Saturday, April 24, 2021

#AtoZChallenge2021: U is for Undine

John William Waterhouse - Undine
Well, I had not planned it this way, but I have another water spirit to go with the Kelpie, Merrow, and Nuckelavee.  This one though in nature is much closer to the Sylph. 

In occult and alchemical studies, especially ones that followed after Paracelsus, there were four elemental creatures that were comprised of the four classic elements.  They were the Sylph (Air), Gnome (Earth), Salamander (Fire), and the Undine (Water).

The Sylph will appear in my Basic Bestiary in a slightly altered form from what originally appeared in the Monster Manual.  Elemental Gnomes I have addressed in the past. Salamanders already have been covered well by others, so they don't need my input.  That just leaves the Undine.

There is undine, the water elemental and there is Undine, the proper name for a character the is more like a mermaid or merrow. There is also a class of water spirits, related to nereids and naiads. They also have a beautiful song similar to the sirens, but undines do not lure people to their deaths.  In fact much of the positive traits of the ancient mermaids have seemed to transfer to undines early on.  Today the myths of mermaids, minus the drowning of sailors, are nearly the same as those of the undine.

All these creatures, mythological speaking, had a lot in common.  To make a monster though I need to tease out the essentials.

Undine
Medium Elemental (Water)

Frequency: Very Rare
Number Appearing: 1d4 (1d8)
Alignment: Neutral [Neutral (Good)]
Movement: 90' (30') [9"]
  Swim: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 3d8*** (14 hp)
THAC0: 17 (+2)
Attacks: 1 Water whip
Damage: 1d4
Special: Song, invisible in water, magic, water shape
Save: Monster 3
Morale: 6 (8)
Treasure Hoard Class:  II x10 (Q x 10)
XP: 80 (OSE) 95 (LL)

Str: 9 (0) Dex: 16 (+2) Con: 10 (0) Int: 10 (0) Wis: 10 (2) Cha: 20 (+4)

Undines appear to be a type of water nymph or other mercreature, but they are in fact elementals from the plane of water. They do have some water fey in their ancestry, but these creatures are elemental spirits in corporeal form.  In their natural state, they appear as watery figures indistinguishable from the waters they swim in. This grants them complete invisibility.  When they take on a human form they always appear as attractive human or elf-like women.  In this form, they may move about on dry land but must return to their stream, pool, sea, or other body of water once per week. 

The undine is curious about land-dwelling folk but less so than their distant cousins the merrow or mermaids.  When confronted they will most often flee to their watery homes. But if attacked they can shape water into a water whip-like tendril and strike target up to 20 feet away.  They may also cast any water-based spell as a 5th level caster of the appropriate type. They most often have druid, magic-user, and witch spells.  

The undine does have a song that acts as a charm person spell.  The effects are not intentional, the undine does not choose to charm when she sings, but she can use her singing and her charm to her advantage if she chooses. An undine not wanting undue attention from amorous land dwellers will make sure that no one is around when she sings.

Undines have to return to their body of water once per week or lose points of Constitution at the rate of 1 per week. At 0 points she will die.  An undine cannot enter holy or hallowed ground.  She is not barred from doing so, it just makes them uncomfortable and it is treated as a failed morale check.  Clerics and priests believe they can turn undines as if they were undead. The undine will leave the area is a cleric present their holy symbol, but there is no compulsion behind this. Undines just do not like clerics.

Like many elemental creatures the undine does not have a soul, but a spirit instead. For this reason resurrection and raise dead spells will not work on them.  If an undine falls in love with a mortal and can get that mortal to profess their undying and true love to the undine then the undine may remain on land as a human woman and will "grow" a soul.  Though it is said that if their lover dies before them or if their lover discovers the truth about them they will return to the sea. 

--

I like this. She ended up being a little more powerful than her sister the sylph is but that is fine really.

I still really need to fix my treasure types. I might adopt the OSRIC model and just list out what everything is and avoid Treasure Types or Horde Classes altogether.  Much more work on my part, but it gives far more control over what I can give each one.

Here is what OSRIC lists for the Sylph:  

Treasure: 10d4 gems (50%), 1 misc. magic and 1 potion (60%)

I mean that is only one line.  I could easily convert what I have now to that.  OSRIC also divides the monsters by type.  So naturally, all the devils, demons, dragons and dinosaurs are all grouped together, as we see in the Monster Manual. But so are sylvan and Faerie creatures, as we would see in the BECMI Creature Catalog.  I like both styles.  I am more likely to go with alphabetical listings with some large groups.  Like the group I am talking about on Monday!

April 2021 A to Z


Friday, April 23, 2021

#AtoZChallenge2021: T is for Troll, Swamp

I enjoy trolls.  I have posted a few here and even did a Troll Week this past summer.  So yeah I am a fan.  For today I am doing a troll I have wanted to publish for a while, but I needed to rewrite it.

Troll
Troll, Swamp

Large Giant (Aquatic)

Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
Swim: 180' (60') [18"]
Armor Class: 5 [14]
Hit Dice: 4d8+8* (26 hp)
 Large: 4d10+8* (30 hp)
THAC0: 12 (+7)
Attacks: 2 claws,  1 bite
Damage: 1d6+3 x2,  1d8+3
Special: Regeneration, amphibious
Save: Monster 4
Morale: 10 (10)
Treasure Hoard Class: XIX (D)
XP: 200 (OSE) 215 (LL)

Str: 18 (+3) Dex: 16 (+2) Con: 16 (+2) Int: 10 (0) Wis: 10 (0) Cha: 6 (-1)

The swamp troll is a semi-amphibious cousin of the troll found in dismal swamps, fetid bogs, and murky fens. They are slightly smaller in build but have larger jaws and claws. 

Swamp trolls are voracious eaters and will eat anything that walks, swims, or flies into their realms.  They attack with their large claws and bite.  Like their land-dwelling cousins, they regenerate (3 hp per round), but only while their body is touching the water.  A damaged swamp troll will retreat under the water of their swamp to heal and attack again. 

These trolls are often in the service of a Swamp Hag.

--

Ok. I like these guys. When I get some art for them I want a troll with a huge mouth full of sharp teeth. 

April 2021 A to Z

Thursday, April 22, 2021

#AtoZChallenge2021: S is for Skeleton, Electric

When I was young, like four years old young, I remember we had this Halloween decoration that we hung up in my parent's first house.  It was a skeleton with a lightning bolt coming from its forehead.  Now this would have been 1973 (we moved in 1974) so my memory of it is a little foggy, but I knew it was a skeleton with a lightning bolt. Why? Because my older brother Mike used to scare me with it. He told me that if you crack open the skull of a skeleton then lightning would shoot out.  Made sense to my 4-year old brain. I mean I knew electricity brought Frankenstein to life. 

Between my mom's horror stories, my dad's love of old monster movies, and my older brothers telling about skeletons made of lightning and giant spiders living in the backseat of my dad's old 1934 Hudson it's no wonder I am still writing stuff like this.

So for my late brother Mike who used to love to scare the shit out of me, here is this one.

Man fighting skelleton
Skeleton, Electric

Medium Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 1d2 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
Armor Class: 6 [13]
Hit Dice: 2d8** (9 hp)
THAC0: 18 (+1)
Attacks: 2 claws + or special
Damage: 1d6 x2 + electrical discharge
Special: Undead, immune to Charm, Hold, and Sleep magic. Electric discharge
Save: Monster 2
Morale: 12 (12)
Treasure Hoard Class: None
XP: 30 (OSE) 38 (LL)

Str: 10 (0) Dex: 10 (0) Con: 10 (0) Int: 4 (-2) Wis: 4 (-2) Cha: 8 (-1)

Electric Skeletons are the remains of people who died while being subjected to terrible experiments using elemental electricity instead of necromantic powers.

These skeletons look like normal skeletons, save that they appear to have been burned down to the bone. Their eyes flicker with an evil light. They are faster than normal skeletons and can attack with two claws per round. They are mindless and attack without regard to whom they are attacking, just as long as who they are attacking is alive.

Attacking these skeletons with an edged weapon such as a sword or spear will result in a discharge of electricity that deals 1d4 damage to the attacker (saving throw vs. paralyzation for half). Attacks using electricity, such as lighting bolt or shocking grasp, do no damage. These creatures are Turned as zombies or 2 HD creatures.

--

Not bad. They don't need to be fierce or huge or even terribly deadly, they are from the fears of a four-year-old.  

April 2021 A to Z

Wednesday, April 21, 2021

#AtoZChallenge2021: R is for Rakshasa

The demon Kumbhakarna
Going to the other side of the world from where I have been spending most of my time in the A to Z of monsters to one that always fascinated me back in my younger days.  Flipping through the Monster Manual  I recognized many of the creatures from myth and story, but one was new to me (ok there were more than one, but this one stood out).  

The Rakshasa of Indian myth was new one.  I had read a total of two Indian myths by this time so the Rakshasa was new to me.  Looking at the entry in the Monster Manual you would be excused for thinking they were some sort of cat-headed humanoid.  Much like the similarity named Rakasta from the D&D Expert module Ilse of Dread. 

In my naïve understanding of the differences between what was Advanced Dungeons & Dragons vs to what I was playing Basic Dungeons & Dragons, I tried to reconcile many concepts, and the Rakshasa / Rakasta was one of the round peg in a square hole that got me thinking maybe these, in fact, different creatures and different games.

Now a day I just mix and match as I see fit.

But that was not the last time the Rakshasa was going vex my efforts. 

Soon after I reconciled the whole Basic vs. Advanced D&D thing the next question, and one that stayed with me for a while, is why aren't these guys Devils?  Certainly, they felt like devils, they were Lawful Evil outsiders. They liked Illusion magic.   I played around with that idea for a while but never got it right.  It wasn't until I dropped the whole "Demon vs. Devil" and embraced the "Fiend" idea did it come to me. WotC would end up doing the same thing in D&D 5 in 2014.

Back in 2013 I reclassified these creatures as Yaksas and I was pretty happy with this.   That is until I began my research for my One Man's God series.  For India, I went back and reread the Ramayana. Rakshasas in these are much more complicated. Especially named Rakshasa like Ravana and his sister Shurpanakha.  Plus I learned more about Yaksas.

So. Where does that leave me today?  Well.  I want to do more research, but I think the classification of Rakshasa as a fiend belonging to the group of Asuras, who are sometimes referred to as "anti-gods."

Is this my final take on it?  No.  I am still doing more research and going back to the myths and stories, but I feel like I am on a good path now.

The three headed Rakshasa
Rakshasa
Medium Fiend (Asura)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Lawful Evil]
Movement: 150' (50') [15"]
Armor Class: -4 [23]
Hit Dice: 7d8+21** (53 hp)
THAC0: 13 (+7)
Attacks: 2 claws, 1 bite or special
Damage: 1d3+1 x2, 1d6+1
Special: Illusory appearance, special magic resistance, spell-like powers
Save: Monster 7
Morale: 10 (10)
Treasure Hoard Class: XVII (F) 
XP: 1,250 (OSE) 1,300 (LL)

Str: 14 (+1) Dex: 17 (+2) Con: 18 (+3) Int: 13 (+1) Wis: 16 (+2) Cha: 20 (+4)

Rakshasas belong to a group of evil outsider spirits known as Asuras.  These creatures are an ancient primordial race of fiends that are sometimes known as the "anti-gods".  Their main diet is human flesh and they use deception to get it.   They often appear as animal-headed humanoids, with baboon and tiger being the most common, but they and also appear as multi-headed demons with long tongues and huge tusks.  Regardless of the form they take a curiosity of the rakshasa is that its palms will always appear to be inverted; that is their palms on the "tops" of what humans would consider their hand and thus their fingers appear to bend backward. 

When first encountered a rakshasa will use its ESP to detect whomever the victim trusts, then use illusion to assume that form. Once the victim lets his or her guard down the rakshasa will reveal its true self and attack. They are immune to normal weapons and magical weapons below +3 only do half damage.  The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has a +2 on saving throws against all other spells and magical effects.  A rakshasa would prefer to avoid combat, but when they do choose to fight they are vicious, enjoying the taste of blood as they fight.

All rakshasa have the following spell-like abilities:

  • At will: detect thoughts, disguise self, mage hand, minor illusion
  • 3/day each: charm person, detect magic, invisibility, major image, suggestion
  • 1/day each: dominate person, fly, plane shift, true seeing

Rakshasas are evil but not unintelligent. They will know when to attack and when to hold back.  A poisoned cup of tea takes care of an enemy just as well as claw to the neck.

Multi-headed Rakshasas: It is believed that the more head a rakshasa the more powerful it is.  Each head would increase the creature's HD by 2 levels and Intelligence by 1 point for each head.  Rakshasas with five or more heads become Large creatures.

--

There is likely a lot more I can say and do with these guys, but this is a great start.  I am pretty happy with this as it is, but I know I am going to discover more.

April 2021 A to Z

Tuesday, April 20, 2021

#AtoZChallenge2021: Q is for Qliphoth

Qliphoth
One of the things I want to establish in my Basic Bestiary II is there are a LOT of different kinds of "demons" out there.  In AD&D we basically had two, then three, major groups, demons (chaotic evil), devils (lawful evil), and the awkwardly named daemons (neutral evil).  When 2nd ed came around the publisher caved to the angry mom crowd the authors came up with the replacements Tanar'ri, Baatezu, and Yugoloths respectively.  While many of us chaffed under these names they did open all the fiends up to reinterpretation.  And that was a good thing.  Also, I preferred Yugoloths over Daemons anyway. 

As the editions continued on the "Species" of fiends also grew.  The official D&D products in the 3e era added the Obyriths and Loumara types of demons to represent to oldest and youngest races respectively (not subject to the OGL) and other companies began to add their own as well. 

I myself have added the Lilim, Eodemon, Shedim, Baalserph, and Calabim fiends.  I have a few more as well.  Personally, I like the idea of all these competing hordes of fiendish creatures, fighting each other as much as they want to fight the power of good. 

Some of the newer types are not included in the SRD or part of the OGL.  For example, I can't use Obyriths in my books. I can use Pazuzu who is described as an Obyrith, I just can say anything about his "species."  I do say he is an "Eodemon" or "Dawn Demon" which is what the obyrtihs are trying to do.  Pazuzu is from world mythology so he is fair game.  Pale Night, a very powerful obyrtih is not.

This brings me to the Qliphoth.  The Qliphoth is open in terms of the Open Gaming License. The term, קְלִיפּוֹת, itself comes from Jewish Kabbalah.  So I am free to use that.   The Qliphoth in Pathfinder have a particular background.  I want something a little different, though I am likely to keep them similar just to aid people moving from system to system.  Rereading "Eodemon" as "Obyrith" is no big deal.  Having a name refer to two completely different sets of creatures is something else.   

Borrowing from the Kabbalah where Qliphoth means "Peels", "Shells" or "Husks" (mostly husks) here is what I am saying the Qliphoth are.

Qliphoth

Æons before the first demons crawled out of the Primordial Chaos or the first Angel fell to become a Baalseraph there was a race of beings of surpassing knowledge, grace, and power. Akin to gods they were and like gods they wished to be.  Not for power or glory, but for the purpose of knowing the fundamental workings of the cosmos to become one with it.  Their success was gained when they came upon a plan to shed all that was impure, unholy, and evil in their natures and discard them.  They sluffed off this evil and became luminous beings of pure energy and light.  Leaving behind the husks of what they were, tainted with unspeakable evils as only an immortal race of super-beings can produce.  These husks began of a "life" of their own. Evil, knowing they had been discarded, and festering in the darkest parts of Chaos.  It took them millennia, and in that time other creatures had come to populate the sinkholes of evil they had called their prison and home.  They despised these creatures as much as they despised their former selves and their new selves.  The Qliphoth had been born.

Qliphoth inhabits the same areas that are inhabited by the Calabim, demons of destruction, the chaotic demons that call the Primordial Chaotic abysses their home.  They share some qualities, immune to poison, possessing telepathy, and darkvision. Like other demons, they take only half damage from electricity and fire, but also acid.  Their minds are so alien to humanoids that they are resistant to any mind-affecting magics like sleep, charm, and hold spells.  All Qliphoth are the stuff of nightmares and only vaguely resemble something the human mind can process, so a save vs. Petrify or Paralysis is required when they are first seen. If the subject fails they cannot attack for 1d4 rounds.

It is said that Qliphoth exists for one reason alone, to reunite with the begins that cast them off.  Each subtype of Qliphoth is connected to a particular individual.  If they can reunite then all of that type will cease to be.  Otherwise, they will attempt to kill and devour the being that abandoned them.  Until such time they will kill and devour anything else in their path of destruction.

The Qliphoth are named for the part of the Tree of Death they are said to have originated in. 

Nehemoth.  These are whisperers or the night specters.  They are the weakest of the qliphoth having only spirit forms.

Gamaliel. These are the "obscene ones" and appear as nightmarish distortions of human figures with exceptionally large and exaggerated sexual organs. They were the unnatural sexual urges cast off by the Luminous Ones.

Samael. These Qliphoh appear as beautiful humans but all their words are lies. They drip poison and are a horror to behold in their true form which takes the shape of nightmares.

A'arab Zaraq. These are the Ravens of Dispersion.  They appear as hideous demon-headed ravens with wings of molten lava. 

Tharirion. These are are the Zomiel, giant demons coated in dark black blood that burns to the touch. They constantly fight amonst themselves unless ordered by a stronger creature.

Golachab. These creatures are demons surrounded by fire. They constantly burn the exist only to cause destruction and pain.

Gha'agsheblah. These creatures are giants with the heads of demonic cats. They eat everything they can.

Sathariel. These creatures are heads surrounded by swirling black mists. Only their glowing red eyes can be seen.  Their riddles cause madness.

Ghagiel. Huge demons with serpents wound around them.  They are found of destroying libraries and other institutions of learning and wisdom. 

Thaumiel. The most powerful of the Qliphoth. The shadow of their former selves.  Appears as a towering beast of shadow and destructive purpose. 

--

Ok. No stat block on this one yes because I am not far enough along yet to merit one.  Plus I need to get these demons to really be scary. Right now they are not.  And I'll need to read some more Kabbalah to get a good feel about what these creatures do and how to tease them apart from other types of demons.

I have some time. This is just the first draft of these guys.

April 2021 A to Z


Monday, April 19, 2021

#AtoZChallenge2021: P is for Púca

It began with Harvey. 

A little odd piece of trivia for you. Back in High School and College my knick-name was Harvey. Not because of the movie of the same name, but for other reasons too long to get into here. But people always asked me if it was because of the movie. I got tired of hearing about it so I watched the movie, as was my habit, with my dad.  He loved it of course, it had been a you man (younger than I am now) when it came out so he had good memories of it.  I enjoyed it too, but I enjoyed mostly because my dad did.  But that was my first introduction to a "Pooka."

Since then I have run into the pooka in other places. Robin Goodfellow of the Bard's Midsummer Night's Dream is another fine example. The creature always seemed perfect for D&D yet I can't find many examples of it outside of Celtic-focused gamebooks.

Puck (Fuseli, 1810-1820)
Púca
AKA Phooka, Puka, Pwca
Small or Medium Fey (Chaotic)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
Armor Class: 7 [10]
Hit Dice: 2d8+2* (11 hp)
   Small: 2d10+2* (9 hp)
THAC0: 9 (+10)
Attacks: 1 bash 
Damage: 1d6-1
Special: Fey, invisibility, shape-shifter, vulnerable to cold iron
Save: Monster 2
Morale: 10 (NA)
Treasure Hoard Class: None 
XP: 35 (OSE) 47 (LL)

Str: 8 (-1) Dex: 16 (+2) Con: 14 (+1) Int: 12 (0) Wis: 10 (0) Cha: 14 (+1)

The púca (pl. púcaí) is a shape-shifting fey creature related to both goblins and to brownies. The natural shape of the púca is debated by scholars, but it is believed to be a small fey creature with animal-like features such as rabbit years, whiskers and pronounce front teeth.  It is suggested that they even have little horns.

While not an evil creature, the púca delights in causing all sorts of mischief. They can take the shape of any animal they choose from Small to Large. They can even shapeshift into a medium humanoid creature. They will appear human, or elflike, but will have some feature of an animal such as goat legs, rabbit ears, or a tail.  A favorite trick of a púca is to shift to a magnificent horse and tempt humans to ride it. Once the rider is on they burst into breakneck speeds and give their rider a terrifying ride. They will then deposit the confused and worn-out rider miles away from where they started. Another favorite trick is to shift into a small adorable animal such a baby bunny or kitten. When a human picks them up they will begin to yell at them in common speech and shift to a small, but ugly goblin. The púca delights in these pranks and never means to cause injury or harm. 

The púca prefers to avoid all combat situations. They are not strong fighters at all and will use their invisibility to stay out of most fights. They can become invisible at will and remain invisible until attacked. If force they can usually bask with a fist or head bash. The púca's innate fear of iron prevents them from picking up and using any weapon.  Iron weapons cause double damage to a púca.

Púcaí though can be bribed and even befriended if presented with their favorite blackberry wine.  A drunk púca can foretell the future in a limited fashion, resulting in anyone sharing wine and stories with one a +1 on any roll between the sunrise the next day and the next new moon. A drunk púca though is a handful as it randomly shape-shifts throughout the night.

There are tales of evil púca the eat humans or drink their blood. But this is likely some other creature. 

--

So not a creature you are going to go out to pick a fight with.  Not that you can't but there is not much point in that.  While I am keenly aware that D&D can often devolve into a game of just fighting monsters (and I have enjoyed those games in the past too), monsters don't have to exist just to be killed by the PCs.   Our púca here is a good example of that.


April 2021 A to Z


Saturday, April 17, 2021

Sword & Sorcery & Cinema: Clash of the Titans (1981, 2010)

Double Feature!

Clash of the Titans (1981)

I can't talk about monsters all month and NOT pop in the stop motion masterpiece of Clash of the Titans.

If you come to this blog I have no doubt you know this move and this story.  So instead lets talk about the production.  Let's get good look at the casting for the gods. Laurence Olivier as Zeus, Claire Bloom as Hera, Ursula Andress as Aphrodite, Maggie Smith as Thetis. Seriously these WERE the gods in 1981. Add in relatively unknown (pre L.A. Law) Harry Hamlin as Perseus and the captivating Judi Bowker as Andromeda then our cast is set.  Throw in some Burgess Meredith for comic relief and a bunch of Ray Harryhausen stop motion creatures and you have a classic.

I am not sure if Medusa was ever depicted as a half snake-woman before this movie, but she sure was after it.  Maybe more so than anything outside of Tolkien has left it's stamp on D&D more than the Greek myths and no movie did as much as Clash of the Titans.  Even people that have never seen the movie know "release the Kraken!"

The film almost has a Disney quality to it with it's score and cinematography. Cinematographer Ted Moore had worked on a lot of 70s Bond films and two of the Sinbad movies, the spiritual forefathers to this one.

Re-watching now (and again) the story holds up and the special effects are more charming than dated. Even Bubo was less annoying in reality than in memory. 

Clash of the Titans (2010)

Ok. The Greek myths endure because they are stories that can be told and retold again and again.  A remake then should always be welcome.  And on paper this one sounds good.  First lets look at our Gods again. Liam Neeson as Zeus, ok do we even care who else is playing the gods at this point?  Ralph "Voldemort" Fiennes as Hades.  Luke Evans (Dracula Unbound, The Hobbit) as Apollo, Danny Huston as Poseidon and Alexander Siddig (Deep Space Nine, Game of Thrones) as Hermes. Ok so, this is all good.  Sam Worthington as Perseus. Ok a good actor, but lacks a certain Harry Hamlin-ness. Alexa Davalos as Andromeda, also good.

Plus we know the special effects were going to be better since this was the new age of CGI.

And...yet it all falls so flat.  Zues' "release the Kracken" doesn't have Sir Laurence Olivier's gravitas and we know Liam Neeson can deliver a line.  Hades...exactly WHY was Hades here anyway? The rest of the gods were blink an you miss them.

The Kracken was underwhelming, but still fun.  Medusa, well. Actually I liked this one. While the first medusa was a spectacle of stop motion puppetry the new one with the face of supermodel Natalia Vodianova seemed more human. It also was one of the first certainly not the last time the story made you feel properly sad for Medusa.  But that is topic for another day really.


The movie is all glitz and spectacle and no heart.  The sign where they toss Bubo from the original movie aside might have felt funny, but it is a good example of the entire film.

Still for a popcorn flick it is fun.  You can even see this as a prequel of sorts to the Greek gods in Wonder Woman.

--

Game Material

Pretty much the entire movie to be honest. The original is so deeply imbedded into the DNA of 80s roleplaying it would be hard to tease out today what came from the Greek myths before this movie vs. after.