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ITEM: AQUAGILL
War Machines are the gargantuan, deathdealing transports of evil wizards. They are
monstrously huge and bristling with highly
destructive weapons. A wizard often uses a War
Machines in one of three ways: as an impressive
and intimidating show of his power; to utterly
decimate a village or town with minimal effort; or
to attack another wizard. In the cartoon, War
Machines have been wildly varied with respect
to size, armament, weaponry, and crew. But all
War Machines have one thing in common they
are pretty much unstoppable short of the
interference of another, larger War Machine.
It is difficult, if not impossible, for the Mutant
Lord to come up with statistics for a War
Machine since the devices size itself is
staggering. They can be as small as a
skyscraper, or as big as a several city blocks. As
an example, one of Mindoks War Machines
seen above dwarfed the multilevel building
complex it was parked next to.
First of all, Tye owns and runs an ancient steamdriven locomotive throughout the lands. This
train consists of a steam engine, two flat cars,
and three boxcars. Tye ships goods and
supplies for many merchants and dealers
throughout the area (for a nominal fee). She also
CARROC
CHATTERER
DESERT PEOPLE
of
to
to
is
DEVIL RAT
DREADLON
EQUORT
No. Enc.: 0
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7
Hit Dice: 3
Attacks: 2 (hooves)
Damage: 1d6/1d6
Save: L2
Morale: 9
Horde Class: None
Primarily used as a means of transport, the
equort is a large horse-like creature with a beaklike mouth, cat-like eyes, and a thick reptilian
tail. Equorts are hairless, covered instead with a
thick pale-yellow hide, with pointed ears that
could be mistaken for horns at a distance.
Equorts are incredibly strong creatures, often
used as pack animals and cart-pullers. They can
carry up to 450 pounds and move at full speed,
and up to 900 pounds and have their movement
halved. Because of their size and strength, they
are the favored mounts of Moks, who often use
them for transport. When threatened, an equort
will rear up and kick with their front hooves for
1d6 hit points of damage. Equorts are not agile
creatures when at a full gallop, often crashing
through smaller barriers rather than leaping over
them the way a horse will. They are also
somewhat slower than a Riding Horse (MF
rulebook, pg. 76) with a max speed of 90' per
turn.
Equorts are as loyal as horses and are
incredibly protective of their master. They will
never be found in the wild, however, since they
are specifically bred, raised, and trained by
equort handlers. A PC who wishes one as a
FELOID
FIREWHALE
aquatic creature
and ill temper.
as guardians of
and atolls by other
FRAEKEN
GAMMA HARE
GRIZZLY SNAKE
GROUNDLING
HAWK-PEOPLE
ICE WOLF
LAVA TROLL
LAVA WORM
LEATHERWING
MARSH HULK
OCEANBROOD
ONE-EYE
SKY DRAGON
SPELLRENDER
No. Enc.: 1
Alignment: Chaotic
Movement: 90' (30'); Flying: 120' (40')
Armor Class: 3
Hit Dice: 12
Attacks: 3 (claw/claw/bite)
Damage: 2d8/2d8/4d8
Save: L6
Morale: 10
Hoard Class: None
No. Enc.: 1
Alignment: Chaotic
Movement: 120' (40'); burrowing 90 (30)
Armor Class: 4
Hit Dice: 11
Attacks: 6 (4 claws, tail, bite)
Damage: 1d8, 1d8, 1d8, 1d8, 1d6, 1d8
Save: L9
Morale: 10
Hoard Class: XVI
A stalker is a large (8 feet tall) slug-like creature
with four clawed arms, a large fanged mouth,
and yellow pupil-less eyes on eyestalks. The
stalker is not a mutant, however, but rather an
evil space-faring creature that travels from
planet to planet, collecting prey to take back to
its homeworld for food. A stalker will not stop
until it has collected 50 creatures (mutants,
animals, etc.) and secured them for transport.
Once it has captured enough prey, it will return
home with its harvest to feast. NOTE: A stalker
prefers to eat live prey, so it will try to subdue or
overpower a victim rather than killing them
outright.
A stalker is able to burrow underground at an
accelerated rate using its hyperburrowing ability.
The stalker often likes to dig underneath a
victim, grab them, and then pull them
underground for an attack. The stalker can also
use this ability to break through wood flooring or
other fragile ground coverings in order to
surprise and overtake its victim.
When attacking, the stalker has four claws that
can each strike for 1d8 hit points of damage. It
also has a tail it can whip around for 1d6 hit
points of damage as well as biting for 1d8 hit
optic
SURFENT
SWAMP WORM
capability
(one-time
SYNTHEKOID
mutant,
natural
armor,
No. Enc.: 1
Alignment: Chaotic
Movement: 90' (30'); flying 240 (80)
Armor Class: 3
Hit Dice: 13
Attacks: 3 (2 claws, bite)
Damage: 1d10, 1d10, 1d12
Save: L11
Morale: 11
Hoard Class: none
The Sleeping Demon is a unique creature in the
Thundarr universe as it is not a natural denizen
of the ruined Earth of the future. Nor is the
creature mystical, magical, or demonic in nature.
Rather it is an Ancient genetic experiment
revived from suspended animation by the
wanna-be wizard Judag.
The Sleeping Demon appears to be a cross
between a hawk, an owl, and a gorilla. It has
hawk-like talons for both hands and feet as well
as a fully-developed set of wings powerful
enough to carry both itself and a victim aloft. The
exact name of the creature as well as the
experiment that spawned it are lost to the sands
of time.
WEREWOLF
WOLF-APE
Mutations: none
After the spiders are dealt with, the PCs will hear
a shrill laugh coming from within the missle. The
nosecone drops off and there stands Queen
Stryia! The missle was Trojan Horse - a hollow
case in order to lure Deona into her trap for a
final battle! Stryia is an 8th level wizard and will
not stop until Deona and the PCs are defeated,
or she is destroyed! If there are any sorcerers in
the party, she will single them out first, trying to
incapaciate them first. (And if the PCs are still a
viable threat, have a small regiment of Amazons
file out of the missle behind Stryia for support.)
Once Stryia has been defeated, Deona reclaims
her rightful place as Queen of the Amazons. The
PCs have made a very strong ally that they may
call on one day. Queen Deona may also reward
the PCs with something from her kingdom if the
Mutant Lord so wishes.
ADVENTURE:
DEMON
DEN
OF
THE
SLEEPING
Once the rats have been dealt with, the PCs are
free to get to the top floor of the hospital any
way they wish. There, in a large laboratory,
Judag and his feloid minions stand over a glass
case with a large creature within. In Judag's
hand is a book. "The secret of life is within this
Ancient tome!" he shouts, lifting a copy of Mary
Shelley's Frankenstein. At that moment, one of
the feloids flips a switch on a nearby console
and electricity courses through the case. With a
screech, the Sleeping Demon explodes through
the glass. The feloids run for their lives. Judag
steps before the creature and demands that it
bow before its master. It doesn't. It leaps upon
him, killing him. It then turns to the PCs, hunger
flashing in its eyes.
SCENE 1A:
YIN THE ETERNAL
((PLAY OPENING CREDITS ASK TEAM
TWO TO SIT TIGHT AND HAVE
TEAM ONE TURN OVER THEIR
SHEETS TO PLAY.)
** For weeks now, the wizard Yin the
Eternal, self-proclaimed Master of
Time, has been terrorizing the villagers
who reside in the ruins of
Indeenapliss. Coming to the aid of the
village, Thundarr, Ookla, and Princess
Ariel have thwarted Yin at every turn
and have tracked him to the decaying
structure of Lucas Oil Stadium, where
the wizard has decided to make his final
stand against the heroes. Yins blue
robes flutter in the night air and azure
energies crackle from his fingertips. His
henchmen stand before him, ready to
defend their master.
The PCs enter from the far end of the
stadium. Six Possumen (loin-cloth-wearing
humanoids with long narrow rodent faces,
whip-like tails, and grey fur) stand before
Yin. They are armed with clubs.
Possumen (6) (AL C, MV
120' (40'), AC 3, HD 4, #AT 2 (club, tail
whip), DG 1d6, 2d6 SV L2, ML 7,
mutations: none)
They all have 24 hit points.
POSSUMEN:
1 24
2 24
3 24
4 24
5 24
6 24
Run one round of action. Let the PCs move,
get their licks in, cast a spell, throw some
stuff. The stadium has lots of sporting
SCENE 1B:
YAN THE INFINITE
((ASK TEAM ONE TO SIT TIGHT AND
HAVE TEAM TWO NOW TURN OVER
THEIR SHEETS TO PLAY.))
** For weeks now, the wizard Yan the
Infinite, self-proclaimed Master of
Space, has been terrorizing the villagers
who reside in the ruins of
Indeenapliss. Coming to the aid of the
village, Thundarr, Ookla, and Princess
Ariel have thwarted Yan at every turn
and have tracked him the decaying
structure of Lucas Oil Stadium, where
the wizard has decided to make his final
stand against the heroes. Yans yellow
robes flutter in the night air and golden
energies crackle from his fingertips. His
henchmen stand before him, ready to
defend their master.
This is a parallel dimension where similar
events are unfolding at the same time. As
before, the PCs enter from the far end of
the stadium. Six Possumen (loin-clothwearing humanoids with long narrow
rodent faces, whip-like tails, and grey fur)
stand before Yan. They are armed with
clubs.
Possumen (6) (AL C, MV
120' (40'), AC 3, HD 4, #AT 2 (club, tail
whip), DG 1d6, 2d6 SV L2, ML 7,
mutations: none)
They all have 24 hit points.
POSSUMEN:
1 24
2 24
3 24
4 24
5 24
6 24
Run one round of action. As before, let the
SCENE 2:
YIN/YAN THE ENDLESS
SCENE 3:
THE ORB AND THE FIREDEPT
The teams get to their horses (Ookla,
Ariel, RIDE!) and ride back to the nearby
village. The village elder, Mayor Steve
(dressed in a ratty tuxedo and top hat with a
sash across his chest that says MAYOR)
meets them at the entrance to the village.
He and the small band of villagers there
seems delighted when they arrive, then
begin to mutter in confusion as they see
two of everyone. Mayor Steve looks at the
dual teams.
** It is good to see you have returned!
We heard the sounds of battle from here.
Have you defeated the wizard? And
why is there two of everyone? **
Let the teams explain as best as they can.
Steve will be concerned that Yin/Yan is
even more powerful than before. If asked
about what could possibly stop the wizard,
hell frown and then dawning realization
will creep across his face.
** Whenever the wizard would attack,
hed demand we turn over The Emerald
Orb. Its an Ancient artifact that weve
hidden and protected for generations.
We were afraid that he would use it to
increase his own power over the world.
Do you think it would help you? **
Mayor Steve has one of the villagers get
the Orb. Its about the size, shape, and
weight of a bowling ball. The Emerald Orb
seems to throb like a heart and it softly
glows. Ariel(s) can feel magical energies
pulsating from the Orb. It also shimmers
and vibrates, as if shifting between the two
dimensions. If Yin/Yan were to come into
contact with The Emerald Orb, it could
possibly rip him back into two separate
beings. But he needs to be weakened for it
to work.
SCENE 4:
MOTORIZED MAYHEM
As the firetruck motors toward the
Speedway, sirens wailing, three Indy cars
crash out of an underground garage. Each
is being driven by a Possuman, and each
has a passenger with a laser pistol. The
Indy cars easily keep up with the firetruck.
One pulls along each side, and one drops
back behind it. The gunmen are trying to
hit either the team or the trucks tires in
hopes of slowing or stopping the truck
before it can get to the Speedway and stop
Yin/Yan. The Possumen may also try to
leap onto the truck to combat the team.
This encounter should be played loosely.
PCs may throw things off the truck. They
may turn the hose onto the car. They may
even leap onto the car and engage them in
hand-to-hand. This should be played as an
exciting chase piece, allowing the PCs to
do some feats of daring-do. (Foyt will not
get involved as he needs to keep the truck
on the road. And whipping the truck back
and forth to ram the cars may cause the
truck to overturn.)
Each Indy car can take 50 points of damage
before being disabled (treat as AC 2 due to
the difficulty in hitting a moving target). If
the gunsmen are taken care of, the driver
will break off the pursuit. If the driver is
dealt with, the car will careen wildly and
crash.
SCENE 5:
BRICKYARD BATTLE
When the PCs arrive at the Indianapolis
Motor Speedway, they see green energy
arcing from the tracks infield. The field is
littered with old tires, broken-down cars,
and other racetrack flotsam. Yin/Yan
stands at the top of the pylon next to the
start/finish line. Hes about 50 feet straight
up, facing the large rusting stadium seating.
He doesnt seem to notice the PCs, as he
starts his bragging
** And now the time has come to
breach all dimensions! Once I join with
myself from other wheres and other
whens, I shall be a GOD! **
A large green portal opens in front of the
stadium seating. The PCs will see the
stadiums seats start to shimmer as hundreds
upon thousands of multi-dimensional
versions of Yin/Yan begin to manifest as the
walls between dimensions begins to
crumble. The PCs will probably shout
something all heroic, or they might just
launch an attack. Regardless of what
happens, once Yin/Yan sees the PCs, he
says:
** Ah, I see youve arrived to see my
greatest triumph! Before I began this
portal though, I created another. Let me
show you what I pulled forth!**
The ground shakes as a giant tentaclemouthed worm-thing explodes from the
ground in front of the PCs. About 5 feet
wide, 50 feet long, and angry. This creature
from another dimension is pissed and wants
nothing more than to attack the characters. It
tries to grab the PCs with its tentacles to
YANS HPs
63
SCENE ONE:
NEVER SPLIT THE PARTY
((Explain to the PCs who are ready
to play that you need to set up the
situation and to be patient while you
get through the exposition. Also,
remind them to keep their sheets
face down.
Play opening credits to the TV
show.))
The unthinkable has happened : A
ruthless warlord has joined forces
with powerful wizard and ,
between them, they have driven
the lands of Deecee to its knees.
Drakexx the Unstoppable and his
robot centurions have terrorized
the villages in the area for
months. At his side has been
Zardon, the self-proclaimed
Leximancer who uses Ancient
tomes to power his magic. Its odd
because warlords and wizards
have never been known to work
together.
Thundarr, Ookla, and Princess
Ariel have arrived to stop this
dangerous union of muscle and
magic. The citizens of the village
of Linkon have directed the team
an Ancient white obelisk. Zardon
is at the top of the tower (the top
appears to have been sheared off)
while Drakexx stands defiantly in
front of it. Before him stands 6 of
his robot centurions.
(Map it out for the PCs. Add tree,
benches, burned out car husk)
So Thundarr, Drakexx sneers,
you think you can stop me in my
SCENE 2:
THE LIBRARY OF CONGERS
The team returns to the village of
Linkon which was established at the
base of a large Ancient structure that
holds a statue of a seated bearded
man. Wissop the tribal shaman who
tasked you with stopping Drakexx
approaches you. He stops, obviously
confused by the appearance of twice
as many of the team.
Why, what sorcery is this? he
asks.
Allow the team to explain and to
regale him with tales of the battle.
When they mention that Drakexx and
Zardon vanished, he shakes his
head sadly.
It is as I feared. The Leximancers
power grows the longer he is
exposed to the written word. He
has no imagination of his own, so
he pulls the ideas and concepts
from the tomes to do his bidding.
Over dinner and drink, Wissop
explains that Drakexx seems to jhold
dominion over Zardon. If they
mention the medallion, Wissop
agrees that it must be the keystone
to Zardons power. With it, the wizard
would be unstoppable.
But as long as Drakexx
commands the medallion, he
commands Zardon.
The PCs should begin wondering
about any large depository of books
that Zardon may want to get his
hands on. Wissop thinks for a
moment, and lights up
SCENE 3:
ANYBODY HOME?
When the team arrives at the library,
they see a large crumbling ruin that
must have been quite opulent in the
past. Now its nothing more than a
looming boxy structure with tumbled
over white marble columns in front
and overgrown with weeds and
vines.
Patrolling the area are 4 more Robot
Centurions. The team must get past
them to enter the library. They can
try stealth orknowing Thundarr and
Ooklathey may just decide to
charge in.
Robot Centurions (4) (AL N, MV
120' (40'), AC 1, HP 50, #AT 1
(laser), DG 3d6, 2d6 SV L4, ML 12,
mutations: none)
As robots, they all have 50 hit points.
CENTURIONS:
1 50
2 50
3 50
4 50
As they enter, they approach down a
darkened hallway. In the darkness
lurk three large Devil Rats. (Armor
plated giant rodents. See Thundarr
sourcebook for description) They will
get the jump on the team if theyre
not careful (surprise on 1-2 on d6,
roll for each character until 3 are
jumped). Too much commotion may
also cause two more Centurions to
come investigate.
SCENE 4:
DR. DRAKEXX AND MR. HYDE
You enter a large area that was
once the common room of the
Library of Congers. There are
broken tables and chairs strewn
about. Large bookshelves that
used to hold thousands of books
line the area, most emptied of any
kind of tome. Moldy books and
paper lie about, smelling of rot
and decay.
On a balcony at the far end stands
Drakexx and Zardon. Zardon now
holds a new book tightly to his
chest.
So, the mighty
Thundarr...pardonTHUNDARRS
are brave enough to enter my
stronghold? I dont know whether
to congratulate you all or pity
you.
Allow a bit of back and forth
posturing and positioning. Time for
some cartoon dialogue!
Drakexx purses his lips with
contempt. It is no matter to me.
In a moment, I shall be the most
powerful man who ever walked
the earth! He turns to Zardon.
Now slave!
Give the PCs a chance to react
one turn. Theyre too far away for
any Mighty Deeds of STR, AGIL, or
MAGIC, but if they can do some
damage or close the gap, let em.
Zardon places a hand on
Drakexxs head and the book in
his other hand glows as if on fire.
SCENE 5
WRAP UP
With Drakexx and Zardon
defeated, the team reports back to
the village of Linkon to inform the
settlers they have nothing to fear
from the wizard or the Warlord of
the Sacred Library. But theres
still the issue of double everyone.
One Princess Areal reveals
Zardons medallion. The other
reveals the book she picked up:
The Three Musketeers Ariel
opens up the Ancient book
And as it says right here: All for
One, and One for All!
With that, the medallion glows
with an unearthly light and
envelops you. When the light
clears, the original three heroes
stands. While the townsfolk cheer,
Thundarr, Ookla, and Ariel jumps
onto their horses:
OOKLA, AREAL! RIDE!
(Play closing credits from the TV
show)
SCENE 1
ARRIVING IN DEE-SEE
((Pass out character sheets and let PCs
read the characters theyre to play. Play
the opening credits to the TV show to
get them in the mood.))
Thundarr, Ookla, and Princess Ariel
have been travelling the countryside
with three young protgs: Shana the
Barbarian, Merlik the Sorceror, and
Oosoo the Mok. (The trio met Shana
and Merlik when they battled the
Sleeping Demon many moons ago.
And Oosoo has joined them since
then.) As their inexperience and
stubbornness nearly got them all
killed in their earlier adventure, you
offered the teens the opportunity to
tag along for a while so they could
learn from your experience.
You have received word that a new
wizard has been terrorizing a village
in the nearby region of Dee-See -the Ancient capital of these lands.
The area is now a swampy region due
to decades of flooding from the
Tomack River, and twisted aquatic
abominations lurk in the boggy
waters. But never one to turn away
from a cry for help, the six of you
mounted your steeds and rode
toward adventure!
After two days of riding you begin to
notice large white monuments and
blocks of granite dotting the
SCENE 2
SMITHSON AIRSPACE
The building Shadoan brings the team
to is a ruined museum built by the
Ancients. The village took its name
from the sign in from of the building:
Smithson Air Space. Any PC who
knows a bit of Ancient cultures or any
who brushes away to clinging vines and
who can read will see the full name of
the place is Smithsonian Air and
Space Museum.
The Ancients stored many of their
wondrous machines and
achievements here, he says. Man
once flew across the skies, and even
to other worlds! He shows the team
the ruined examples of Ancient
achievements. The Lunar Module,
planes hanging from wires, photos of
famous Ancients hanging on the
walls, etc.
If the PCs have questions, allow
Shadoan to answer them. They may
also want to fiddle around with the
exhibits. Let them if they wanna for
comedys sake
You enter a new room that is empty
except for one large exhibit. A long
cylinder fills the room, pointed at one
end with fins on the other. It looks
like a monstrous arrow. A disheveled
man in aviators goggles wearing
leather gloves is here, and he hurries
over when you enter the room.
SCENE 3
ENTERING ARLING
When the team arrives The Wizards
Graveyard, they see a sign IDing it as
Arling (Arlington Cemetery if the PCs
think to look a bit more at the sign). Its
been all but overtaken by the swamps.
Many bogs and damp muddy pools are
scattered throughout the area, with a
few old stone paths here and there.
The swamp is littered with stone
markers in neat orderly rows. Due to
the tree canopy, its a bit dark here, but
the PCs can see a flickering in the
distance. Its strangely quiet, as if
nothing dares to explore this sacred
ground.
While approaching the flickering light,
three Surfents splash out of the
swampy waters. These are huge furcovered snakes with antenna that gives
them the mutation of echolocation. The
PCs need to take care of them quickly if
they can.
Surfents (3) (AL C, MV 60' (20'), AC 6,
HP 30, #AT 2 (bite, constrict), DG 1d4,
2d8, SV L2, ML 7, mutations: gigantism,
echolocation)
SURFENTS:
1 30
2 30
3 30
Once the Surfents are dealt with, the
PCs can approach the Fires of Forever.
It is a large, flat, stone area with a
SCENE 4
THE UNFRIENDLY SKIES
You stand at the gates of The
Wizards Graveyard, torches blazing
with the magic flames. But time is
nearly up, and youll never be able to
get back to Smithson before Thraxx
launches his attack.
In the distance, you hear a buzzing in
the air It grows louder and closer,
and in the dusk, you can see a dark
shadow overhead.
Let them react somehow to the
approaching menace. As it gets nearer,
it looks like a bird but buzzes like a giant
insect. As it gets overhead, it seems to
hover and they can see it some strange
Ancient flying machine. It is the Wright
Brothers flyer with a helicopter blade
sticking out of the top. At the controls is
Wilbur, who drops a rope ladder and
motions them to climb up.
Thought you might run out of time,
so I fired up this Ancient contraption
Ive been working on! he shouts over
the buzzing of the blades overhead.
Be careful with those torches! This
things mostly cloth and lumber. Itll
go up like tinder if it catches fire!
Once theyre on board, have the PCs
mark where they will be standing. Wilbur
banks the heliplane and begins the
flight back to Smithson, shouting for
them to hang on.
((CUTSCENE))
In a squat rectangular monument
nearby, a statue of a stoic bearded
man sits in a quiet vigil. In front of
the statue floats Thraxx. As the
last of the suns rays shine down,
Thraxx raises his arms and
approaches the statue. He fades
away as he passes through and
((Commercial break!))
SCENE 5
MR. LINCOLN
Thraxx has taken possession of the
statue of Lincoln from the Lincoln
Memorial, and he intends to use the
stone juggernaut to destroy the
Smithson walls and anyone who gets
in his way. Meanwhile, the PCs are
approaching from the other direction
on the heliplane in whatever
condition it may be. And in the
middle is the Smithson.
The PCs can take whatever tack
they want. If they want to attack from
the ground, Wilber can get low
enough for them to jump. If they
want him to buzz the statue, he can
do that (while Mr. Lincoln swats at
them like King Kong). Any cartoonaction attack the PCs want to
attempt should be encouraged. If
they attack the statue head-on, it will
take 90 points of damage before it is
destroyed.
MR. LINCOLN
(AL N, MV 150' (50'), AC 0, HP 90,
#AT 1 (fist), DG 4d6, SV L6, ML 12,
mutations: none)
LINCOLN
1 90
are the key, and the blazing flamelike eyes are the target. If the PCs
can get the fires close enough to the
eyes, Mr. Lincoln will try to shield his
eyes from the blinding light.
Whenever they do this successfully
(as an attack), Thraxx loses that
attack round. So the PCs will need to
really pound on the statue as it
slowly stomps toward Smithson.
Once the statue is destroyed and
Thraxx is driven from the statue, he
will be utterly vulnerable to the
torches. Three successful attacks
using the flames is all it takes to
defeat him and drive his ghostly form
from this dimension!
Let the battle go until all are defeated
(hopefully!)
SCENE 6
WRAP UP
With the stone presidential
juggernaut defeated and Thraxx
driven away by the cleansing Ancient
flames, the Smithson villagers have
nothing to fear any longer.
The six of you are surrounded by the
townsfolk and a celebration breaks
out while, overhead, Wilbur dips the
wings of the heliplane in a salute.
As the townsfolk cheer, the six of you
jumps onto your horses:
OOKLA, ARIEL! RIDE!
(Play closing credits from the TV
show)