Robin persuades his teammates to start a new roleplaying game of “Basements and Basilisks,” which will definitely not end with them being sent to an alternate dimension. Their new session is so engrossing, they don’t notice when a supervillain takes over their game—and then their city…
Heather Nuhfer and P.C. Morrissey team up in this fun story about game night with the Titans! The Titans have a regular game of Basements and Basilisks, but when the basement boss (Robin, of course) tries to make the game super fun by making it super-impossible to win, the team rebels. Their new BB is much more fun-and she actually lets them complete their quests, which is excellent motivation to keep playing. But the Boy Wonder begins to worry that the Titans will be trapped in their imaginations forever, going on endless, easy-breezy quests, neglecting their duties in Jump City. There might also be problems with the campaign's most important relic, the "Anklet of Extreme Crushing (and Chafing)," which Robin has tightly clasped to his leg.
Warning! Anyone caught reading this notebook without my permission will be tossed in the bayou with a rabid snapping turtle! Seriously, I mean it! My name is Russell Weinwright and if you think you've got problems in middle school, try being a half kid, half algae swamp creature who's terrible at sports! It's not easy. I eat sunlight for lunch, I've got duck weed for hair, and I think a frog might be living in my tree trunk arm. I'm literally pond scum! Some kids call me Swamp Kid, but my best friends Charlotte and Preston keep me sane. I wish I could let you read this notebook to get the real scoop on being an eighth-grade outsider (please ignore the doodles and ketchup stains!), but things have gotten a little crazy lately. Men in black are spying on me, my science teacher might be an evil mastermind, and a hulking beast in the bayou may or may not be my super swamp mentor. Believe me, you don't wanna know! Turn back now! This is The Secret Spiral of Swamp Kid by writer and illustrator Kirk Scroggs, and you'll never look at middle school the same way again.
From the #1 New York Times bestselling author of Alex and Eliza and The Witches of East End comes a reimagining of Gotham for a new generation of readers. Before they became Batman, Catwoman, and The Joker, Bruce, Selina, and Jack were high schoolers who would do whatever it took-even destroy the ones they love-to satisfy their own motives. After being kicked out of his boarding school, 17-year-old Bruce Wayne returns to Gotham City to find that nothing is as he left it. What once was his family home is now an empty husk, lonely but haunted by the memory of his parents' murder. Selina Kyle, once the innocent girl next door, now rules over Gotham High School with a dangerous flair, aided by the class clown, Jack Napier. When a kidnapping rattles the school, Bruce seeks answers as the dark and troubled knight-but is he actually the pawn? Nothing is ever as it seems, especially at Gotham High, where the parties and romances are of the highest stakes...and where everyone is a suspect. With enchanting art by Thomas Pitilli, this new graphic novel is just as intoxicating as it is chilling, in which dearest friends turn into greatest enemies-all within the hallways of Gotham High!
Batman teams up with the Man of Steel to track down and help those who have been infected by a ravenous, mutated Joker virus. Just one problem: they don't know who they are. A virus is spreading, and it's not just after innocent people, but some of our most powerful heroes as well. The biggest question isn't why or how, but who? The Batman Who Laughs was one of the premier villains crawling his way from the depths of the Dark Multiverse and wreaking havoc on the DC Universe. Now he has been infecting some of the biggest heroes across the world with a mutated version of the Joker virus that is coursing through him. Cue the team-up of two of the greatest superheroes in history: Batman and Superman. They decide to work together to find out who is infected and hopefully cure them before it's too late.
Friends. Teammates. Titans. Donna Troy, Arsenal, Garth, Lilith and Nightwing were all that and more until a mysterious force erased their memories, forcing them to forget what they could accomplish together. Reunited with their memories returned, the Titans must destroy the interdimensional demon that broke them apart and threatens reality itself. THEY SAID IT: “Grayson and Donna were a couple of the characters I first worked on at DC, so it feels like a homecoming for me,” explains penciller Brett Booth. “I’m beyond happy!” WARNING: Do NOT read this issue until after you read DC UNIVERSE: REBIRTH #1!
ItÕs the dawn of a new age of TITANS! The events of METAL and NO JUSTICE have left the team in tatters, but a strange new threat has emerged to lead Nightwing to reassemble the Titans with a mix of old blood and new. A rash of metahuman power fluctuations are threatening people around the globe, and only the friends who grew up as superheroes can help those whose powers have grown out of control! It all starts here in this special issue kicking off a bold new direction!
Eleven-year-old Diana leads an idyllic life on the island of Themyscira. Cut off from the rest of the world, she's beginning to feel a little alone. Though she has a loving mother and many "aunties," she is an only child. In fact, she's the only child on the entire island! After an escapade goes wrong, Diana gets in trouble for not living up to the Amazonian standard. She just can't seem to measure up no matter what she does. Every other person on the island is an adult proficient in their trade and mighty in body, while she is gangly, sometimes clumsy, and not particularly good at anything. She's not Wonder Woman...yet, anyway. What Diana needs is a friend; someone her own age whom she can talk to. But when she decides to take matters into her own hands, she encounters the unexpected!
Eisner Award-nominated writer/artist Jo lle Jones continues her landmark series as Selina Kyle reconnects with her criminal roots! Lex Luthor's "Year of the Villain" gift to Catwoman is revealed, and while she wants to remain on the side of good, some habits are too hard to break, and some treasures too tempting. Selina finally has the key to everything Raina Creel wants-and Catwoman is going to get it first. Which all sounds dandy in theory, but Creel has come too far and put up with too much humiliation from Catwoman to let her win again. Will Catwoman come out the other side as a hero...or villain? Collects Catwoman #16-21.
#1 New York Times bestselling author Marieke Nijkamp and artist Manuel Preitano unveil a graphic novel that explores the dark corridors of Barbara Gordon's first mystery: herself. After a gunshot leaves her paralyzed below the waist, Barbara Gordon undergoes physical and mental rehabilitation at the Arkham Center for Independence. She must adapt to a new normal, but she cannot shake the feeling that something is dangerously amiss. Strange sounds escape at night while patients start to go missing. Is this suspicion simply a result of her trauma? Or does Barbara actually hear voices coming from the center's labyrinthine hallways? It's up to her to put the pieces together to solve the mysteries behind the walls. In The Oracle Code, universal truths cannot be escaped, and Barbara Gordon must battle the phantoms of her past before they consume her future.