Monday, July 7, 2025

Countdown to Superman: Superman Returns (2006)

Superman Returns (2006)
 Twenty or so years later Legendary Pictures revives the Superman series. Complete with opening credits just like the Salkind movies and John Williams' score.  Bryan Singer is one of our producers.

Brando is back, posthumously, using some of the same lines/voice tracks we would also see/hear in the Donner Cut of Superman II (out the same year).

Also, back are Noel Neill and Jack Larson (Lois Lane and Jimmy Olsen, respectively, from the TV series of Superman), and weirdly enough, Martha Kent is back too, who was supposed to have been dead in Superman IV.

Oh, the plot. Ok, so Superman has been gone for five years, seeking out the remains of Krypton, looking for any survivors. Lex Luthor married a tycoon (played by the above mentioned Noel Neill), and Lois has a Pulitzer Prize for writing about how we don't need Superman anymore. Oh, and a five year old son. 

Lex is played, rather well, really, by Kevin Spacey. Spacey is *problematic* but damn, he is great here. While he is certainly channeling Gene Hackman, he is 

Brandon Routh is not just a good Superman, he is a good Clark Kent in the style of Christopher Reeve. He is wearing blue contact lens as Superman, which is a nice touch.

Both actors embody their predecessors fairly perfectly. It goes beyond saying the only actor who can pull off Brando as Jor-El is dead, CGI Brando.

The movie is good, better than I remembered to be honest, it just doesn't bring anything new to the table. It has "rebound relationship" energy about it, which was never fair to Brandon Routh. He really redeems himself in the Arrowverse. The movie has the problem of being slow and a little boring in places. 

Sadly, I never bought Kate Bosworth as Lois Lane. I mean, she is a good actress, just not as Lois. Parker Posey, though, is great as always. I know she can be an acquired taste, but she is great.

The special effects are good, what you would expect from the 2000s, but this look really good. The first Superman movie had the tag line "You Will Believe a Man Can Fly," and this one does exactly that, but it takes a lot more than special effects to tell a story, and this might be a good case in point. 

BTW. HOW is that Lois, who historically has a penchant for getting into trouble, lived for 5 years without Superman? I guess Lex was still in prison. 

I do like the idea of the Fortress of Kryptonite, very Lex. 

The movie's ending scene is very much the same as one of the Christopher Reeve's one. 

Cameos

I mentioned Noel Neill and Jack Larson already. Brandon Routh would later go on to play Ray Plamer "The Atom" in the Arrowverse to what I felt was his redemption arc. He also plays an older Superman in the Arrowverse. This Superman is a combination of this Superman and the Kingdom Come Superman. 

The "Gotham Knights" baseball team is a nice touch in the post Batman-movies world. And Perry White's "Great Ceaser's Ghost!" was fun as well. 

Jason, Lois and Superman's son, suffers from asthma, which I think is a nod to Christopher Reeve himself who suffered from it as a child. 

There are also plenty of scenes in this movie that feel cribbed right out of Grant Morrison's and Frank Quitely's "All Star Superman." No surprise, it was a big hit back then. 

The biggest cameo is, of course, the Salkin Superman movies look and feel. This is part love letter, part homage. 

This movie, such as it is, marks the end of the first "Cinematic Universe"that began in 1978.

Monstrous Mondays: Gnomi, The Occult Gnome

 It is Monday again. My coffee is hot, and my brain is bursting with ideas from the weekend. 

I have often discussed the occult spirits of the alchemist, lay theologian, and philosopher Paracelsus. To recap, they are undines (water), sylphs (air), gnomes (earth), and salamanders (fire). These creatures are familiar to anyone who has ever played D&D, but they are not exactly the same in D&D as they are in Paracelsus' work ("A Book on Nymphs, Sylphs, Pygmies, and Salamanders, and on the Other Spirits").

Now we can say that Salamanders, as shown in the AD&D Monster Manual, are pretty much as Paracelsus would have them, if a little more dangerous. Slyphs are not far off, and Undines, well I covered them a while back. That leaves the odd one out, Gnomes.

Men hur kommer man in i berget, frågade tomtepojken


Gnomes in all D&D are a species related to dwarves and are about the size of halflings. Over the years, they have become more fae-like, but their essential character stays the same.  I touched on this idea a little bit WAY back in the beginning of this blog. In trying to align gnomes more closely to witchcraft and alchemy, partially due to the writings of Paracelsus.

In truth, his gnome is closer to the AD&D Pech. But I think there is room in the world for one more gnome-like creature. 

Nisse d apres nature ill jnl fal
Gnomi (Earth Elemental Gnome)
Smallest of the Earth Elementals; Friends of Beasts and Burrow

FREQUENCY: Uncommon
NO. APPEARING: 2–12 (3d6)
ARMOR CLASS: 4
MOVE: 6”
HIT DICE: 1+2
% IN LAIR: 70%
TREASURE TYPE: Q (x5), U
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1–4 (by tiny weapon or touch)
SPECIAL ATTACKS: Meld into earth, burrow, beast command
SPECIAL DEFENSES: Infravision (90’), camouflage, immune to petrification
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average to High
ALIGNMENT: Neutral (Good tendencies)
SIZE: S (18–20” tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

DESCRIPTION: The Gnomi are the smallest and most elusive of all gnome-kin, standing no more than two handspans high. Their origins lie not in the mortal races, but in the ancient Paracelsian philosophies, where they were named as the Earth’s true elementals, sentient spirits of stone, root, and burrow.

They appear as squat, bearded figures with oversized hands, ruddy skin, and craggy features like worn granite. Always garbed in earthen-toned clothes and tall red or blue caps, they blend easily into the woodland underbrush or hillside burrows they call home.

COMBAT: Though not martial by nature, gnomi will defend their homes and animal companions with cunning and fierce determination.

Meld into Earth (3/day): As passwall or meld into stone. The gnomi may phase into soil or stone to escape danger or spy unseen.

Burrow (1” rate): Can tunnel through soft earth or loam without tools or collapsing walls. It is rumored that there elder gnomi who can burrow through solid stone including granite. 

Beast Command (2/day): May cast animal friendship or speak with animals to summon aid. Burrowing mammals (badgers, moles, voles) will often arrive to assist. Some gnomi even have large animals, like foxes, they can use as steeds. 

Camouflage: When motionless, Gnomi surprise on 1–4 out of 6 in natural settings.

HABITAT/SOCIETY: Gnomi dwell in hidden burrows deep in wooded hills or beneath ancient roots. Their homes are small but immaculate, filled with luminous fungi, crystals, and sleeping animals. They craft with gem dust and petrified wood, often trading tiny enchantments for fresh cream or silver buttons.

They maintain deep ties to elemental earth, druids, and witches. Some witches speak of earning a Gnomi’s trust through rituals of bread and salt, and that such a bond grants the witch access to rare earth spells or burrow magic.

ECOLOGY

Gnomi serve as caretakers of soil and seed, watching for disturbances in the root-tunnels of foxes and worms alike. They abhor undead, pollution, and unnatural mining. If slain, a Gnomi crumbles into fertile loam, often sprouting flowers the next day. 

They despise kobolds, of whom they have an ancient feud with. But they tolerate knockers, who they think are way too serious. They also hate trolls, but this has nothing to do with territory. Gnomi find trolls to be large, lumbering oafs and they can't resist pulling pranks on them. A favorite game of young gnomi is "Troll tripping."

Good-natured folk, they appear to be kin to common gnomes and speak the same languages they do. Gnomes think of them as their "country cousins." Maybe not sophisticated, but wise in the ways of earth, root, and stone. 

They are highly sought as familiars by Earth-witches and alchemists, but rarely agree to such bonds unless honored with reverence and true need.

Optional: Gnomic Magic

A witch or magic-user who befriends a Gnomi may add the following rare spells to their repertoire, with the GM’s discretion:

  • Detect Metals (as detect magic, but only for veins or ores)
  • Stone Whispers (commune with stone to learn the history of a site)
  • Salt Circle (minor warding vs. unclean spirits, undead)
  • Petrify Insect (preserve a specimen instantly)
  • Lead to Gold (illusory glamor on lead, fool’s gold unless renewed daily)

Gnomi do not keep spellbooks because the "rocks and stones teach them magic."

--

Not quite sure if I captured the complete Occult feel of the Gnomi here. I got into a groove and this is what I came up with.  But I like this and will keep it. 

Sunday, July 6, 2025

Countdown to Superman: Superman IV The Quest for Peace (1987)

Superman IV The Quest for Peace (1987)
 A lot has happened in the last four years. The Salkinds sold the rights to the Superman movies to Cannon Movie Group, and they convinced Christopher Reeve to return by promising him creative control and funding for another movie. It worked. Reeve got his anti-nuclear weapons message in and both movies were made.

We also get to see Superman's ability to speak many languages in this one. 

Again, I think this one is better than I remembered. Reeve shows off some much better acting chops. Maybe it is me, but even at the beginning of the movie, it feels like the end. 

Don't get me wrong, it is bad. But not as bad as I remembered. 

Mariel Hemingway costars as tabloid heiress and an attempt to "sex-up" the series. She plays Lacy Warfield, who is taking over the Daily Planet. The whole double date of Clark/Lacy and  Superman/Lois is a little too "Three's Company" for me. Take a drink every time she says "Daddy" and you'll be dead by the end of the movie. 

Jon Cryer, who up to this point had primarily been in teen comedies, appears here as Lex's nephew Lenny. Is he Lena's son? His parents are never mentioned, but that might be fun given the future Supergirl/Arrowverse connections. 

Nuclear Man gets a lot of grief, but honestly, the idea is no stranger than some ideas about Bizzaro. I mean that is basically how Bizzaro was created in the Superman animated series and how some versions of Superboy were created. Indeed, an early version of Nuclear Man was more Bizzaro-like. Unlike some of the made-for-the-movie characters, Nuclear Man does make an appearance in the comics. 

The two spend a lot of the last half of the movie fighting, as expected, really.  

Mark Pillow, the actor (but not voice) of Nuclear Man, has made a name for himself in the fine wine industry. 

The headline of "Superman Dead?" in this is a spoiler for the comics' Death of Superman a few years later. 

Supeman finally defeats Nuclear Man by moving the moon to block the sun and then dumping him into a nuclear reactor. Perry White defeats Warfield and gets the Daily Planet back.  

The final speech is very optimistic. Makes me miss 1987. 

Funny note, Superman tells Luthor, "See you in 20" at the end. The sequel, Superman Returns, was released in 2006. So, a year off for good behavior?

Cameos

Jon Cryer would later return in the Arrowverse as one of the best Lex Luthors I have seen. And I have seen them all.

This would be Christopher Reeve's last turn as Superman. In 1995 he had a riding accident leaving him paralyzed from the neck down. He would later appear as Dr. Virgil Swann, a Stephen Hawking-like character on the Smallville TV series.  

Saturday, July 5, 2025

Countdown to Superman: Superman III (1983)

Superman III (1983)
 Ok. We all know this one is not great. But it has somethings going for it.

First, Richard Pryor is a comic genius, and he is still pretty funny here. He is also a huge Superman fan, which is what got him this role.

Secondly, we really get to see some acting chops from Christopher Reeve here. The scenes of him being evil and fighting his "evil self" are always talked about (rightly so), but rarely mentioned, and even better, in my mind, is his acting as Clark in Smallville. Maybe he has a better grip on his character here, though I would argue Reeve was born to play Clark/Superman from the start. 

Richard Pryor is playing Gus Gorman a computer genius. A computer genius who programs in BASIC, but hey it was 1983. I guess Gorman was supposed to have been the human version of Brainiac but the producers nixed the idea because audiences would know who he was. Like we knew who Gus Gorman is/was.  I mean, don't me wrong. I love Richard Pryor and Gus is not a bad character. Although I can see why we may never see him in any Superman media again. And honestly, sometimes he is a bit too much "Richard Pryor" in this. 

Interesting aside, Pamela Stephenson who plays Lorelei Ambrosia, the "smart blonde, pretending to be dumb" has a Ph.D. in psychology. She is also married to comedian Billy Connolly. Another, people freaking out over gasoline at $2 a gallon. 

The story itself is not terrible; the execution is. In fact, the "Superman" scenes are much better than I remembered. 

Is it me, or are "evil Superman's" darker outfit colors exactly the same as Cavil's in "Man of Steel?"

And of course, everyone remembers the final scene where Gus's supercomputer comes to life and assimilates Vera Webster. Yeah, not as scary as everyone thought it was really. Gus gets off kind of easy here in the end. 

This one did not have much of Lois Lane/Margot Kidder in it.

Cameos

Ok this one is a bit of a stretch but the wind-up peguins from the opening credits get a mention in the Zack Snyder Justice League movie. 

A far better one is Annette O'Toole here as Lana Lang and later in Smallville as Martha Kent, adoptive mother of Clark Kent. Apparently, the casting directors were unaware that she had already been part of Superman history before. 

Friday, July 4, 2025

Countdown to Superman: Supergirl (1984)

Supergirl (1984)
A sidestep tonight, mostly because I need to work up the courage to deal with the last two Superman movies. Though, admittedly, this one is not much better.  

Ok, so Helen Slater is playing Kara Zor-El, Kal-El's cousin, aka Supergirl. She is more or less the unknown here. Speaking of which, where is Superman? Oh, he is on a "peacekeeping mission" to a galaxy several hundred trillion light years away." Ok. Why...oh never mind, it is better than the proposed idea for this movie with a sex scene between Superman and Supergirl. I think I read that in Starlog.

Anyway. Supergirl ends up in Chicago, of all place,s where the Omegahedron, the powersource from Argo City (that she lost) ends up in the hands of two would-be witches played by Faye Dunaway and Brenda Vaccaro, and their sidekick played by Peter Cook. Even Supergirl's mother was played by Mia Farrow. Her mentor is even played by Peter O'Toole.  Helen Slater might have been the biggest unknown here.

Ok. I kind of forgot how bad this movie was. I mean I knew, but damn. Also, did A&W sponsor this? Lots of product placement in this one. It's remarkable how many great actors are in this, yet it's still so bad. 

According to the map Kara is using to look for the Omegahedron, Midvale is just a bit north of Peroria, IL (home of tomorrow night's guest Richard Pryor), and south of Ottawa, IL (near where "Man of Steel" was filmed for the Smallville scenes.  So, an area I'm familiar with. Funny, I don't remember a Midvale there. 

Ok, so I did like the magic aspect of it. Magic and Superman are sometimes an ify mix, but given everything else, it works here. There is even a great example of the "Mirror Image" spell. 

There's little point in going through the plot here, as the story is thin at best. 

The Shadow Demon is kind of cool looking.

Don't get me wrong, Helen Slater was awfully fun as Supergirl. Melissa Benoist is still my favorite Supergirl, but Slater was still fun.

Cameos

Helen Slater will go on to play Kara's Earth mother, Dr. Eliza Danvers, in the Supergirl CW series. Marc McClure plays Jimmy Olsen, but that shouldn't really count. The Supergirl series is a great one for repeat cameos. 

Thursday, July 3, 2025

Countdown to Superman: Superman II The Richard Donner Cut (1978, 1980, 2006)

Superman II The Richard Donner Cut
 I mentioned this one last night when I discussed Superman II and its credited director, Richard Lester. This movie is the original vision of the original director, Richard Donner. Watching this along with the Richard Lester cut is a great experience.  

I will not recount the entire movie here, but I would like to focus on some of the key differences. There are still scenes directed by Lester here, Donner did not complete the entire movie, so this is still not 100% Donner's film, but it is close.

 - Maybe one of the big ones is the fact that Brando is back as Jor-El. It seems that some of the "lost" footage for this cut had been part of his estate and was returned to Warner Bros. after his death in 2004. He appears in the Fortress of Solitude to tell us about Zod, Ursa, and Non.

 - The movie doesn't recap the entire first Superman movie, but it does replay some key scenes. 

 - This cut makes it more explicit that the Phantom Zone prison was pulled along with Kal-El's pod. Also it is not some random French H-Bomb that frees Zod, Ursa, and Non, but the missile from the first movie that Superman sends into space. The whole French terrorism scene is gone. 

- Side note. The special effects of the "new" scenes seemed improved. Another side note, there are subtle dialog changes. Generally, I think they are better here. The changes in the "Lester Cut" seem like they were designed to be "funnier," but often without any point. 

- Lois seems smarter here, and the movie is a little less campy. The big reveal of Clark as Superman plays out differently here. Lois is smarter, but the scene is somehow less satisfying. 

 - The first attack of the Kryptonians is cut a bit, almost to the point where it doesn't make as much sense. Or rather, it is not as clear as the Lester cut. They are deadlier here, too, with a higher body count.  

 - The "depowering" scene plays out differently as well. Brando is back for this scene, which makes more sense as well, but a key scene is missing: the one where Lois misplaced the Master Crystal. Turns out it is not needed, since the Master Crystal survived. It also sets up the Brandon Routh "Superman Returns" (also 2006) a lot better. (Except as noted below.)

The battle in Metropolis is the same, mostly. The fight in the Fortress of Solitude is different, briefer, and it makes a lot more sense. All the issues I had with it in the Lester cut are gone. Well, almost, they all still just disappear into Superman's basement.  Ok, in this one, Superman blows up the Fortress. That likely kills them all. 

No "Super kiss" but Superman "rewinds" time again. I guess I shouldn't be irritated by this, I mean this is something the Flash does all the time.  Though I do like Lois and Clark together. It doesn't explain why the guy in the diner ("Rocky") remembered who he was.

Watching this, twice now, I do wish we had had more of Zod and Ursa. They are great villains, really. Non is not that interesting. 

Ursa and Zod
When that European couple starts buying you drinks.

I can't say that the Lester cut is worse; there are places where Lester had the benefit of the Donner scenes to make improvements. Superman "calling out" Zod when he is at the Daily Planet, for example, is better in the Lester cut.  I did miss Lara, Superman's Mom, getting some spotlight. 

Cameos

Again, nothing different here than the Lester cut, at least nothing jumped out at me. Donner is plainly visible smoking a pipe outside the diner again. 

Occult D&D Begins: Witchcraft, Folklore, and Forbidden Magic in Your Game

What if the real treasure at the heart of the dungeon wasn’t gold but knowledge no one was meant to possess?

Welcome to Occult D&D! This is a new series dedicated to the strange, the symbolic, and the spiritual side of Dungeons & Dragons. Over the coming weeks/months, we’re going to crack open the dusty grimoires, draw some chalk circles on the floor, and invite a little witchcraft, ritual, and folklore into our tabletop worlds. Well...more than I typically do every day, that is. 

Why? Because there’s a whole dimension of play that D&D brushes up against, but rarely fully explores. One that I also find rather fun.

Opened grimoire with smoke and candles – perfect witchy vibes](https://images.pexels.com/photos/3050270/pexels-photo-3050270.jpeg) *Photo by Joy Marino via [Pexels](https://www.pexels.com/photo/opened-book-3050270/)

The Occult Thread in D&D

The earliest versions of Dungeons & Dragons were steeped in fantasy literature, pulp horror, and old-school myth. You had demons and devils in the Monster Manual, magic-users who studied arcane formulae, and clerics calling down divine wrath, but precious little that felt like real occultism.

Not real as in "real-world belief," but real as in resonant; rooted in symbolism, ritual, superstition, and the tension between hidden knowledge and spiritual power. The stuff of witches’ charms, cursed bloodlines, forbidden books, and crossroads bargains.

That’s the sweet spot this series wants to hit.

What You Can Expect from This Series

Each Occult D&D post will focus on one of two things:

1. Bringing Occult Themes to the Table

We’ll explore ways to deepen your game’s tone with elements like:

  • Symbolic magic and ritual casting
  • Occult monster design
  • Haunted locations, cursed items, and secret traditions
  • Folkloric mechanics: second sight, lunar phases, witch trials

2. Spotlighting Witchcraft in Your Game

I’ve written a lot about witches over the years, how they work, how they cast, and how they’re more than just “distaff wizards.” I want to integrate them deeper into the game. Taking cues from my "Witches of Appendix N" series on how witches should have been a distinct part of the games we play.  I'll also likely pull in some of the Satanic Panic era notions where D&D was seen as a "gateway to the occult!"

If you've ever wanted your campaign to feel like a midnight séance instead of a tavern brawl, or your dungeon crawl to veer just a little closer to The Witch than The Hobbit, this series is for you.

I am also likely to review various occult-themed RPGs and related products. I'll talk about some of my own books too, but not as a review (that's tacky). 

Let’s Begin...

Next post, we’ll start with a foundational question: What does “occult” even mean in the context of D&D? Is it just another word for “magic,” or something more primal, more forbidden, and more personal?

Let’s peel back the veil and find out. 

Have you used occult themes in your own games? Run a séance in your campaign? Performed a tarot card reading? Designed a cursed grimoire? Used real folklore in your monster design? Tell me about it below, I’d love to hear how the occult has haunted your table.

Drop a comment below, I’d love to hear what haunted your players, and what kind of magic you’ve brought to the table.

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 Bahamūt’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