The latest Torchwood audio adventure is the 99th and penultimate release in the Doctor Who spin-off’s regular range. Curtain focuses on a mysterious character who has loomed large over Torchwood’s history: Bilis Manger.
Three actors receive invitations to reunite at a theatre where they once shared a terrible experience. There’s hasbeen Dermot Lacey (Cyril Nri, Class, Sarah Jane Adventures), and former grand dame Mathilde Balfour (Sarah Douglas, Superman II). Then there’s the massively successful Roger Cartney (Robert Bathurst, Flux).
Here, they find themselves tormented by a figure calling himself Bilis Manger (Colin Ryan, Knock Knock). But how does he connect to the Bilis, previously encountered by Torchwood? And is he angel, demon, or something else entirely?
Murray Melvin originated the character of Bilis Manger on television, before returning to the role numerous times for Big Finish. Curtain’s development began before his death in 2023. The production team subsequently reworked the story to act as a tribute to both Murray and Bilis.
Curtain is about performances and the masks people wear
Director Scott Handcock said: “The influence of Bilis Manger stretches far and wide throughout Torchwood – and Curtain is no exception. It’s a play about performances and the masks people wear, consciously and subconsciously, and it was a delight to work with such a talented band of actors on a script about acting!
“We had the best of times with Murray Melvin, and I know the idea of one more story with Bilis after he’d gone always tickled him. We all miss him a very great deal.”
“Bilis Manger truly deserves one last ovation”
Writer and producer James Goss added: “Curtain’s the release you listen to if you want a slice of horror – three people trapped in a haunted theatre with the devil playing deadly tricks on them.
“It’s a release that we’d have absolutely loved Murray Melvin to be around for; indeed, he suggested the notion of Bilis Manger in a theatre, as he loved lighting up a green room with theatrical anecdotes. Actors adored Murray, and it seemed irresistible to do a story in which Bilis sunk his teeth into three actors – a success, a has-been and a never-quite-was, all broken in their own ways.
“Sadly, of course, Murray died before we could get a script ready, and we were left with a corking idea and the burning need to give Bilis a soaring send-off. Bilis was such a great part of the Big Finish Torchwood range, he couldn’t just go out without a big bang. And so we came up with the notion of Curtain – there is a character called Bilis Manger in it, but who is he?
“The recording was a blast – there’s nothing actors love so much as taking the mick out of themselves and each other. Honestly, it’s a great curtain call for Bilis Manger, and he truly deserves this one last ovation.”
Torchwood: Curtain. Cover by Grant Kempster (c) Big Finish Torchwood: Curtain
Many years ago, the Palace Theatre burnt down during a performance that accidentally summoned the devil.
Now the cast have been invited back to the grand reopening by a mysterious figure. Who is Bilis Manger?
Torchwood: Curtain, scripted by James Goss from a story by David Llewellyn, is now available to own for just £8.99 (download to own) or £13.99 (download to own + collector’s edition CD), exclusively here. Please note: the collector’s edition CD is strictly limited to 1,000 copies and will not be re-pressed.
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It's the Ides of April, and it’s the perfect time to pause, pick up our hooks, and enjoy some creative time together with another Crochet and Catch Up with Moogly! Join me for a relaxed break of crochet conversation, behind-the-scenes peeks, and live Q&A. Join in live, or watch the recording at your convenience - […]
The post Crochet and Catch Up with Moogly - April 15, 2026 appeared first on moogly. Please visit www.mooglyblog.com for this post.
0An explosion rocks a nearby mountain range. Once the dust clears, two twisted and screaming towers remain: one black and one white. Ominous seals appear on the moon and stars. A wicked smile spreads across the eye-spotted black tower’s upper story, capped by a witch hat-like roof. Its upper and lower floors appear to be separated, with arcs of blue lightning emanating from its center. The white tower is a bastille of pale stone, with an otherworldly blue fire burning at its top. Windows of stained glass bend without breaking along the white tower’s exterior, and eyes of madness follow those who approach the black. A flock of winged serpents fly around these profanities of architecture. No one knows where these towers came from, and what has corrupted the celestial bodies. It is up to the heroes to uncover the mystery to stop a cataclysm that has been unfolding for centuries in secret.
This 44 page dungeon presents two towers with about nineteen rooms between them. It’s a funhouse dungeon in which the world ends. That’s fun! Also, you don’t actually need to do anything here but go to the top floor and pull a lever. That’s fun! I don’t see a reason to go inside.
The gods have trapped one of their own in a magic prison. Dude wants out and finally is about to break free, thanks to his two followers, each of whom built a tower. You don’t know any of this. You’ve just got some generic rando hooks that come down to “you see these two weird towers.” I hope you go inside, because if you don’t then the world ends. That’s rough. Anyway, you go inside and find a funhouse dungeon, the two towers connected to each other with some magic pathways and normal stairs and so on. Turns out that if “the steamworks” is functioning inside the tower, and someone has had their soul aged in the aging room, then if you pull the level at the top of one of the towers then the trapped god will go back to jail. There’s a friendly phoenix, powering the steamworks through a portal to the elemental plane of water, that will tell you all of this who is at the top of the other tower. Anyway, so, the steamworks already works. And someone has already given their soul to the aging room. So, just pull the level in the other tower.
To get there you will need to … ignore everything. Basically. Whatever is in the room, just ignore it and go up the stairs or through a door. Yeah! You’ve overcome that challenge. I’m not sure anything really attacks you in this unless you go fucking with shit. Oh, wait, hang on, there’s a death knight. “Motionless at first, but disappears if vision on him breaks and he then stalks the party.” I don’t know what the whole “disappears and then stalks” thing is about. I guess that’s for the DM to handle. So, I guess you gotta fight him? I THINK that’s the only required combat. Also, “required” is a loose word; I think you can make your way through the tower without having to go in to the throne room where he sits.
Let’s double check my theory. Room one, walk backwards down a mirror hall. No consequences for not doing that. Room two, touch nothing and go up the stairs. No consequences for not doing that. Room three, go up the stairs and don’t touch the floating books. Room four, ignore the tree and go through one of the doors. Room five ignore everything. Room six, go through a door. Room seven, go up the stairs. Room eight, go up the stairs. Room nine, go up the stairs. Room ten, meet the phoenix. That’s one full tower and half the rooms. Congrats. The second tower, to my recollection, is more of the same.
But, hey, you can still make the world end. Every time you use a spell or a magic item or go through a magic portal in the tower then the DM rolls a die. The third time they roll a one the dude breaks free and immediately destroys the universe. You get a warning though, you hear an owl screeching, which, obviously, means the universe is going to end if you cast another spell. This mechanic also ties in to a fun “weird things happen!” table, with entries like “Unluckiest PC must save or their limbs become accordions for 1 Minute.” or some blobs teleport in, loudly fart, and then teleport out again. Fun! … Humor, gentle readers, is highly subjective and doesn’t translate well.
We lead off with three paragraphs of italics read-aloud. We get read-aloud like “This room appears to have been built to keep a phoenix in a consecrated prison.” Appears to be. And how the fuck do we know it’s a prison? Or that it’s consecrated? It’s just garbage. In one room you find some masks. “Each is Cursed and Sentient, but only speaks while worn.” We’re referred to a table telling us what they do. “The wearer fails Checks against surprise.” Dazzling. Sublime. You didn’t even bother to give the mask a name or a personality or anything else.
I’m not a fan of the zany funhouse, but this isn’t that. I’m also not a fan of the museum trip, and this is more in that vein. Just don’t touch anything and look at the scenery and you’ll be fine. But, also, the whole “lets nerf the party” and “oops! The world ended! Guess you didn’t figure out that was going on!” is VERY time. You need to communicate that the party is racing against time or else it’s not a race against time. It just ends up being the wandering damage table and rocks fall, everyone dies. Weird that’s not fun. And if you need to nerf the party then you wrote the adventure for the wrong level range.
This is $5 at DriveThru. The preview is seven pages and shows you nothing of import. Poor preview.
https://www.drivethrurpg.com/en/product/561060/the-rook-the-crook?1892600
For someone who posts primarily about tabletop role-playing games, I certainly have been talking a lot about comics lately. Indulge me again, because this one is directly related to the hobby. Today, I want to look at a comic book based specifically on a TTRPG—Malibu Comics’ 1992 Torg mini-series, published under their Adventure Comics imprint.
It was 1992. Torg: Roleplaying the Possibility Wars had been out for two years, and I was completely obsessed with it. I had read the first tie-in novel (because it seemed like every major TTRPG released in that era had to have one!), and as much as I liked it, I was still trying to wrap my head around what a Torg campaign should actually look like at the table.
This comic finally gave me that answer.
It was thrilling to see an alternate-world reality invading Earth on the page. Specifically, the Tharkoldu invasion of LA! The book perfectly illustrated the dynamics of heroes from wildly different realities teaming up to face these massive challenges. I don’t have the physical issues in front of me right now—they are packed away in storage—but at the time, I was a massive fan. I managed to get my hands on issues 1, 2, and 4 right away, though it took me years to finally track down issue number 3. When someone asked me what Torg was like back then, I didn’t point them to the heavy rulebook; I referred them to these comics.
It helps that the book was written by legendary game designer Greg Gorden, who was actually part of Torg‘s original design team. His resume is incredible. He was part of the team that designed the James Bond 007 RPG, served as the main designer on Mayfair’s DC Heroes, worked on West End’s Star Wars D6, and was the main author of the Imperial Sourcebook—setting a high bar for game design that influenced the entire Star Wars franchise. He also worked on the original Deadlands, which ties my early love of Torg directly to my current predilection for Savage Worlds.
If you want a deep dive into his game design and influence on the hobby in general, check out this excellent interview and analysis over at Geekerati Media.
The art was handled by Sergio Cariello. He went on to work for more mainstream titles, but here he captured the setting’s cinematic feel perfectly. The comic looked like a gritty action movie—more grounded and realistic, and not four-color at all. It was black and white, after all!
There might be some rose-colored-glasses reminiscing about what I just wrote. But in 1992, and for a few years afterward, this four-issue run was hugely influential in shaping my conception of what Torg was and could be. I reread the original novel trilogy and these comics to prep for a Torg prequel campaign I ran in the early 2000s.
I really wish more TTRPG comic crossovers would use the medium to show what playing the game feels like, rather than just telling a generic story with the game’s branding slapped on the cover.
Have you ever read a tie-in novel or comic that completely changed how you ran a specific RPG?
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The Whoovers fan group’s Whooverville convention returns in September for a seventeenth year. The popular East Midlands convention for fans of the BBC’s Doctor Who is now in its seventeenth year will once more take place at the Derby QUAD. And they’ve just revealed that they’ll be joined by the fairest, if most wicked, Time Lady of them all: the Rani, as played by Anita Dobson. Her character first appeared in The Church on Ruby Road as ‘Mrs Flood,’ Ruby Sunday’s slightly spiky, but generally good natured neighbour. However, she became one of the great mysteries of the Ncuti Gatwa era, ultimately revealed as the Doctor’s old enemy the Rani.
Dobson has proven to be just as witty, but significantly less evil, in her public appearances and quickly become a fan favourite at conventions.
She joins the previously announced Sophie Aldred, who was the Seventh Doctor’s companion Ace, and Janet Fielding, who was Tegan Jovanka, companion to the Fourth and Fifth. Both Aldred and Fielding have returned to the Whoniverse in recent years, most notably in the Thirteenth Doctor’s final story The Power of the Doctor.
You can also meet David Banks, who played the Cyberleader throughout the 1980s in stories such as Earthshock, Attack of the Cybermen, and Silver Nemesis.
The Whoovers tell fans to expect a day jam-packed with activities, including celebrity guest panels, autograph and photo sessions, displays and dealers, and above all a chance to meet fellow fans in a relaxed and fun environment.
Tickets for the event, which takes place on Saturday the 5th of September, are on sale now. Standard tickets cost £60, while concessions are £50, and tickets for accompanied children 12 and under are £20.
You can book your tickets on the Derby Quad website here.
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The joy of crafting isn’t just in what we make - it’s the connections we build along the way. From stitching with friends to discovering new techniques at events, being part of a creative community makes our craft even more meaningful. That’s why I’m so excited to share something new with you today: Craft Event […]
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0Hello, friends and neighbors. Long time no see, right? Well, I was undecided how to move on from blogger. It's just that ... well, the algorithm is an unkind mistress, so we are moving tents to greener pastures. I'll show you the way.
Looky here, a Substack ...
Blogger was good the first couple of years I used it, but when g+ got the boot, it all fizzled away. And the OSR community (of yore) with it. I stayed. I tried. And I never stopped working on the stuff I started. But this isn't the place for it anymore. I barely get traffic from other blogs anyway (AND haven't been doing much here as well).
So I have to move on.
But I'd be happy to take you! So here's where it's at, with a couple of words about what it will be about:
Go there, if you will
You see? I shift focus a bit. Not so much about the culture and more about me being a publisher and talking about my projects, about the tools of the trade, all that good stuff, and with clear dedication to give this a proper pulse.
I'll update here when I update there until I feel like this blog can rest now.
See you on the other side!
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Filming has begun on Elsinore, a new drama film co-starring Billie Piper. When Doctor Who returned to screens in 2005, Piper was a key part of its success as the Doctor’s companion Rose Tyler. She recently returned to the series in the shock reveal at the end of The Reality War, though her role in this year’s Christmas Special is still unclear. In Elsinore she joins a cast led by Andrew Scott (Sherlock, Fleabag) in the true story of Ian Charleson’s run as Hamlet at the Olivier Theatre in 1990.
When the play’s star Daniel Day-Lewis leaves the stage mid-performance, and refuses to return, it throws the National Theatre production of Hamlet into high drama of its own. They find a replacement for the remainder of the run in Ian Charleson, who accepts the challenge despite being seriously ill with AIDS. The result is a performance many critics regards as one of the greatest Hamlets of all time, tinged with tragedy as Charleson dies only weeks after finishing the run.
The actor was one of the first high profile figures in the UK to be open about their battle against the disease, and the news coverage of his final role and death helped change public attitude to HIV and AIDS.
Andrew Scott stars as Charleson, while Olivia Colman (The Eleventh Hour) plays his doctor. The roles of the rest of the cast are still unannounced. One possibility is that Billie Piper will be portraying Stella Gonet, who played Ophelia opposite Charleson in the production of Shakespeare’s most iconic work.
Other members of the cast of Elsinore include Johnny Flynn, Luke Thompson, Monica Dolan, Juliet Stevenson, Joe Locke, Adeel Akhtar, Matthew Beard, David Dawson, Kadiff Kirwan, Dickie Beau and Peter Mullan.
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In recent months, strange mushrooms have erupted across a corner just outside the Mulchgrove. Local foragers reported vivid, peculiar dreams after extracting them – visions of mosslings sharing tea with mammoths, a boulder tucked in for naptime, and other odd sights. Now the dreams are coming uninvited, in daylight, to people who never touched the mushrooms at all. The mosslings of Mulchgrove are divided. Most believe the fungi are a divine offering – though no two can agree which god sent them, or why. But it’s to be sure: someone, or something, is broadcasting.
This eleven page adventure describes fifteen rooms, mostly linear, in some caves. Low on interesting, you get some sub-standard descriptions of slime mold rooms. Nothing to see here, move along, move along.
The locals have discovered a new type of mushroom. You’re hired to check it out. You find some caves with some friendly trolls in them. They grow moss. In beds fertilized with corpses. Looks like slime molds have attacked their caves. You go kill the slime molds.
Aimless, perhaps, is how I would describe this. There just isn’t much motivating going on in any sense. The situation in the local village is “oh, look, new mushrooms!” with no real sense of urgency behind it. The hooks are all Hiring in one sense or another, usually with a “I’d some of that new mushroom variety …” There’s little personal motivation in any of that, just a blatant appeal to your desire to play D&D tonight or go to a bar instead. There’s not much of a hunt for an entrance, I guess all of the locals are blind or something, just “here’s the hole in the ground!” and then, once inside it’s more of the same. You enter a room with moss in it. This room has trolls and moss. The trolls are friendly. They don’t care. Well, one room has some sleeping trolls in it who are not pleased at being woken up, if you hang around. I wouldn’t be either. Anyway, they don’t care. Yeah, they are fertilizing their ground with corpses, but there’s no indication they are KILLING people. The descriptions are entirely neutral on that point. “Investigating the corpses: Human commonfolk, arranged with almost ceremonial care. Their hands are folded, mouths held agape with sticks. No possessions of any value.” Sure thing man. No one cares. Well, the trolls are not happy that their moss tunnels have now been invaded by slime molds. Pretty please? This puts us, I don’t know, halfway through the encounters? So you wander around looking at moss and trolls until you reach the barricades that block off the other half of the rooms. Once there things change. You kill gelatinous hulks and other mindless blob things. Yeah! You did it! ‘
The last half of the room, eight rooms, are handled in two pages. So, two pages of content here. Two pages of things to do. You enjoy yourself here.
Room descriptions are in the old OSE style and meh. “The Threshold Black walls (thicker roots). Translucent threads (hang from ceiling, like a curtain).” This is ok, but not great. It’s just not very evocative, but, at least, it’s not overly long, thank god.
There’s just not much here. Stab the blob things. Maybe don’t touch the pools that are obviously acidic. It’s like The Adventure Of Getting Inzto My Condo! Avoid the church people in the drive and hit the open gate button on the app. Don’t yell at the old person driving slowly in front of you. Open the garage door with the opener. Park in the garage being careful not to hit the concrete post on one side. Roll 1d6, if you get a 1-3 then the car on the other side is present also and you should not hit it. Push the elevator button. Wait forever. 1-3:d6 other people get off on floor one, slowing your ascent. Yeah. Ok. I guess things happen. I guess? Do they matter? No.
Also, I’m annoyed that the numbers on the map are in a black font in purple background blobs. This is my usual Hard To Read rant. And, then, the dungeon proper, “This dungeon is made up of an expanding fungal root-system, the roots of which form mid-sized tunnels and rooms.” I guess the roots are hollow?
Nothing here. Move along. Move along.
https://www.drivethrurpg.com/en/product/560343/corpse-husbandry-an-adventure-in-dolmenwood?1892600
I think the same basic setup of these stories could be transported to a science fiction setting. Imagine a group of relatively closely spaced, small worlds (to be "realistic" about it, they would likely have been placed there by an Arbitrarily Advanced Civilization). It could be a Dyson Swarm or its remnant like in Reynolds's Revenger series, or it could just something like the Vega System as presented in DC's Omega Men (which could be a kind of modular ringworld, I guess). Why small worlds? Well, I think it better reflects the island or city focus of the source material and makes it easier to place them relatively close together.
Whatever the setup, this system is on the hinterlands of "galactic civilization," a place where outlaws, adventurers, and malcontents would drift to from the more controlled, "safe" worlds. Within the source material, of course, this is the unexamined Western-centric view of South Pacific, but in a science fiction setting this could more genuinely be the case. Similarly, the elements of colonialism and exploitation of native peoples is probably something to avoid (unless one wanted to make that a central conflict of the setting), but like in Vance's Demon Prince series, a lot of unique or eccentric societies may have grown up there as generations of nonconformists fled the core. Perhaps among the ruins of an alien Precursor race, ideas about whom may be part of the eccentricity of some of the societies.
The vibe could be very retro pulp, but you could just as easily do it with inspiration from Cowboy Bebop or with an Alien/Outland aesthetic.
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