Thursday, February 27, 2020

Star Wars: The High Republic

Disney/Lucasfilm announced Star Wars the High Republic recently. It looks like a full-on media blitz and I wonder if the next film trilogy won't be set in this time period.

One quote worries me, "Being able to tell stories of Jedi and Padawans in the height of their power? And not in a time when we know that everything is going to be tragic? This is really exciting. This is the golden era!".

First, creators have been telling stories in the Knights of the Old Republic for quite some time. Is that no longer canon? Why do Star Wars Reps seem to forget all the directions its story has been taken?

Second, everything IS going to be tragic. 200 years from this point the Jedi are blind to the threat of Darth Sidious and ill-prepared to serve the Republic they are sworn to protect.

Third, where is Yoda? He's, what, 800 years old?

I don't mean to be critical. I loved the Mandalorian and I enjoyed the Rise of Skywalker even though it makes zero sense.

I just get worried that these companies produce these stories, take our money, erase those stories, and then expect us not to remember those stories.

I really hope this is awesome. I really do.

But why can't we focus on the future of a galaxy, far, far away?

Why do we keep returning to the past?

Just as I wanted more movies featuring Han, Luke, Chewie, and Leia, I want more movies featuring Rey, Finn, and Rose (I can do without Poe, but whatever). Why introduce us to those characters if we aren't going to watch them for the next few years?

Obviously, I'll check this out and hope its excellent. But I'm a bit gunshy these days. Out of the last eight films made, I've really only had one (Rogue One) that completely worked for me. Maybe it's me? I keep thinking that George made movies for kids and if that's the case, I can tolerate that.

May the Force Be With You.

Tuesday, February 25, 2020

New Release: PunkApoclyptic the RPG by Schwalb Entertainment

PunkApocalyptic the RPG is the third Kickstarter I've backed from Robert Schwalb and Schwalb Entertainment. This KS promised the rewards by October of 2020, I got the PDF today. All of Rob's Kickstarters have been like this. I'm making my way through the rules, which has some differences from Shadow of the Demon Lord, but if you know how to play Shadow then you know how to play PunkApocalyptic.

 If you get a chance, check it out on DriveThruRPG, you will be glad you did.

PS - If all goes well, hopefully, Rob will KS Shadow of the Mad Mage later this year. Mad Mage uses the SotDL engine and is an ode to Greyhawk. You should back it when it launches.

Monday, February 24, 2020

Monstrous Monday: Xemnu the Living Titan for White Star


Armor Class: 5 [14]
HDE: 6/400
Total Hit Bonus: +6
Movement: 12
Special: Meditations 
Attack: Unarmed (2d6)
Hit Dice: 6
Saving Throw: 13

Xemnu may use the following Mediations charm person 4 x Day, manipulate object 1 x Day, confusion 2 x Day, telekinesis 2 x Day.

"Xenmu was one of several inmates on an "exile world" until he snuck past several guards and onto a supply ship. The hijacked craft was only capable of bearing him half of the way home, however, and he has been forced to find another way home."

Ascendant, A New Super Hero RPG is Coming to Kickstarter Very Soon

Yesterday, I discovered that Autarch would be launching a Kickstarter for a new Super Hero RPG, Ascendant, before the end of this month.

Immediately, I wondered if it would be based on Adventurer, Conqueror, King, and Alexander Macris, Autarch's owner, and Ascendant's author was kind of enough to confirm that "No, it's built on an entirely new core that uses logarithmic math. Imagine a hybrid of FASERIP and MEGS."

Then, he was kind enough to give me a preview and I was completely sold within a few pages. All I can say is that if you are a big fan of Marvel Super Heroes (FASERIP) or DC Heroes (MEGS) then you are going to fall in love with Ascendant. Alexander's new game fixes the problems I have with both MSH and DCH and I think the whole project is ingenious.

I don't know exactly when Ascendant will launch this month, but I urge you to back it when the Kickstarter launches.

Friday, February 21, 2020

Star Wars: Storm Trooper PC's for Stars Without Number

I've been reading through Stars Without Numbers 2nd Edition and converting the Storm Trooper pre-generated Player Characters from Tiny Frontiers to SWN.

Tiny Frontiers is much faster at making characters. An average pre-gen took me less than five minutes while converting the "spirit" of a single PC to SWN takes over half an hour, minimum. I'm not complaining, but it reinforced my decision to run a one-shot with low prep using TinyD6.

I've learned a lot about Stars Without Numbers by making these PCs so that is a pleasant side effect.

I've posted a PDF of the Pre-gens on Dropbox if anyone is interested.  Here is the link.

Tuesday, February 18, 2020

Stars Without Numbers: Argo'Mir, a Planet in the Star Wars Galaxy

Stars Without Numbers seems to be that rare game that seems to be universally praised and since I'm in the mood for Sci-Fi, I thought I'd play around with using its tags to build a world.

Rolling randomly I get Anthropomorphs and Seagoing Cities.

For Anthropomorphs, I'm going to use Things Shrine to Darth Davos (A Feral Deity).

For Seagoing Cities, I'm going to use Complications The Amnion Sea is rife with glelgae, a necessary component of bacta (Seas That Are Not Water).

The Atmosphere is a Breathable Mix.

The Temperature is Temperate or Earth-like.

The Biosphere is No Native Biosphere.

The Population is equal to an Outpost.

The Tech Level is Modern Postech for the Star Wars galaxy.

The Origin of Argo'Mir involves Darth Davos bringing his creations, the Mir, to its shores.

The Curren Relationship of Argo'Mir with the Galactic Empire is volatile due to the Empire's views on non-humans and their need for bacta (Cultural Disgust and Avoidance).

The Contact Point is Lucerne (the Seagoing City) and it trades processed glelgae (a Vital Good) with the Galactic Empire.

So in less than 30 minutes, I've worked up a setting for a future adventure and seamlessly integrated it into my expanding story for this mini-campaign I'm running using one-shots.

Star Wars: Fr'Owl for Stars Without Number

HD: 2
AC: 14
Atk: +2

Dmg: 1d10
Move: 20m
Morale: 8
Skill: +1

Save: 14+

Ftr'Owls are not native to Pha and the Galactic Empire believes that they were brought to the icy planet within the last 200 years. They mate for life, generally producing one owlet, and hunt in family units.

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Monday, February 17, 2020

Star Wars: The Ice Planet Pha using Tiny Frontiers

I ran my second one-shot where the players are Imperial Storm Troopers using Tiny Frontiers and set in the Star Wars Galaxy.

The session opened as the Interdictor the Troopers are stationed on, the Inferno, had rendezvoused with Vader's Super Star Destroyer, the Executor, and Admiral Thrawn's Star Destroyer, the Invader

It had been nearly a month since their mission on Boontu and the scuttlebutt had it that Project Menagerie was something Vader had been keeping under wraps and the Emperor had sent Thrawn to find out what was so important to his Apprentice.

The Troopers work directly for the twins, Uriel and Ariel Gonzaga, who head up Project Menagerie.

Apparently, they had a new lead and were heading to the Outer Rim to the ice-planet Pha.

There were some concerns because Pha had been the site of a fairly massive Droid construction facility for the Separatist Army and not everyone was sure it had been shut down.

The Troopers had more important things to deal with than Droids however and they headed for the coordinates that the Twins had given them. There was a strange radio interference within about 5 miles of their destination so they took to speeder bikes. As they were close to hitting the radio-free zone a warning being sent out was cut off. Dav began to head out of the zone to finish the message when two str'owls, giant owls, attacked them. The firefight was fairly short and the tracker that was added to their group, Payt, convinced them not to kill one of the str'owls as it fled on foot.

As they moved on, it became apparent that their coordinates were around a large ridgeline that dominated the frozen tundra.

The team stopped about 100 yards from a large cave on the east side of the ridgeline and used optics to determine that there were several large, bipedal creatures living in that cave.

Meanwhile, from the west a trio of bundled up humanoids where wind-skiing toward them. The trio introduced themselves as Gurney, Viticus, and Lora, natives to Pha (imagine Tusken raiders living on Hoth). They attempted to do some trading with the Troopers and revealed that the cave was the lair of several wampas (shocker, right?) and that droidekas, leftover from when the Droid facility was active, still patrolled this part of the tundra.

After a bit of talking and trading a roar was heard from the cave and the trio headed out back to the east. The trooper decided they'd rather try to distract the wampas than to battle them if at all possible. This led Dav and Mik to drag the carcass of the dead str'owl towards their cave and then to book it out of there. The wampas caught the bird's scent and four of them went out to start enjoying their meal.

The Troopers headed to the mouth of the cave, concealed their bikes then headed in. After, a few hundred feet the cave divided with one tunnel heading the right and another to the left. At this time, Mat noticed a scanner built into the right side of the cave, just before the right-hand tunnel but was too late to stop it from scanning them. Within a few minutes, a spherical droid came flying down the right-hand tunnel and was destroyed fairly easily. Payt installed a portable camera at the beginning of the right-hand tunnel and they followed it until it led to a large blast door. After a few minutes, the Troopers bypassed the door and entered a ship, based on some preliminary data, Dav belived it to be a Mandalorian Reaver Class destroyer that was used, primarily, over 600 years ago. 

As they followed the corridor they came to an area that had two apparent statues in Mandalorian beskar and corridors allowing them to continue straight on with red tile on the floor, to the right with green tile on the floor, and to the left with blue tile on the floor.

They chose the right and soon came to another door that they were able to bypass. Within the green chamber, they found four bacta tanks, one had a wookie, one had a trandoshan, one was empty, one had been shattered, the bacta long evaporated, with a small skeleton lying in front of it, and a large control center in the middle of the room.

The Troopers soon realized the wookie and trandoshan were being kept alive and began then began to explore the databanks of the terminal. Soon, they discovered that this vessel's name was the Carnifex and that it was owned by a legendary Mandalorian known as Myrmidon Lhao who disappeared with a precious Mandalorian artifact as he fled Talos the Devourer. It was at this point where the terminal demanded the appropriate passcode.

The Troopers had a boosted data uplink they had installed immediately upon entering the room and quickly contacted the Inferno for help. They were soon surprised to discover they were talking directly to Ariel who had several very pointed questions about the layout of the room. Based on her questions she gave them a passcode that worked.

It was at this point that Payt's camera revealed three wampas entering the tunnel leading to the Carnifex and the Troopers began trying to formulate a plan. Using the terminal they watched as the wampas headed for the red tunnel and as they passed the mandalorian "statues" followed them to a door that began an automated unlock sequence.

Ariel saw the activity on the cameras as well and urged the Troopers to prevent those creatures from entering the room at the end of the red corridor.

A major firefight ensued and they discovered the wampas attacking them were actually droids Things got dire when Mik went down and Dav took a major wound, using sheer willpower to stay on his feet.

Ariel began screaming at them as one wampa and the Mandalorians gained entrance into the red room. Dav asked her to calm down and Mat used this time to patch up Mik and Dav both and they watched as the empty bacta filled and a clone began growing.

The Troopers took a tactical position in front of the red room and discovered the strange relief of a Mandalorian surrounded by four Mandalorian "statues" and the last wampa.

Ariel informed them that thermal detonators were not an option because that relief is what she needed. After another intense battle, the Troopers claimed victory. They searched the blue corridor, which led to the Carnifex's cockpit and after an exhaustive search found the hilt of one of the energy swords that they were attacked with on the last mission.

Ariel and Uriel were uncharacteristically excited when they reached the Carnifex and asked Dav to kill the growing clone. The Twins even took the time to explain that the location of the Carnifex proved their theory and that Lord Vader would very excited for their findings. They also explained that they were solving the mystery of a strange being discovered forty years ago.

They promised metals for the Troopers.

Out of game, I'm not sure about the TinyD6 system. On one hand it is perfect for a fill-in one-shot and is great with a setting like this to add some specialization to the Storm Troopers, I'm not sure, for instance, if White Star would do that as well.

However, it almost feels like TinyD6 is somtimes merely a dice game and it has a pretty large whiff factor.

In all fairness, I might not be at my best as a Game Master and that could have some effect on my criticisms. While I freely admit I'm rusty, I've felt this way after three sessions (one Tiny Dungeons and two Tiny Frontiers).

What does that mean?

It means I might run the next one-shot using Stars Without Numbers or an OSR-inspired system I've been developing.

I don't which way I'm going to go, but I do know I want to try a different system next time.

Saturday, February 15, 2020

Blackest of Deaths: Arachnofuge

Arachnofuge for the Blackest of Deaths
Fast spider-like predators, about the size of a dog, that have the intelligence of a pig.

HP: 8
Evade: 14
Armor Point: 0
Bonus: +1 to Attack
Attack: Bite (1d6-1)
Special: Advantage on checks related to acrobatics and climbing.

Number Appearing: 1d6+2

Wednesday, February 12, 2020

Tiny Supers: Minuteman

Art by Storn Cook

Minuteman (Controller)
Stress Capacity: 5

Crowd Control
Super Speed (Tier 1)
Snare (Tier 1)
Phasing (Tier 1, he can only phase through objects while moving)

Power Origin
Enhanced (Lab Accident)

Libby Lawrence

Light Melee (Unarmed)

There is Always Time for Justice!

Erik Feist is Pre-Med at Queen City University and was interning at CHON, a bio-tech firm, when the supervillain Saturn attacked the lab searching for a cure to his wife's cancer. During Saturn's search, his powers caused a container of Caduscea Plus to explode and bathed Erik in the experimental prototype.

Erik was in a coma for sixteen days and when he finally came too he was greeted by his Mom and Dad and girlfriend Libby.

When he got out of the hospital he slowly discovered his super speed powers and within a month created the Minuteman identity. 

He has spent the last 6 months protecting the city from the likes of Dr. Kaiju, Orion Major, and the shadowy cabal known as Malefactor.

He does his best to balance his studies, fighting crime, and making time for Libby and his family. Its a lot easier to do when you can run fast enough to phase through matter.

Tuesday, February 11, 2020

Fighting the Good Fight

I'm saddened by what's going on within the Blogosphere, the OSR, and Social Media. I wish, in 2020, I didn't feel the need to type that I'm against racists and antisemites, but I do. I'm against them and I have no place for them anywhere in my life. I'm not going to break it down further because better bloggers than I have addressed it. I want to thank Erik Tenkar and Robert Connely for having the courage and moral strength to do what is right.

To cheer myself up here is The Fighting American, created by Joe Simon and Jack "The King" Kirby, for Tiny Supers 2nd Edition

The Fighting American (Paragon)
Stress Capacity: 6

Armored (Tier 1)
Super Speed (Tier 1)
Super Strength (Tier 1)

Power Origin

Enhanced (Super Soldier)



Light Melee (Unarmed)

Fight for Truth, Justice, and the American Way

"Nelson Flagg was the unathletic younger brother of star athlete and war hero Johnny Flagg, and served as the writer for popular TV news commentator Johnny at station USA. When outspoken anti-Communist Johnny is killed by one of the many enemies his commentary has earned him, Nelson makes a deathbed promise to hunt down his brother's murderers. Recruited for the U.S. military's "Project Fighting American", Nelson has his mind and life force transferred to Johnny's "revitalized and strengthened" corpse. Assuming Johnny's identity, he adopts the costumed alter ego Fighting American to battle Communist threats."

Review: Jungle Tomb of the Mummy Bride for D&D 5th Edition

Jungle Tomb of the Mummy Bride is an adventure for Dungeons and Dragons 5th Edition written by Levi Combs and published by Planet X Games

The Adventure is 66 pages and is designed for Characters of 5th through 7th level, the Player's Pack is 12 pages, and the Treasure Maps is 9 pages.  All three feature black and white interior illustrations with color covers.

A PDF of this adventure was provided to me in exchange for a review.

Okay, we have that out of the way now, let me start by saying what I love most about this adventure is its attitude, it is out to make sure that a group who plays it has fun. I really like that attitude.

The adventure is set within a dangerous jungle that houses the undead Mummy Bride. Levi makes it clear that this module focuses on Cannibalsploitation, Cenotes (a natural pit or sinkhole), and a Grindhouse-style. It explains these three tenets very clearly to help the Dungeon Master grasp its style. We are also quickly giving Rumors and Wandering Monster Tables. They are on self-contained pages and are clearly laid out. Additionally, Planet X introduces the Trope Mechanic and very clearly gives you advice on ways to emulate the Grindhouse-style with very clear ways to capture it's essence and ad-lib when the Players, inevitably, stray from the path.

I thoroughly enjoyed this adventure and even stole a large portion of it to run a one-shot using the TinyD6 game system when I needed an adventure to cover for an absent DM.

It's strange because when I began planning for my 1st DnD setting, I was inspired by Tarzan for some reason and this Adventure reminded me of that.

I don't want to spoil too much but if you like Cannibals, Mummies, Demon-Toads, Cannibal Gods, Undead Piranha and Crystal Skulls then you will love this adventure.

The Dungeon features three levels and ways to expand the setting, including a local village and other temples to explore. Additionally, there is an Appendix featuring magic items and monsters.

I can't recommend Jungle Tomb of the Mummy Bride enough. Buy it here as quick as you can.

Also, Planet X Games currently has Kickstarter for an OSR Zine, The Phylactery, and you should check it out too.

Greyhawk & Hero's Journey 2nd Edition

I'm sure Joseph Bloch's Greyhawk Grognard needs no introduction from me, but I'd like to give Joseph a HUGE Thank You for fan supporting Greyhawk for Dungeons and Dragons 5th Edition.

Wizards of the Coast would be fools NOT to support Matt Mercer and Critical Roles campaign setting, having said that, I don't watch other people play RPGs (it just makes me want to play them more) and I probably won't pick it up as I've never used his setting from Green Ronin. But, I 1000% support Wizard's decision.

So far he has created documents for Feats, Factions/Organizations, and Wizards. If you enjoy his labor of love think about backing his Patreon, I just did.

James M. Spahn's Kickstarter for Hero's Journey 2nd Edition finished up last week (it's being published by Gallant Knight Games) and I just received the PDF tonight!

The Hero's Journey 2E is my favorite version of Swords and Wizardry and as much as I love Adventures in Middle-Earth for 5E, I might run this instead.

You can buy the PDF here and I cannot recommend it enough.

Monday, February 10, 2020

Monstrous Monday: Wompa for White Star

WAMPA for White Star

Armor Class: 6 [13]
HDE: 4/30
Total Hit Bonus: +4
Movement: 20
Special: Hide and Stealth 
Attack: 1d6
Hit Dice: 4
Saving Throw: 15

"A wampa made Hide on a 4 or less on 1d6 in its native environment and use Stealth on a 3 or less on 1d6.

Standing at a height of 2.5 to 3 meters and with an average mass of 150 kilograms, the wampa is one of Hoth's top carnivorous predators. It sports a pair of small cranial horns and lived in caves.[

Creatures such as the tauntaun are prey to the wampa. However, all of the fifteen tauntaun subspecies are agile and swift, able to outrun the ice creature. Hence, a wampa will move in stealth, white fur blending into in the snow before ambushing and stunning, or slaying, its prey with razor-sharp fangs and claws, then dragging the body with its powerful arms to its cave within which it is hung upside-down, suspended to await being consumed in due time."

Ravenloft: Toil and Trouble

This is my second post where I attempt to make Ravenloft meaner and more evil when dealing with the heroic nature of Dungeons and Dragons. The first post may be found here.

The Demiplane of Dread and Desire and the Powers That Be who oversee it are certain that all beings, by their very nature, are flawed and deserve to be either Witnesses in their punishments of the Dark Lords and Lady's imprisoned there or they are nascent Dark Lords and Ladies who deserve their own Domain so that the Powers may torture them directly.

Let's take a look at Clerics, Druids, and Rangers, classes that Pray for their spells each day. Gods and other ancient beings are unable to overcome the will of the Powers That Be, this means that when a divine spellcaster finds themselves within the Demiplane they only have access to the spells they had prayed for before entering it. Let's hope you picked your spells well because they are the last trace of your link to the deity you devoted your life and your Faith too. 

Wizards, Bards, Rangers, Sorcerers, Warlocks, Fighters, Rogues, and Monks have it a bit easier in the Demiplane. Their spell selection and storage are generally not affected like a divine spellcaster's. Once per turn, the Dungeon Master can have one of the above Classes roll a d20 immediately after they cast a spell of 1st level or higher. If they roll a 1, the spell isn't cast and the spell slot is lost unless the spellcaster chooses to deny the Powers That Be for the moment. By choosing to do this the spell is cast, but the DM saves the 1 rolled and may use it to replace any die rolled by any of the Players later in the same session. There is no limit to the number of 1s at the DM's disposal per session.

Saturday, February 8, 2020

Ravenloft: The Powers That Be

I first became familiar with Ravenloft as a setting for ADnD 2E on the back covers of comic books.

After our first or second session playing ADnD as Garamond, my fighter, whose Ability scores were so low he couldn't qualify for any other class or any Kits, we started talking about the settings we'd like to try and Ravenloft was at the top of my list.

It's odd because I never liked horror growing up, I was even afraid to watch the classic Universal monster films and couldn't sleep for days after watching a short snippet of Night of the Living Dead and Halloween (by the by, I rewatched the latter recently and I'm not sure WHAT I was afraid of).

But as I got older I found myself drawn to horror, especially in fiction and especially in RPGs.

Sadly, I don't know how well horror lends itself to heroic fantasy. Yes, ADnD 2E isn't as super-heroic as 3.X, 4E, or 5E but the only thing that scared me in the 2nd Edition era were monsters that caused you to lose levels (we leveled so rarely and it just pissed me off). Yeah, we would run from those monsters but only because we didn't want to lose levels and we never had a Cleric along with us.

After playing Call of Cthulhu (I don't remember which edition, it was either 4th or 5th -- but honestly, aside from 7E does it matter?) I just didn't think ADnD or most versions of DnD worked for horror. In fact, when White Wolf announced the rights to publish Ravenloft under 3.X I hoped we'd at least get a version for the Storyteller system (I don't know why I didn't just run Adventure! in the Demiplane of Dread and Desire).

While Curse of Strahd is one of my favorite campaigns for 5E (and second behind Vol 1 of Tyranny of Dragons in my stores), it too was a great sandbox, but not that frightening. In fact, we lingered at 10th level for 8 months because our Dungeon Master didn't want my Druid to get daylight.

So I've been thinking about ways to make Ravenloft, if not frightening, at least evil, or in this case EVIL.

First, what if the Dark Powers were simply the Powers That Be (to steal from Whedon's Buffy and Angel mythology). What if they are Lords of Law whose primary mission is to lure evil beings into their Demiplane and trap them there? What if every being who gets trapped there is going to be tormented and tested to see if they should permanently be imprisoned because they are imperfect? Maybe they aren't EVIL enough to be a Dark Lord or Lady, but they are evil enough to be trapped within their borders too. Maybe this is Purgatory, but what if it's something worse?

The point is that the Lords of Law are unable to see subtlety or to read context and because of that, nearly any being is too "chaotic" to be set free. Accordingly, the Powers That Be believe that no being should be saddled with free will because it is, literally, chaos. And since Ravenloft is a prison run by guardians who are inflexible, literally anyone can run afoul of the Demiplane's mists, but adventurers are especially drawn to the Powers' attention due to their chaotic actions.

The Powers That Be know you will fail their tests once within their borders, but their only question is are you evil or EVIL? Remember, if you are evil then you just become some lost and fallen soul participating in the punishment of a Dark Lord or Lady. You aren't even worthy of your own specific Hell.

But, if you are EVIL? Well then their Demiplane grows and perhaps, one day even grows into a true Plane or eventually into something even more all-encompassing. The Powers are hungry to set the Multiverse right and to scourge Creation of Chaos in all of its lurid forms.

Gods, Fiends, Aberrations, Primevals no one really knows where the Powers That Be originated and somehow their presence and especially their creation triumphs over even a God or Primeval's will. In other words, no one messes with the Powers That Be, because they can't and they might become imprisoned. Even Gods have nightmares and the Powers are their worst fear. Perhaps they already have come for Gods in the past? Perhaps a God has been imprisoned by the Powers and everyone has simply forgotten them. What if a trapped deities' most loyal worshippers were imprisoned at the same moment? What if Tharizdun is the only being to ever escape the Powers, it's only fear is being rediscovered by them, and that is why it shrouds its true identity in masks and lies?

So that's how the Demiplane of Dread and Desire operates and next time we'll talk about how the Powers decide if you are evil or EVIL?

Tuesday, February 4, 2020

Monstrous Monday: Maximillian for White Star

MAXIMILLIAN for White Star

Armor Class: 3 [17]
HDE: 3/75
Total Hit Bonus: +3
Movement: 25 (Flying)
Special: --
Attack: Blades 1d6+2, lasers 1d6, electrical charger 1d6
Hit Dice: 3
Saving Throw: 16

"Although mute, his sharp stiff body language does the talking. He shows no trust toward strangers especially when they are considered as guests. He is known to be disobedient and will do as he pleases, ignoring his owner"

Thundarr the Movie

As a life-long comics fan and a retailer with a quarter century of experience, I was today years old when I discovered that Buzz Dixon and ...