2000 AD Prog 2469 UK and DIGITAL: 11 February £3.99 COVER: MIKE PERKINS In This Issue: JUDGE DREDD // DEATH OF A JUDGE by John Wagner (w) Mike Perkins (a) Chris Blythe (c) Annie Parkhouse (l)…
The post 2000 AD Prog 2469 preview appeared first on First Comics News.
Mark, Hassan Godwin, and Filmmaker Gerry Glennon cover the news at NYCC, the Mala Film Press roundtable with Director Trishul Thejasvi, and Jenny Feldy interviews Author Christian Hurst
The post It Came From The Radio: Christian Hurst appeared first on First Comics News.
Ultra Boy, the Super-Legionnaire introduced in Superboy 98 (July 1962), had the right pedigree, anyway. He was created by celebrated Superman artist Curt Swan and Superman co-creator Jerry Siegel. In…
The post JUST IMAGINE! July 1962: The Boy With Ultra Powers appeared first on First Comics News.
Twenty years ago the Painted Men – wild mountain folk – overran the garrison at the pass through the Ash Mountains. The wild men cast the iron bridge into the abyss, and have occupied the fortress ever since. But now Lord Gallowick of the City of Green Lanterns wants to reopen the lucrative trade route to Port Featherglass, and is offering a coffer of gold for those who can liberate the citadel.
This eighteen page adventure presents a ruined fortress, on either side of a chasm, with four adventuring areas and about forty rooms described in about eight pages. Decent factions in a slow-burn ruined fortress. Investigative adventurer are rewarded through a variety of classic old school techniques. This is more of a Factions in a Fortress adventure then it is an Exploratory adventure.
Some Lord somewhere wants to reopen an old trade route. Standing in the way is a ruined fortress on either side of a chasm. It was destroyed by the hilljack wildmen. If you go secure the place Lord Whatsits will give you 1000gp. If I reframe this in to Aragon, or, rather, his advisors, have a long list and you pick a spot in Rhudar then I soothe my feelings a lot.
We got this chasm with a kind of gatehouse/small keep on either side. The Iron Bridge between the two sides has fallen. (And, it turns out, lodged in the chasm further down.) Each little keep has a cellar. So you have the west side keep, and then its cellar and then the bridge over, the east side cellar and the east side keep. That’s an interesting layout, and I’m always down for a more interesting layout and the possibilities it brings to creative play. The west side has some Wolverine people in it, looking for a lost child of theirs. The east side has the remnants of the wildmen, the titular Painted Men, unable to leave the site of their crowning achievement, living in the past like Theoden in the Wormtongue era. (Also, who keeps an advisor with the name Wormtongue? Meet my trusted aid Evile Backstabberman.”) Except this time he’s being controlled by a fungus colony in the basement which is slowly but surly infecting people, with the goal of just having them settle down to stay. Which is a very fungus colony thing to do if you think about it. He’s got a supportive wife, a supportive older son, and a younger son ready to make a deal to have him murdered so the tribe can move on to greener pastures. The chasm also has a giant wasp nest, home to the Wasp People, who just happen to have a young wolverine-person child in their larder. Oopsy. Also, they would like to eat the fungus in the east side fortress. Let us add in the party, with the goal of clearing the place out. You’ll probably meet the wolverine people first, who actually seem pretty chill for being wolverine-people, then the wasp people, then the painted men.
Room descriptions are decent enough. Mostly terse, with a First Impressions section for the DM to riff on and then a Further Investigation section with the details for the DM to grok to. There’s a certain, I don’t know, bronze agey vibe to this. Maybe a more human and/or humanoid framing? The wolverine folk carry “1d20 gp in silver ingots or semiprecious stones. About half instead wear discs of green malachite on a thong around their neck (20 gp).” Sure thing. I can get behind that. That’s flavour and local color and great. Wolverine men, painted men, wasp people … a kind of tribal bend to things. Not in a mud-core way or even maybe a low-fantasy way, but it’s an interesting take without going full bronze age or mudcore. Especially at level one.
There are some classic elements here also that I’m fond of. There’s a body stuffed up a chimney to find. You did look up the chimney, right? A chimney, latrine, waterfall, bookcase, these should all have something. Oh, also, the body has an iron dagger. Magic. Nicely cursed; when you draw first blood it bonds to you and you’ll know you will die when hitting level three, the dagger whispering dark thoughts to you. Coolio! Also, you can get someone to draw blood with it to transfer it/the curse. Ouch! There’s a test of moral fortitude. This is how you do a fucking curse. None of this mechanical “-2 to hit” bullshit. Make that thing (ah, what’s the word? Classical Greek tragedy? I should have not had the third bloody mary this morning) And then, also, you can find a map, a huge centerpiece one, old, kind of ruined. And on it an old tower in the hills. Dump in your own adventure or find an owlbear there with a gnawed body wearing a torc with blue aventurines worth xxxx. There’s a nice little sidetrek! A map that actually means something if you follow up, and a couple of sentences to turn it in to a little side trek if you wish. Classic interactivity and followups for an exploratory adventure.
The people here are relatively terse, but well, described. The leader of the wildmen has this little bit, if you parlay with him: “Things Geberic might say (eyes ablaze, spittle flying, bits of food stuck in his beard):” And the things he might say are that of a old man living in the past glories of his tribe. Demanding tribute, recognition, etc. I’m not entirely sold on the detail of the faction play. There are a decent number of humanoids in each of three factions, maybe a couple of dozen or so each, which makes a hack hard. But enlisting them against each other better, and there are order of battles offered as well as a sentence or two on how an alliance with each might be made. And I suppose a truce with the wolverine people, a joint raid on the wasp people ending with burning them ou tof their paper nest, and murdering the wild men leader by allying with the youngest son, who will call way the guards from a remote watch that his dad is going to inspect ,,, and then blame the party, will get the party a long way to their goal. Then it’s just a matter of cleaning up the odd skeleton and giant rat swarm ad figuring out that fungus shit. The faction element here is main draw, and it feels like each of the three parties needs just a little more in, hmmm, striking up with them? As is, it feelslikeit’s a reaction check for the wolverine people s what the adventure hinges on.
Also, the bottom of that chasm is not detailed, which is a bit of a let down.
It’s got an odd vibe to it. The faction play is central with the exploration elements, the usual bread and butter, being a little … mundane? I wish there was just a little bit more there, in an adventure that already has quite a bit going on. I would not be at all unhappy running this if I were looking for a more realistic take on a fantasy situation. There is magic. And curse, and animated skeletons, but the core here os the people.
This is free at DriveThru. I’d snag it and play it.
https://www.drivethrurpg.com/en/product/539490/bastion-of-the-painted-men?1892600
With sword and shield, and a bag with a couple of coins (a KS reward from Outgunned Adventure) she set out to go to the wizard's tower (the upstairs of our home) where she had been told that a wizard had imprisoned a unicorn (a statue of the Last Unicorn from movie located on a bookshelf in her bedroom).
The quest involved the occasional puzzle (a tic-tac-toe cypher, a coordinate grid puzzle, riddle answering, and some light math) combined with random encounters. These were strategically placed pairs of cups, one of which had a monster (a cardboard mini) under it and the other either a coin or a friendly encounter that provided clues. For example, a gnome Meeple revealed that the Lime Gnome (a green garden gnome statue that for some reason sits in our dining room) runs an apothecary shop that will sell you a potion that gives a power up.
Monster fights were handled with simple dice rolls of a d6. Scoring a hit required beating the monster's roll by a certain amount, and monsters had a certain number of "hit points." My daughter had her own "life points" in the form of three hearts on sheets of paper clipped together.
As it turned out, my daughter was very luck. She only fought one monster before the boss and out rolled the monster every single time.
She enjoyed it and immediately asked for another one, but I said that would have to wait for another day.
With Valentine’s Day right around the corner, it’s time to give some of that comic book love to one of the three remaining legacy publishers going since the Golden Age.…
The post FANTASTIC COMIC FAN: Give Archie a Little Love! appeared first on First Comics News.
The post Video of the Day – Doctor Who: Fury From The Deep Animated, 2026 appeared first on Blogtor Who.
Highlights from the named video:
Watch Length
Pick a watch length that matches the kind of game you want:
• If you want it tight and gritty, use 2-hour watches.
• If you want classic “cover ground but still feel pressure,” use 4-hour watches.
• If you want it looser and faster, use half-day watches.
The three travel modes
Normal travel
• standard movement
• standard navigation
• standard encounter risk
Cautious travel
• slower movement
• better chance to spot trouble first
• better chance to stay on course
Fast travel
• more distance
• more likely to get lost
• higher fatigue risk
• more likely to blunder into trouble
Wilderness actions
• foraging or hunting
• scouting ahead
• searching for a feature
• mapping carefully
• moving stealthily
• hiding your trail
• setting an ambush
• building shelter early because the weather is turning nasty
For wilderness travel to matter, you need:
• a time unit (watches)
• a risk roll (encounters)
• navigation consequences (lost, drift, time)
• resource pressure (supplies, fatigue, exposure)
• and a feature per chunk (so there are actual decisions)
Since launching its first Doctor Who release in 1999, Big Finish has produced thousands of hours of full-cast audio drama. They’ve brought back Doctors, companions and aliens from across the show’s history, from Tom Baker to Jodie Whittaker. They’ve also introduced new characters, worlds and series that have become part of the Whoniverse’s wider storytelling tapestry.
The renewed agreement means Big Finish can continue creating new stories featuring the Doctor and friends. Meanwhile, of course, 27 years of stories will remain available as digital downloads and on various collector’s edition formats.
“Big Finish have played a pivotal role in expanding the Doctor Who universe for more than 25 years”
Jan Paterson, Director of Books and Audio at BBC Studios, said: “Big Finish has played a pivotal role in expanding the Doctor Who universe for more than 25 years, consistently delivering stories that honour the legacy of Doctor Who and bringing fans new adventures that are imaginative, bold and full of heart. This renewal reflects not only our confidence in Big Finish’s creativity and ambition, but also the strength of collaboration across our licensee community. We’re incredibly proud to continue this journey together and look forward to seeing and hearing where their creativity takes the Doctor next.”
Jason Haigh-Ellery, chairman of Big Finish Productions, said: “This is wonderful news for everyone who’s made Big Finish part of their Doctor Who journey. Being licensed until the end of 2035 lets us plan further ahead than ever. And that means bigger stories, more ambitious series, and plenty of surprises… We can’t wait to share what’s coming.”
Nicholas Briggs, executive producer and creative director at Big Finish, added: “We’ve been telling Doctor Who stories for over a quarter of a century now, and the joy is that it still feels like we’re only just getting started. One of my favourite aspects of Doctor Who is that it never runs out of space and time to explore. Eternity and the universe create a limitless canvas to work on!”
The post Big Finish’s Doctor Who Licence Renewed to 2035! appeared first on Blogtor Who.
The post Video of the Day – Doctor Who: Survival, 1989 appeared first on Blogtor Who.
The War Between the Land and the Sea series premiere Homo Aqua was seen by 6.07m in its first 28 days. That’s up 1.76m (40.8%) from the +7 result. In fact, it’s a very rare case of the time-shift in weeks 2-4 exceeding that in the first week, when 1.48m was added to the original overnight viewing figures of 2.83m. All in all this is a massive total time-shift increase of 214.8%. It’s indicative, perhaps, of the role of modern ‘binge watch’ culture. Most of the audience appear to have waited for all five episodes to be available before watching the first.
The second part of that premiere double bill, Plastic Apocalypse has a +28 viewing figure of 5.08m. That a drop of 0.99m (16.3%) on the first part, likely reflecting the number of viewers just checking out this brand new show before deciding it wasn’t for them. As with Homo Aqua, though, it bucks the usual +28 trend. It has a 42.7% increase on the +7 result, with 1.52m extra viewers. Again, this reflects positively on the binge-friendly nature of the five part serial. If we focus on those binge watchers, it appears that only 0.24m switched off after part one.
Homo Aqua COPYRIGHT:BBC Studios,CREDIT LINE:BBC Studios/Bad Wolf/James Pardon The large time-shifting for The War Between suggests many viewers waited to binge watch the serial
Moving on to The War Between the Land and the Sea’s second double bill, 4.67m viewers watched The Deep in the first 28 days. That’s a further drop of 0.41m (8.1%) episode to episode, with a 0.96m (25.9%) increase on The Deep’s +7. Still a very healthy increase, but the first time this season that the +7 time-shift (1.26m) was greater than that in the following three weeks.
The Witch of the Waterfall, meanwhile, has a +28 viewing figure of 4.47m. That’s down 0.20m (4.3%) from the previous episode and up 1.27m (39.7%) on Witch’s +7, for a total time-shift of 2.77m.
Ultimately, The End of the War’s +28 viewing figure was 3.84m, down 0.63m (14.1%) on the previous episode. It’s up a more modest 0.76m (24.7%) on the +7. As you’d expect, the finale gains the least from the +28 time-shift. After all, it’s +7 rating was the first to contain some of those binge watchers who had been waiting for it before even starting the series. However, the overall time-shift of 2.05m is still a sizeable 114.5% increase on the original overnight.
Kate Lethbridge-Stewart (Jemma Redgrave) ,COPYRIGHT:BBC Studios,CREDIT LINE:BBC Studios/Bad Wolf/Alistair Heap The average +28 for the series as a whole places it near the top of the Doctor Who franchise since 2023
Overall, The War Between the Land and the Sea has an average +28 rating of 4.83m, up an average of 1.26m from the +7 viewing figures. That would make it one of highest rated Whoniverse stories of recent years. 73 Yards is the only regular Doctor Who episode to beat it, in addition to the various Christmas and Anniversary specials.
It indicates that there’s certainly an appetite for more stories set in the wider Whoniverse, and with UNIT in particular. How such a sequel would be budgeted in a post-Disney world, or if it would be practical at all without some other streaming partner, remains to be seen.
Billie Piper returned to Doctor Who at the end of the 2025 season.. But is she the Doctor? Return to the Whoniverse with new Doctor Who this Christmas on BBC One and iPlayer
The post Final War Between the Land and the Sea Viewing Figures appeared first on Blogtor Who.
Being hired to accompany a noble on a bear hunt was supposed to be an easy way to make some gold during winter. But when a frost dragon chases the group into a mysterious cavern, survival and escape become the goal. Not to mention keeping the nobles alive to prevent them from becoming wanted men.
This 31 page adventure uses about thirteen pages t present thirteen rooms in a little cave/dungeon complex. Mostly linear maps, and an escort mission, with a whiny aristo, what more could you dream of? You stab things in underdescribed but over-explained situations. Is this the Tree of Woe?
I’m not the biggest fan of these “inciting event” adventures, but I know they have their place. As a First Adventure, this is how the arty gets together, and you bond over all becoming outlaws because you let someone die or you bond over your hero status because you saved him, and thus the rest of the campaign is launched and you all know each other. This is general handwavery stuff for me in my games, but I know some people want a little pretext, hence a starter adventure like one.
You’re hired by a dipshit heir for a bear hunting expedition. He’s a whiney shit, has a loyal bodyguard, a tracker, and four or so men at arms besides the party. On day two you find a bear, and then a dragon swoops down, kills the bear, and corners your little group in a cave. Oops. But, hey, bodyguard dude thinks he saw a door in the rear of the cave, it must lead out, right? So you snake through a small, mostly linear, dungeon until you pop out the other side. Whiny aristo heir will be dead, in which you get a bounty on your head by dad, or not dead, in which case maybe you get some cash or maybe you get some hero status from a grateful dad. The escort mission, with the whiny brat, is just the campaign kickoff. If the campaign is on a deserted island then you gotta wreck on the island first, so we can allow a little more leeway. Besides, there’s no real moral judgement here, just dad doing what dad does, using his power, if the party are shits. IE: there’s a balance to tormenting the PLAYERS, and this handles it fine.
The actual adventure, though, is painful. We can place this squarely in the “just another linear hack” category. And, straight. I might have gone a little farcical with it “oh, whats this big red button do?” and so on. But that’s not to be found here. Just a room with some skeletons to kill. Or some goblins to kill. Or some giant spiders to kill. Excitement abounds. Stabbing is a means to an end, not an end unto itself.
There is a trap. An arrow trap specifically. It takes a page to describe. Classic trap and door porn where there’s a fixation on it. An unwarranted fixation on activation, reset, deactivation and so on. With diagrams. At least its not the kitchen room that “appears” to be the kitchen. *sigh*
Let us look at the first real chamber you encounter: “This large, cold room has only one prominent feature, an intricately carved fountain. The stonework fountain is covered in carvings of manta rays, sharks, and other powerful sea creatures. Filled with fresh but frozen water, the fountain has a mechanism beneath it that used to cause it to flow; it stopped working long ago. This room is filled with skeletons waiting for the door to open after hearing the group in Area 3 moving stones. These skeletons have only the barest tatters of clothing and armor left on them (both styles are a few generations old)” The mechanism stopped working long ago. Great. The fountain does nothing, its window dressing. Nothing here really does anything. It’s just a long description of nothing important. Just like: “The ring is a ring of invisibility. Studying the skeletal remains with a successful and appropriate INT Check would determine that the skeleton is of a male elf, and the bones in the area of the sternum and ribs have several deep cut marks, most likely caused by bladed weapons. Anyone rolling an 18 or higher on the roll would determine the skeleton has been dead for less than twenty years, and minor gnaw marks indicate the flesh was eaten by small creatures (rats).” Nothing here, beyond the ring, is important. The dead body, the slashes, the aging, the gnawing. None of it matters. It’s just padded out detail for the sake of being padded out.
So, suffer through some long and meaningless descriptions that lead to nothing but hack after hack. Bumbling aristo, overprotective bodyguard, terrified men at arms, solo guide … none of it really comes in to play in the various rooms. The men at arms don’t even get names or personalities.Dude needed to be 3 days and a wake or something, with another one Hicks and so on, They were there, use them, don’t just hand wave them.
This is Pay What you Want at DriveThru with a suggested price of $2. The View of the Pre is three pages and shows you absolutely nothing but the credits and the chapter page. The purpose of the preview is to give a potential buyer a chance to check out what you’ve written, say, by showing an encounter page or something. SHowing the title page and chapter page doesn’t do that. At All.
https://www.drivethrurpg.com/en/product/548491/the-caves-of-cold-death?1892600
The post Video of the Day – Big Finish, 2026 appeared first on Blogtor Who.
The group objects to the possibility of running into their earlier selves, but Princess Viola and her Gnomes already had that figured out. The slide show they present says they are sending the PCs back to 5 days after they left the area.
When they arrive in the past, there is still one Gloom Elf in the tower, but he's in no mood for fighting. He says the Shadow retreated into the large, whirlpool of shadow that now takes up most of the tower, but there was a blockage in it somewhere and he doesn't seem to have gotten where he was going.
With little else to go on, the party jumps in after him. They find themselves (surprisingly) in a prison dungeon, partially flooded, and partially caved in, run by Mole Folk. The mole folk are remarkably lackadaisical about their situation, noting that time runs differently here, but they are reasonably friendly. The dungeon itself is something of a maze with unnatural darkness, so even the mold guards used unspooling twine to help from getting lost. The prisoners are in oubliettes with sort of steampunk contraption doors, set to open when their sentence is up.
Using their hand-held device given to them previously by the Princesses, the party discovers the Shadow is in one of these cells. Waylon is able to pick the locking mechanism, causing the chronometer to run faster, making it open.
The Shadow is inside, and though the part is expecting him to fight them, he is willing to go, even knowing what they are up to. Having had different experiences from the Wizard, he has had a change of heart. He says if they can find "the bridge" located elsewhere in the dungeon, they can get to a place to acquire a page from the Book of Doors that will take them directly to the Wizard's sanctum.
The party sends the Shadow back to the Princesses with a gem. The Shadow suggests the way to find the bridge is to ask the guards. They intend to do just that, but no sooner than they are out of the cell and debating a course of action than a random encounter roll leads to a very ugly bird-beast coming upon them.
I’ve been interested in the history of tabletop role-playing games (TTRPGs) in Puerto Rico for a long time. Back in 2017, I started an initiative to track down exactly how Dungeons & Dragons arrived on the island and map out the scene in the late 70s and early 80s—the era before I even picked up dice in 1986. Those efforts were put on hold after Hurricane Maria upended life for so many of us, shifting my priorities both professionally and personally. But now, as I celebrate “40 Years a Gamer,” I’ve decided to pick up those threads again.
Did you know that Puerto Rico hosted a dedicated TTRPG convention way back in 1990? To my knowledge, it was the first—and perhaps only—event of its kind at that time.
And here is the kicker: I knew about it back then. But I didn’t go.
As I confessed in a post from 2011, I had recently started dating my high school girlfriend, and let’s say hormones trumped gaming.
Even though I missed it, I remembered friends who attended. So, in 2019, I started digging and eventually connected with the Convention Director, Alberto Martínez, PhD. We grabbed lunch at a Mexican restaurant with his friend El Mago Velasco (a local illusionist and Call of Cthulhu enthusiast), and he shared his memories and documents from the event.
The Details
Based on Alberto’s records, planning began in 1988, with a pre-convention meeting in May 1989. The event, titled Puerto Rico at Last, finally took place from Thursday, February 8th to Saturday, February 10th, 1990. The University of Puerto Rico Student Center was the point of contact for the original organizer, Henry Miller. Tickets went on sale in early December for just $5, which covered participation in all events.
The Tragedy of a Nerd in Love
At the time, I had been playing TTRPGs for four years. I was a junior in high school (11th grade), and my gaming circle had evolved. I was no longer playing only with my original group of neighbors; I was also rolling dice with high school classmates like Luis and Gary, and my friends from my Boy Scout Explorer Post, like José Anes and Manuel Clavel (you can read his literary and social analysis blog in Spanish following this link), also played.
One of them had a flyer. I really wanted to go, but I was intimidated. I was just a high school kid, and this was a university event. Since it ran Thursday through Saturday, school ruled out the first two days.
Saturday was my only shot. But—and here is the irony—there was a Model United Nations event that same day. My girlfriend and I were both active in our school chapters, so I chose Model UN over the first TTRPG convention in Puerto Rico. Priorities, right?
The Artifacts
Dr. Martínez showed me the organizers’ contact list. Looking at it 36 years later, I recognize the names of friends who went. In fact, someone must have put my name down for future contact, because there I am: my name, my home phone, and even my grandparents’ number.
They even managed to get listed in Dragon Magazine #154’s Convention Calendar.
Below is the original welcome letter included in the program, as well as a translation:
At Last!
I never imagined it would take this much work. The idea was born in late 1988, between sessions of Advanced Dungeons & Dragons. After fourteen years of playing RPGs and attending hundreds of conventions in the US, it was time for Puerto Rico to have its own.
More than a year has passed since then, and it has involved countless hours of work and far too much money.
Behold the convention. It features an art exhibition, a model-making contest, miniature combat, a diverse array of events and competitions, and the island’s first AD&D tournament with roughly $500 in prizes.
Even so, it feels like the time wasn’t enough; it always seems too brief when you are getting a lot done, or when there is still so much left to do.
And to those new to this world, take a moment to explore other realms—to contemplate a past that never existed and a future that never will be.
Thanks to everyone who made this possible.
Enjoy the games!
Alberto Martínez Convention Director
Looking Back
I don’t have final attendance numbers or a list of exactly which games were run. I’ve reached out to a few people from that contact list, hoping to dig up more memories. But the fact that this event happened in Puerto Rico in 1990 is worth remembering and celebrating.
I need to thank Alberto Martínez (who went on to become a professor and author—check him out at scientifichistory.com) for his generosity in sharing these archives. A fun bit of trivia: Alberto also had a cartoon published in Dragon #163 in the “Dragonmirth” section, right above the long-running strip Yamara!
I eventually made it to other conventions—Gen Con twice —and to plenty of local events with the Puerto Rico Role Players. I am proud to support our local community however I can.
But I will always regret missing Puerto Rico at Last!
The post Video of the Day – Doctor Who: The Underwater Menace Animated, 2026 appeared first on Blogtor Who.