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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 DeluxeOne 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.
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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 […]
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0The post Video of the Day – Audible UK, 2024 appeared first on Blogtor Who.
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.Previous Section: Part 2
Next Section: Part 4
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!
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 […]
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0Do 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
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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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0Welcome 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.
IntroductionThe 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.
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