Search This Blog

Saturday, July 25, 2026

The Odyssey TV Series from 1997 is truer

 Things I'm liking:

  • Christopher Lee's scene... that whole into the lava with the goat scene was great. The poetic language, great. 
  • Scylla is freaky and scary. Looked 10 times cooler than the Aliens-Egg-Laying-tube-worm-tail looking one from the 2026 movie. 
  • Main guy being of Italian heritage makes him seem a lot closer than Matt Damon being Greek. 

Friday, July 24, 2026

Art - covers of Dragon mag in 1990s

 Supermgood, but what IS that thing https://www.completecompendium.com/catalog/dr/Dragon172/

Dozen more https://www.completecompendium.com/catalog/dr/

Foreshortening dragon face is great https://www.completecompendium.com/catalog/dr/Dragon238/

The Odyssey 2026 movie... whelp, kind of disappointing, but some good

Disappointing. I tried to like it more for the kid. It's not terrible. But it was disappointing in:

  • 1. Setting. Drab as fk. Where's that cool Mediterranean cave & island world? 
  • 2. Casting
  • 3. Historical accuracy in look
  • 4. Modern day dialog, dear lord
  • 5. The monsters were not cool, they went for gross. The cyclops was passable, maybe, but... I lie, I did not like the design look, a twisted face and nose with a "missing" eye, though the actor/CGI was fine. Scylla... lol, you will never see a picture of it online b/c it was so.... meh.
  • 6. Body horror, yes body horror in this tale is about as weird as you would imagine. 
  • 7. Audio sucked. Whispering dialog all day, hard to hear. Then super loud terribly distorted sounds during action. 
And this reddit post , the first couple of paragraphs, knocks it out of the park on what it did incorrectly. Once it rants about Matt Damon's Odysseus as being too "above reproach" i disagree. I can get past that because in a MOVIE I do like a hero who is a good guy. The kids were flipping out about how in class, they taught how bad Odysseus was, etc. While, yeah, as a kid myself I was completely pissed at him for leaving his family for 10-20 years, and shacking up with the Nymph and witch, ... I hate all hero types in most stories when I think about them in a realistic way b/c they are ALWAYS screwing over their family ... when I want entertainment, I like the hero to be likeable. That's all. 

And then the post says what they did to Odysseus is "This downgrading of the moral architecture of the original work reminds me of what Guillermo del Toro did to Frankenstein." I say wrong wrong wrong, it is an UPGRADE of the moral architecture. I hate it when critics think being morally a shitbag is a better story. Fuck 'em. Well I'll excuse this b/c it is perhaps the main point of the original story, for some reason. I guess it as a story has endured for two reasons 1) supernatural coolness for my brain types and 2) shitbag morals for the gossip crowd brain types.

And this dude gives details on all the good parts of the movie, which I seem to agree with mostly (except I hate not seeing real Greece, not seeing cool monsters, etc.): by thigerlel

"There's no Greece in the movie because it's not about Greece. It uses Odysseus's journey to talk about the 20th Century, which is also why there' s the Bronze Age line. By coming up with the Horse, Odysseus breaks the implicit mythical trust humanity had on each other, a la Pandora or Eve unleashing sin. The veterans of Troy become the Sea People, who spread arround genocide in Troy, pillaging in other islands, rape if Cercei hadn't been prepared. Odysseus isn't curious in this version because he's guilty, and his delay in getting home is reframed as him having become so twisted he can't look at his old family in the eyes again. He listens to the sirens not because he's full of whimsy, but to suffer for all that he's done.  He created an atomic bomb, there's no putting it back in the box, and their civilization will crumble until another one rises that will forget their mistakes and repeat them (us). It's an origin story for our current affairs. Odysseus is certainly a story teller. The structure of the film is less about him being passive and more about him orally narrating events to Calypso just as the story was originally spread around. In fact, there are no fantastical elements in the movie; creatures only appear in stories told to other characters. The landscapes in these tales often lack delineation, becoming surreal, endless beaches reminiscent of the Freudian sea of the unconscious as Odysseus's tale is nothing but a way for him to work though his feelings. Athena, who seems the most tangible mythical element, is revealed to be the face of the child Odysseus caused to be beheaded in Troy, just Odysseus's conscience. The actors look modern and the armors look out of place because it's a story about all time periods, extending into the future perpetually (they still look like shit)"

Tuesday, July 21, 2026

Ettercap, Ettercop, Cobweb, Spiderweb

 These things are all related. Check out the whole Wordsmith entry for it:


This week’s theme
Words with hidden animals

This week’s words
auspicate
ettercap



The Crying Spider, 1881

Art: Odilon Redon

ettercap or attercop

PRONUNCIATION:

(ET-uhr-kap or AT-uhr-kop)

MEANING:

noun:
1. A bad-tempered or spiteful person.
2. A spider.

 

ETYMOLOGY:

A variant of attercop, from Old English attorcoppa, from ator (poison, venom) + coppa (spider). It’s the same element that shows up in cobweb, literally spider’s web. Earliest documented use: before 1525.

NOTES:

If you know someone who is always spinning webs of gossip or ready to bite your head off, this is the perfect label for them. The form attercop got a modern boost from J.R.R. Tolkien in The Hobbit. Bilbo Baggins uses it to taunt the giant, venomous spiders of Mirkwood, and the insult works. No spider, Tolkien tells us, has ever liked being called attercop.

USAGE:

“At least we can see the auld ettercap into the ground now, Christ be praised.”
Pat McIntosh; The Counterfeit Madam; Constable; 2011.

A THOUGHT FOR TODAY:

Never think that war, no matter how necessary, nor how justified, is not a crime. Ask the infantry and ask the dead. -Ernest Hemingway, author and journalist, Nobel laureate (21 Jul 1899-1961)


Monday, July 20, 2026

Sound of fantasy horn (real) - Carnyx horn, Iron Age.




 https://m.youtube.com/watch?v=68Hds0OYrbg&ra=m

Time 8:27

https://www.thevintagenews.com/2017/06/06/the-carnyx-a-long-curved-instrument-used-by-the-celts-during-the-iron-age/ says -- Prior to 2004, fragments of only five such instruments had been preserved, from Germany, Switzerland, France, Scotland, and Romania, but in November 2004 archaeologists discovered more than 500 fragments of unique military and religious objects in a Gallo-Roman site at Tintignac, in southern France. These objects, all made of iron and bronze, included 10 helmets, a dozen swords and scabbards, iron spearheads, a shield, two animal heads, one foreleg, a cauldron, and seven carnyces. Once one of the carnyces was restored, it proved to be the most complete carnyx ever found.

wikiped -- Six of the carnyces had boar's heads, while the seventh appears to be a serpent-like monster. 

-- The carnyx (pl.: carnyces; /kɑːnɪks/, KAR-nicks) is a wind instrument that was common in Celtic cultures during the Iron Age, between c. 200 BC and c. 200 AD. It is a type of trumpet made of bronze with an elongated S shape, held so that the long straight central portion was vertical and the short mouthpiece end section and the much wider bell were horizontal in opposed directions. The bell was styled in the shape of the head of an open-mouthed boar or other animal.

The Celts used the carnyx in warfare, probably to incite troops to battle and to intimidate opponents, as Polybius recounts.[1] The instrument's significant height—typically around 1.8 metres (6 feet), standing as tall as its player—allowed it to be heard over the heads of the participants in battles or ceremonies.[2] The carnyx was not only used by the Celts but also by the Dacians in modern Romania, and depictions have even been found on a Buddhist sculpture in India, attesting to the far-flung connections of the Iron Age world.[3]

https://www.reddit.com/r/ArtefactPorn/comments/10dvmb3/a_nearly_complete_1st_century_bce_carnyx_found_in/ says -- A nearly complete 1st century BCE carnyx found in 2004 at Tintignac, France (the one in the left picture, with a reconstruction in the right). Fashioned as a snarling boar, the carnyx was a war horn used by the Iron Age Celts between c. 200 BCE and c. 200 CE


Sunday, July 19, 2026

Swords in the Mist, Fafhrd and The Gray Mouser - I now read

 Starting Swords in the Mist now.  






Wikiped says Contents

"The Cloud of Hate" (1963)
"Lean Times in Lankhmar" (1959)
"Their Mistress, the Sea" (1968)
"When the Sea-King's Away" (1960)
"The Wrong Branch" (1968)
"Adept's Gambit" (1947)

Origins

  • Could the 1980s movie “the fog” by Carpenter be influenced by this first story of an evil sentient fog with an evil red light in it… disguised as normal fog. Pg. 17 has four killers walking nearly invisible through the fog… with weapons attacking folks and feeding the fog. 
  • Dnd - eldrich things (magic from wizards at least in part) mentioned - lightning from clouds, black coalescing shadows that suffocate men in a forest, sea serpents, smoke from a wizard’s fire that snakes out to strangle. 
  • Pg. 27 Issek of the jug vs. Jugged Issek, who was confined in an earthenware jar for 17 years. Could it be the idea for the weird goofy living Jug/pot people of Elden Ring???
  • Mingol glue, pg.59…. Mayne lead to dnd super glue… i forget the name. 
  • Pg 89, zombies it looks like. Tho watery sailors turned zombies of some calmer sort.


Trivia
  • Mouser is revealed as perhaps slightly evil, more so than Fafhrd for sure, on pg. 18. The fog was easily resisted by Fafhrd, not so easily by Mouser. 
  • Sheelba is described as demonic and Ningauble as alien and multi-serpentine… through others’ views… in “Lean times in Lankhmar”. 
  • Fafhrd is pronounced close to “fafherd” so it says in “Lean times…” pg. 24.
Analysis
  • Story 1. Solid. Freaky cultists, magic fog monsters, fighting. 
  • Story 2. Overly descriptive (of boring or silly religious dudes) in the first half of story 2. I mean it is kinda entertaining, but it’s too much for me. Need action. Need weird and fantastical. Update - the whole thing was a comedy, no fantasy. This was the "change up the heroes... make them look different... one gains weight, etc." thing. 
  • Story 3,super short… probably written to tie stories together.  Nothing happens really... they ride in their boat and become "normal" again.   
  • Story 4 is starting kinda slow. They’re “jumping” into a magical air tunnel through the ocean to find sea women. A shark has been the only action for about 2 seconds. It has mostly been about Fafhrd not being worried and Mouser being very worried they’d die when the magic tunnel of air breaks. Like pages and pages of this. OK, then they had like 1 paragraph of watery zombie-type undead and something else they killed. Then they got with the sea ladies with blue or green or something skin. End of story basically.
  • Story 5 was confusing at the beginning, I thought it said it was going to be on Earth around the Roman empire days due to Ning's caverns that lead to other times and universes... I skimmed through 5 or 10 pages of stuff, then I started seeing Ilthmar references and very very VERY briefly references of 1 and 2 and 3 headed sea dragons. So I don't know if this is supposed to be Earth or not. LATER… ok they do get transported to Earth and all thst. Weird. 

D&D ideas to use; Names: 
  • Names: Gnarlag, Skel, Kreshmar. Sory 2- Pulg. 
  • Cultists create the evil fog near a river. This fog turned into a squidlike fog monster w ten tentacles… grew a single red eye as big as a face. Had infected evil types to become truly murderous, and when it sucked up enough life force from whomever, that’s when it started to look like a giant monster with an eye. Can grab weapons. A single pinkish silvery thread connected it to the larger evil fog. Cut that, and you beat that one part. Dying, weapons drop, fog disperses, and a stink.
  • X


Mistakes in continuity
  • Pg.27, says the twain heroes split up… Fafhrd joined up as an acolyte with Bwadres worshipping Issek of the jug, a religious type “godlet”. But in another story I thought it said Mouser and Fafhrd met for the first time after that. 













Saturday, July 18, 2026

Scifi trivia and Golden Age reads

 https://m.youtube.com/watch?v=GhNtYhvDsvo&t=856s

Time 14:20 shows that yeah, Ridley Scott probably stole this old idea of planting eggs in spaceship crewmen feom this story “Discord in scarlett” by A. E. Van Vogt. 

Or did that author van Vogt steal from John Campbell’s creatures in “Who goes there”?

Youtuber J. Scott Phillips. 

Friday, July 17, 2026

Ningauble of the Seven Eyes - art

Fantastic Stories cover "Adept's Gambit". 

Ningauble of the Seven Eyes. Wow, I guess that's what he looks like... was hiding his face and hands and feet in the stories I've read so far, but did freakily reveal his 7 eyes that can extend very very far... they're supposed to glow slightly green and have cat-like pupils. 

On the picture. Nice and freaky, I like it. Thanks/credit for picture (of an old maganize) to Goodman Games and the Lankhmar PDFs I got from that humble bundle last year. This was in the PDF named "DCCL 8 EightCities". 


BTW, that usual yellowish comicbook art you see everywhere of them incorrectly shows hands (wrapped and less fingers on Nongauble) on Sheelba and Ningauble. I just finished reading the stories in “swords against death” and specifically nobody knows if the two wizards have human anatomy on their faces or hands still (or feet). When Fafhrd gets to borrow the blindfold of true seeing, one of the wizards, I think Sheelba, says NOT to put it on right then or risk insanity and death (implying the perhaps Lovecraftian nature of the two wizards).


Trivia from that PDF (note that "The Twain" means Fafhrd and The Gray Mouser): 

Something that was produced though was the game of

Lankhmar, originally released by TSR in 1976 and ushering

in a long-time partnership between Leiber and the “Game

Wizards.” The game of
Lankhmar was based on a wargame

of sorts created by Leiber and Fischer and played during the

years of the Great Depression. The original board, a massive

piece of cardboard that showed the terrain and geography of

Nehwon, was long lost along with the rules the two wrote.

When Gygax learned of this game, he expressed a desire to

reproduce it, leaving Leiber and Fischer with the chore of reconstructing the game from memory. These rewritten rules,

penned in longhand, can be found in the Papers Collection.


 As part of the development of the game, Gygax sent Leiber

and Fischer a number of illustrations done by David C.

Sutherland, III, each depicting his take on the characters

in the game. Fischer sent these back to TSR with a number

of corrections, pointing out where Sutherland had veered

away from Fischer’s own personal interpretations of the

characters and cultures of Nehwon. Sadly, these corrections

arrived too late for them to be implemented. The annotated

illustrations are preserved in the Collection, granting an interesting insight into how the Twain’s co-creator envisioned

the duo and the world they inhabited.


That B&W one is from https://dungeonfantastic.blogspot.com/2019/03/fafhrd-grey-mouser-by-russ-nicholson.html pointing to artist https://russnicholson.blogspot.com/2019/03/as-one-came-lets-see-if.html
 

Thursday, July 16, 2026

Get Tenkar’s book

 https://m.youtube.com/watch?v=-yYZdrUi_Zw

Transcription from vids, so it's not super fancy prose... it's just basic info, which is just fine. It'll be updated a couple times a year. 

He says "Download link is right here https://tenkars-tavern.games/TavernGuide

— no email, no signup, no store page. It's CC BY-NC-SA 4.0, so print it, share it, post it in your Discord, hand it to your table. Read the chapter that matches whatever's actually broken at your table this week, pick one procedure out of it, and run it three times before you judge it. Then tell me whether it held up."


Extra good parts: 

  • The Three Steps, on page 7. 
  • Telegraphing Danger: The Escalation Ladder, on page 8. 
  • Room Description: Scene, Oddity, Risk
  • Adding These Procedures Without Burning Your Table Out
  • What This Handbook Assumes: The B/X Loop - ...common sense first, dice only if needed....

The three steps (I'll paste the whole thing)

Step one: the player states intent, and "I search" doesn't count. "I'm checking the fireplace for drafts." "I'm feeling the mortar lines for a seam." "I want to know if that chest's lid seam looks tampered with." Intent tells you what kind of clue to hand back.

Step two: you respond with information, not a verdict. Not "you find a secret door" — "the soot above the fireplace is thicker on the left, but there's a clean arc on the right, like something's been swung open, and you feel a faint cool draft near the right inner stone." You've told them nothing is confirmed and everything is worth pursuing. Layer the clues if a player keeps investigating: one standout detail, one suspicious detail, one confirmation of safety.

Step three: roll only when time, risk, or precision are actually in question. Not "did you find it" — "can you do this quickly," "can you do it quietly," "does this trigger while you're working it." The roll stops being permission to discover and becomes a cost for speed or stealth.

Applied to traps, the same three steps hold, with one addition: think about what job the trap is doing. Traps exist to make the dungeon feel engineered — somebody built this place and expected intruders — and to make time matter, the same way searching does. If a trap doesn't create a decision, it's just random damage.

WORKED EXAMPLE — THE NEEDLE CHEST

Slot-machine version: "I check for traps." Roll. Fail. Open it. Save vs. poison or die. Nobody learned

anything — that's a death tax, not play.

Clean version: "Before we touch it, I check the lock, the lid seam, the hinges — anything out of place."

You: "There's a hairline scratch around the lock plate, like it's been removed and reset. The keyhole smells

faintly of bitter almonds." Now the table has a real decision — rotate the chest so the lock faces away and

work it with a pole (slow, safe, a turn); force it (fast, loud, risks the contents); or hand it to the thief with

time to work (a roll, but a chosen one).

Give real credit to good tools and good method. A 10-ft pole probing ahead, chalk or flour dusted on a floor to catch a disturbed seam, a mirror on a rod checking behind a statue, water or oil poured along a seam to reveal airflow — if the approach is sound, let it succeed outright. The thief's Find/Remove Traps skill isn't the only way into this system; it's the cleanest option for a fine, dangerous mechanism under time pressure. Everyone gets to investigate and attempt a bypass. Only the thief gets to neutralize the hard ones cleanly.


 

Telegraphing Danger: The Escalation Ladder (just a piece of his write up below)

Three rules keep this from turning into spoilers. Give clues, not labels — "little animal skeletons in the corner, all frozen mid-scream," never "this is a basilisk's lair." Make every warning actionable — a scratched note reading "mirrors help" is useful; a vague sense of dread is not. And keep the truth accurate but incomplete — the player should be thinking it might be poison, might be gas, might be something on the ceiling. Uncertainty creates tension. Ignorance just creates resentment.



Room Description: Scene, Oddity, Risk (summary here, but read his details, good stuff)
  • 10 second delivery
  • Scene -Shape and obvious function of room. 
  • Present one oddity - something that invites interaction. 
  • Imply one risk. What it might "cost" to interact. 


Adding These Procedures Without Burning Your Table Out
  • If it doesn't fit your table, don't use it at your table. 
  • Add one tool at a time, so you can keep up. 

What This Handbook Assumes: The B/X L
  • The referee describes a situation. The players ask questions and declare actions. The referee resolves — common sense first, dice only when needed. Time passes, resources get spent.

Wednesday, July 15, 2026

Books To Read Maybe

  • The rest of the Dying Earth stuff. What's up with this cool cover from 1974 (but different author, not Jack Vance. But check out the name, Michael Shea is the same name as the 35-45ish year old guy on youtube doing all the Lazy Dungeonmaster type books for D&D 5e type stuff. I bet his parents read this book):


  • Most of the Fafhrd and Gray Mouser stuff. I'm still in the middle of Swords against Death


A book list of fantasy and sf, some good ones, maybe some I need to read:  

Monday, July 13, 2026

Swords Against Death - Fafhrd and the Gray Mouser- need to read authors


Reading it. More sword and sorcery than most other Leiber books, Goodman says.  

Published dates per short story (seems halfway correct from Amazon, puke):

  • The Circle Curse (1970) - Oh, they go back to Lankhmar in the end. Circle, OK.  
  • The Jewels in the Forest (1970, isn't it really from 193x?) - weird one. Pretty fun. 
  • Thieves' House (1943) - Black skeletons. Skulls with jewels for eyes. 
  • The Bleak Shore (1940) - “The Bleak Shore, The Bleak Shore, The Bleak Shore”. Freaky and potentially deadly so far. Let's see what happens. Ships. Read
  • The Howling Tower (1941) - wolves or hounds or people? 
  • The Sunken Land (1942) - 
  • The Seven Black Priests (1953) - my favorite short story so far. 
  • Claws from the Night (1951) - birds. 
  • The Price of Pain-Ease (1970) - Sheelba is in it. OK, here he becomes the patron of Mouser. Ningauble, in his mazy cave, talkative, also becomes patron of Fafhrd.
  • Bazaar of the Bizarre (1963) - ppl say its good. Sheelba is here. Ningauble, too. Yes this is a fun one, some humor!


Comments on stories

  • The Seven Black Priests is my favorite so far. The poison dart, conical hat, ~3 foot tall, covered in grease black priests were cool.  The introduction with the first one was just right… he was painted by the author as a man, but then you saw what happened/his response if there were intruders. Dangerous. Fanatical. Unrelenting. I loved how they kept popping up from nowhere. And their evil idol was menacing. Their background in the jungles of Klesh, but then their relocation in an opposite cold world was surprising yet effective. 


Trivia -

  • Hot blooded and furred snakes of the north, Fafhrd let’s us know.  Any chance this is related to dnd’s burning hot insectoid worm giant monster -> Remorhaz? Nah, I think the snakes are just warm blooded snakes, as they mention them more later. 
  • MISTAKE The bubble of Nehwon thing is different here compared to "The Swords of Lankhmar"… mentioned on pg. 16 as a mere made up spur of the moment thing. I don't know which story was first; it's just a minor inconsistency. 
  • MISTAKE The wizard warlock Sheelba … is seen for the first time in his walking hut. But in Swords of Lankhmar, Mouser is surprised when it walks. And Fafhrd I believe near the end indicates he never saw the hut before (right?). I don't know which story was first; it's just a minor inconsistency. 
  • Pg. 16, fireflies exist here… other short stories/book (The Swords of Lankhmar) had fire beetles.
  • Pg. 208, says they steal to replace lost  weapons and rename them the same thing every time. Graywand, Heartseeker, Cat’s claw and Scalpel.
  •  Pg. 214, once again Sheelba is described as maybe having tentacles instead of legs based on his uncomfortable squatting posture. So is that color picture of … oh yeah that picture was Ningauble, not Sheelba, that showed monstrous legs and claws. I bet they both are never revealed. 
  • Pg. 217, the Shadowlands have a Really good description. Almost night with clouds, but only a mist at most. An open Black cedar forest. Black antelope and reindeer nibble grass. No people. Boulders of black.  Many faraway lights of every hue but blue… only when approached they’d be gone.  No trace of ashes from a fire. Ghosts???
  • Pg. 221, Sheelba and Ningauble are said to be the two most powerful wizards…and were able to do powerful magic in a temper moody “revenge” (made very lighthearted in the story).  Ning  “magicked” all stolen belongings from a house to be gone. And Sheel did burn a whole house down magically. Seemingly both from afar, but unspecified actually. 
  • Sheelba and Ning are in the last story. 
  • Archimage is a real word, pronounced ark-uh-maje. Maybe like archetype(???). 
  • Archbishop is pronounced arCHbishop. 
  • Archangel is pronounced (ark anjul)
  • Pg. 230 lists… devils, sword armed demons, cults, lamias, succubi, bacchantes, and hamadryads. 
  • Pg. 235, Fafhrd suggests the two good mages come to help fight as sorcerous “archery and artillery” while he be the assault battalion. 
  • Leiber did fencing they say… so better fight scenes (think Salvatore). 
  • Leiber pronounced (lye ber) as expected. Fafhrd is (Faf  hrd) not (Fawf hrd) or a short o sound. Also Leiber like mouser pronounced mouZer, but that’s optional says the dictionary. 

More words n phrases to use/ideas
  • Time in “when the first stars show”
  • Hearing it whippoorwill might be a bad omen.. Anaugry of a bad omen. An augury of ill omen.
  • And the day of the toad a bad day to enter a deserted home. Bad luck.
  • Building… outjutting cornices and friezes
  • Mayhap
  • Feather you with arrows 
  • Make yourself scarce
  • Almost got home an attack
  • Sibilant (hiss like sound)
  • A faint, high, listless voice came from the dark….
  • …gleamed the Sapphire eyes of a brazen dragonhead that was the pommel of his longsword. 

D&d and one OSE origins
  • Pg 34has a list of d&d dungeoneering gear. Rope, mallet and pry-bar. Wedges. Candles. Flint. Chisels.A pick. etc
  • Pg. 43 his “good luck” amulets, talismans, … prayers and cantrips. 
  • Pg. 49, fear… a spell? Described well. 
  • Pg. 66, mentions leather, with studs of brass.  The maybe not real studded leather of dnd?
  • Pg. 68, good room descr. “It was a large room full of alcoves, and like the rest of the building, of dark smooth stone walls and floor. On a heavy cypress table four earthenware lamps paced randomly lit the place. “ That’s paraphrasing. 
  • Pg.72  and 98 and earlier… a skull and a hand (pair of hands?) … bejeweled… able to kill by strangulation if menaced(?). Vecna inspiration? Later were many jewel eyed skeletons all related to this short story. Think demi-lich art in ad&d (CORRECTION - Monster Manual 2 of 1st edition doesn't have jewels in the eyes... jewels don't show up that I can see until 3.0e's Monster Manuals, so nevermind). 
  • Pg. 98 has black skeleton, and a few OSE modules inspired by these black skeletons, eh? 
  • Pg 158, stealing a jewel3 eye from a giant evil idol. Like the old 1e book cover. 
  • Pg 167, a sleepspell
  • Pg 167, a cursed object… taking over your mind
  • Pg. 236, the Cloak of Invisibility - master sorcerers can prepare and see thru it. Blood will not be hidden. 
  • Pg. 236, The Blindfold of True Seeing, (dnd spell True Seeing) it shows all things as they truly are. Origin of the 1980s movie, They Live, with Roddy Piper and the sunglasses… especially since “The Devourers” are evil greedy merchants from another universe with plans to trick people into (being like slaves and) buying their trash and not worried about people running out of cash/things… they’d just move on to a new universe. Actual trash and worse… worn out loincloths, broken bits of glass, roaches, maggots, etc.
  • Pg. 237ish… Sheelba once again pulled something from his face hole (if I understood).  Does Orco of the He-man cartoon do the same? He is also a mage without human legs or face… blue hands, eh? 
  • Pg. 240, the tall black iron statue… with a sword… is alive.  AKA, an iron golem in D&D. Though in the book, a being… a Devourer.  
  • *** reading that Cervantes (of Don Quixote fame) invented the “thieves guild”, though dnd uses the one from Leiber in these Fafhrd Mouser stories.  



Need to read

  • The Tale of Satampra Zeiros by Clark Ashton Smith. It is very D&D, also. Says commenter on Grognardia about Jewels In the Forest and Swords Against Death… https://grognardia.blogspot.com/2021/04/pulp-fantasy-library-jewels-in-forest.html
  • Andre Alice Norton’s stuff (also Alice Andre Norton). She did The Beastmaster, but it was scifi not fantasy like the movie. She won awards… had a bunch of books.  
  • Kane stories by Karl Edward… he fuses Kane into an immortal evil Elric plus Conan they say. But he is a villain sort of (hero sometimes) so maybe I won’t like it. Start with “Darkness Weaves” probably. Others say start w “Bloodstone” then “black crusade” then “darkness weaves”. 
  • Who is Robert Bloch Blake? Another pulp guy?
  • Poul Anderson.
  • Jack Vance, more. 

  • past masters like Robert E. Howard, Clark Ashton Smith, E. R. Eddison, C. L. Moore, and Lord Dunsany, you come very quickly to Fritz Leiber.





Saturday, July 11, 2026

Magic item ideas - old school

 Time 10:37 https://www.youtube.com/watch?v=K_wxKYt_www&t=611s

  • Ring of the mole - puts out a magical shell in a 5' radius. Digs thru dirt or ice at 10’ per old school Turn, aka 10 minutes. The tunnel fills in behind you. 
  • Ring of Flashing Swords - produces a magical energy sword that can cut through any non-magical armor. 1-8 dmg. Can be used by any class. 
  • Ring of Reverse Striking - cursed. Looks EXACTLY like hte Ring of Flashing Swords, but once in combat, it attacks the wearer's head. 
  • Ring of Water Walking
  • Ring of Weight - Cursed/trick ring. Looks just like Water Walking ring, but it waits for you to be above a 20 foot drop in the water, then you sink. Cannot remove after activated sink curse, except for Remove Curse. 






Friday, July 10, 2026

Origins, Charm Person spell, fire-beetles, sea nymphs , slime monsters, Lankhmar

Btw, lotsa good info and pictures here https://www.blackgate.com/2018/04/10/danger-in-every-dark-alley-40-years-of-adventuring-in-lankhmar-fritz-leibers-great-fantasy-metropolis/


 The Swords of Lankhmar by Fritz Leiber has 'em, fire beetles, on pg 95.

“Fire-beetles, glow-wasps, and night-bees supping at the Closet flowers…”. Though they are meant to be as fireflies and glowworms…not actual fire.

SPOILERS

  • Gray Mouser has a silver tiny needle in his forehead… magically charming him to the wererat chick, Hisvet. 
  • Also…woo nymph and sea nymph mentioned arounf pg 97.
  • Mentions slime monster dividing in two to reproduce. Like adnd slimes often do. Pg 100.
  • Ghouls, though half transparent… looking more like skeletons. 
  • Dire rats all over… size of housecats..
  • Pg 109… mentioned possible potion for evil eye kill (eye bite), clairvoyant spying, … potion to incr cunning or mental smarts.
  • Animals more in the salt marsh - water cobras, giant worms (size of a rat maybe, but surely gave Gygax ideas for purple worms), sea leeches, poison eels, saw beaked cadaver birds falapping low, claw footed salt soiders.
  • More Origins here in my other post: https://trilodroid.blogspot.com/2026/07/fafhrd-and-gray-mouser-book-one-i-read.html

The deep voiced creepy wizard Sheelba of the Eyeless is very influential on DCC. This guy hides his face in a hood, never seen, has no eyes so far by page 105-110 (Mouser imagines blind? Skin Flesh instead of eyes?  AntennaE? A skull?… perhaps Skeletor comes from him also.). Sheelba also never shows his fingers, if he has any. Gray Mouser wonders if he has a chin or elbows. All this points to maybe tentacles for arms, eh?.  Compare to DCC magic user types and the corruption - scroll way down https://deathtrap-games.blogspot.com/2020/07/game-review-dungeon-crawl-classics-rpg.html


Fun phrase - “ten hundred and one [gods] of Lankhmar…” referring to the thousands and thousands of gods.


BTW, The Swords of Lankhmar was written in chunks. Check out this 1961 piece called "Scylla's Daughter" that was just the ship section with the "dragons" and the German:







Draw Steel game, MCDM

 Says it is tactical and 4e influenced in a good way. 

https://www.enworld.org/threads/draw-steel-fake-variety-helps-no-one.714344/

Read https://medium.com/@pictor_dice_camp/draw-steel-is-a-lot-6843841de2f4 it

Says 

  • You are big damn heroes. A level 1 character in Draw Steel is powerful, you can do some great things. The game describes you as already being a hero at a local level. You may already be a legend in your home village. You should expect to be world-famous figures by level 9 or 10. You don’t track torches and rations, for the most part, you don’t even really track money. Strap on your armour, pick up your sword, and go be a hero.
  • This game has a HEAVY focus on tactical, action-based combat, with minis, on a grid. Not only does it require a grid, but it expects you will be spending a large portion of your time there. It also has a big focus on movement, including forced. Throws, slams, sending your opponent into a wall, or off the edge of the cliff. It doesn’t want anyone standing still.

Throne of the gods, adnd item, fun ideas; free 1e modules

 Page121 says https://www.youtube.com/watch?v=rkhGHabBa1E&t=301s

 https://adnd2e.fandom.com/wiki/Throne_of_the_Gods_(Magic_Throne)

https://tenfootpole.org/ironspike/?p=5574

https://1d6chan.miraheze.org/wiki/Throne_of_the_Gods


Free 1e stuff here - https://www.dragonsfoot.org/

For Gold and Glory is a 2e OSR game

Mr. Rourke says it is good and streamlined.  

Btw, the Brit adnd, becmi, etc. guy youtuber - 

https://www.youtube.com/watch?v=r6FNbPlG0nM&t=304s


Thursday, July 9, 2026

PF 1e Spell stuff

 

This guy responding pretty much always thinks level 2 spells aren't enough dmg so... with a grain of salt, but definitely some smart analysis too:

https://www.reddit.com/r/Pathfinder_RPG/comments/1m8yipv/daily_spell_discussion_for_jul_25_2025_burning/ 

Guess I'm going with same old same old burning sphere, to get hits each round while maybe doing other things. It takes a MOVE action in PF 1e tho so careful. 

I got the flurry of snowballs too, since it is a nice 30 ft cone. Might be casting it "from my bonded object amulet" once a day thing. 


Origin for gods’ avatars

 https://m.youtube.com/watch?v=80-_rLlRm90&t=145s

Book name: Greyhawk Adventures by Jim Ward  

The Greyhawk Graungnard around time 2:00 or so. 

Explains how you could no longer “kill gods” as of this last 1e adnd book that is transitioning to 2e. 


Has nee monsters and spells. 

Tuesday, July 7, 2026

Maugli Junglebook Timing vs. Tarzan - Origins?

 Maugli earlier eh 1894ish-- https://en.wikipedia.org/wiki/Mowgli


Tarzan soon after 1912 -- https://en.wikipedia.org/wiki/Tarzan


And this old Burian art shows just how Tarzany the Maugli books were: https://www.daildeli.cz/buriankipling1.html


Part of Kipling's inspiration for the story of Mowgli is believed to have been William Henry Sleeman's account of six cases in India in which wild children had been raised by wolves.[3] That account was first published in the first volume of Sleeman's Journey Through the Kingdom of Oude in 1848-1850 (1858)[4] and reprinted in 1852 as An Account of Wolves Nurturing Children in Their Dens, by an Indian Official and in The Zoologist (1888 12 (135): 87-98).[5] One most notable feral child was found in the wolf's den at the Bulandshahr district in 1867 and subsequently brought to the Sikandra orphanage at Agra, where he was given the name Dina Sanichar.[6][7]

Blogs to see- D&D picts and campaign blogs, Paleo Art

WARNING some of these lead to not safe for work or home type drawings. But there are a lot of good D&D picts in the right blogs. 


 This guy, https://www.blogger.com/profile/06752759150344487501,  has many, like:

https://slumberingwarlock.blogspot.com/

https://sonofabitchdd.blogspot.com/ (this is that 2012 campaign, some cool picts, one cool map, some funnies)

https://to-the-north-and-beyond.blogspot.com/search?updated-max=2014-03-10T18:39:00Z&max-results=7   is yet another campaign, lotsa good picts. 


=====other dudes/blogs below=====

https://neat-stuff-blog.blogspot.com/search/label/Zdenek%20Burian



I think above is from the Paleoartist guy from 1950s  and 1960s and 1970s  especially: https://en.wikipedia.org/wiki/Zden%C4%9Bk_Burian


WHOLE BUNCH OF BURIAN: https://www.daildeli.cz/burian.html






Monday, July 6, 2026

Grogu Mandalorian movie Easter egg, Kenner toy

https://www.youtube.com/watch?v=Nshwo-WbwJE

Time 5:06, the INT-4 was a good looking toy.  

Here is toy https://www.carousell.sg/p/vintage-star-wars-kenner-int-4-interceptor-1179828208/





HP can represent stamina, luck, toughness, ….

 Great list time 1:15 https://www.youtube.com/watch?v=XVXvY12mepA&pp=0gcJCUwLAYcqIYzv

  • Stamina
  • Luck
  • Touhness
  • Divine favor
  • Grit
  • Bruises
  • Near misses
  • Scrapes
  • Glancing blows
  • Shield hits
  • Armor hits
BTW, the video is about doing permanent damage on crits or even less frequently crits with max dmg. Borrowing from old Runequest, where apparently you were constantly maimed bigtime. 

Ideas from the kid

 

I am Yaiminoth, the Gilded Death Knight. You will plead for my mercy.'");

 

    Atop a crumbling cathedral its deep crimson spire pierces a blackened skull. The decrepit bone raises itself and descends towards you as a misty form flows out from beneath it. The now apparent ghostly body produces a morgenstern and longsword in both hands. 'Your grave awaits thee.'

}

 

Olin'dro Unan

    The croaks and grumbles of nightmares fill your head, your lungs lose their air, your vision darkens, and your soul sores.

        "You have made a horrific mistake.

Ideas - ODOPI super hard monster manual iii from 3.5e

 Ideas - ODOPI super hard monster manual iii from 3.5e



It looks HARD. 

28 AC

218 HP or something.

+19 to hit ranged, what?!


BTW, Legend of Zelda - Tears of the Kingdom, got one of the hand monster ideas from this guy. 

REFERENCES, BLOG: https://sonofabitchdd.blogspot.com/2012/07/chapter-nineteen-dark-wizard-of.html

Next time - ideas our campaign

 Maybe have this Entrope creature. They eat away at reality between planes, and allow stuff to spill over. 

https://www.completecompendium.com/appendix/entrope/


NOTE: 

High HPs (for 2e). Maybe I give them max, so 11 HD + 6 would be 88 plus 6, 94 HP. 

Special Defenses:

Info:
Struck only by +2 or better weapons, immune to elements

The Doomguard - ever interested in entropy - decided to make sure that it is true and to help the process along. Hence, their magicians and alchemists began devising a means to dissolve the barriers between the Elemental Planes. Hundreds of years of research, trials, and errors took place, but eventually they succeeded. They constructed magical creatures the Sinkers named entropes. Entropes feed on whatever makes up the borders separating the various Inner Planes. As they feed, the elements of the two planes blend and “bubbles” of foreign elements are introduced into alien planes. Eventually, the Doomguard hopes, the barriers will weaken enough so that the planes constantly bleed into each other, eventually becoming indistinguishable.

The first batch of these beasts escaped Doomguard control and now wander about the Inner Planes on their own, chewing away at the fabric of reality wherever they see fit. The second group is more closely controlled.




Special Defenses:


Combat: Because the entrope can literally break down the fabric of reality, it's nothing to fool around with. Anywhere within the Inner Planes, the beast can “eat” through elermental borders, creating a small, temporary hole in space leading to any other Inner Plane. The rent results in a mass of the foreign element bursting into the plane with great power. While the entrope itself isn't harmed by this action, anyone within 25 feet is subject to the elemental explosion. The results depend on which plane the hole leads to (a decision made by the entrope):

  • Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, inflicting 3d10 points of impact damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet; they're also stunned for 1 round afterward.
  • Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of impact damage (save versus breath weapons for half). What's more, all victims must save versus poison or cough and choke for 1d6 rounds, incapacitated.
  • Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, inflicting 8d6 points of damage (save versus breath weapon for half).
  • Ice, Magma: Energy (along with varying amounts of matter) erupts through the tear, inflicting 6d6 points of heat or cold damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet.
  • Negative Energy: This hole sucks the life energy from all victims, draining one experience level from each.
  • Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage (save versus breath weapon for half) on victims and requires them to make a save versus death magic to avoid being pulled into the plane of Vacuum before the hole closes.

The entrope can open these holes once every three rounds. The rest of the time, it defends itself with two huge claws (1d8 points of damage each) and a gigantic tooth-filled maw (1d12 points of damage).

The strange creature is also immune to the effects of all elements, even ignoring impact damage from thrown boulders or similar attacks. Graybeards know of only two ways to harm an entropy: strike it with a magical weapon of +2 or greater enchantment, or subject it to nonelemtntal-based spells such as cause light wounds, magic missile, and so on.