Wednesday, July 2, 2025

Countdown to Superman: Superman II (1980)

Superman II (1980)
Before there was a "Snyderverse," before there was a "Marvel Cinematic Universe," there were the Superman movies.

Superman II (1980) was filmed back to back with Superman (1978) and picks up more or less where the first movie left off.

This movie begins by spending a considerable amount of time revisiting the ground covered in the first movie during the opening credits. 

We get right into it in typical Superman fashion; Lois chasing a story that gets her into trouble, this time some French terrorists with a stolen Hydrogen bomb. 

Superman flies it into space where, even with what was it 27 galaxies, it was near Earth. Maybe it got dragged alone with Kal-El's pod.

Some janky animation when the H-bomb goes off to free Zod, Ursa, and Non.

I have to comment on the Artemis II moon lander. Obvious choice after Apollo, but we won't get a real-world Artemis mission for another few years.

Zod appears to possess some form of telekinesis, and Ursa is remarkably violent.  Zod is just a great villain here, and Terrance Stamp is fantastic, and my love for Sarah Douglas knows no bounds. Interestingly enough, Ursa was almost played by Caroline Munro, a regular of Hammer Films. Instead she took the role of Naomi in the Bond film, The Spy Who Loved Me. I think it all worked out for the best really. 

The third act of this movie is the best, where Superman battles the Kryptonian criminals.

There feels like more silliness in this one. The Superman duplicates (ok in the comics it would have been his robots, or just him moving really fast), and the cellophane "S" symbol is still weird. 

They fight, and Superman tricks them into giving up their powers. Of course, after their powers are taken, what happens to them? They fall into the mists and ... what?

I am disappointed in the "Super kiss." Not just that it was some new weird-ass power Superman never had before, but that he couldn't trust Lois enough to have her keep his secret.  

So I do really enjoy this movie, but I am not immune to it's issues. 

For starters, there was a huge blow-up between Brando and the producers, causing his scenes to be removed. His interactions now fall onto Lara, Kal-El's mother, played by Susannah York. 

The fighting was not limited to Brando. Richard Donner, the director of Superman and the director of this movie had a falling out with the Salkinds. They brought in Richard Lester, who they had worked with before and was a "silent" producer of the first Superman. Donner said that if Lester's name was on it then his wouldn't be and that was that. I am going to cover the Donner cut tomorrow and I'll share thoughts on which is the better version.

Cameos

There are not as many here since it was filmed alongside the first movie. There is an interesting cameo, though, of Director Richard Donner in the scene as de-powered Clark and Lois drive up to the diner. It was one of the scenes he directed that was retained for the Lester-cut of the film. 

Witches of Appendix N: Robert E. Howard, Part 1: Conan

Weird Tales - A Witch Shall Be Born
Cover by Margaret Brundage
 Of all the authors listed in Appendix N, few loom larger than Robert E. Howard, creator of Conan the Cimmerian and father of sword & sorcery as we know it. Howard’s blend of grim heroism, lost civilizations, black magic, and fierce women has shaped the DNA of Dungeons & Dragons more than most give credit for.

So much so that I need to split his contributions into two posts. There may be three by the time I am done. That is how much of a footprint Howard and Conan left in D&D and other RPGs.

Witches were very much part of Conan's Hyborian world. Witches are mentioned and alluded too, but rarely seen, save for the ones mentioned below. 

So today, for the Witches of Appendix N, let’s journey into the Hyborian Age and meet some of the women who wielded magical power in the world of Conan.

Salome: A Witch Shall Be Born

Howard’s most explicitly witch character is Salome, the titular witch of A Witch Shall Be Born (Weird Tales, 1934). A sorceress and twin sister of the noble Queen Taramis, Salome is the archetype of the evil twin usurper. She commands dark forces, imprisons and tortures her sister, and rules in her place through cruelty and bloodshed.

Salome is described as consorting with demons and sorcerers in her youth, and her magical power is seen in how she influences, manipulates, and brings ruin to a kingdom. She is every inch the pulp sorceress, beautiful, deadly, and corrupted by ancient evil. She was promiscuous where her sister Taramis was chaste, moral, and innocent. In the 1930s, this was akin to evil.

Sarah Douglas (who I'll be talking more about tonight) played the movie version of her, now named Taramis, in Conan the Destroyer. Did all that torture finally break poor Taramis, and she became more like her twin sister? (No, I know the producers didn't want her to be named Salome.)

Salome (and Taramis) have sparked a lot of imaginations, not just the Sarah Douglas movie, but also comics. These two images show the evolving look of Conan from the pulp days to modern comics. 

A Witch Shall be Born by Hugh RankinA Witch Shall Be Born by John Buscema

Honestly, that John Buscema art might be one of the most famous pieces of Conan art ever produced. 

I have even used Salome in my own games, after a fashion, when developing a few of my Witch Queens. 

Tascela: Red Nails

In one of Howard’s best Conan stories, Red Nails (Weird Tales, 1936), we meet Tascela, a woman of ancient Stygian blood, still alive centuries after her time. Like Salome, she is both queen (well...called a "Princess of Tecuhltli") and enchantress. Tascela’s sorcery is tied to life-draining rituals and forbidden rites. She maintains her youth and beauty by absorbing the life force of others, literally sacrificing maidens and children to keep herself young. Valeria is a lot of things, but I never got "maiden" vibes off of her. 

While not explicitly called a witch (except as an exclamation), her power is subtle. She appears regal, composed, but with an air of the perverse and profane. She leers at Valeria throughout the tale. Obviously, in the way a cat does a mouse, but there is a not-so-subtle sexual dimension to it all. Like Salome, Tascela is a witch and morally corrupt. Also, not a very subtle message. 

Tascela’s magic has an Aztec flavor, marked by blood, sacrifice, death, and timeless horror. While "witch" is good, she is more likely some sort of profane necromancer. 

Red Nails Animated
From the unfinished "Red Nails" animation, designs by Jim Stenstrum

Special Mentions

Witches and Wizards: Black Colossus

We meet the wizard Natohk, and "Vampires were abroad that night, witches rode naked on the wind, and werewolves howled across the wilderness."

Zelata and Akivasha: The Hour of the Dragon

Old Zelata admits she is a witch when she first meets King-in-exile Conan.  Unlike many of the other witches, sorceresses, and spellcasters, Zelata actually helps Conan out. She is also helpful in uncovering the Heart of Ahriman. 

Though not called a witch by name, Akivasha, the Stygian princess turned vampire from The Hour of the Dragon (1935–36), is one of the most enduring witch-like figures in Howard’s canon.

Akivasha is undead, beautiful, and incredibly dangerous. Her vampirism is not accidental or cursed; it is the result of necromantic sorcery meant to preserve her youth and power. She resides in the depths of an ancient dungeon and attempts to seduce Conan, not just with charm but with supernatural influence.

“I was a princess in Stygia... more than a thousand years ago... I was beautiful, and I would not fade. So I went into the shadows to cheat age with dark magic. I became... what I am.”

Howard describes her as cold and radiant, her beauty somehow terrible. She evokes the kind of ancient magical evil that remains alluring even as it damns. Or as I always say, "Evil always looks sexy."

An aside. There are lots of Stygian witches here.

Conan's Long Shadow

Without a doubt the Conan stories of Robert E. Howard are fundamental to the foundations of D&D and RPGs in general. Conan is the quintessential adventurer. Penniless one day, rich beyond dreams the next, penniless again. He ranges far and wide, he battles monsters, sorcerers, and entire armies.  He is as much a part of D&D as Gandalf and Bilbo.

It is no shock that there have been so many Conan and Hyborian/Hyperborian RPGs out there. I could talk about them all here, but that is a better topic for my Fantasy Fridays.

Given this, I do find it a little odd that witches were not a more prominent part of D&D. I suppose it has been up to me to fill this gap.

No "Conclusion" today, I have Kull and Solomon Kane to deal with next, and maybe a third post on Howard's contributions to the world of RPGs beyond just witches. 

Tuesday, July 1, 2025

Countdown to Superman: Superman (1978)

Superman (1978)
 I would not call myself the biggest Superman fan in the world, but I am a huge fan.  He was one of the first superheroes I ever knew about, right along with Batman and Wonder Woman, the "holy trinity" of DC Comics. I knew him from the comics, the cartoons, and the very fondly remembered TV series, "The Adventures of Superman" (1952-1958) starring George Reeves, Phyllis Coates, and later Noel Neill. This established something of a tradition where cast members from a previous version of a Superman film or TV adventures would appear in a newer one. Cases in point, George Reeves and Phyllis Coates appeared in Superman and the Mole Men (1951), and Noel Neill, who had previously played Lois in the film serials Superman (1948).  It's something I always look forward to seeing when a new Superman movie is released.

Given that we have a new Superman coming up and the very first from the newly minted DC Studios, I thought a feature would be nice. So I am re-watching all the Superman movies till July 11 when the new one premieres. 

But tonight, I want to discuss the first feature film of Superman's modern era. The epic 1978 Superman: The Motion Picture starring Christopher Reeve, who would define the role so solidly that many even today have trouble thinking of him in anything else or other actors playing Superman. It also gave us performances by Marlon Brando as Jor-El and Gene Hackman as Lex Luthor. Both of whom also had given their Academy Award best acting for these roles. Brando would go on to be such a pain in the asses for the Salkinds (producers) and Donnor (director) that it would become Hollywood mythology and change the course of the second movie. But I am getting ahead of myself.

Superman (1978)

Unless you were alive then, I can't really describe to you what this movie was like. The hype was through the roof. We had just seen Star Wars and Jaws in the theaters, and the "Blockbuster" was something new and something expected every summer now. I remember seeing this in the theatres and then again right before Superman II was released in a Drive-In. "You'll believe a man can fly" was the teaser, and it was very effective. 

Directed by Richard Donner and produced by Ilya and Alexander Salkind, it was the template for all modern superhero movies to follow. And it was big. Full color, special effects, and that sweeping epic score by John Williams. You almost forget how kinda campy the movie is at times. 

The movie is really three movies. The first is Brando at his scene dominating best. Say what you like about him, the man could act. His Jor-El was so deeply embedded into our collective subconsciousness that they were still making fun of it in Mega-Mind for an audience that wasn't alive when it first aired. 

Our second movie is Clark as a kid. I don't think Jeff East gets enough credit for his portrayal of Clark, but I see his Clark in David Corenswet now.

The third movie is Superman, Lois, and Lex.  Gene Hackman is not best Lex Luthor, but he was a great one. And Christopher Reeve. Honestly, what can you say about him? Rare is the actor who could pull off Clark Kent and Superman. He was great here and even better in Superman II. Margot Kidder was also a much better Lois Lane than I really could recall. 

Some of the scenes are hokey. Clark is a little too much of a dork. The whole "flying date" with Superman and Lois' voice over was really corny then, as it still is now. Ned Beatty's Otis was there as comic relief, and neither Ned Beatty's acting nor Otis' history in the comics can make me look past how mismatched he is with Luthor. 

The much-maligned "Superman rewinding the Earth" seemed less hokey now, if (and only if) I pretended he was flying faster than light and going back in time. He just stuck around near the Earth. But it does show something that later movies/TV shows would almost always touch on at some point: An angry Superman is terrifying. 

Cameos

This is an important factor of Superman media. Here Kirk Alyn and Noel Neill, who played Superman and Lois in the movie serial Atom Man vs. Superman, make a cameo as the parents of young Lois Lane. They are the couple and the little girl on the train. Lois sees 17-year-old Clark running at super speed. 

Future Cameos

Marc McClure, who played Jimmy Olsen, would go on to play Dax-Ur, a Kryptonian scientist living on Earth, in the seventh season of Smallville and a security guard who befriends Lois Lane in Zack Snyder's Justice League and as a different police officer in the Snyder cut. 

Up next, two different versions of Superman II. 

Monstrous...Tuesday? Ghost Lights for Daggerheart

 I am still trying out Daggerheart and having a lot of fun with it. I thought I might try to make a new monster. So here is yesterday's "Ghost Light" as a Tier 2 Solo monster.

"Globe of Fire Descending into a Room" in "The Aerial World," by Dr. G. Hartwig, London, 1886. P. 267.

Ghost Light, Phantom of the Hills
Tier 2 Solo

A flickering orb of luminous energy born of sorrow and storms.

Motives & Tactics: Drift, defend territory, confuse intruders, escape through fog

Stat Block

Difficulty: 15 | Thresholds: 11 / 21 | HP: 8 | Stress: 4

ATK: +3 | Arc Lightning: Close | 2d10+3 magic

Experience: Local Lore +2, Lightning Affinity +2

FEATURES

Luminous Shock (Action)

Make a standard attack against a target within Close range. On a success, deal 2d10+3 magic damage and the target is Dizzied until they make a successful Knowledge or Instinct Roll.

Shockburst (Action, 1/scene)

Spend a Fear to unleash a radiant electrical burst. All targets within Very Close range must make an Agility Reaction Roll (14). On a failure, take 4d6+4 magic damage. On a success, take half damage.

Beckoning Light (Passive)

While the Ghost Light is in the spotlight, all PCs within Far range must make a Presence Reaction Roll (15). On a failure, they are Entranced until they mark 1 Stress or are attacked. Entranced PCs cannot target the Ghost Light or move away from it.

Confusion Pulse (Reaction)

When the Ghost Light takes Severe damage, you may spend a Fear to trigger a sudden psychic surge. All targets within Close range must make a Knowledge Reaction Roll (15) or become Confused (disadvantage on next 2 action rolls and unable to move away from the Ghost Light without passing another Presence check).

Born of Storms (Passive)

The Ghost Light is resistant to magic and fire damage, and immune to lightning. It ignores terrain penalties due to storms or fog.

Flickerform (Reaction)

Once per scene, when the Ghost Light would be reduced to 0 HP, it can instead mark 2 Stress to vanish in a crackle of light, reappearing at Far range. PCs lose a Hope unless they succeed on an Instinct Roll (14).

Momentum (Reaction)

When the Ghost Light makes a successful attack against a PC, you gain a Fear.

--

I like it and it is a one-to-one conversion really, maybe not the best way to do a conversion, but I am still getting the hang of this system.

Monday, June 30, 2025

Monstrous Mondays: Ghost Lights (Happy Birthday Mom!)

 It's Monstrous Monday again, but more importantly, it is my mom's birthday. Long-time readers will know that my mom was always very supportive of my D&D years, and she was the one who introduced me to horror.  She watched Dark Shadows and told us all the most blood-curdling stories when we were little kids. 

Here is one she loved, and based on some old Appalachian folklore. She told us stories of these things coming into homes and "dancing" around.

"Globe of Fire Descending into a Room" in "The Aerial World," by Dr. G. Hartwig, London, 1886. P. 267.

Ghost Light
Phantom of the Hills

Frequency: Very Rare
No. Appearing: 1–3
Armor Class: 4
Move: 12", Fly (24")
Hit Dice: 5+5
% in Lair: 5%
Treasure Type: D (found only at rest sites)
No. of Attacks: 1
Damage/Attack: 3d6 electrical
Special Attacks: Shockburst, Confusion Aura
Special Defenses: +1 or better weapon to hit; immune to lightning, fire, charm, sleep, and hold
Magic Resistance: 20%
Intelligence: Low to Average (6–9)
Alignment: Neutral
Size: S (2'–3' diameter sphere of light)
Psionic Ability: Nil
Level/XP Value: V/500 + 6/hp

Description: The Ghost Light is a mysterious, hovering ball of luminous energy, found in remote hills, haunted valleys, and fog-choked hollows. Tales of them span the misty ridges of the Blue Ridge Mountains, the Ozarks, and deep forests across the continent. Known by many names, hill lanterns, haint-lights, the watching eyes, they are most common where tragedy, battle, or disappearance has occurred.

A ghost light is softly radiant, its color ranging from blue-white to yellow or even reddish hues. It flickers and pulses with life-like motion, trailing across the air just above the ground, often seen at night but sometimes glimpsed at twilight or during storms. Locals say they are the souls of the lost, trapped between worlds, or elemental forces given wandering thought.

Combat: Though not malevolent by nature, ghost lights are territorial. If followed, disturbed, or attacked, they defend themselves with bursts of raw electrical force. Their touch lashes out in a 30-foot range and causes 3d6 damage (save vs. spells for half).

Once per day, a ghost light may unleash a Shockburst, a radiant electrical discharge in a 10' radius, dealing 5d6 damage (save vs. breath weapon for half). It uses this ability only if severely injured (below 50% hit points) or to escape.

Confusion Aura: Anyone within 30 feet of an active ghost light must save vs. spells or suffer mild confusion (as the confusion spell, but only for 1d4 rounds). Victims may wander off, become dazed, or follow the light against their will. This effect is subtle and described as a “pulling” or “beckoning” sensation.

Ghost lights feed on ambient magical energy, emotional residue, and lingering trauma. They are most active in areas associated with strong sorrow, betrayal, or storm-related deaths. Some say they are formed when a person dies alone in wild country and no proper rites are spoken.

They are neither wholly spirits nor elementals nor 1sae but a strange fusion of all, anomalous phenomena that exhibit traces of intelligence. A ghost light may guide, warn, or even protect travelers if approached with respect. On rare nights, multiple lights dance together like fireflies in some ancient, unknowable rite.

Legends

Old folk claim that if you follow a ghost light, it may lead you to:

  • the grave of someone forgotten
  • a lost treasure or hidden glen
  • your own doom, if your heart is false

Some witches, wise women, and druids seek them out to divine omens or bottle their essence in storm glass lanterns. Others fear them utterly.

--

Happy Birthday, Mom!

Wednesday, June 25, 2025

Witchcraft Wednesdays: New Witches, Daggerheart & Tales of the Valiant

 I got both Tales of the Valiant and Daggerheart for my birthday. And now both have Witch classes on the way.

Daggerheart Witch

I've already discussed the Tales of the Valiant Witch, which is part of their current Kickstarter. 

There is a great overview of this new witch class from Nerd Immersion. I am more excited about it now than before. Give him a watch.

I like how the Witch powers are basically "Bell, Book, and Candle."

I am really looking forward to it. Sucks I have to wait till 2026 for it. 

Of course, Daggerheart has me covered right now!

Over at The Void, there is a new Witch Class. I also really like this one. I am going to have to give them all a try, of course. It's what I do.  I really like that the Witch and Warlock share the "Dread" domain. Really works well for me.

Since my kid and I spent the night last night playing around with Daggerheart instead of our Forgotten Realms game, I figured I'll convert one of our characters.  So here is Moria Zami

I have not typed up a Daggerheart character before. This could be fun.

Moria Zami for Daggerheart
Moria Zami

Level 1
Class & Subclass: Witch (Hedge)
Ancestry & Heritage: Slyborne Human/Infernis
Pronouns: She/Her

Agility: 0
Strength: 0
Finesse: -1
Instinct*: +2
Presence: +1
Knowledge: +1

Evasion: 10
Armor: 3

HP: 6
Minor Damage: 7 Major Damage: 14

Weapons: Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
Not so Innocent (Cult) +2 (knows things that an innocent would not know)
Don't Make me Angry +2 (add when angry after taking damage)

Class Features
Hex
Commune

Spells
Blightning Strike, Level 1 Dread
Umbral Veil,  Level 1 Dread

Moria is a young witch. Her mother is a witch, and her father is some sort of devil (Infernis). She doesn't know this yet. All she knows is that she has some magic, which allowed her to kill a goblin who attacked her, and (and maybe more disturbing) she liked killing it. 

Daggerheart is very flexible, so I am saying that when she uses her "Don't Make me Angry" experience, her Umbral Veil becomes black flames. 

I like this build. She doesn't have her little dog, "Mephisto Fleas," as her familiar. She can choose a familiar like power at level 2, so I'll say she has the dog at first level, but no-one else can see it yet. Maybe he is real, maybe he isn't. We won't know till level 2.

I'll see if my son wants to convert his other Forgotten Realms characters to Daggerheart. He ordered the game, so we will see.  In any case, this has been a good time.

Tuesday, June 24, 2025

Mail Call: Daggerheart is Mine!

 I was supposed to get this as a Birthday/Father's Day gift, but it was backordered. It finally came in the mail on Monday.

Daggerheart

Daggerheart

The game is gorgeous. Production values are top-notch.

Daggerheart

Daggerheart

Daggerheart

Daggerheart

Daggerheart

I can easily see this game replacing D&D 5.5 on many people's game tables. My oldest, after flipping through mine, went and ordered his own copy as well. We may give it a run soon. 

But yeah, I am rather excited for this one!

Monday, June 23, 2025

Monstrous Mondays: Rulers of Dragonkind

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs BahamÅ«t’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.


Friday, June 20, 2025

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

Dungeons & Dragons Rules Cyclopedia (1991)
 While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee
"Larina" by Jeff Dee
Larina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Thursday, June 19, 2025

These Are The Voyages of the Starship Mercy

 Quick one today, and fairly off topic for the week. But I spent some time this week on my newest kitbash, the Starship Mercy.

The parts are left overs from all sorts of different franchises, Star Trek, Star Wars, Galaxy Quest. I might even work in some Battlestar Galactica when I am done. 

Kitbash Mercy

Kitbash Mercy

Kitbash Mercy

Kitbash Mercy

I have to 3D print some items to smooth it out and I am going to use hot air gun (used to peel dry paint) to melt some of the pieces so they fit better. Writing this before I do that, in case I burn my fingers again. Sucker gets hot.
ETA: Worked a little too well, and I melted part of the lower hull. But I think I can fix it.

In the end it will look like a late 23rd-century (2295) predecessor to the Olympic Class medical ship. I am calling it an Asclepius Class Emergency Medical ship. I'd LOVE to have an EMH, but this is way too early for that. 

Tested the LEDs today; the wires are a bit short, so I'll have to adjust that. I want the lights to stay on even when the sphere section is detached. I am thinking of installing a removable battery assembly. I'll need to look up the voltage requirements. I have them from when I did the Protector. ETA: Found it, 12v.

The idea is that it can be left on a planet to act as an emergency hospital. I'll get it all stated up.

But I need to finish the thing first.

Wednesday, June 18, 2025

Witchcraft Wednesdays: Unearthing Arcana, 1985

Unearthed Arcana, 1985
 I am working on a new witch project. Shocking, I know. But this one is largely more of an experiment of sorts. It's a big one—or at least I am making it a big one. I have no idea when it will be released, but I have some plans for it that I'm pretty excited about. I should really refer to it as a project and not a book, I feel this will grow into something akin to my recent The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions project that also spawned The Witch FinderMonstrous Maleficarum #4 - Lilith & the Lilim, and Myths & Monsters Vol. 3 - Lilith & Lilim; a whole series of related releases. 

As per my usual practice, I always go back to my research notes to ensure that I haven't missed anything or overlooked something that I really wanted to do but didn't fit in with the other books. When it comes to my research notes, I'm a bit of a packrat. I lost materials on failed floppies, dying hard drives, and just plain dumb luck, so I keep multiple copies of everything. Trust me, cheap storage has been the biggest quality of life improvement in my research since I first bought a computer for myself (in 1985) or got a library card (1977). 

As it turns out, 1985 keeps coming up for me. Part of my research involves re-reading, this time with a little more critical scrutiny, the first edition of Unearthed Arcana. I have re-read that, digging through this huge pile of notes and handwritten materials about games I played in 1985 (some of which will be headed into this new project). There are lots of forgotten treasures here. 

Memory is a funny thing.

I am a psychologist by training. My Master's Thesis was on memory, and my Ph.D. dissertation was on information processing systems. Pardon me while I turn introspective for a moment here, but it is jarring to see something you know you did or had some sort of effect on you, and you don't recall it. A lot of these notes are doing that to me now. 

Case in point. 

In another 1985 flashback, I stumbled on something I am not entirely sure how to quantify. Let me see if you, my loyal readers, have the same reaction that my oldest just had a few seconds ago. Who does this "Masters of the Universe" character remind you of? Not the Sorceress, her younger reflection. 

Sorceress Teela-na

Red hair. Wrist guards. Magical powers. Wears a lot of purple. Blue eyes. Yeah, that looks like a younger version of my witch Larina. 

Needless to say, I was a bit stunned by this. I had totally forgotten about this episode, "Origin of the Sorceress," until I saw the picture, and then it all came back. I mean, the timing is right. This episode aired on September 23, 1985. I rolled up Larina in July 1986. 

Now, I wasn't a huge fan of Masters of the Universe, but my younger brother was, and I *know* I saw this episode. After seeing this image, I remembered it. I even borrowed the evil wizard Morgoth from this and combined him with the DC evil wizard Modru as a villain in my own games. "Morgru" can still be found in my notes.

There is no way this didn't influence me. Additionally, the Sorceress was the only character on the show, besides Evil-Lyn , that I liked. Yeah, I have a type. 

I didn’t create Larina so much as channel her. Looking back now, it’s like she stepped fully formed out of 1985, the red hair, the bracers, the purple, the attitude. Maybe she’s not of that year, but certainly from it. Keeping in mind that by this point, I had already worn out a copy of "The Wild Heart."

Teela-Na
Teela Na or Larina? Lari Na?

Honestly, looking at this image is just so odd for me, jarring even. I feel neuron activation going on, but it's getting lost in the translation of the last four decades, like trying to remember where you got a scar. The evidence is there, but the details are fuzzy.

The episode was written by J. Michael Straczynski, the same as Babylon 5. It's not a great episode, but it was a cartoon for kids and an extended toy commercial at that. I remembered the Sorceress as having more power, but that says a lot more about me than it does about my clarity of memory.

What else was going on in 1985?

Keep in mind I didn't choose this date out of the blue. Ok, a little, but there was a lot going on in 1985 that I consider peak for my AD&D 1st Edition experiences.

Movies & TV

"Legend" hit the big screens with one of the best devil make-up effects to date; Tim Curry's Darkness. Not to mention Meg Mucklebones, who was very much like the Jenny Greenteeth that my mom used to scare all of us with when we were younger. 

"Return to Oz" was not a great movie, but it gave us Fairuza Balk as Dorothy and the recently departed Jean Marsh as Madame Mombi, one of the scariest witches in film. Marsh would later go on to give me, ok, us, Queen Bavmorda in Willow, and Morgaine/Morgan Le Fey in Doctor Who (one of three characters she played in Doctor Who over the decades). Ten years later, Fairuza Balk would enter witch royalty as Nancy Downs in "The Craft" and later open her own pagan-themed online store. With a small stop along the way as Mildred Hubble in "The Worst Witch." 

On TV "The Midnight Hour" ran. Not a great horror movie by any stretch, but damn... Shari Belafonte? Yeah, that was a good reason to tune in. I remember the soundtrack being pretty good. I think I should re-watch it. 

"The Third Eye" was on TV, I sorta remember it, but while I know it filtered into my consciousness, it didn't quite have the same impact as the young Teela Na from Masters of the Universe. 

If 1986 gave me Larina, my enduring witch, then 1985 set the stage. A stage already filled with adventures from Ravenloft, to exploring the multi-versal strangeness of Killian's Towers (that...is for another day) and more. My notes have entries for Healers, Necromancers, and Sun Priests. Now I can also add more notes on Riddle Masters and Star Adepts. It was a time great productivity. 

This project should feel like it could have sat on the shelf alongside Unearthed Arcana and other AD&D books circa 1985-6. I think I owe that to myself. 

Tuesday, June 17, 2025

Birthday Call!

 Not really a "Mail Call" Tuesday, but rather a "Birthday and Father's Day Call!"

Look. I am at an age where I don't really want much. Some time with my wife and kids is really what I want. So my oldest, on his day off as a professional chef, spent his day cooking for me. He smoked salmon and red snapper for me. Fried cod, walleye, and catfish with chips, and he baked me a strawberry pie with strawberries from my wife's garden.

I also got some new game books!

Tales of the Valiant and the Unexplained

Tales of the Valiant, I have talked about already. The Unexplained is an older Fudge game of the Supernatural and one of the few modern horror games I don't own a physical copy of. I am going to do some more with it later this year when I shift my focus from Fantasy RPGs to Urban Fantasy RPGs. 

My wife ordered Daggerheart for me as well, but since it is sold out everywhere I have to wait.

Here are all the other goodies I was treated to.


Pie
Perfect homemade strawberry pie.

Pie
Homemade strawberry pie!

Fish & Chips
Fish and chips!

Fish & Chips
Fries (and later steak fries) in my dad's old fish pan

Fish & Chips
Fried Cod and Walleye

Smoked fish
Smoked Scottish and Atlantic Salmon

Smoked fish
Smoked Red Snapper

That huge frying pan had belonged to my dad, and it is at least 60 years old. He gave it to my oldest because I named him after my dad, and Liam LOVES fish. I sent my dad pictures over the weekend, and he said he had found a worthy successor for it. It is large enough for an entire gallon of oil. It is cast iron and weighs a ton. 

Having grown up with my dad frying fish in that pan and now my son doing the same, really was the best part of my father's day. 

Monday, June 16, 2025

Monstrous Monday: The Piasa Bird for Wasted Lands

 Since I am moving my War of the Witch Queens over to Wasted Lands/O.G.R.E.S. I thought I would try out one of my favorite monsters in this system. Granted converting any monster over to Wasted Lands is pretty easy, sometimes it is nice to have the pre-converted stats in front of you.

So here is the Piasa Bird for the Wasted Lands game, and some background for the Dreaming Age.

Piasa Bird
A Piasa Bird sneaks up on our unsuspecting blogger enjoying his coffee.

Piasa Bird

"The Bird that Devours Men"

Among the haunted cliffs and ancient river valleys of Cruithnia, tales are told in trembling voices of a winged beast whose eyes glow like fire and whose shriek curdles blood. The Piasa Bird is not a true dragon but a nightmare-born predator, a twisted remnant of the Deeper Dark, possibly a lesser apresaur or something even older. It hunts alone, preying on isolated villages and lone travelers, often taunting them with screeches echoing through the night.

Its painted form appears on sacred stones, its legend preserved in desperate rites meant to ward it off. But when it comes, few are prepared. Shamans cast mighty spells to keep it away, and warriors take turns shooting arrows at effigies of the monster to prepare when they must face it in the horrible flesh. 

Piasa Bird Special Abilities

  • Death Screech: Once per day, the Piasa Bird unleashes a bone-chilling screech. All within 60 feet must make a Wits or be paralyzed with fear (treat as per the paralyze other spell cast by a 10th-level caster) for 1d6 rounds. 


  • Swallow Whole: On a successful bite attack against a target of human size or smaller, the Piasa Bird may attempt to swallow the victim. The target takes 2d6 damage per round inside the creature. Starting the second round, the victim may attempt an Easy (+5) Strength save to escape. Failure to escape by the sixth round results in death.


  • Tearing Claws: The Piasa Bird's claws deal 1d6 damage each. If both claw attacks hit the same target in a single round, it automatically rends for an additional 2d6 damage.


  • Dive Strike: If the Piasa Bird attacks from flight, it gains +2 to hit and deals an extra +1d6 damage with a single claw or bite attack. It must recover during the following round.

No. Appearing: 1
DV: 1
Move: 60 ft ground, 120 ft flight
Vitality Dice: 11
Attacks: Two claws (1d6 each), one bite (2d6), tail slap (3d6, keep best 2d6)
Special Abilities: Death Screech, Swallow Whole, Tearing Claws, Dive Strike
XP Value: 3,840

--

I like it.  I think this system conversion will work out fine. 

Here are some other stats.

Friday, June 13, 2025

Fantasy Fridays: Barbarians of Lemuria and Sword & Sorcery Codex

Barbarians of Lemuria
 Returning to Fantasy Fridays this week with a twofer today. I was reading through my list of potential fantasy RPGs to talk about and landed on an old favorite, Barbarians of Lemuria. I had some fun with this game in the past, having covered both the Legendary and Mythic editions.  I wanted to cover the Mythic Edition in more detail today, but when I went back to DriveThruRPG I noticed it was gone! I am not 100% sure why, it was a fun system. The Legendary Edition is still available as are the German and Spanish editions. Since I can read both languages (well, I used to be better at German, and I am learning Spanish), I grabbed both. The Spanish language one looks like the Mythic Edition, but the German language one has some excellent-looking art. 

I did find it with a new cover (more like the German one) over at Studio2Publishing's website.

While reading through these, I also stumbled on the Sword & Sorcery Codex RPG, which uses the same rules, slightly modified, and is based on the Everwhen RPG, which is based on Barbarians of Lemuria. So between all of these games, I am pretty set.

Barbarians of Lemuria

The "first" edition of this game was originally designed to be a game of Lin Carter's "Thongor." The designer, Simon Washburn, even had the game up on his Geocities site and encouraged people to copy it and give it to others for free. This evolved to the "Legendary" Edition, which is still available, stripped of the Thongor references and heavily rewritten. The cover above is for the Mythic Edition. 

The game is what I expected from a fantasy game of mighty barbarians, evil warlocks, sly thieves, and semi-naked women. Very much the stereotype of the Pulp Age of fantasy, I expected it to be.  Except it plays it with an honesty and earnestness that I really want to play a big, dumb barbarian with mighty thews and a giant axe. 

The game is full of sorts of great backgrounds that I could adapt it to any old-school fantasy game with no issues and run with it.  I mean, honestly, look at the cover of the Legendary Edition.  Barbarian standing in a pit surrounded by vaguely eldritch horrors as a tribal shaman gorilla prepares to sacrifice a slave girl.  If you think the next scene is the girl's spilled blood and horrors unleashed over the land, then go play a horror game.  If you think the next scene is that sword cleaving through the bodies of the horrors and the barbarian killing the shaman and saving the girl. Then this is the game you want. The Mythic Edition cover (above) is just as cool only this time the girl looks more capable. Get her out of those chains and she is going to make some wish they had kidnapped something safer, like a tiger.

The system I have to admit took me aback, in a good way.

I had been expecting another OGL-based or D&D-clone, but instead we get a very nice, very simple system.  Character creation is all point-buy, and not dozens of points, but 4.  The real joy here is being able to create a character in minutes and get going. I created several in one go. 

The underlying mechanic is a simple 2d6+mods vs target number of 9.  This makes it very, very similar to Unisystem and also to Spellcraft & Swordplay.  I suppose that if you wanted a more flat game then you could use a d12.  But d6s are great and they give us boons and flaws.  Boons and Flaws are a neat mechanic. In either case you roll 3d6 instead of 2d6.  If you have a boon, drop the lowest d6. If you have a flaw, drop the highest.  Each character gets a boon or two boons and a flaw. As you advance you can add more.

There is plenty for everyone to do in combat since fighting styles can vary.  I appreciate that the emphasis here is on everyone having a chance to be the hero.  Sure, you might be a lowly thief or slave, but you still have something to contribute.

The careers are a nice touch and help give your character some background on what they were or did, or what they can do now.  Frankly, I enjoy how it is all put together.

The art is good, not up to the level one expects from, say, Pathfinder, D&D, or Daggerhaert, but perfect for the tone and the feel of this game.  And I liked it, so that is great for me.

The magic system is very open and reminds me a lot of magic from the time period.  These are sorcerers who gained their power through evil pacts or forbidden knowledge. Or magicians who spent long years with musty tomes. Magic isn't blasty cantrips or wish spells.

Sword & Sorcery Codex
Sword & Sorcery Codex

Barbarians of Lemuria influenced the Everywhen RPG, which in turn influenced Sword & Sorcery Codex. The idea behind Sword & Sorcery Codex was to be able to play at the same table where someone was using a BoL book and another was using Everywhen, and still everyone speak the same language. And honestly I think they succeeded in that.

There is not a lot of difference between the two games. There are some character creation tweaks, and there are some different professions, most notably a witch. But by in large they are same rules wise. where Barbarians of Lemuria has their Lemuria setting, Sword & Sorcery Codex keeps it setting light even to the point of just using humans. This also works well. They do have plenty of optional rules and options like non-human characters and even firearms. 

Both game have good monster lists and there are enough in one game and not the other that you are rewarded for buying both. 

Sword & Sorcery Codex also has the advantage of having a good print-on-demand option. 

The cover for this one is a little "modern." No scantily clad slave girl here. Our mightily thewed barbarian is joined by an equally mighty warrior woman.

The publisher of S&SC, Garnett Elliott, is the same as Everwhen. They have a lot of adventures compatible with both and, by extension, BoL.

German and Spanish Versions

I was bummed that the Mythic Edition was gone from DriveThru, but pleased to see the German and Spanish editions.

Barbarians of Lemuria German Edition Bárbaros de Lemuria

The German edition cover seems closer to D&D, but it is still great and has some fantastic interior art. This is also the cover of the new Mythic Edition. When I saw the art, I was hoping to see a new piece of my ex-girlfriend Methyn Sarr, but not this time. Though the magician art is really cool.

Magier, Hexer, Zauberer

 The Spanish edition is the same as the Mythic edition, I am happy to say. Save for, of course, it is in Spanish. The cover is nearly identical, but has more of an old pulpy paperback. The interior art of the Spanish edition is the same as the English language Mythic edition. 

Methyn Sarr, la Reina Bruja

It is cool to have Methyn Sarr, die Hexenkönigin and la Reina Bruja.

Larina Nix for Barbarians of Lemuria and Sword & Sorcery Codex

These are solid fantasy games and nearly any concept will work in them. But not all. I don't think my "righteous knight in shining armor," Johan, will do well here, nor will my "not at all righteous, but also not really evil" goblin, Nik-Nak, work here either.  No. These games demand a witch.

The stats between the two are very similar and yes you can play a character from one using the rules of the other with no issues. 

Larina Nix (Barbarians of Lemuria)
Larina Nix
(Barbarians of Lemuria)

Attributes
Strength 0
Agility 1
Mind 5
Appeal 4

Combat Abilities
Initiative 2
Melee 0
Ranged 1
Defense 1

Careers
Magician 5
Alchemist 2
Scribe 1
Temptress 1

Advance 2
Arcane 17
Hero 4
Lifeblood 12
Fate 0

Boons
Artistic, Attractive, Beast Friend, Excellent Library, Hard to Kill, Magic of the Sorcerer Kings

Flaws
City Dweller, Distinctive Appearance, Lustful, Missing an Eye, Obsession (Magic)

Weapons
Dagger d6
Staff of the Archwitch d6

Armor
Leather Armor d6-3

Larina Nix (Sword & Sorcery Codex)
Larina Nix (Sword & Sorcery Codex)

Attributes
Strength 0
Agility 1
Mind 5
Appeal 4

Combat Abilities
Initiative 1
Melee 0
Ranged 1
Defense 1

Careers
Witch 6
Scholar 2
Temptress 1

Advance 0
Arcane 16/17
Hero 4
Lifeblood 10
Fate 0

Boons
Attractive, Familiar, Magical Affinity: Autumnal (p. 114), Second Sight

Flaws
Amorous, Haunted, Infamous, Witchmark

Weapons
Dagger d6
Staff d6

Armor
Leather Armor d6-3

In Barbarians of Lemuria, she is a Magician with some levels in Alchemist and Scribe. In Sword & Sorcery Codex, she is a proper witch. Witches in S&SC have some alchemist abilities, so no need to double up there since they don't stack. In both cases, she has a level of Temptress. It is a Pulp Sword & Sorcery world, and have you ever seen a chaste witch in those?

S&SC has fewer Boons/Flaws than BoL, but in a real game, I'd combine both lists. I also had her take more Boons and Flaws in BoL to reflect her growing levels. 

I am happy with her stats in both cases, but a perfect one would be a blend of the two. 

Who Should Play These Games?

With all these varieties and editions of this system out there there is a flavor for every taste. That is, of course, as long as your main meal idea is Pulp Fantasy of the type written about by the likes of Lin Carter, Edgar Rice Burroughs, and Robert E. Howard. These are not the races of the world on a fellowship to stop a great evil. These games are action-packed tales at the dawn of time, where one day you are an adventurer warrior, or thief, or pirate, and the next day you are king, and the next day you are back to being a warrior or something else.

These games are all great fun. The grittiness might not appeal to some of Fantasy RPG's newest fans, but who is to say?

Personally, I enjoy these games and would play them more. But I am also happy taking ideas from these games to use elsewhere too. These games cover a lot of the same ground as Hyperborea, so if you like one you will like the other as well. 

The system is fast and intuitive, allowing you to learn and get up to speed quickly. 

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