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SCOUT COMICS JULY 2018 SOLICITATIONS

First Comics News - Mon, 04/16/2018 - 15:40

JAZZ LEGEND #3
Written by JC Lacek and Illustrated by Vincent Dubourg
Full Color, 32 pages, $3.99
UPC: 85999000253800311
Motocity’s jazz phenom Martin Comity has reached a tipping point with a mysterious new street drug aptly named New Blue. After a batched performance at the War Room which left Martin humiliated and tarnished the venues reputation, the club’s owner, Sweety, has no choice but to set an example of Martin. Realizing she has lost her star performer, Sweety sets her sights on compensation, be it blood or money. Unfortunately for the peculiar writer Benjamin Way, Sweety is convinced blame rests solely on his shoulders. JAZZ LEGEND is a neo-noir meets cosmic fantasy inspired by the lives and works of jazz great Miles Davis and the father of beat literature, Mr. William S Burroughs.

LONG LIVE PRO WRESTLING #0
Written by James Haick III and Illustrated by Branko Jovanovic
Full Color, 32pages, $3.99
UPC:  85999000257600011
Evan Dandy is a former pro wrestler turned talk show host who has transcended the wrestling business and has become a huge pop culture superstar. On the eve of his talk show’s network premiere, Evan’s integrity and former profession come under fire. Will Evan be able to control his temper or will he lash out and put his network deal in jeopardy? Find out in the premiere episode of Scout’s new BINGE imprint!

 

LONG LOST: PART TWO #1
Written by Matthew Erman and Illustrated by Lisa Sterle
Full Color, 32 pages, $3.99
UPC: 85999000247700711
The second chapter of LONG LOST begins here. After venturing to their southern mountain home and learning some shocking news concerning their mother, Piper and Frances have gone missing and are now lost and alone in a place unknowable. Together, they must struggle and survive as they make their way back to Hazel Patch from where ever it is that they are. Join Scout Comics in the final six chapters of the critically acclaimed series, LONG LOST.

 

THE MALL #1
Written by Don Handfield and James Haick III and Illustrated by Rafael Loureiro
Full Color, 32 pages, $3.99
UPC: 85999000256900111
Fresh from the pages of Scout Presents: The Mall Free Comic Book Day, the MALL is set in everyone’s favorite decade, the 1980’s. This coming of age crime story takes place in a small Florida town at the height of the popularity of indoor malls. Whenthe head of the Cardini Mob Family mysteriously dies, his three illegitimate children each inherit a store in the mall. While the stores front as legal businesses, the real money is in the illegal businesses. The kids are thrust into a world of crime, all the while just trying to survive normal high school life.  It’s a John Hughes movie set in the Godfather universe. Co-written by History Channel’s Knightfall writer Don Handfield and Solar Flare’s James Haick III.
Retailer Incentives: Retailers purchasing 10 copies of the Cover A will unlock unlimited orders of Cover B.Please reach out to your CS rep with questions about retailer incentives.

 

SHIVER BUREAU #6
Written and Illustrated by Walter Ostlie
Full Color, 32 pages, $3.99
UPC: 85999000250700611
Sherlock Holmesmeets Ghostbusters in SHIVER BUREAU. The old horror movie adage says to “never split up”. However, when Pickle and Trish face down a shadow monster, an evil mastermind, shivers, a giant snake, and a really scary little old lady, they have no choice but to multitask. Pickle’s in a real pickle this time and Trish may not be around to berate him for his overuse of puns.

 

STABBITY BUNNY Volume 1 Trade Paperback
Written by Richard Rivera and Illustrated by Dwayne Biddix
Full Color, 176 pages, $19.99
ISBN: 9781635353716
Scout’s break-out hit for 2018! From the kidnapping of seven-year-old Grace to the terrifying reveal in issue six, this volume collects the first 6 issues of Stabbity Bunny!  A supernatural force has been pursuing her family for generations and Grace is now the target of this ancient evil.  Fortunately, an unexpected protector intervenes, her plush bunny, Stabbity, handed down through the family for almost 100 years.  Horror and mystery combine in this captivating, best-selling series.

 

WELCOME TO PARADISE #5
Written by A.C. Medina and Illustrated by Morgan Kendrick Sawyer
Full Color, 32 pages, $3.99
UPC: 85999000251400411
The final stage is set for Bett, Gunnar and Manny as our three “heroes” make their last stand with the fate of the entire Bunk in their hands. It’s an epic climactic last issue for Scout Comics’ latest action, post-apocalyptic thriller, WELCOME TO PARADISE! See you all on the other side of the door…if there’s anything left! WELCOME TO PARIDISE is The Good, The Bad, and The Ugly set in an underground bunker the size of California, 300 years after the Apocalypse.

 

ZINNOBER #2
Written by Ralf Singh and Thorsten Brochhaus and Illustrated by Ralf Singh
Full Color, 32 pages, $3.99
UPC: 85999000255200211
After their far-reaching run-in with a cult of dragon worshipers, Claire, James, and its newest addition Andrew, make their way back from the long-winding tunnels of London’s subway system to the surface to take care of some unfinished dangerous business at Piccadilly Circus. Dangerous business, that is. As Claire and Andrew grow closer, much to the discomfort of James, the curious young scientist hatches a plan with the potential to turn the war on dragons in their favor. But is he telling the truth? And what plan does a mysterious cult member have in store for James? All this, plus a glimpse into the tragic past of our main heroes, in another action packed adventure in ZINNOBERs apocalyptic dragon-ruled wasteland.

Categories: Comic Book Blogs

Hidden Blood & Damnation With B3 Palace of The Silver Princess By Tom Moldvay and Jean Wells

Swords & Stitchery - Mon, 04/16/2018 - 15:25
Are hidden agents of Chaos manipulating the crown heads of Pan America? Are far more going on in the hidden alleys of New York & can it be traced back to back water areas of Europe?! What does this have to do with the blood lines of King Arthur & a TSR classic? Quite a bit actually. The upper strata of  European & American society has for centuries been the play ground of the Le Fay line ofNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

WONDER WOMAN ARTIST MIRKA ANDOLFO EXPLORES THE UNIVERSAL LANGUAGE OF LOVE IN UNNATURAL

First Comics News - Mon, 04/16/2018 - 15:09

Italian hit series “Contro Natura” gets English translation for American market this July

PORTLAND, OR, 04/16/2018 — Writer/artist Mirka Andolfo (Wonder Woman, Harley Quinn, DC Comics Bombshells) will bring her gorgeous sensual fantasy UNNATURAL—originally published in Italian as Contro Natura—to Image Comics this July.

In UNNATURAL, a totalitarian government patrols the personal lives of its citizens, punishing transgressors who engage in “unnatural” relationships. According to this regime, individuals may only enter into relationships with those of the same race, and different gender, as themselves.

Sweet, unassuming pig girl Leslie dreams of something different for herself. But her dreams are becoming dangerous—they’ve begun to involve a mysterious wolf, for starters. And when she wakes, she could swear she’s being watched…

“This is my first time as a creator in the American comic world, and I can’t describe how thrilled I am!” said Andolfo. “UNNATURAL is a series I worked on with passion for the last three years, and I’m happy that readers in the U.S., who’re used to seeing my art on comics written by other people, will be able to find a book I wrote, illustrated, and colored—because, to me, ‘Mirka the Creator’ is as important as ‘Mirka the Artist.’ And in addition, to improve everything, I’m so excited to have the chance to be published by Image Comics. It could not have been better.”

UNNATURAL #1, Cover A by Andolfo (Diamond code: MAY180023) and Cover B by Milo Manara (Diamond code: MAY180024), hits comic book stores Wednesday, July 4th. The final order cutoff deadline for comics retailers is Monday, June 11th.

Categories: Comic Book Blogs

Week in security (April 09 – April 15)

Malwarebytes - Mon, 04/16/2018 - 15:05

Last week, we took a look at a malware-campaign called FakeUpdates, methods to use secure instant messaging, the inner workings of a decryption tool, and some Facebook spam campaigns.

We also published our first quarterly Malwarebytes Labs CTNT report of 2018.

Other news
  • A security researcher discovered a flaw in P.F.Changs Rewards website. (Source: AkshaySharmaUS@medium.com)
  • Security Consultant Xavier Mertens described a suspicious use of certutil.exe. (Source: InfoSec Handlers Diary Blog)
  • A significant number of Cisco devices belonging to organizations in Russia and Iran were hacked by a group calling itself JHT. (Source: The Hacker News)
  • Facebook CEO Mark Zuckerberg spoke at a joint hearing of the US Senate judiciary and commerce committees in Washington, DC. (Source: siliconrepublic)
  • A vulnerability in Microsoft Outlook allowed hackers to steal a user’s Windows password. (Source: ThreatPost)
  • A malware gang is going for identity theft and phony tax refunds by targeting CPAs. (Source: Krebs on Security)
  • Researchers sinkholed the infamous EITest infection chain. (Source: SecurityWeek)
  • A Microsoft network engineer was charged with money laundering linked to Reveton computer ransomware. (Source: SunSentinel)
  • Intel has addressed a vulnerability in the configuration of several CPU series that allow an attacker to alter the behavior of the chip’s SPI Flash memory. (Source: Bleeping Computer)
  • An old and flawed Javascript crypto-library could allow Bitcoin theft. (Source: The Register)

Stay safe, everyone!

The post Week in security (April 09 – April 15) appeared first on Malwarebytes Labs.

Categories: Techie Feeds

ArtBin Yarn Tote Giveaway

Moogly - Mon, 04/16/2018 - 15:00

I’ve been admiring the ArtBin craft storage and organizers for a while, so I was super excited to get a chance to meet the ArtBin folks earlier this year – and to try out their brand new ArtBin Yarn Tote! Read on to get a closer look – and enter to win your own ArtBin [...]

The post ArtBin Yarn Tote Giveaway appeared first on moogly. Please visit www.mooglyblog.com for this post. If you are viewing this on another site they have scraped the content from my website without permission. Thank you for your support.

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Categories: Crochet Life

3D Printable Scenery for Everyone – from From Printable Scenery

Gamer Goggles - Mon, 04/16/2018 - 14:50

Hello Everyone,

When I say everyone I mean wargamers, role-players, and even board gamers. Today I would like to share with you a new find that can be used in just about every facet of tabletop gaming. 3D printable terrain from Printable Scenery.  3D printers a re a thing and we many of us have toyed with the idea of using them for our ridiculous game ideas. Some of us may have even purchased one and followed through with those ideas. I have not.

When I first discovered Printable Scenery I thought they were 3d paper scenery pdf.  then I visited the website and said “What!” I had no idea that they were plastic – I don’t know what IO was thinking. Then I discovered they recently did a kickstarter for Lost Islands. If you are like me and you can never have enough terrain check it out.

 

The models are super detailed, better than a lot of high end pieces on the market. I just did my taxes and I hope the wife and I can fit the late pledge into our budget.

Here is a small gallery of what they have to offer

A nice looking coastline for pirates of Vikings to plunder!

Just the backside of a ship – pretty sexy.

 

The pirates have arrived!

 

 

The orc or goblin protective line.

 

This is a great set up fr any goblin or orc village or just great terrain for Kings of War.

 

I really can’t speak for the images above beyond what you see. I have never held them or touched them sadly. But I find the images to be striking enough that I want to make a full table or two.  I really like the idea of using the ruined village pieces for Frostgrave.

 

Categories: Tabletop Gaming Blogs

Tower of the Black Sorcorers

Ten Foot Pole - Mon, 04/16/2018 - 11:16


By R. Nelson Bailey
Dungeoneers Guild Games
OSR
Level 5-8

The cabal of sorcerers has dwelled with their baleful tower for hundreds of years. Now something evil stirs in the town of Bal-Curz — strange happenings of malefic magics and persons disappearing in the night. The fearful townsfolk whisper that its source stems from the Black Tower. Possibly a few bold heroes could investigate the tower to uncover its secrets and put an end to this unseen terror?

This 27 page adventure describes a 27 room tower of evil wizards and its single dungeon underneath. The usual wizard stuff, like libraries and summoning rooms. It’s quite verbose, at about two rooms per page. It’s not worth it to dig through it all, even if it does contain some depth and freaky monsters.

This is offered as plotless, meaning it is offered as location rather than tying it to the end destination of a kidnapping plot, for example. Why the party is going in is up to the DM. There are a few ideas mentioned, most of which are the usual throwaways. A foot-race to win the hand of the lord mayors daughter, and the last temple in town are both more interesting options for getting the party involved, if the DM needs help. The few extra details present in each help elevate them above the usual “help us!” throwaways.

The original monsters, and their art, are good. A human torso with the arms and legs replaced by spider legs, but ending in uman hands … freaky deaky! And with art to match! Likewise the adventure presents a bit of an order of battle, noting responses to incursions in the tower. Other than this you’ll find the usual stuff. Cells with prisoners, summoning circles, libraries, etc.

The major, major detractor though is the length of the actual locations. These things are taking up about over half a page each, and of a smaller font at that. It has to have a seperate section, for each room, noting illumination. Then it goes in to detail about what the kitchen looks like. Then it may have a section on tactics. And then maybe there’s some backstory embedded in the location, telling us WHY. All with a penchant for overly flowery text in a conversational writing style.

This doesn’t work. I’m not going to suggest “adventure to be read not played” but it is leaning in that direction. You can’t run an adventure, at the table, trying to dig through all that text. What do the players see? Who knows … you have to dig through a half page of text to find out. “Oh, uh, wait, it turns out that there’s a guy in here and he’s attacking you.” Indeed.

We know what a kitchen looks like. A kitchen location in an adventure needs to only describe what is relevant to the adventure. If the chimney is a way in, or has a treasure hidden in it, for example. Telling us their is a carving block is worthless, unless it’s got the head wizards noggiin on it. All this extra text does is pad the word count and clog us the bowels of the text. Likewise tactics. Long tactics sections are boring and useless and generally a sign that the designer is overly invested in their creation.

And as for backstory, here’s what makes up ?’s of the entry for a cell with a bodak in it:” The bodak is the former master of the tower before Basharn rose to power. It seems that Basharn inadvertently gave the wizard the wrong information concerning a specific layer of the Abyss he intended to travel to. There the pure evil of the Abyss transformed him into a dreaded bo- dak. Basharn then summoned his former master back from the Abyss to employ him as a servant. However, the bodak remains rebellious, not yet submitting to the magic-user’s will.” What then, does this add to the adventurer that just death saved? That most certainly DOES smack of novel writing!

The tactics section for a wizards starts with “In the event of intruders in the complex …” This is a classic IF/THEN writing style. IF the party opens the door to the room THEN they see … Padding. That’s all it is. A conversational style of writing. The room IS, just say so.

This is just an overly described tower stuffed full of low-level wizards and creatures. It hints of better things with a map of underground tunnels and spider/man slaves, but can’t deliver.

This is $10 at DriveThru. The preview is six pages long. The fourth page shows you some of the example plots tha DM could develop, and I suggest reading number four for an idea of what a short “summary plot idea” might look like in an adventure. Otherwise, the writing style of the locations is not really shown.
http://www.drivethrurpg.com/product/238038/Tower-of-the-Black-Sorcerers-DUNGEON-DELVE-1

Categories: Tabletop Gaming Blogs

Why Does Historic Methodism Teach the Doctrine of Prevenient Grace?

Just Call Me Pastor - Mon, 04/16/2018 - 11:00

The Bible quickly introduces us to the story of Adam and Eve — created by God, placed in a perfect setting, and given a task to perform. They were forbidden only one thing; they were not to eat the fruit of a particular tree; but many others were accessible in the Garden of Eden. (Genesis 1,2)

They violated the one prohibition, and in doing so they placed themselves in rebellion against the Ruler of the universe, the God to whom they owed their existence and their ideal surroundings.

Where should the story go from there?

We can imagine two possibilities. First: In response to such disobedience the Lord God might have struck with fire all he had created, wiping it out. The second possibility: The Lord God might have turned his back on the couple, leaving them forever estranged from Him.

But possibility three is what actually happened: The Lord God came walking in the garden searching. He confronted the pair with their offense and then clothed them with animal skins. Thus begins a wondrous story of salvation.

In essence, God initiates by making himself known to sinful mankind and seeking them out.  This is called prevenient grace.

A Seventeenth Century Dutch scholar named Arminius was foremost among those who brought the term forward, and later Eighteenth Century Oxford scholar, John Wesley, and his followers embraced this understanding during a great outpouring of God’s saving mercy on the British Isles.

John Wesley wrote: “It is God who takes the initiative first to provide for our salvation in Jesus Christ and then to enable us to respond through prevenient grace.” The Apostle John writes that Jesus was “the true light that gives light to everyone” and that “We love (God) because he first loved us” (John 1:9 and 1 John 4:19).

“Prevenient” comes from a Latin word that means preceding in time or order; coming before, or anticipating. In Christian thought it is used to speak of the manifestations of God’s grace that precede repentance and spiritual awakening. Wesley presented it as “all the ‘drawings’ of ‘the Father’, the desires after God which, if we yield to them, increase more and more.”

Thus, prevenient grace is the grace that initiates our salvation. It is the grace that prompts a little child’s first sense that there is a God above, and gives that child its earliest awakening to moral responsibility.

That is, God initiates the search for sinners whom Jesus died to save and He offers them hope. As one doctrinal statement has it, “This [prevenient] grace prompts our first wish to please God, our first glimmer of understanding concerning God’s will, and our first transient understanding of having sinned against God.”

Luke tells us about Zacchaeus, a man rich but of apparently shady character, motivated by greed as a tax collector. He attempted, out of curiosity, to see Jesus close-up and to do so he climbed into the branches of a Sycamore tree. But Jesus saw him and called him to come down.

Jesus then went to his home as a guest and the crowds responded by muttering that Jesus had gone to be a guest in the home of a sinner. But Luke reported the move more positively.

After being with Jesus for some time that day Zacchaeus, in a great burst of generosity, pledged half of his wealth to the poor and also stated his intention to return fourfold to any he had cheated.

Jesus’ words to Zacchaeus at the end of that day were as follows: Today salvation has come to this house…. For the Son of Man came to seek and to save what was lost.

We cannot come to God on our own initiative because as simmers we are dead in trespasses and sins. It is by prevenient grace that we are first awakened and called.

As the Apostle Paul writes: but because of his great love for us God, who is rich in mercy, made us alive with Christ even when we were dead in transgressions —  it is by grace you have been saved: (Ephesians 2:4,5).

‘Twas grace that taught my heart to fear,

And grace my fears relieved.

How precious did that grace appear,

The hour I first believed.

Photo credit: Kasia (via flickr.com)

Categories: Churchie Feeds

Modification Monday: Foxy Lady

Knitted Bliss - Mon, 04/16/2018 - 11:00

www.knittedbliss.com

Original Pattern: Foxy lady genser  Knitter Extraordinaire: Kristin (Ravelry ID, blog) Mods: Eliminated the colour-blocked stripes from the yoke, and adjusted the length to be more cropped.Details can be found on her project page, here. What Makes This Awesome: Simplifying a pattern is an amazing way to make one or two standout details really pop.

The post Modification Monday: Foxy Lady appeared first on %%www.knittedbliss.com%%.

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Categories: Knitting Feeds

Submarine Shenanigans

Sorcerer's Skull - Mon, 04/16/2018 - 11:00

Our 5e Land of Azurth game continued last night, with the party trying to find Kully's father, Cory Keenstep, and figure out how to get him out from under the Sea King, who was holding Keenstep until he won back all the money he had lost. After some exploring of the Sea King's nautiloid manse, they discover Cory is keeping the Sea King's ex-wife, Cecaelia, company in the upstairs sitting room.

It turns out the Cecaelia is a self-absorbed, former (or at least so she claims) starlet. She's keeping Cory busy fetching her drinks, thereby frustrating her ex in two ways: by keeping sea ladies from getting up to him, and by keeping Cory from gambling with him

Cory, an old swindler, is unhelpful in collaborating with the party to make his escape. He wants them to kill (or at least suitably wound) the Sea King so they can get out with the money. This does not strike his son or any of the rest of them as a good plan. Instead, they go to talk to the Sea King, sulking in his penthouse.

The Sea King is willing to let them take Cory--if the royal treasury's gambling debt to him is cancelled and the party smuggles up some young ladies from the party past Cecaelia. The party agrees, but rather than forfeit the funds, they hatch another scheme: they'll sell Cecaelia on headlining a touring stage show in the Land of Under Sea and take her off the Sea King's hands. He'll presumably be grateful enough to let them keep the money.

A natural 20 Persuades the ex-Sea Queen of this plan. The Sea King is incredulous that anyone would want to take the high maintenance Cecaelia with them, but he agrees, tentatively. Cory suggests this is a bad plan and they should just make a break for it.

In this, the party soon begins to realize, he may be right. Logistics of supplying Cecaelia the staff she needs and taking her with them prove daunting, and the Sea King is stingy with extra funds. Ultimately, they decide to stick Cory with her and deal with all this later--only to to find he's slunk off to the submarine and left them holding the bag!


The party takes off too, and makes it to the submarine where they resume there voyage, but they don't get far. The Sea King, grown to giant size, grabs the submarine and flings it through the water a great distance. When they finally right themselves and are able to take bearings. Cog announces that they are lost!

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Looking For Group - Mon, 04/16/2018 - 04:00

The post 1183 appeared first on Looking For Group.

Categories: Web Comics

RICH INTERVIEWS: Bin Lee Co-Creator/Co-Writer for Delegates

First Comics News - Mon, 04/16/2018 - 02:17

First Comics News: How did you and Tina Cesa Ward come up with the idea for “Delegates”?

Bin Lee: I don’t recall the exact thing that gave me the idea, but I think as automation and machine learning became adopted in everyday life, I wondered what would happen if it blended with the government.

1st: Who are the main characters in “Delegates” and what are they like?

Bin: Marla Drake is our main character. She’s our kind of like the reader’s avatar, but definitely not passive. She has a sense of duty as a bodyguard but also conflicted while processing the revelations about Aminah. Aminah is the president that Marla is protecting, but we soon discover she’s an android created by Marla’s employers. Other important characters are Saito (Aminah’s creator), Victoria (Saito and Marla’s boss), and Osi (Aminah’s head of security).

1st: What genre would you consider the “Delegates” comic?

Bin: We describe it as a science-fiction political drama. The themes and characters are serious, but we also make sure the artists inject a bit of fun and excitement.

1st: Why is Marla important to the story in “Delegates”?

Bin: I guess you can say she’s our moral compass. Most of the story is told through her eyes, but her reactions to the events and revelations does the heavy lifting in giving the story heart and brains. We hope to challenge the reader constantly, and that they’ll ask themselves “how do I feel about this?” or “what would I do differently in this situation?”.

1st: Why have the “Delegates” take place in Africa?

Bin: A few reasons. Mainly because I thought it was a setting not portrayed very often/fairly in mainstream media. Usually, you only see stories about famine, blood diamonds, civil war, or historical slavery. And usually, the characters are helpless, needing the help of foreign (white) saviors. I wanted to see stories that take place in Africa with regular citizens having initiative. While most of our main characters are foreign, we wanted to make sure we surround them with minor characters were diverse, distinct and relatable.

1st: What did you enjoy most about making “Office Ninja”?

Bin: The camaraderie. I loved the collaborative atmosphere we created, in which we used teamwork to make the shoot go super-smooth, yet we also didn’t forget the joy of making art and savoring each other’s company.

1st: Why do you like working in the entertainment industry?

Bin: I’m not sure I’m technically working since I haven’t found a sustainable financial lifestyle yet, LOL. But I enjoy the ability to create unique stories, the challenge of making something memorable, and I’m constantly humbled by the collaborations with folks more talented and hard-working than me.

1st: On “Delegates” who are the artists and what do you think of their work?

Bin: Sabrina Deigert and Leigh Walls were instrumental in creating the template for our characters and the fictional country of Fulawodaabe for Issue #1. But Felipe Cunha and Doug Garbark did a lot of heavy lifting as well, taking the story to the next level as the story progresses in the next 5 issues.

1st: Which character in “Delegates” are you most like?

Bin: Heh, I think I see a little bit of me in each character. Saito and I have similar backgrounds, being Asian-Americans working in software. But I would have to say, Marla. Like her, my views on technology in society are constantly evolving with every new development and asking “is this the right direction?”.

1st: What can we look forward to in future issues of “Delegates”?

Bin: As the story expands, our characters will encounter larger challenges, some external, some internal. We dig deeper into how Aminah’s programming affects her and those around her, which raises more questions for Marla (and hopefully the readers).

1st: Do you have any ideas for more comics?

Bin: Currently, we’re spit-balling on an adventure sci-fi story taking place on the clouds of Venus.

1st: Would you like to be President of Africa, what would you do if you were?

Bin: Co-writing this story has definitely made me think harder about what it takes to be a leader and what government’s role in American society. I don’t think I have the personality to accept responsibility for an entire nation, let alone a continent of over 50 countries, LOL.

1st: Any words for the readers of “Delegates”?

Bin: Well, I definitely want to thank the readers for taking a chance on us. We hope they’ll find the story worth sticking around for 30 issues, and that they’ll find the themes as thought-provoking and the characters as memorable as we found them to be on this journey.

Categories: Comic Book Blogs

RICH INTERVIEWS: Tina Cesa Ward Co-Creator/Co-Writer for Delegates

First Comics News - Mon, 04/16/2018 - 02:17

First Comics News: How did you and Bin Lee get together to work on “Delegates”?

Tina Cesa Ward : Bin and I both come from live action production and both used the same producer on our projects, Allison Vanore. She had mentioned to me that Bin was looking for a co-writer and I was really excited about the idea of working in comics and getting the opportunity to work in a genre I had been wanting to for some time. Bin and I met, we got on well, and then the rest is history.

1st: Can you tell us the storyline in “Delegates”?

Tina: The fictional African nation of Fulawodaabe. President Aminah Kokumo and her undercover African-American bodyguard, Marla Drake, are forced out of the capital when there is a coup. A secret is revealed about the nature of Aminah, as she flees to safety. And Marla, as well as other Aminah supporters along the way, are forced into deciding whether they still support Aminah once her secret is revealed. And not only support Aminah but also support the circumstances in which she’s been created.

1st: Why do you and Bin Lee switch off writing duties with each issue?

Tina: Beginning of each arc Bin and I would sit down for three weeks and work out the storylines for that arc, as well as what needs to happen in each issue. So once we had that done we would go off and write the issues. Writing an issue solo worked for us better than writing together. We always knew what was going into each issue but writing solo gave us a chance to also explore some things that didn’t come out in the brainstorming session. And doing every other issue kept us moving along pretty efficiently.

1st: What makes Madame President stand out?

Tina: I think she has the ability to make you feel comforted and taken care of and at the same time she can decide that maybe your life isn’t as valuable as the big picture. It’s a fascinating combination. She also has the ability to learn from every action and every situation so her abilities to be a great leader is limitless.

1st: For you which character do you most like in “Delegates”?

Tina: It’s hard for me to chose, it’s like picking your favorite child. I don’t think that’s something you ever want to reveal.

1st: How is writing for film different than writing for a comic?

Tina: Budget. It’s not the only difference but as an indie producer, the biggest advantage of writing comic books is that I can write whatever I want and not worry about if it’s physically or monetarily possible. It frees you up so creatively, it’s a wonderful thing.

1st: What is your comic “Guards of Dagmar” about?

Tina: “It’s lunchtime. Stand guard.” Tom has given up his dreams to be a star chef and takes a job as a cafeteria cook in a residency for the developmentally and intellectually disabled. There he’s met by Daniel, a lifelong resident of Dagmar who witnessed the choking death of his friend during lunchtime. Daniel is convinced monsters killed his friend and now stands guard at lunchtime trying to prevent the same fate from happening to anyone else. Tom’s arrival and his insistence to change the residency’s menu has Daniel convinced Tom is actually a new guard sent to Dagmar to help protect them. And when Tom witnesses some unexplained events followed by the appearance of a mysterious woman, his skepticism about the monsters of Dagmar starts to turn to fear of the possibility Daniel may be right.

“Dagmar” started as a live-action series that I pitched around town that no one really understood, but I loved the story so much I wanted to get it out there and then perhaps I would go re-pitch with the comic in hand.

1st: Why did you get into writing comics?

Tina: I always had interest in comics and started years ago writing scripts for comic books as submission pieces, and then finally, with the digital age we now have our chance to get our work out into the world without gatekeepers. So here I am.

1st: Which super-hero would you most like to write a comic book about?

Tina: I’ve always had a love for Batgirl. But I would really have to find a story that has not yet been explored in order to take that on.

1st: Which superpower would you most like to have and why?

Tina: Probably flying. You could probably get places faster and to just be able to rise up above the noise seems like heaven.

1st: Why should people watch “Producing Juliet”?

Tina: If you’re interested in the independent theater scene and all the drama that goes on and off stage, this series is for you.

1st: What is next in your career?

Tina: Generally just hoping to get more opportunities to tell unique stories with unique characters whether that is on the web, tv or with comic books.

1st: Do you like to play or watch baseball?

Tina: Both. Although it’s hard to get a game of baseball together. However, I do have a game of catch with a friend whenever we can spare the time. Playing catch is actually a fun way to catch up with your friends.

1st: Any words to say to the fans of “Delegates”?

Tina: Thank you. Thank you. Without you, we’re nothing. Keep reading.

Categories: Comic Book Blogs

Down & Out In The Rotten Apple - Actual Pulp Era Campaign Event

Swords & Stitchery - Sun, 04/15/2018 - 23:08
So last night I got the party gated into what appeared to be a darkened crypt someplace in a dungeon. In actuality it was a giant roach farm being used by a husband & wife team of NPCs in an abandoned family crypt in New York City 1904. The party was caught by the NPC's & immediately taken to meet the Gecko men family's royal masters.   High above the hi rise building a mysterious air ship Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Hell Hath No Furry

Fail Squad Games - Sun, 04/15/2018 - 21:05
Hell Hath No Furry Who let the dogs out?

Some hellhounds have escaped their domain in the Lands of Lunacy (or a small island on the Elemental Plane of Fire). One of Brimfire’s (a fire giant) hounds discovered a jewel that opens a portal to the Prime Material Plane, and the hounds are wreaking havoc hunting and terrorizing the mortals.

The newest adventure to hit the virtual shelves from Fail Squad Games. a 6 page, full color Interlude adventure. BECMI / Labyrinth Lord rule set – for just $3.00.

Don’t have $3?

Join the Fail Squad Games Guild and get it for half off – ($1.50). Just pop up to the upper right hand section of the site and sign up now.

Click here to pop over to the store now.

Thank you for supporting Fail Squad Games, there are plenty more fun adventures, free stuff, and games to come!

~Lloyd M (worker Goblin)

 

The post Hell Hath No Furry appeared first on Fail Squad Games.

Categories: Tabletop Gaming Blogs

On Divination

Greyhawk Grognard - Sun, 04/15/2018 - 16:12
In doing my analyses of various early adventure modules, it strikes me that some of the things that players are expected to figure out are pretty damn impossible. How to know that wearing the robes of the clerics of Tharizdun will protect against the numbing cold of the Black Cyst? How to know that the chain in the Steading of the Hill Giant Chief has to be put in the form of a figure 8 to become a teleporter to the Glacial Rift of the Frost Giant Jarl? They're way too specific, and way too improbable. There has to be a way in-game for the players to be able to figure this sort of stuff out.

And there is. Divination.

Divination spells seem to get the short end of the stick, especially since most of them are on the cleric spell lists, and everyone knows that clerics are supposed to stock up on as much healing magic as possible.

But I submit that divination spells are really where the cleric shines, and the reason there are all these impossible-to-figure-out puzzles is that they're there to form yet another layer of logistical challenge in terms of spell memorization. A party whose spellcasters don't have at least a few divination-type spells will find themselves blocked out of some of the choicest treasure and other goodies.

Let's look at some of the divination spells from 1st edition AD&D.

Identify (1st level magic-user spell). Discover the dweomer of some magic item, with a base 20% chance per round of discovering one power.

Augury (2nd level cleric spell). Base 70% chance of knowing whether a specified action within 30 minutes will be positive or negative.

Locate Object (2nd level magic-user/3rd level cleric spell). Finds a known or familiar object within 100 feet or more.

Clairaudience (3rd level magic-user spell). Lets you hear what's going on in some known location, such as on the other side of that door.

Clairvoyance (3rd level magic-user spell). Lets you see what's going on in some known location, such as on the other side of that door.

Speak with the Dead (3rd level cleric spell). Ask 2-7 questions of a dead creature (how long dead depends on your level). Interestingly, the spell description never says the dead are compelled to answer truthfully, but I think that's how it was generally taken.

Divination (4th level cleric spell). Lets you know strength of monsters, general amount of treasure, and whether a powerful supernatural creature might become involved (!). Applies to a building, small patch of wilderness like a wood, or a part of a dungeon level. This is clearly one of those mechanics in the game that were specifically geared towards megadungeon play, and whose significance was lost when that style of adventure design quickly dropped out of fashion. And let's not ignore the fact that it requires an animal sacrifice as the material component!

Wizard Eye (4th level magic-user spell). Lets you see what's going on, at a rate of 3" per round.

Commune (5th level cleric spell). Ask your deity one yes/no question per experience level (at least 9 of them, then). You can find a lot out with a 9-question game of yes/no.

Contact Other Plane (5th level magic-user spell). Ask a... um, plane of existence... one question. The greater the likelihood of success, the greater the likelihood you'll go insane. And you could get a deliberately false answer. Maybe stick with a cleric for this stuff.

Find the Path (6th level cleric spell). Gives you the most direct route to wherever you want to go, whether it's home or to some locale within a dungeon or spot in the wilderness.

Legend Lore (6th level magic-user spell). Learn all about some person, place, or thing. But you'll need to sacrifice a magic item to do it, and it takes a long time.

I think a large part of the reason these spells exist is to give players a fighting chance of figuring out some of those incredibly specific and picayune puzzles, for which there really aren't any actual clues. Rather than pure trial and error, or the tedium of checking for secret doors in every 10' of wall space, these spells allow the players to use clever questioning to at least know that there's something to know. It's also good to know that clerics have another use other than walking healing stations (although it's once more interesting to note that there's now a logistical choice to be made when one gets access to 4th level cleric spells - do I choose cure serious wounds or divination?).
Categories: Tabletop Gaming Blogs

Making me happy in my knitting world...

My Sister's Knitter - Sun, 04/15/2018 - 15:14
Hello, loves! What a lovely week filled with hours of knitting time, a bit of cooking and reading. One of those weeks where you think to yourself there is so much to love in this little virtual knitting community in which I reside. So much to be grateful for, to... Andi
Categories: Knitting Feeds

The Crossover That Will Change the Universe Forever … Auroraman Annual #1

First Comics News - Sun, 04/15/2018 - 14:44

Crossovers. A sales tool employed but the Big Two comic book publishers. Always hyped and almost always a transparent vehicle to shake-up the status quo. We have seen so many of them in recent years that “event fatigue” is a real thing. But every so often a crossover comes along that shines with the wonderful nostalgia of the old Justice League of America and Justice Society of America team-ups. The Adventures of Auroraman Annual #1 is one of those bright lights.

Auroraman Annual 1 Cover

Full disclosure time. I am involved with a group called The Canadian Comic Book Alliance with my own fledgeling character, Kaptain Polska. I have also edited several Auroraman issues. And while this book features all three I had almost no involvement in the production of this comic book except a quick proofread of a near-final review copy.

“Breaking the world record for largest collection of independent Canadian Super-Heroes teaming up in a single issue!” That’s how the press release for The Adventures of Auroraman Annual #1 starts. Independently verified by one of the top Canadian comic book historians this issue features over twenty characters from independent Canadian comic book creators.

The creative team of Donovan Yaciuk, James Zintel, Justin Shauf, & Andrew Thomas put together a silly and fun nostalgia trip that should bring a smile to your face. In typical Canadian humour ridiculousness, an ancient demon called Proto-Master Psykorr has landed in Auroraman’s reality. Hell-bent on destroying everything in his path.

“From a secret base in Canada, the bravest and most heroic individuals of all time prepare to launch their desperate, last-ditch attempt to save all of existence, and it all rests on the shoulders on Humboldt’s own….. AURORAMAN!”

Auroraman Annual 1 Splash page

Donovan Yaciuk’s trip down memory lane story is enhanced by the witty scripting of James Zintel. I don’t know who is responsible for what line but the off-beat humour is filled with so many genuine “laugh out loud” moments. The story is told in two parts with a framing sequence featuring all the characters and their epic battle. But the best bits are the centre part featuring a side-lined Auroraman, Spacepig Hamadeaus (I giggle every time I have to write down that name, so good) and Spacesquatch.

Justin Schaf’s art on the framing sequences is stylish but approachable. A strong superhero look but still very unique. Easily my favourite Canadian independent artist out there today. James Zindel handles the centre story’s art and James is no slouch either. If Justin’s work rates a 9.9/10 James is a 9.8999. A nice clean cartoonist style that works great with the fun tone of the comic. Donovan Yaciuk also handles colouring chores on the book and if you are looking for a lesson in colour theory and professional, top-notch colouring, Donovan is your man. Every shade, every highlight is perfect. He even changes his lighting technique between the two segments perfectly. A master class in colouring. Andrew Thomas displays his usual high-quality letter on the book. Panels seem intuitively placed, clean and never obstructive or distracting.

This is one heck of a fun ride if you have the right sense of humour and a love for quirky comics. Available for preorder on Gumroad https://gum.co/WUETq

Issue: Adventures of Auroraman Annual #1 | Publisher: Minijeff Productions
Writers: Donovan Yaciuk & James Zintel | Artists: Justin Shauf, James Zintel & Donovan Yaciuk
Lettering: Andrew Thomas | Editor: Donovan Yaciuk
Price: $4.50 – 28 pages

Categories: Comic Book Blogs

Underground Comics is Almost Here

Sorcerer's Skull - Sun, 04/15/2018 - 14:00

First mentioned six months ago, Underground Comics #1 is now nearing completion! It will be 36-pages and 6 black and white features of dungeon-related stuff. Jeff Call debuts that delvers best friend, "Dungeon Dog." James V. West uncovers a lost poem of Barrowstain Goodly, Great of the Brownie poets in "The Ballad of the Doomed Delvers." Karl Stjernberg gives us a glimpse of the dungeoneer "Before and After."

A veritable treasure trove, right? But we're not done. There's also OSR art luminaries like Jason Sholtis, Luka Rejec, and the legendary Stefan Poag!

Look for it in POD and digital in June.



SUNDAY SUPER CINEMA: SHAZAM – Captain Marvel Fan Film

First Comics News - Sun, 04/15/2018 - 13:30



A short fan film in tribute of the rarely used Superhero, Captain Marvel, or as he’s sometimes called “Shazam”. CREDITS: Music – Shazam TV series theme song, Epic Superhero Theme Music by Mikhael Bureau, A Superhero Theme by Scott Ampleford. Video images are from the Shazam TV series, Touch TV series, Legends of the Superheroes TV Special, Clash of the Titans, and Conan the Barbarian.

Categories: Comic Book Blogs

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