Missoula, MT (05/13/2026) – Netflix has announced it will be adapting Vault’s hit fantasy series, Barbaric, as a new episodic series. “Barbaric has been the mainstay of fantasy comic books for…
The post VAULT COMICS ANNOUNCES THAT NETFLIX WILL ADAPT HIT FANTASY SERIES, BARBARIC, AS NEW EPISODIC SERIES appeared first on First Comics News.
A bold graphic novel series where Inception meets The Walking Dead from The Lab Press. LOS ANGELES, May 14, 2026 – Drawing comparisons to Inception and The Walking Dead, Essentials…
The post NEW VOLUME OF ESSENTIALS PROVIDES THE PERFECT JUMPING-ON POINT FOR THIS POST-APOCALYPTIC SAGA. appeared first on First Comics News.
Generate Influencer-Style Content from Photos Without Filming Using AI Tools The influence of influencers extends far beyond beauty tutorials, outfit transformations, and product recommendations – influencer content covers every corner…
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The independent comics industry is facing one of its most heated controversies in recent years after multiple adult-themed crowdfunding campaigns on Kickstarter were reportedly suspended, rejected, or flagged during active…
The post Indie Comics Community Erupts After Adult-Themed Kickstarter Campaigns Face Mid-Campaign Shutdowns appeared first on First Comics News.
This August, X-MEN #35-36 by Jed MacKay, Tony S. Daniel and Netho Diaz serve as pivotal prologue issues for DNX, the upcoming X-MEN and FANTASTIC FOUR event launching this September.…
The post BEAST CONFRONTS HIS DARK DESTINY, MAGNETO HOLDS THE KEY TO THE X-VIRUS AND MORE AS X-MEN #35 AND #36 SET THE STAGE FOR DNX! appeared first on First Comics News.
Gerry Duggan and Fernando Blanco Take Deadshot to the Next Level in a New 48‑Page Special This August To Come Out on Top, Deadshot Only Needs One Shot. DC today…
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Do you remember my interview with Eliana Falcón-Dvorsky a few weeks ago? She is officially crowdfunding the project we discussed, Arcton: From Ingala to the Wastes, over on BackerKit!
Here is the description of the setting directly from the campaign page:
What is Arcton?
“An uncontested and insurgent undead army laid waste to the frozen nation of Arcton centuries prior. Now, 8 oligarchical Liches oversee their respective regions, sending their Officers to craft their undead labor force out of their own living citizens. These powerful and arrogant entities consume and destroy the land that once held a vast resource of wild and unpredictable magic.
However, the story is not truly about them. Arcton is a vast and distinct nation with various cultures, people, customs, and beliefs that remained isolated from region to region. This is the story of the details, the inhabitants, and the dangerous, but beautiful, land, as complicated and nuanced as it can all be. But most importantly, this story is about you.”
Eliana is an active member of the Puerto Rico TTRPG community and an absolutely amazing creator. The project is already fully funded, which is fantastic! I am proudly a backer, and if this setting interests you, I highly invite you to check it out and support it if you can.
I wish Eliana continued success with this amazing project!
Project link: https://www.backerkit.com/c/projects/cosmographia/arcton-from-ingala-to-the-wastes-books-1-and-supplements
I'm back in the basement, and that means it's time for Crochet and Catch Up with Moogly! I've spent a week and a half at a fiber fest and trade show, and I've got some fun new things to share! Join me for a relaxed crochet chat and behind-the-scenes peeks. Join in live, or watch […]
The post Crochet and Catch Up with Moogly - May 13, 2026 appeared first on moogly. Please visit www.mooglyblog.com for this post.
0Arriving with little coin and no reputation, the player characters must earn their place through action, not titles. The town is wary, its people practical, and its problems real. Strange signs gather along the docks, the nearby wilds grow unstable, and something stirs beneath the waterline. Through investigation, negotiation, and hard-earned victories, the party builds trust with the townsfolk while uncovering the first threads of a larger danger.
This 39 page adventure presents three mostly scripted fights mini-quests in a small fishing town. They follow a pretty rigid outline with some kabuki of interactivity that amount to monologue, fight, monologue. It seems to have some U-series overtones.
We’re not starting out strong with this one. The pretext here is that the party is new to town and they have to do a bunch of mini-quests to gain the town’s trust. Then, in another module in the series the town will trust them enough to give them an actual task.This strikes me as aking to the asshole quest-giver tropes who treats the party like shit and still expects them to run errands. The implicit assumption is that you can treat the PC’s like shit and that they have no free will. Yes, we all want to play D&D tonight but how many hoops do we need to jump through before they just go somewhere else to seek their fortune? The party has free will. This is followed up with bythe designer with a comments “Not all of these quests are presented with full detail in this module. This is intentional, allowing you to tailor certain tasks to the personalities, abilities, and backstories of your players.” I see this sometimes in adventures. This is inevitably NOT a sealed off passage for the DM to expand upon. It is instead getting ahead of criticism by saying the flaws exist on purpose. The whole It;s Up To The DM To Bring Life To The Game thing. Which, while true, ignores the central tenant of adventure writing for others: you’re supposed to be helping the DM out. Leaving a sealed off passage is great. Flaws in execution are not.
You’re in town, arriving in a bar in the opening read-aloud. What follows is a series of mini-quests that all follow the same outline. Some comes up to you to ask you to do something. You talk to them. You go to a location and maybe roll some dice in a performative way to “investigate.” You get in a fight. You talk to the person who gave you the quest. I know, this sounds kind of like the platonic outline of a quest, but, the difference is that this is three scenes. Someone runs to get you. You talk to a fisherman and look at a body and talk to an old lady. You might roll some dice to look at a body. You go back to the docks at night (I hope …) and get in a fight. You talk to more people the next morning and are told you did a good job. You talk to someone about a druid. You go looking and fight some woodland beasts in three waves. You talk to the druid and do the performative thing. It’s all a really simple pattern here.
There is nothing really to fail, except I guess the combat. If you don’t do the thing you are railroaded in to then you’re instructed to modify the end monologue but to keep the arc going. On the docs, the Sea Devils you fight are looking for the body you examined, and that get stolen no matter what you do. I guess if you have it strapped to your chest and chained to you it still gets stolen?
It’s just so … obvious? Low effort? Read a bunch of text. Lots of read-aloud and lots of italics. Everything just follows along the “plot” without any deviation, no matter your actions. Your actions and die rolls don’t really matter. What’s the point of this?
It’s just a railroad of an adventure with a VERY simple outline of a pattern that repeats. I mean, again, I get it. We;re playing D&D tonight. But the meaninglessness of it all. Rolling dice for no reason. No pretext of choice at all. Yes, the DM can fill in and bring it to life. But you have to give them something to work with.
A haunted house on a hill. Sea Devils Lizardmen, The house in this is red herring, not even really covered. The lizardmen are friendly. But it’s the same elements as the U series. It’s fine, I guess. You get to reimagine and respin the classics. Well, if done right. And this isn’t done right. Perhaps the platonic example of a low-effort adventure that one might throw together on the back of a napkin in three minutes before the game starts?
There is no price of trust in the adventure. And I’m not sure I’d come back for anothe rgame if this were the campaign kickoff.
This is $3 at DriveThru. There is no preview. There is an annoying youtube promo.
https://www.drivethrurpg.com/en/product/563326/sinister-secrets-the-price-of-trust?1892600
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The New Crochet Stitch Dictionary by Nele Braas and Eveline Hetty-Burkart features "440 Patterns for Textures, Shells, Bobbles, Lace, Cables, Chevrons, Edgings, Granny Squares, and More." While this book has been out for a few years, today we're celebrating a new edition - Spiral Bound! Take a peek inside below, and then enter to win […]
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1The post Video of the Day – The Tracks Of My Years, 2026 appeared first on Blogtor Who.
The latest set of Fifth Doctor Adventures arrives under the collective title Helter Skelter. It’s a slightly misleading name for a couple of reasons. Most obviously, it names the entire set after James Moran’s middle story despite it being the odd man out. That’s a fun and fast adventure sandwiched between two scripts by Big Finish’s resident king and queen of chills and thrills, Lauren Mooney and Stewart Pringle. It also suggests the chaotic yet inexorable downward spiral of the traditional fairground ride. But this trilogy of Doctor Who stories actually goes in much more unexpected directions.
All three stories feature the TARDIS team of Peter Davison’s Doctor, Janet Fielding’s Tegan, and Mark Strickson’s Turlough. It’s a particular treat, given Australia based Strickson’s limited availability and it results in an excitingly fresh dynamic. As with most of Big Finish’s recent Fifth Doctor stories, the genuine affection of the cast for each other is plain to hear. It does soften the relationship between the three characters. The bickering between Tegan and Turlough, or the eye rolling at the Doctor’s driving, here feels more like the love language of this close knit family, with no real suspicion or rancor in it. It does, however, create a wonderful moment when Turlough comes under the malign M’s charismatic influence in Land of Fools. Tegan basically rolls her eyes at his sudden yet inevitable betrayal. The lad, let’s face it, has form.
Field of Miracles and Land of Fools bookend the set, and despite drastically different settings, mirror each other’s themes of grief and desperation
Mooney and Pringle’s Field of Miracles and Land of Fools are united by some common themes. The heaviness of grief and loss hang over both of them, along with the desperation that the unscrupulous will prey upon. Field of Miracles takes the TARDIS to the sleepy English village of Hetherington. It’s 1951 and the community still struggles under the shadow of so many of its young men dying at war. They think they have a miraculous solution, as one by one those they lost return, wandering home out of the darkness of a nearby field.
Land of Fools mirrors it but on a grander scale, while throwing in a dash of political commentary. The story’s alternate 1980s London embodies Thatcherism in its purest form. A dream for some, with a BMW in every garage and champagne on tap in the section of the city segregated for use by the ‘luminary’ yuppie elite. A nightmare for others, as poverty runs rampant outside their gates and increasing numbers of people are ‘disappeared.’
Of course, this being Doctor Who, it’s not as simple as basic human authoritarianism at work behind the disappearances. There’s something growing under the heart of the City. Something which promises much, but demands even more. And it’s hungry.
Both stories are full of delightfully horrible imagery, including a field weaving a macabre crop out of its roots and vines
The pair of writers’ trademark folk horror vibes made them stand-outs of the already critically acclaimed Torchwood range. By now they’ve also mastered the code shifting needed to bring it to the more family friendly Doctor Who lines. So this pair of tales are full of imaginatively grotesque images, like a field growing televisions and luxury cars from gnarled roots below ground, or a rustic farmhouse and its unsettling mistress perched inside a skyscraper’s penthouse.
However, the real success, in both Field of Miracles and Land of Fools, is their ability to create real, believable, guest characters to visit all these horrors upon. There are no crude shortcuts to elicit our sympathies either. Whether 1950s unmarried mother Joanie, desperate to save her newborn baby, or Tegan’s terminally ill friend Jackie, it’s the reality of these women and their fear and dreams which heightens the fantastical drama around them.
Title story Helter Skelter gifts the main cast a script full of opportunities for fun mischief
In contrast, middle entry Helter Skelter is not terribly concerned with verisimilitude. Comedy science fiction stories are always difficult to pull off, but James Moran’s script is rightly confident in his cast’s comic skills. It takes inspiration from the classic fairground ride, and the Beatles song. Both in its theme park planet setting, and the nature of the trap awaiting our heroes.
When I get to the bottom I go back to the top of the slide,
Where I stop and I turn and I go for a ride
Time loops have become a standard go-to when science fiction shows want to let the cast have a little fun, but Helter Skelter is a particularly great example. Its particular stroke of genius is putting Tegan at the centre of the chaos. Only she’s aware that the planet keeps exploding over and over again. The Australian firecracker has never had the longest fuse in the Whoniverse. So there’s a special pleasure in seeing her move through the cycle of denial, anger, bargaining, anger, depression, anger, acceptance, and, indeed, anger, even as she moves repeatedly through the cycle of rude staff, candy floss, skeptical security guards, killer cultists, and exploding planets.
And, of course, explaining. So much explaining. The script successfully turns one of the more annoying time loop tropes on its head. Yes, the Doctor should be pretty open to the possibility of time loops. But it’s precisely because he’s so familiar with them that he’s doubtful he’d be trapped in one without realizing it. Both Davison and Fielding take full advantage of the reversal, having fun with the long suffering Tegan expositioning technobabble to a befuddled Doctor always three steps behind.
Both the supporting cast and the threat at the heart of the time loop are only lightly sketched in. Even Turlough gets little to do other than sighing that he has little to do. But that’s all to give more space to Janet Fielding’s delightfully sparky Tegan. It’s all hugely entertaining.
Like a true Helter Skelter, the latest Fifth Doctor Adventures will leave you laughing and screaming so much, you just may stop being able to tell the difference
Perhaps Helter Skelter is an appropriate over-arching title after all. It’s a set which zigzags unpredictably from folk horror, to technicolor riot, to urban dread. You’ll certainly enjoy the ride all the way down, even if you’re screaming…
Doctor Who: Helter Skelter. Cover by Rafe Wallbank (c) Big Finish Doctor Who: Helter Skelter
Doctor Who – The Fifth Doctor Adventures: Helter Skelter is available to purchase now for just £19.99 (download to own) or £24.99 (download to own + collector’s edition 3-disc CD box set). Please note: the collector’s edition CD box set is strictly limited to 1,500 copies and will not be re-pressed.
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After being denied recognition as the supreme lord, Severo cursed the region, bringing a devastating drought to the Village of Rangdum. In desperation, a Council of Elders performed a forbidden ritual, sacrificing a young woman who became a Rusalka, bound to preserve the lake through a hidden artifact deep beneath its waters. After being denied recognition as the supreme lord, Severo cursed the region, bringing a devastating drought to the Village of Rangdum. In desperation, a Council of Elders performed a forbidden ritual, sacrificing a young woman who became a Rusalka, bound to preserve the lake through a hidden artifact deep beneath its waters.
This fifteen page document is the outline of an adventure, in which most of what’s presented doesn’t make much sense given two seconds of thought about it. It’s just the usual low effort crap that gets churned out.
Ohs Nos! People are disappearing down by the lake! There’s singing coming from the lake. Nobody knows whats going on! People are moving out! The village is dying! Blah Blah Blah. No one mentions that the villagers sacrificed a young woman awhile back. To the lake. To keep the lake fruitful.
There are some timeline issues here. It’s not really apparent how long ago the sacrifice took place. It’s implied, and stated in one place I think, that the Council of Elders are the only ones who remember. But, also, how long as chickcula been doing this? Since day one? Did it start suddenly? Did the lake go from Dying to Healthy But You Never Approach It Or She Kills You in like two hours? None of the backstory makes any sense, which is gonna make an investigation pretty difficult to conduct. Oh, also, the lake is, I think, called “Cursed Lake.” Anyone? Anyone? No? No ideas? Ok, gee, I don’t know then, why people are disappearing in to the lake called Cursed Lake, that you hear singing from, that the elders know they sacrificed a young virgin to for prosperity.
Not that it hatters, there’s not really anything to investigate. The Council of Elders are not mentioned in any detail, even by name, and have no personality other than NEVER talk about the sacrifice. No one in the village has a name or personality. There’s a short six entry rumor table of abstracted information but that’s it. There’s one dude, in a cabin, a level five magic user who shoots lightning bolts at you and then sleeps the entire party and captures them. He’s the only one with a name, or any information. He’s also extremely paranoid, so, you know, good luck with that.
Besides the MU cabin there’s also an abandoned tower i the wilderness. It gets no map, just a text description like “On the first floor of the Tower there is a guard room, along with a small fireplace and a spiral staircase.” and so on. PUT IN A FUCKING MAP!!! Jesus Christ, the effort is minimal. Just stop phoning it in and do it.
Not that I would suggest wandering too much. The table has things like 1d6 wraiths on it. Civilization this is not. If they don’t get you then the bears will. This is a rough table to put right outside a town that you NEED the party to push through to explore. Oh, fuck, did I mention that the hook table is a 1d4 table? Fucking people who don’t understand the point of a table in an adventure. I guess its just de rigueur these days to slap a table in for this, nit that it matters, it just irks me.
It’s an EASL adventure, I’m pretty sure, and that’s ok. There’s an awkward turn of phrase here and there like “The sight of the Village is devastating.” There’s no real expansion on WHY the sight of the village is devastating, just it looks a little abandoned. I am going to say this is NOT an EASL issue, but rather a general adventure writing issue, not providing any descriptions that are concrete, specific, etc.
At some point, I think maybe in the Lake entry, there are notes on how to kill the monster. Like a stab its shadow with cold iron sort of thing. We are told we can learn this trick from the council of elders or the MU. But, would it not be better to put that information in the entry of the place we learn it from?
The adventure is rife with these sorts of basic disorganization issues. With missing descriptions. With a lack of specificity that would tie things together and bring it alive. This is just a hand wave of text balh blah blah monster in the lake blah blah blah. It’s just an idea of an adventure, some napkin notes that don’t really introduce anything interesting to the “lake sacrifice” genre. I think I’m done with the Angry Golem for awhile, especially since their liner notes say that their adventure have been well received. These designers to write this. Pffft.
This is $5 at DriveThru. The review is eight pages and doesn’t really show you anything of note.
https://www.drivethrurpg.com/en/product/563628/fortnightly-adventures-7-the-singing-lake-ose?1892600