dalek Funko Pop (c) Funko Silver Dalek

This chase Dalek can’t be specifically ordered. However, when you order a Bronze Dalek from Funko you have a one in six chance of getting one of these rare Silver Daleks instead. Although it utilizes the same mould as the Bronze Dalek (rivets and all) it has a classic 1960s livery of silver and blue. Which also, appropriately enough, is how the Daleks appeared in classic story The Chase!

 

The new figures will be available later this year, but be warned: Doctor Who Pops generally quickly sell out

Funko Pops frequently sell out quickly, sometimes even on pre-order. Certainly all the previous variants listed above are long gone off shelves. So if you’d like to grab any or all of these Funko Pops for yourself, you may want to act quickly. You can pre-order from HMV here.

To order you Bronze Dalek, and stand a 1-in-6 chance of getting a Silver Dalek, pre-order it on the Funko site ahead of its release at the end of the year.

The post New Doctor Who Funko Pops: Pre-Order Now! appeared first on Blogtor Who.

Categories: Doctor Who Feeds

MooglyCAL2026 Block 18

Moogly - Thu, 09/03/2026 - 15:00

MooglyCAL2026 Block 18 pleases the senses, courtesy of KnotBadBritt! Brittany designed the gorgeous Grainline Square for us, with an easy rhythm and delightful texture! Get all the details for this free crochet along, and the free pattern link below! Disclaimer: This post includes affiliate links; materials provided by Local Crafts. Just getting started with the […]

The post MooglyCAL2026 Block 18 appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

OSR Adventure Locations - d100 Random Sword & Sorcery Forgotten Dungeons, Temples, and Ruins Table, Treasure, and More for OSR games

Swords & Stitchery - Thu, 09/03/2026 - 04:26
d100 Forgotten Dungeons, Temples, and RuinsThe Sunken Crypt of the Weeping Monarch: Half-submerged in a murky swamp; the sarcophagus floats on oil that ignites if exposed to open flame.The Ossuary of St. Jude the Blind: Lined entirely with polished eye sockets; a spectral hymn causes temporary blindness to those without holy symbols.The Obsidian Zenith: A razor-sharp glass spire half-buried Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

OSR Review & Commentary On Castles & Crusades Engineering Towns by Davis Chenault and published by Troll Lord Games

Swords & Stitchery - Wed, 09/02/2026 - 20:28
 Written by Davis Chenault and published by Troll Lord Games, Engineering Towns is a 50-page world-building resource designed to construct medium-sized fantasy settlements. Functioning as a direct follow-up to Engineering Villages, the system gives Castle Keepers (CKs) modular tools, systemic mechanics, and random tables to generate organic, functional towns.
Categories: Tabletop Gaming Blogs

Development of the Majestic Fantasy RPG, Part 3

Bat in the Attic - Wed, 09/02/2026 - 19:09

I find it useful to include a brief note on the assumptions behind why I design things the way I do. In the case of the Manual of the Three Adventuring Arts, I help the reader with information so they can weigh the benefits of the different options I write about for character creation and adjudication.

Rule AssumptionsThe following is a summary of the assumptions used by the rules of the Majestic Fantasy RPG. They are useful to know as you work your way through the various lists of available options, such as classes, backgrounds, skills, and spells.Combat ActionsIn combat, every character gets two actions during their six-second turn. Each character rolls a 1d6 initiative roll to determine the order in which they act. The character’s Dexterity bonus and other abilities may modify the initiative roll. Monsters may use half of their Hit Dice as an initiative modifier.
The basic principle is that characters can take a half move as a regular action and make an attack as an attack action. A character can only take one attack action per round, whether it is melee, missile, or spell casting.
If the character chooses not to use an attack action, they may take another regular action instead. For example, they may take two half moves in succession to move their full modified movement during a combat round. See the Combat chapter for further details.SkillsWhen the odds of success are uncertain due to limited time, such as during a combat round, limited resources, or when the consequences of failure are significant, such as climbing a great height, make a skill roll. The basic chance of success is 15 or better on a 1d20 roll. Add a relevant attribute bonus to the skill bonus to modify the roll. 
Two other basic principles of the Majestic Fantasy RPG are that any character can attempt any skill and that if a character has sufficient time and resources, they will succeed. When failure is a remote possibility, the player still rolls 1d20, but it only fails on a natural 1.ExperienceIn the Majestic Fantasy RPG, characters earn experience in one of two ways. The first is by defeating or overcoming opponents in combat or other forms of conflict. The second is by achieving the goals the players set out for themselves. Tougher opponents and more difficult goals award more experience.BackgroundsA character’s background consists of inherited traits and culture. Inherited traits determine physical and, in some cases, mental characteristics. A character’s culture reflects the social environment that shaped them and may modify their attributes or grant bonus skill points.RoleplayingGenerally, campaigns in the Majestic Fantasy RPG begin with the referee describing the circumstances in which the players find themselves as their characters. The players then, as their characters, describe or roleplay their responses. The referee decides what rolls, if any, are required and adjudicates the results. Following that, the referee either roleplays the non-player characters or describes how the circumstances change.
Repeat this process throughout the session and the campaign.
The Living World Sandbox chapters of the Tome of the Mundane, Strange, and Arcane provide specific techniques and advice for managing this process.SpellcastingThe Majestic Fantasy RPG centers the bulk of spellcasting on the traditional Vancian system of spell memorization. However, two major additions extend how magic works: Rituals and Focused Arts.RitualsIn the Majestic Fantasy RPG, a spellcaster can cast spells as 10-minute rituals without memorizing them, but must first inscribe them in a ritual book or spell book. Rituals also incur costs in their components. Each type of spellcaster has its own rules regarding rituals. Ritual Casting represents an older, less developed form of magic.Focused ArtSpells are more effective when cast by a cleric or magic-user with a focus in that art. The spell description provides the details at the end of each entry in the section labeled Focused Art.
These rules categorize spells into nine arts of magic. Nine of these arts are associated with one of the chromatic crystals used to seal the entrance to the Abyss. The tenth is the original ambient magic of the Majestic Fantasy Realms.VizViz is a magical substance that takes many forms, from a flask of pure spring water to a newly blooming flower or an iridescent rock. All these items share one trait in common: pure magic infuses them. Viz is typically harvested, refined, and measured in units for spellcasting. When casting spells or creating magic items, spellcasters can use units of Viz to assist the process. See the entry for Viz in the Treasure chapter for further details. 
VimMagic permeates everything throughout the Majestic Fantasy Realms, including the souls of sentient beings and various creatures. Intertwined with a sentient being's soul or spirit is a form of Viz known as Vim. For most, the amount of Vim is not enough to manifest any magical effects. Some creatures or individuals can create magical effects by having more than the usual amount of Vim as a result of birth or training.
Rob’s Note: Unlike Viz, Vim has no explicit mechanics unless specified by a class or ability.

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Categories: Tabletop Gaming Blogs

RPG a Day 2026 – Day 33: After-Action Report

Stargazer's World - Wed, 09/02/2026 - 15:34

I meant to write this post yesterday, but then real life got in my way. A combination of illness, going to the physician to make sure everything was all right, and the fact that it was my 10th wedding anniversary. Needless to say, I was busy.

So, what do I have to say about this year’s #RPGaDay2026 that I didn’t say on the 31st?

Let’s talk about my prep. For the first time, I was able to plan my posts and post them ahead of schedule. I finished my posts a full five days before the month ended! I am always thankful that the graphics and topics for the year are available well in advance. In the past I’ve tried to plan, even writing a few posts ahead of the month, but I always fail to keep up, often writing the night before or the day of the post, oftentimes playing catch-up.

I knew this was going to be a busy year, so I planned. I accepted Runeslinger’s challenge to create a new NPC each day of the month, so I mapped out my month, using all the details provided this year, plus I added my own random table of genres to know the type of NPC I was creating. I had a sheet with the schedule and topics planned out.

I used standard introductions and closings for the posts; while they might seem repetitive, they padded some of the writing I had to do so that I could focus on the NPC for each day. I decided not to use any additional images beyond the standard RPG a Day graphic and a small image with the topic name. I really aimed to simplify and make my life easier.

I would sit each night and try to write at least three NPCs, then proofread, prepare, and schedule those posts the following night. I hoped to be done with the month by mid-August, but life always throws you a curveball. Regardless, I kept the pace and finished ahead of time.

I also posted and shared daily entries across multiple platforms this year. The main post here on the blog was shared on two Facebook pages I’m managing (Sunglar’s Musings and Desde la Fosa), the RPG a Day Facebook group, the two main groups I’m an admin for in FB, Dungeons & Dragons Puerto Rico and Puerto Rico Role Players, as well as the Puerto Rico Role Players Discord channel. I also shared posts on my personal social media on Facebook, Instagram, Threads, and Bluesky. I automated much of this process but still had to click and check daily, usually in the mornings before taking my son to school.

I wrote the post in English, then translated it into Spanish and shared it in the same spaces in both languages.

Was all the work worth it? I’d say yes! I saw some traffic increase on my socials, and while the RPG a Day Facebook group was really quiet this year, Threads had good interaction, and Bluesky was the main place for conversations and sharing. I love reading other people’s posts. I wish I could read more, but on Bluesky, I followed old friends and made discoveries throughout the month.

What I wanted to do, and never got around to, was make some videos about RPG a Day for my TikTok account. I didn’t have the capacity, but I know that video content gets a lot more eyeballs than written content in the current social media landscape. Maybe for 2027.

What about the prompts and the modifiers this year? I love a challenge, and using all the elements to create a new NPC each day was sometimes a struggle. Regardless, it challenged me creatively, and I ended up with 31 new NPCs I can use in my games. Maybe more, but I’ll talk about that later.

I’ll say that the random genre table I created and talked about in my Day 0 post was maybe too limited. It covered major TTRPG genres, but I could have added a few categories. In the future, I would either add a few more, like modern or espionage games, or create three or four broad categories and list possible subgenres within them.

Compared to other years when I’ve created a continuing narrative, setting, or campaign vignettes, sticking strictly to NPCs felt a bit limiting. So many other participants write about other topics, reflections on the hobby, that the format selected caged me in a little bit, but it also gave me the structure to finish ahead of schedule.

TardisCaptain had great suggestions in his after-action post for future prompts; I like this genre table and the idea of, for example, adding random tables when creating NPCs to create variety and challenges for participants. While something so complex may be beyond the scope of the RPG a Day Graphic and prompts, I see myself creating additional tools to challenge myself and fuel my creativity in the future.

I’ve said it before, and I’d say it again: I’d love to see a graphic in the style of the old artifact exploration charts in Gamma World to roll and randomly determine where you’ll go next for a prompt.

So, who did I enjoy reading this year? Besides Autocratik and Runeslinger, I really enjoyed content from old friends like Timothy Brannan on The Other Side blog, Richard ‘Bat’ Brewster on Bluesky (you can check his post for this year collected on his Batjutsu blog), and Matthew Pook’s shorts on his YouTube channel. You should check out the aforementioned TardisCaptain, whose posts I really enjoyed, as well as Paul Baldowski and Craig Oxbrow, to name two of the many great participants whose work I enjoyed this month. The Bluesky RPG a Day feed was the best place to follow along this year.

What am I going to do next after RPG a Day? Short term, I’ve been taking it easy this week and decompressing after the daily posting schedule of August. But I’ll not stay idle for long.

I’m going to keep on posting! Here on the blog, I hope to continue this year’s retrospective of 40 Years a Gamer. I’ve also been sharing interviews with local creators with ties to the RPG community on Sundays. I’m looking for more creatives to interview, so if you are a Puerto Rican creative on the island or in the diaspora and want to share what you do, reach out. I also want to do more reviews and interviews; if you have a product or project you’d like me to review, don’t hesitate to reach out.

Over at Sunglars Musings, I make weekly posts about my TTRPG inspirations, including comics, video games, and soon some posts about books. I also try to make weekly TTRPG recommendations on Saturdays. I cross-post a lot of what I write here on the blog there.

Desde la Fosa was dormant for a long time, and I’m trying to restart it for Spanish-language content. I always dream of restarting some project or podcast with José, Apu, and AJ the Ronin, the original collaborators for Desde la Fosa. We’ll see!

I’m also writign a weekly comum for Tabletop Sentinel, Tabletop Inspiration: Celluloid Memories where I’m writing about the movies that inspired my as a gamer and the games I play. If thsi si something that might interest you, I ivite you to check it out.

Another project I have in mind is the crazy idea of compiling all the NPCs I created this month and publishing it as a digital supplement. It would take some cleanup and maybe creating a couple of extra NPCs to balance the genres. Would this be something you’d be interested in reading? I’d love to know.

I want to thank you all for sticking around and reading these posts for #RPGaDay2026. A big thanks to Michael (aka the Stargazer) for giving me this platform to engage with and share with such a wonderful community. Here’s looking forward to many RPG Days in the future!

Categories: Tabletop Gaming Blogs

Crochet and Catch Up with Moogly - September 2, 2026

Moogly - Wed, 09/02/2026 - 15:00

September is here, and fall crochet season is officially underway! Join me for another Crochet and Catch Up with Moogly as we chat about new patterns, upcoming events, fall projects, and maybe even a few sneak peeks. I'll be answering your questions live, too! You'll find links to everything mentioned during the livestream right here in […]

The post Crochet and Catch Up with Moogly - September 2, 2026 appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Stronghold of the Mad Dwarf

Ten Foot Pole - Wed, 09/02/2026 - 11:11
By Ian Hickey
Gravity Realms
2e
Levels 1-2

Do you dare venture into the Stronghold of the Mad Dwarf? Its dark corridors and forgotten halls hold horrors beyond your mind’s comprehension. For centuries the Tome of Many Verses has been locked away, along with the horrors it has created.

This 44 page adventure uses 22 pages to describe four small dungeon levels and one larger one, the larger one having about 23 rooms. It is padded out and tries to theme areas, to no great advantage, but has several classic elements to it that help it rise above the typical dreck. Its heart is in the right place, even though it doesn’t succeed very well.

This one falls in to the “classic dungeon” category. There’s a small outside area, a small antechamber level, a larger “main” dungeon of 23 rooms, a couple of very small levels under that, and then a map in the classic megadungeon side-view noting other are levels yet to be detailed/left for the DM. The main theme here is an old dwarf complex, dug too far, and the main treasure being a book of demon summoning guarded by a kind of gibbering mouther made of dwarf parts. The vibe here is classic dungeon, with spiders, mad dwarves, and a few oddball creatures in a mix of “empty” dungeon rooms and some larger spaces with more interesting things going on. It’s also “kill based” XP, as it’s 2e Not gold=xp here, with coinage limited as a result. We’re going to ignore the hooks as well since they are just the usual “you’re hired” couple of lines and this is, in the end, a site based adventure in the classic dungeon style.

There’s a small outside area right in front of the doors, which you can think of a much smaller version of the Stonehell outside. A few ruins and a couple of monsters. You’ll get to a small antechamber level of a couple of rooms, and then down in to the core dungeon of 23 rooms. Under that is a small cavern level of a few rooms and the dwarf spider pens level.

The entry in to the core dungeon is the lift shaft. The platform having failed a long time ago, you’re faced with a pit, 180 feet deep, to navigate your way down. No solution is give, nor should there one be! The adventurers are left to tie those ropes together and go in through thepit, classic style. The dungeon does this sort of classic element stuff in a few places, with another standing out being a locked door with an open window grate in it. The key is in the keyhole on the other side. That’s it, nothing else suggested. Again, the adventurers are left to their own solution, as they should be. I love these sort of classic obstacles, without spoon feeding the DM on solutions. When the adventure is doing this is channeling those classic dungeons of old; twelve in one blow!

There are, at times, some decent room descriptions as well. “The roof to the common room has collapsed and is blocking the entrance. Inside chunks of broken furniture, tables and chairs are half buried in rubble.” Another environmental obstacle! Rubble, half buried furniture, all turning an otherwise empty room in to something a little more interesting.  When the adventure is hitting on all cylinders it does a pretty decent job. That main room you descend in to from the pit has sixteen pillars and a 15 foot vaulted ceiling, with rubble under the pit from the platform and mechanism which has collapsed from above. And a floor covered in guano. Ought oh! 1-100 bats! Hope you’re not making a lot of noise! In another large cavern we’ve got the classic flowstone and mite/tite situation, along with a giant cave clam blending in surrounded by treasure it has coughed up. Does it make sense? No. But it sure recalls those classic D&D exploration of caverns illustrations.

Let us not get attached though. The padding is hard with this one. Not to an excessive degree, but it is present in nearly every passage. This room once served as. The main entryway is open for business. This used to be. These phrases do nothing for the adventure and clog up the DMs ability to scan the text to find the entries they actually need. “The locked door at which the adventurers stand is the old entrance to the stronghold before the new additions were added above.” That is a perfect example. It is irrelevant. It is trivia. It adds nothing. 

It also gets weird about the creatures in places. In one room there is a small amount of read aloud that describes one of the mad dwarves attacking. Another room has a full on room description and no description of occupants, except it then stat blocks two of the ad dwarves. Elsewhere the adventure “might” encounter a giant rat nest in this room.  The spider pens level simply notes, at the beginning, that there are 3-30 spiders on the level, with no further mention of them. This is maddening. There CAN be a place for creatures sometimes being present, or for a level having a total number of creatures on it, but this is not how you do that. Boxed text is not present everywhere, which is fine either way, but it can get long in places, causing the players to lose interest and pull out phones. 

And then there are the mad dwarves. Not undead, just maddened. And when you’re close to them you need to make a save vs spalls or be paralyzed for 1d6 rounds. Ouch. Area attack. Multiple dwarves in an encounter. OSR. Run away. But, also, i feel like Fear and Paralysis are some HEFTY shit to be throwing at a party at level one. I remember several near TPKs from level four to six parties who fear’d away or got paralyzed. Those are some BAD. ASS. EFFECTS. I’m not sure about this in a level one, but we’ll give it the benefit of the doubt.

The adventure is a little slow. Some of the rooms are memorable, and there’s a decent number of things to poke and prod at, but it feels a little drab. The descriptions could be better, more consistent, and the environment feels quite static. But, other than the padding, it’s not really doing much wrong. I just don’t think that the classic elements, when they appear, are enough to carry it. 

This is $13 at DriveThru. There is no preview. How are you gonna have your pudding if you don’t have a preview?! Put in a preview, show some rooms, let us get an idea of the content we are purchasing before we push the buy button.

https://www.drivethrurpg.com/en/product/572215/stronghold-of-the-mad-dwarf-ad-d-2e-version?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, December 1985 (week 1)

Sorcerer's Skull - Wed, 09/02/2026 - 11:00
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of September 5, 1985. 

Outsiders #2: Barr and Aparo continue the story from last issue. The Outsiders realize Looker is likely captured and use the Mom android to lure out the rest of the Nuclear Family. The confrontation doesn't go well for them, and the Nuclear Family heads flies off to cause a nuclear explosion in L.A., leaving the Outsiders unconscious. Luckily, our heroes run into the scientist studying fear who had previously helped Shanner but is now getting out of town to escape the nuclear threat. She lets them know what the Nuclear Family is up to. The Outsiders race to stop them. In a fight at the nuclear plant, it looks like the Outsiders will lose again until a desperate but clever attack by a combo of Geo-Force and Metamorpho shorts out the androids.

Infinity, Inc. Annual #1: This Crisis crossover has very little Crisis in it. We get a reference to the red skies, and Obsidian returns to the group, but (unlike everyone else summoned by Harbinger so far) he only has vague memories of what happened while he was gone. The Thomases and McFarlane/Harris spend most of the issue dealing with the villainess Thorn and revealing the mysterious backstory of Jade and Obsidian. This mostly consists of Alan Scott or Harlequin narrating (and retconning, I imagine) the events of past issues. To summarize what we learn: Thorn the other personality of Rose, and both were also Alyx, the supposedly deceased wife of Scott. Obsidian and Jade are indeed their children, whose existence Scott was unaware of. Harlequin is revealed to be his co-worker Molly Mayne who has had a crush on him since forever. Those Mayne and Scott get married at the end of the issue.

DC Comics Presents #88: An editorial comment at the start of this issue by Englehart and Giffen/Kesel says something like "this is how things are going to be here from now on," but I'm not sure what they mean by that. Anyway, the Crisis is more part of the setting for this issue than actually crossing over with the story in any significant way. Because of the Crisis, sensationalist newsman Jack Ryder, is giving airtime to the cranks and crackpots who claim the end of the world is nigh. Stodgy, old mainstream media moguls are worried this is freaking people out and so ask America's most trust newsman, Clark Kent, to have a talk with Ryder and get him to tone it down. Ryder says no. The stodgy old guys seem to have a point here, as Ryder's most recent guest, the Hermit, uses his media exposure to form a psychic link between an ancient demon and Ryder's viewers. Superman and the Creeper have to team-up to defeat the demon.
It's interesting that, even at this point, Engelhart suggests (at a Comics Code approved, kid's comic level) Ryder is sort of a conservative shock jock (he has him call Kent "left" as an insult). I would have thought that characterization came later.

Fury of Firestorm #42: Conway and Kayanan/Akin pick-up Firehawk's and Wonder Girl's quest from this month's COIE #9 except that (much like with the Red Tornado thing) the accounts don't quite match. Here, the two are looking for both Terry and Lorraine's father, who wasn't mentioned before. Also, Firehawk thanks Wonder Girl and the Titans for being there for her as she was freaking out over this whole Crisis thing, but we haven't seen or got mention of any such breakdown in COIE #8 or #9. All that aside, this issue mostly deals with expanding Firehawk's character and shows her working through some uncertainty about being a hero in a very patriotic way: by joining Wonder Girl to play havoc with the British forces that have Washington and his troops pinned down in Brooklyn. Thanks to the Crisis, to travel through the New York City area is the travel through time, so in addition to helping Washington they meet Tomahawk and Dan Hunter. In the end, our heroes still haven't found Terry or Senator Reilly, but Firehawk has found something out about herself.

Hex #4: Wagner fills in for Texeira this issue. Poor Jonah Hex just can't get a moment to stop and catch his breath in this future. He crashes his stolen flier, barely escaping a fall into a canyon, and then he's forced to trek across the wastes without supplies. He's saved from drinking out of a contaminated puddle by the timely re-appearance of Stiletta--the real one. She explains that the Conglomerate has a stranglehold on society (such as it is) by controlling the supply of "Soames," pills used to purify the tainted water supply. She also reveals that she's the daughter of Borsten, who is a time traveler from 2042 who found out a nuclear war was coming in 2045. He jumped into the future two years farther with a cache of technology so he could rule amid the ashes. So far, the criminal Conglomerate has been an impediment to his plans.
Hex and Stiletta have a narrow escape from oversized leech-like worms, but then the guys who supplied the drug dealer Hex killed find them. Meanwhile, Harris is being interrogated in a Vietnam simulation by Bortsen's men to get him to tell them where Hex is.

Justice League of America #245: Luke McDonnell comes onboard as penciler in this Crisis crossover that followed directly from COIE #9 last week. Thanks to Warp, Steel is sent into the far future of the year 1,000,000. There he's helped by a woman named Olanda as they are pursued by the robotic servitors of the mysterious Six. The woman takes Steel to her father who turns out to be the aged Lord of Time, who last fought the Justice League as a younger man in '81 in JLA #199. He also appears in the background of COIE #9-10. The Lord of Time reveals he took refuge in the far future and cloned children from his genetic material to form a family. Eventually, his six sons rebelled, jealous of his favoritism for his daughter, and stole his Chrono-Cube, brought killer robots from the past, and attacked. Only their slow decision-making due to their reliance on consensus among themselves as kept them from overwhelming their father and Olanda. 
Steel helps Olanda and the old man get back the Chrono-Cube. The Lord of Time then uses it to go back and prevent his younger self from making the Six. 

Vigilante #24: Cover by Dan Day this month. Kupperberg and Smith/Maygar have a middle-aged mother whose daughter is killed in Time Square threatening to go Death Wish after Judge Chase lets the men go free that she believes are responsible. Chase, feeling a kinship with the woman, ultimately takes a bullet to stop her. It's revealed that the two men aren't responsible after someone else confesses to the crime. Meanwhile, the Vigilante hunts the drug dealer whose lawyer he killed last issue, and the Electrocutioner is also still on a rampage. Also, Marcia's psychiatrist thinks he knows the identity of "the friend" she told him was the Vigilante.

ALL FIVE VOLUMES OF ERIC POWELL’S THE GOON LIBRARY EDITION RETURN TO PRINT STARTING MARCH 2027

First Comics News - Tue, 09/01/2026 - 20:42
Available in a new size! MILWAUKIE, Ore., (September 1, 2026)—Dark Horse Books and Albatross Books’ beloved deluxe hardcover editions of The Goon return to print next spring, starting with The Goon Library Edition Volume…
Categories: Comic Book Blogs

A Robot Detective, an Unsolved Murder, and a City Where Logic Has Left the Building: Vox Wormhall: Robot Detective Is Available Now

First Comics News - Tue, 09/01/2026 - 20:41
VOX WORMHALL: ROBOT DETECTIVE Five Years. One Unsolved Case. Welcome to Constant Harbor, Where The Impossible Is, Well… Just Part of the Job. SEPT. 1, 2026 (PORTLAND, OR) —Constant Harbor…
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EMMY AWARD WINNER SETH GREEN Joins KRYSTEN RITTER, DANNY ELFMAN and DAVID DASTMALCHIAN in IT DEMANDS SACRIFICE’s Killer Vinyl Read-Along Cast!

First Comics News - Tue, 09/01/2026 - 20:32
BAD IDEA is proud to announce that Emmy Award-winning actor, writer, director and producer Seth Green, co-creator of ROBOT CHICKEN and the longtime voice of Chris Griffin on FAMILY GUY,…
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Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - a Random D100 Terran Imperial Technology & Cosmic Anomalies Table

Swords & Stitchery - Tue, 09/01/2026 - 19:24
 In the grand traditions of C.L. Moore and Leigh Brackett, Earth is no peaceful beacon of enlightenment. Instead, the Terran Trade Authority (TTA) and Earth’s ruthless mining consortia act as aggressive, industrial imperialists—bringing heavy rayguns, armored crawlers, and corporate law to the ancient, dying worlds of the Solar System. Meanwhile, deep space hides alien anomalies and Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Crochet Retro Blankets in One Week - Review and Giveaway

Moogly - Tue, 09/01/2026 - 15:00

Crochet Retro Blankets in One Week by Savannah Price features "40 Beginner-Friendly Projects for Cozy Throws & Matching Pillows!" Take a peek inside, and enter to win your own copy of this nostalgic new book below! Disclaimer: I was given a copy of this book for review; all opinions are my own. This post includes affiliate […]

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Categories: Crochet Life

Development of the Majestic Fantasy RPG, Part 2

Bat in the Attic - Tue, 09/01/2026 - 13:25
 The Manual of the Three Adventuring ArtsForeword

Welcome to the Majestic Fantasy RPG. What is it, and what sets it apart? It is meant to do a few things. It supports my setting, the Majestic Fantasy Realms. It is built to run sandbox campaigns. And it is written to be useful for people running fantasy games regardless of edition, setting, or rule system.

The Majestic Fantasy Realms grew out of the fantasy campaigns I have been running for my friends for over four decades. I kept the same setting across successive campaigns, with different groups and even different systems. Over time, that produced a fair amount of original material. The Majestic Fantasy Realms is the setting portion of that work. The Majestic Fantasy RPG is the rules portion, adapted to classic Dungeons & Dragons.

What makes this a sandbox RPG? In a sandbox campaign, the players act as their characters and decide what matters. The direction of the campaign comes from the choices they make. The referee builds the setting and serves as a neutral arbiter. My book How to Make a Fantasy Sandbox explains how to build a setting. The Majestic Fantasy RPG focuses on how to describe that setting in game mechanics, how to adjudicate the players' choices, and how to keep the world in motion. What it does not do is tell you how the campaign ought to go or what choices the players ought to make.

I have always kept my campaigns grounded in the medieval fantasy of classic Dungeons & Dragons, no matter what system I was using at the time. Decades later, medieval fantasy and D&D tropes still sit at the heart of most fantasy roleplaying games.

Throughout the text you will see Rob's Notes. These are short comments explaining why I wrote certain sections the way I did. By laying out the thinking behind the rules, I hope the material remains useful even if you do not adopt the system as written.

Over the years, and after reading more about how Dungeons & Dragons developed, I came to believe that most campaigns are hybrids to some degree. By including Rob's Notes and structuring the Majestic Fantasy RPG as four books, I want this game to be useful even if you only use parts of it.

Thank you for reading. Let's step together through the door and see what kind of world you and your players will build.

Introduction

The Majestic Fantasy RPG consists of four books: The Manual of the Three Adventuring Arts, The Doomsday Codex, The Legendarium of the Fantastic, and The Tome of the Mundane, Strange, and Arcane. The book you hold, The Manual of the Three Adventuring Arts, is the player's handbook of the Majestic Fantasy RPG.

Here you will find the rules that govern the Martial, Mundane, and Magical Arts as they apply to creating characters and adjudicating their actions. This includes the classes they may pursue, the workings of arcane and divine magic, the equipment available to them, the resolution of combat, and advice for players exploring the Majestic Fantasy Realms or any setting your referee creates.

Everything here assumes a medieval fantasy setting. Its historical foundation rests between the fall of Rome and the Age of Reformation and Exploration, when firearms and long ocean voyages began to appear. Onto that foundation are added the familiar elements of Dungeons & Dragons: Vancian magic, dragons, and the strange creatures found across its various editions.

With modest work, these rules can also support campaigns set in earlier periods or later ones up to the first industrial revolution.

Previous Section: Part 1

Next Section: Part 3

RPGPub Forum Thread

Categories: Tabletop Gaming Blogs

Comic Veteran on Return of Ninja TurtleCharacters, 3-D Projects, Collaboration with Original Star Wars Toy Engineer

First Comics News - Tue, 09/01/2026 - 13:24
‘Conservation Corps’ and ‘Headrush’ characters return to print in ‘Teenage Mutant Ninja Turtles Adventures Compendium’ collectionfrom IDW Publishing Longtime comic book writer and editor Paul Castiglia is enjoying a resurgence…
Categories: Comic Book Blogs

REVIEW CORNER: Archie # 1

First Comics News - Tue, 09/01/2026 - 12:20
Archie # 1 Writer: Ben H. Winters Artist: Fabio Moon Colorist: Jason Wordie Letterers: AndWorld Design Lettering Studio Cover Date: September 2026 Rating: 9.5/10 This new series from Archie Comics…
Categories: Comic Book Blogs

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