Category Archives: Dungeons and Dragons

Another Talislanta Gallery

Blood Brothers

Kastur and Pawlucks

 

Harun the Charmer and the Cryptomancers of Clan Omean.

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These images were made in the early 90’s as I played an RPG game called Talislanta.  It was a sword and sorcery D&D-like game with no elves, dwarves, or other ordinary D&D creatures.  The blue guys are a race called Mirin who live in the coldest places.  The green guys are Cymrillians and Tanasians, a magic-using race.  There really weren’t even humans among the many weird races of Talislanta.  And drawing these things was gloriously liberating in a fantasy-art sort of way.

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Portraits from Talislanta

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A tattooed Thrall warrior from the Seven Kingdoms.

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A Gnomekin from the Seven Kingdoms.

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An Oceanian ship’s boy from the pirate crew of the Skull-Bearer, a three-masted schooner with lateen sails.

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A Gryph scout from the Seven Kingdoms.

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A Tanasian wizard from Cymril in the Seven Kingdoms.

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My Secret D&D Identity

Eli Tragedy

An author can’t resist portraying himself somewhere in his fiction. Even though the entire work of fiction is actually a map of the inside of the author’s self, there will be a character who is the self-portrait of the author buried somewhere within.  It may be the first person narrator of the story.  Or it may be a background character lurking at the periphery of the plot.

In the ongoing work of fiction that is my family D&D game, that me-character is the wizard in red, Eli Tragedy.  Yes, bumbling, doddering, and constantly babbling Eli Tragedy, aged half-elf with a little more than half a wit, is basically me.  His two apprentices, Bob and Mickey the Were-rat, are constantly at his side to open doors for him, set off booby traps stupidly before he gets there, and generally demonstrate the level of his teaching ability by their lazy incompetence and general inability to learn anything.

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Now, lest you think I might really be exactly like this exaggeratedly foolish fool of a character armed with way too much magical ability and arcane knowledge to be safe wandering around freely in public, let me assure you, we are very different, Eli and I.  He’s at least a centimeter taller than I am when he stands up straight.  I have, however, aimed more than a few metaphorical fireballs at my own image in the hallway mirror.  And I may have burned my own eyebrows off more than once.  But Eli’s real purpose is mainly to poke fun at myself and create a few laughs, along with a few D&D style world-ending crisis-es, as when Mickey the Were-rat stole and misused Eli’s magic hat.  Dang, those toe-dancing pink rhinoceroses with the nitroglycerin in their over-sized backpacks were heck to herd back into the King’s Royal Zoo!

But now, I am finally ready to admit it.  Eli Tragedy is my alter ego.  I like the color red.  I am fond of random explosions and acts of inexplicable transformation.  Eli Tragedy is me.  And I promise, I won’t really blow the world up.  It is only a role-playing game after all.

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Call of Cthulhu

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I feel the need to take up the subject of a role playing game that I planned for and played to a limited degree, but explored to the point of insanity.


But I am recovering now from the double-danged downers of taking care of my bankruptcy case and paying off a surprise new tax penalty that nearly sank my little boat. Therefore, I can’t go into this in depth until my mind is more fortified against the depredations of Yog Sothoth.
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So, next week I will begin talking endlessly and listlessly about the infinite insanity of Call of Cthulhu, the role-playing game. In a gibbering, half-insane manner, I will describe the playing of a game where you confront the depths of human darkness in an indifferent and terrifying world. And I will attempt to explain why a school teacher in his right mind (as much as a middle school teacher can be in his right mind) would ever take up such a game. So, stay tuned to Mickey the Dungeon Master’s silly little Saturday D&D blog.

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Doodledragon

I joined an art challenge Facebook group that regularly pits doodlers against each other with four minutes to doodle in and a place to post the results. And we do it for absolutely no prizes or titles or even ranking, just for the love of doodling. So here is a recent 4-minute doodle by Mickey posted on that selfsame super-silly group;
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If you are having trouble believing that I dragon-doodled this in only 4 minutes, please notice that that the left side of the dragon’s face is clearly the area I was rushing to complete as the time was running out. I doodled this in black ink with a ballpoint pen. I timed it. And I have drawn numerous dragons before. So you could rationalize that I really worked for hours upon hours to be able to do this four minute doodle.

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Equipment Makes the Adventurer

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You cannot cleave a ghost in twain with a cast-iron fireplace poker. Throwing snowballs at vampires will not keep your blood from being drained.  And bugbears don’t really have an aversion to little girls in pink dresses (except for little Tessie Trueheart of the Green Dale; that little booger has a temper as large as her love for the color pink).

To go adventuring in Mickey the Dungeonmaster’s dungeons, you need the right equipment.  Of course, whole books full of weapons and armor and adventuring doodads have been published.  Some of the stuff we use in the family games comes from the game books, as exemplified by the items pictured above.  The Blue Wood Armor of the Forest Guardian is a collection of items put together from the books published for D&D by Wizards of the Coast Publishing.

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My daughter’s favorite weapon is a sentient throwing knife that always flies back to its current master after being thrown.  It also never misses, adjusting its own flight to always strike the target for the greatest possible damage.  It has a mind and intelligence of its own.  It became sentient and alive in the middle of an epic combat with a magical giant golem who hit it with a spell that went disastrously wrong for the caster. This item was created on the spur of the moment in the midst of a published adventure, based on a disasterously low roll of the dice for the monster side of the combat.

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Some items in the game are actually treasures from the published adventure scenarios I like to use. Instead of simply selling off items when they are discovered in the cold, dead hands of defeated evil druids whose dreams of conquest and tyrannical rule you have thwarted, you can take them for your own personal use.  I have a tendency to embellish what is described in the pages of the adventure with both really good powers and effects, and really insidious concealed curses.  The Legendary Black Blades are both demon-laced and deadly.  And both, though fatal to your enemies, will eventually darken your own heart and possibly shorten your adventuring life the hard way.

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Not all equipment is made of swords and armor.  The Evil Heads of Dr. Zorgo are a collection of living zombie heads that can impart wisdom and information (allowing characters to add skills) and can also direct you to places of adventure and great treasure.  Of course, they are evil.  There is always that little factor to consider.  But come on, how can you not be tempted by treasures talked about by the Ghost Elf’s head when you tried to ask her for the time of day in her native land?

So the point of this post is that I am really proud of my drawings of D&D equipment and wanted to show them off.  This post is merely an excuse for doing that.  I have one more to show you, though I must confess, while I drew this one, it was designed by number one son to be used for his character, though as soon as he got it made, he sold it for lots of gold to use on the next project.

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The Little Shop Full of Treasures

Every good Dungeons & Dragons game needs a quaint little magic shop to provide the appropriate magical boom-boom solution that isn’t obviously needed, but will prove essential to the adventure later.

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For our game, where we had a choice of a number of screwy little magic shops that didn’t manage to blow themselves up, the main place of choice was Failin’s Arcanum Magickum Shoppe in Sharn.   (Why “shop” has to be spelled “shoppe”, I’m really not certain.  You have to spell things wrong to cast spells apparently.)

The shoppe is located in the Precarious District of Sharn, City of Towers.  Visitors have been known to be crushed by falling parapet stones from above that may or may not have been wedged loose by a hobgoblin street gang.  Failin himself is a rather morose individual with red hair and a connection to the Dragonmarked House Orien, the house whose magical dragonmarks allow the members of the house to do transportation magic.  Failin was himself a talented geomancer, able to create items with bound earth elementals used for power and propulsion.  He also collects items of great value from adventurers and commands impossibly high prices for them.

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So, if you want to buy a Wand of Blinding Colors, a Bag of Holding, a Flaming Elf Skull of Timely Warnings, or a Deadly Drum of Druid Doom, he’s definitely your man and will only take twice the amount of everything you own in payment.  If you want something more powerful or more arcane, you better be ready to slay a dragon for it and bring back the entire hoard as payment.  Failin is rich in several different ways.

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Working for Failin is his one and only servant, Gobbie.  Gobbie is also a rare thing, a goblin you can trust.  He was raised by dragonmarked humans and treated slightly better than the average goblin (who tend to be killed on sight by heroes).

Gobbie is also trained as a shield bearer, and carries a shield that is immune to dragon fire and most magical fire and ice.  Failin rents Gobbie to adventurers for a high price, and Gobbie usually serves them just as faithfully as he serves his red-haired master.

And Failin’s shoppe is a place where you can find any number of magic users, wizards, warlocks, sorcerers, illusionists, thaumaturges, and other magicians.  If you don’t mind risking a meeting with horrifying necromancers, you can find and talk to some of the most powerful people in all Eberron.

 

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Saturday D&D Posts

I chose Saturday to talk about family table-top story-telling adventures because Saturday is a lazy day of recovery for the week.  It needed to be about easy things to write about that I love to do.  Playing Dungeons and Dragons and other role-playing games are definitely things I love to do.  And I love to draw D&D characters and monsters.  These posts would be a way to do picture posts that are relatively easy to do.

It gives me a chance to recapture and retell some of the spontaneously-created stories of adventure I have told over time.  I like telling stories about dragons and wizards and heroes and villains. I glory in it.

And Saturday D&D posts give me a chance to show off my game miniatures and castle constructs, some of which are merely collected, but many of which I painted or constructed myself.

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So, this is my D&D post about writing D&D posts.  I enjoyed sharing it with you.  And it is easy to do.  I am basically lazy on Saturdays.

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Book Nutty

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Being a role-playing-game dungeon master, you have to be familiar with how to absorb and implement the many, many game-playing books that are published to help you keep the adventure humming along towards epic goals.  I have to admit to being a book addict.  That is true for all books, but particularly game books.  I collect them obsessively.  I still troll Half Price Books looking for old and out-of-print D&D books and other game books.

Every role-playing game has certain necessary basic books.  There is a book full of advice for the game master.  It will tell you how to run an adventure and how to plan or map-out your events.  There is a guide book for players that advises them on how to create a character, develop that character over time, and how to use the rules to create success.  There is also usually some kind of enemies compendium, a monster book, filled with the characters you will have to defeat, slay, or outwit during the course of the adventure.  Then there are game supplements that provide detailed settings, often complete with maps.  They can give you non-player characters, adventure seeds, extra statistics, and sometimes additional useful tables.  Equipment books are a thing as well.

I have a huge collection of Dungeons & Dragons books going back to TSR and continuing through their current publisher, Wizards of the Coast.  I have practically every Call of Cthulhu book, a game system to turn H.P. Lovecraft’s horror fiction into RPG adventures.  I have almost all of the Talislanta books, a D&D-like game with no elves, dwarves, or humans in their game.   I have practically everything put out by Game Designers’ Workshop for Traveller.  I have a few books from the Rifts RPG, a time-and-dimension bending science fiction game.  I have practically all of the Star Wars RPG books.  I have a lot of Star Trek books.  I have some G.U.R.P.S.  books (Generic Universal Role Playing System), some d20 RPG books, and many other odd books, including a boxed set of Rocky and Bullwinkle’s RPG, complete with hand puppets.

So, please don’t file paperwork on me with the authorities who put insane people in white jackets with extra long sleeves.  I am a collector who suffers from hoarding disorder.  And I love books.  I just can’t help it.

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Role-Playing Games in the Classroom

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Zeus, the god of Storms and the Sky

In the early 90’s a fellow teacher became acutely aware of the effect the role-playing games I was playing at home after school had on the cognitive abilities of the fatherless boys I was constantly entertaining.  She suggested that maybe, if it was working at home with a few students and former students, it could also work in the classroom with all students.

This, of course was a daunting classroom activity to carry out, but enough of a creative challenge to my story telling abilities that I simply had to try.

I began with a cheap RPG book about adventuring D&D style with characters from Greek Myth.  This was an opportunity not only to play adventure games, but to teach a little bit about history and a lot about mythology.

So I created generic character sheets using my own personal copier, my own copy paper, and my own overhead projector plastic overlays.

I created adventures that could be conducted on the overhead with dice and each kid having their own set of skills and useful items.  We conducted Olympic games and included mythological creatures like Tritons and Centaurs as player characters.  We learned about the city of Olympia, the city of Argos, the city of Corinth, Athens, Sparta, and even Atlantis.

I let students draw their character from a hat on strips of paper that contained a boy option and a girl option.  I even let students trade for the character they wanted and we learned negotiating skills along with problem-solving skills.

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                                                                                     Demeter, goddess of fertility (which you can’t say in a junior high classroom, so goddess of crops and farming.)

Most of the stories were driven by a kidnapping where the beautiful daughter of one of the players was kidnapped immediately after the Olympic medals were awarded.  The villain would take her to his evil island base, and the players would have to work together to buy or steal a boat.  Gods and goddesses could be called on to intervene, and sometimes they actually did.  Another story line began with the sack of Troy, during which the players either murder or witness the death of a young Trojan boy who just happens to be Heracles’ son.

That story took the players on a quest of penance to visit the underworld and retrieve the boy in the same way that Orpheus tried to rescue his lady love Eurydice.  Potentially, Heracles would even join the quest himself if none of the player characters were the actual killer.  And, of course, all sorts of encounters with monsters would ensue.

 

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I ended up using about as much of my personal resources as a story-teller and a cartoonist to create those adventures as I had available.  But I had students tell me that the week of classroom time spent playing that problem-solving myth game was one of the most memorable learning experiences they ever had.  I never tried it with a high school class, only middle school, and then mostly with 7th graders.  But I think the experiment was very successful from about 1992 to 2004, and it taught me even more about teaching than it ever taught them about mythology.

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