Monday, September 30, 2024

EarthGirls

 EARTHGIRLS

A Lyric & Lead Sheet Songbook

This volume presents some of my original songs that feature women's names, some of which were inspired by various girls and women I've known over the years.

EarthGirls

Sunday, September 29, 2024

Erotica

EROTICA

Although I rarely talk about my erotic projects, I felt I had to include them because, quite frankly, they are part of my total body of work, and they were something I enjoyed writing at the time.

That was the late 1990s and early 2000s, a time of much spiritual, psychological, physical, and emotional upheaval in my life that began with the death of a close friend and workmate, and then my mother, and then hearing that my father had cancer—all within the space of about two weeks.

It was also a time of depression and despair in other aspects of my personal life.

Consequently, as I'd often done as a teenager (and other times while growing up), and because of my disillusionment with Christianity during those years, I retreated into sexual fantasies to escape the perceived cruelties of real life.

I originally shared many of these stories on the Literotica website under the pseudonyms HotScribe and HotScribe2, as well as on the Usenet newsgroup alt.sex.stories.moderated where some of them received favorable reviews. I also later modified several of them to use in a few of my other fiction and autobiographical works.

As someone once noted, there is a fine line between pornography and erotica, and although I endeavored not to cross it, I occasionally wrote stories in which  I literally leapt over that boundary, much to my current embarrassment.

Erotic Tales of Solomon Magus
1998 - The Withering Rod of Eridu
1999 - The Staff of Radames
1999 - The Treasure Chest of Ulrika
2001 - Pandora's Box
2008 - Nifritiri's Bliss

Erotic Games
1998 - Dicerotica
1999 - The House of Pleasure

Erotic Poetry
1998 - My Fingers Touched You
1998 - Oral Pleasure I
1998 - Oral Pleasure II
2007 - Here Is My Leash

Erotic Tales of Horror
1999 - Muffy [a.k.a. Territory]
2000 - Kiss of Death

Erotic Tales of Mythology
1998 - Actaeon & Diana
1998 - Pygmalion
2023 - Ermafroditos & Salmika

Erotic Short Stories
1998 - After A Long Hard Day
1998 - After Work
1998 - A Mistress and Two Slaves [a.k.a. Two Lads & a Lady]
1998 - At the Cafe 01
1998 - At the Cafe 02
1998 - Backyard Surprise
1998 - Car Ride
1998 - Dice Erotica
1998 - Heat of the Fire
1998 - How May I Pleasure You
1998 - Losing My Virginity
1998 - Me and You
1998 - Model Behavior
1998 - New Year's Eve
1998 - On the Table
1998 - Pamela
1998 - Quick-Pix
1998 - School Frolic
1998 - Slippery Maneuvers
1998 - The Bellboy
1998 - The Boyfriend
1998 - The Elevator
1998 - The Hot Tub
1998 - The Kidnapping
1998 - The Pool
1998 - The Surprise
1999 - High School Hijinxxx
1999 - In the Photo Studio
1999 - Shower Scene
1999 - Slave
1999 - Slave-In-Training
1999 - Teased
1999 - The Cane
1999 - The Teacher
1999 - Weekend Frolic
2000 - Captive
2000 - Female Slaves
2000 - Male Slave
2000 - Marlene in The Sauna
2000 - Marlene Watching TV
2000 - Mirror Images
2000 - Nurse and Patient
2006 - Greenhouse Emissions
2006 - Musique Erotique
2007 - Photo Manipulation
2008 - Two into One
2008 - April Showers

Erotic Art
Alien Member
Flower of Manhood
Two Become One 

An Erotic Anthology


Saturday, September 28, 2024

Territory

 TERRITORY

An Erotic Horror Comic Book Script


PAGE 1

Panel 1

TEXT: "The police called it the work of a serial killer, even named the murderer The Shredder because of the way the body looked—its skin sliced and cut in strips apparently by some sharp instrument. But Maureen Douglas knew better. It looked like the work of an animal because it was the work of an animal. And its instruments were claws and fangs."

Panel 2

ART: Maureen Douglas kneels down and examines the mutilated, naked body of a woman, but now its face and torso have been ripped and torn as if by some savage animal.

Panel 3

TEXT: "With gloved hands, 
Maureen spread the corpse's legs, checked around and inside its vulva. There were telltale signs of semen. Maureen sighed heavily and rose to her feet. This was the fourth body found in this condition in the last three months."

Panel 4

TEXT: "That this was the work of a werewolf, Maureen didn't doubt. That it was also the work of Weylin Stone, she knew for certain."

ART: Maureen's stern face looks distant, as if remembering something

Panel 5

TEXT: "The condition in which the bodies had been found told her that. They'd all had sex with Stone before he Changed and savagely slaughtered them."

ART:
[Artist's discretion]

Panel 6

TEXT: "Pleasure and pain. That was Stone's modus operandi."

ART:
[Artist's discretion]

Panel 7

TEXT: "It had been that way even before he became—what he was now."

ART: Maureen remembers Stone as a werewolf


PAGE 2

Panel 8

TEXT: They'd been in love three years ago and they recognized a need for each other. Maureen liked to receive pain, Stone more than gladly gave it.

Not excessive pain, mind you. Just enough to make ordinary sex a little more interesting.

ART: [Artist's discretion]

Panel 9

ART:
[Artist's discretion]


Panel 10

ART: Maureen is dressed as a provocative schoolgirl, facing right

Panel 11

ART: Maureen and Stone make love (Maureen riding Stone?)

Panel 12

ART: Maureen is dressed as a dominatrix, facing left

Panel 13

ART: Maureen on a cell phone

TEXT: But the murders—No, that wasn't right.

DIALOGUE: Maureen - "Yes, I'd like to report a murder..."

Panel 14

TEXT: Maureen had always found the bodies first. That hadn't been hard to do. She knew what Stone looked for in a woman, knew the places he liked to pick them up, and the places where he always took them. Yet he always managed to stay one step ahead of her. Until tonight. This new body was a fresh kill, which meant Stone would still be somewhere in the area. She searched the ground for prints and heard, in the distance, the wail of police sirens

 
PAGE 3

Panel 15

TEXT: She glanced up and around at the deserted warehouses that surrounded her. This was where Stone liked to bring the girls, this was where the bodies had been found—but never in a pattern that allowed the police to form some sort of prediction as to when or where he would strike again.

Panel 16

TEXT: Maureen never really understood how the Change had touched Stone. And it was after he Changed that they broke apart. He told her he never wanted to see her again.

ART: From the shadows of a warehouse, we see the wan features of Stone's face, pasty gray in the moonlight, his mouth stained with the blood of his last victim.

DIALOGUE: "Hello, Maureen,"

Panel 17

ART: Maureen and Stone facing each other

DIALOGUE: Maureen - "It's been a long time. I—had to see you again."

DIALOGUE: Stone - "Too long...Take your clothes off."

Panels 18 & 19

TEXT: Then the Change came.

ART: Naked, Maureen morphs into a female werewolf lashing out at Stone

Panel 19

TEXT: Too late to stop it now. Talons slashing downwards, razor-sharp nails slicing flesh, shredding it, fangs digging into muscle and bone, chomping, ripping, tearing, screams of shock segueing to screeches of agony.

Panel 20

TEXT: Then, silence. Wolf reverting to human. Claws to long-nailed female fingers.

ART: Stone's mangled body lies on the street

Panel 21

ART: Maureen walks down the street away from us

DIALOGUE: Maureen - "Bastard! This is MY hunting territory..."

- END -


Friday, September 27, 2024

The Road to Mandalay

 THE ROAD TO MANDALAY

A World War II Memoir by Frank Woodhead
Edited by Michael Woodhead


    From the villages of Lancashire and East Yorkshire to the jungles of India and Burma, Frank Woodhead relates an assortment of anecdotes, memories, personal thoughts, and observations during his time as a firefighter before World War II, and his six year stint as a medical orderly with the 99th Royal Buckinghamshire Yeomanry Field Regiment.

    Oftentimes poignant, humorous, and candid, Frank reveals much of what went on 'behind the scenes' on the fields of battle, and how serendipity frequently helped him get through some of the worst times of the war. 

The Road to Mandalay

Thursday, September 26, 2024

Salome

SALOME

A One-Act Gothic Tragedy
[A New English Translation of Oscar Wilde's French Play]

    Lusting after his stepdaughter, Salome, King Herod demands that she dance for him. After refusing to do so several times, she finally relents, but the dance comes with a deadly price. The play lays bare the greed and unnatural desires of Man as manifested through various characters. 

Salome


Wednesday, September 25, 2024

Amazon Squad

AMAZON SQUAD


An Action-Adventure Screenplay


This time, they took the wrong woman...

...because this one fights back!

When a deranged scientist abducts bodybuilder, Stormie Magnusson, and subjects her to a series of psychotronically-induced experiments, she escapes and plans revenge. In a short while, she assembles a group of friends she knew years earlier and, together, they form a forceful platoon determined to bring the scientist to justice, one way or another. They are the—

Amazon Squad


Tuesday, September 24, 2024

Dystopia

DYSTOPIA

    In the very near future, conflicts wage against a man and woman who want to better the world through marvelous inventions, and those who want to control it.
In the East and West, governments erected massive domed cities to shelter those who are unable to protect themselves from harmful atmospheric elements.
    Yet even within these safe havens, rivalries threaten peaceful existence; military police impose curfews ruthlessly; and secret organizations fight to liberate the oppressed.
    Parts of northern Canada have become wastelands overcome by deadly smog and marauding bands of scavengers.
    This is the fractured Canadian dominion in the world and time of—

Dystopia


 

Monday, September 23, 2024

Island of Children

ISLAND OF CHILDREN

A Musical Fantasy in Two Acts

Five adults find themselves stranded on an island inhabited by two factions of teenagers—the Children and the Mist-Men. The leader of the former wants everyone to live peacefully, while the leader of the latter wants to be Master of everyone. The adults soon learn the mysterious Past of both groups and become involved in the struggle to understand love and forgiveness. For the Children are not what they first seem to be...

Time: Approx. 120 minutes
2 Acts, 11 Scenes
12 female teens
4 female adults
10 male teens
2 male adults

Buy Island of Children

Sunday, September 22, 2024

WIZARD OF VASUDA

The First Scroll From the Scrolls of Solomon Magus
The Life & Times of a Wizard from Vasuda

Shipwrecked and orphaned as a boy on the island of Ithamar, Solomon the Strange becomes apprenticed to a sorceress named Narmada Magus.
    Over the next several years, she teaches him not only the arts of magic, but also the arts of love.
   As a young man, Solomon leaves the island and experiences a variety of supernatural and amorous adventures in his quest to understand the world of Vasuda and its peoples in—

Wizard of Vasuda


Friday, September 20, 2024

A Rain of Sorrows

 A RAIN OF SORROWS


    Why is he the way he is?
    As he grows up, intersexed Tristan Mallory tries to understand his feelings, his emotions, his body, and his life. What cruel twist of Fate has made him this way? What kind of intimate, personal, or social relationships can he ever hope to cultivate when people don’t understand what he’s going through?
    His childhood, adolescence, and young adulthood all influence the molding of his personality and the way he manifests his inner frustrations and creativity, all leading to his ultimate decision in—

A RAIN OF SORROWS
The Tragedy of a Tortured Soul 

 

Hollywood Scriptwriting Institute Diploma

Hollywood Scriptwriting Institute Diploma

1993


Wednesday, September 18, 2024

Dreams

DREAMS

Treatment for a Horror Screenplay


A closed eye opens. It blinks several times, and then looks to the left.

Mirabelle Fraser is running along a rainbow-hued, interminable pathway. About her float dense clouds of blue mist. Puffing and gasping, she runs along the ramp, not knowing where she is going, or how she got there.

On her face is a look of terror.

The clouds suddenly billow about her waist and she feels a cold hand grab her ankle. Screaming, she is pulled beneath the vaporous murkiness.

She feels her clothes being ripped and torn, and she screams.

The eye peers directly ahead, and then looks upwards.

A keen guillotine blade scintillates in the sun.

Below, a black-masked executioner holds the rope of the release-catch. He peers through the mists about him and sees a young woman being dragged towards him. He smiles in grim satisfaction.

The woman is dragged up the steps of the deadly machine and is placed face upwards upon the block.

Mirabelle Fraser looks up terrifyingly at the poised blade.

The executioner watches her as he jerks the rope.

The blade is released and swishes down. Closer and closer it comes to her and, at the last moment, she turns her head, as if trying to avoid the blade. A scream gurgles to nothing, blood spurts forth from the severed body.

A tearful eye peers forward, and then looks to the right.

Somewhere within dark mists, a coffin opens. A young man climbs out and disappears into the vagueness.

A terror-stricken Mirabelle runs through the mist. Her clothes are ripped, her face bruised.

A hand suddenly reaches out from the mist and grasps her shoulder. She turns to see a handsome man approach her. Feeling relatively secure, she allows him to embrace her.

Behind her back, his mouth opens. Sharp, pointed teeth pierce her neck.

The woman screams once and faints; then, she is picked up by the man and carried into the fog.

The mists flow over them and they are lost.

Mirabelle, clothed in a long flowing robe lies outstretched upon a block of stone. Her arms and legs are bound by ropes.

She looks about and notices three other women hanging nearby. On their clothing, large bloodstains are smeared across their breasts. Their eyes stare unseeing into her.

A noise nearby causes her to look elsewhere. She observes a mallet and stake poised in mid-air. She now understands and begins to scream. However, her screaming does not stop her inevitable destiny. For, her teeth are now pointed and, being a vampire, she must die.

The stake is held over her heart and the mallet thrusts downwards. There is another scream of pain as the peg plunges into Mirabelle's body.

Blood spurts forth in gushes and stains her white gown.

The eye peers ahead as a tear begins to fall.

The eye belongs to Mirabelle Fraser whose head lies in the basket below the guillotine.

The tear rolls down her cheek and drops into the mass of gore at her neck.

Tuesday, September 17, 2024

Dungeon of Doom

Dungeon of Doom

A 1st Level AD&D® Adventure by MICHAEL WOODHEAD

Copyright © 2012 by Michael Woodhead under the Creative Commons License (http://creativecommons.org/licenses/by-sa/3.0/)

(Map created with Dungeon Maker)

DM's INFO:
Ravaged by a debilitating illness, a half-mad 5th level wizard named Arkimedes can only remember how to teleport, and has created what he likes to call the Dungeon of Doom. He challenges various adventurers passing through to complete the obstacle course he's created in return for wealthy prizes. However, what starts out as a simple test of the PCs' skills soon turns into a deadly competition that could very well lead to their deaths.
 
GOAL:
The primary goal of the PCs is to escape from the
Dungeon of Doom alive.
 
WANDERING MONSTERS (d8)
(Teleported in by Arkimedes)
1 - 1 giant beetle    
2 - 2d12 centipedes   
3 - 1d4 fungi    
4 - 1d10 giant rats  
5 - 2d10 giant spiders
6 - 1 giant scorpion
7 - 2d20 giant ants
8 1d4 giant worms
 
NOTE:
the game is predicated on the fact that the PCs will accept the offer to take the obstacle course. If they refuse, the portcullis at the entrance will slam shut and automatically lock. Arkimedes proclaims, "Then you'll never get out of here alive!", and then teleports away. He sends wandering monsters to each room the PCs subsequently enter in their quest to escape.
 
KEY:
C =
concealed door
S =
secret door
X =
trap

1. ENTRANCE [15x15 feet; open portcullis north; locked secret stone door east; open wooden door west] A sign on the south wall reads, "Are You Really As Good
As You Think You Are? Then, It's Time To TEST YOUR METTLE! Challenge Your Teammates, Challenge Yourself, Human or Gnome, Halfling or Elf, Dwarf or Half-Elven, No Matter Your Race, Meet All the Challenges and Win or Lose Face. Prizes for the winners"
 
2. ROOM
[15x15 feet; open wooden door east; closed wooden door west; stone tables north and south] Arkimedes welcomes the PCs and encourages them to participate in the Test Your Mettle challenge, especially with the 1000 GP prize money at stake. If the PCs agree, he motions them to go through the west door.
 
3. ARCHERY CONTEST
[15x100 feet; targets at 50,75, and 100 feet; open wooden door southeast] Bows and arrows lie ready to be used. Each PC has three turns, once for each target, using percentile dice: 1st Target AC 9, 2nd Target AC 5, 3rd Target AC 1 PRIZE: +1 Bow
 
4. AXE-THROWING CONTEST
[15x25 feet; unlocked wooden door north; targets at 25 feet] Target AC 7 PRIZE: +1 Axe of Hurling
 
5. HOLD YER BREATH CONTEST
[15x15 feet; 5 x 10 foot deep pool in center] A Gem of Healing (+2 to Hit Points when held) glitters at the bottom. PCs try to reach it without disturbing an electric eel. PC gets one chance and must make a successful Constitution check or else the eel attacks
 
6. SWIMMING CONTEST
[15x45 feet; long pool--5x35 feet, 10 feet deep] See PH 120-121 PRIZE: Helm of Underwater Action
 
7. MIRROR ROOM
[15x15 feet; mirror on east wall; concealed stone door east behind mirror] Upon entering, PCs will see themselves reflected in a Mirror of Opposition. The images then become dopplegangers who step out of the mirror. The PCs must virtually fight themselves with whatever weapons are available, or grapple hand-to-hand if none are carried. If any PC is beaten, he is sucked into the mirror and the doppleganger takes his place (played by the PC). However, the doppleganger becomes a mirror image of the original PC--for example, if the PC is right-handed, he now becomes left-handed.
 
8. PIT OF PERIL
[30x30 feet; 10 feet down stairs from north door; 3 cages southwest; trapped wooden door south] Stepping on the square at the bottom of the stairs releases 2d4 rats from one of the cages. After one round, 2d4 goblins are released, and after a further round, 2d4 orcs are released from the cages. The creatures attack the PCs.
 
9. TREASURE ROOM
[20x30 feet; pile of treasure along south wall; wooden door north; locked wooden door south; 5x10 foot drop pit trap in front of door] PCs peering through the door from the Pit of Peril will see the south wall lined with various treasures (DM's choice of what kind and how much). Within the pile of treasure will be two identical chests--one real, the other, a Mimic. First PC into the room will trigger a pit trap 10 feet deep with spikes on the bottom.
 
10. ROOM
[20x30 feet; wooden door north; stone door east; empty] Check for Wandering Monster(s) before PCs enter
 
11. CORRIDORS
[5 feet wide] As soon as PCs are through the door, it slams shut behind them. Water begins pouring it from the end of the corridor. In the water are 2d6 leeches which attach themselves to 1d4 randomly-chosen PCs. A trigger just south of the trap opens up a pit. Any PC sliding into the pit will become entangled in strangleweed. Check for Wandering Monsters.
 
12. ROOM
[15x15 feet; two sarcophagi, east and west] Stairs lead up to this room. If the PCs open the sarcophagi, they will find two giant centipedes in one of them. They attack the PCs
 
13. CORRIDORS
[5 feet wide] Check for Wandering Monsters. Stepping on the trap releases noxious fumes for 1d8 turns

[First published in & Magazine - Issue Number 8 - Spring 2014]