Category Archives: Dungeons and Dragons

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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Justifying The Existence of Aeroquest

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The question may arise if anyone who wasn’t forced to read the novel Aeroquest because they have the misfortune of being my relative ever actually reads the book, “Why did you ever write such a gawd-awful thing?”

The truth is, I didn’t write it, not by myself at any rate.  The essential plot of the novel is such a jumbled mess because the story is lifted directly from a game of Traveller, an RPG from Game Designer’s Workshop.  The basic characters in the novel were all player characters.  Their design and personalities are created by adolescent boys in the 80’s and the paths they chose in the story strongly reflect the chaos of youth.

The Aero Brothers, Ged and Ham were both created by one of my favorite students of all time.  I will refer to him here as Armando Carrizales, though that was not his real name.  I am trying to explain the novel here, not mortify an adult former student living somewhere in Texas, or even elsewhere.  Armando’s idea was to use Star Wars characters.  Hamfast Aero was actually Han Solo in the game.  And when Armando wanted to create an all-powerful psionic character, he created brother Ged Solo, using the first name of Larry Winslow’s character Ged Stryker (And Larry did not know how to spell “Jed”).  Because I really liked Armando, and he was bright, creative, and a good problem solver, I eventually chose his characters as the main characters of the novel.  He was good at organizing expeditions, collecting gear and matching it to the purpose in the adventure before him.  But you do need more than heroes for an adventure game, or for a novel.

Emilio Jalapeno was a very different kind of kid, but also Armando’s real-life best friend.  He was a skinny kid with a goofy grin, and was always ready with a joke or prank that would either make you laugh, or make you palm your forehead and consider murder.  His first Traveller character lasted all of fifteen minutes because he decided he wanted to take his shiny new pistol and kill everyone on the entire planet they were on.  That character, whose name I have forgotten, was actually gunned down by his own adventuring party.  So Emilio had to start again.

He created the character Trav Dalgoda.  He got the name from the first syllable of the Traveller game and a name he spotted on the cover of a magazine laying on the table.  Trav was simply Emilio in an RPG form.  He wanted to have an eye patch like a pirate, but he wanted to have two eyes.  He wanted to wear wide ties with messages on them, like a cartoon screw next to a baseball.  And he dearly loved to blow things up.  A time would come in the adventure where he had access to really big weapons, and we had to let him experiment with killing everybody on an entire planet.  This, then, was the needed comedy relief that kept us laughing through shared adventures.  And Trav’s ability to get into really big trouble would eventually drive the plot forward.

Sinbadh the Lupin, a dog-headed humanoid alien, was also Emilio’s character.  The fact that he based his entire character on talking like a pirate from Treasure Island was a source of endless hilarity.

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Tron Blastarr, the scar-faced villain, was created by Armando again.  There was a time when Larry Winslow wanted to create a villain character in the most desperate way possible.  But the evil villain Mantis, who was really just a living head on a robotic body, and the enigmatic psionic Xavier Trkiashav never really got their chance to be truly villainous.  One became a laughable boob while the other became a hero and the leader of the Psionics Institute.  Tron, however, was a perfect pirate.  He led the band of adventurers on merry chase after looping, curling space chase, eventually becoming the first player character to get married and have children.  He retired as a villain with a fleet of stolen space ships, and a planet (the airless world Outpost1) as his pirate treasure.

So, to claim I wrote the novel Aeroquest on my own is to completely overlook my collaborators.  It is a mess of a comedy sci-fi novel that I am still trying to iron out and rewrite, but it is also a story I shared with some who were very near to my writer’s heart.

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Little Metal Men I Have Made

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Today’s post is basically a picture post.  Every metal (or Plasticine) figure displayed in this post was painted by me with Testor’s enamel.  Most of the figures were painted back in the 1980’s.  Most of them were sculpted by Citadel Miniatures Co.  The Indian boy I repainted as a young storm giant was made of an inferior quality Plasticine that melted a bit with the paint’s more caustic ingredients.  That’s why looking at him closely makes him appear like a burn victim.

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Not all of the figures are from Dungeons and Dragons games.  These are figures I used in the Traveller RPG.    I also owned the Indiana Jones role-playing game, but the figure was used as a Traveller hero.

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These figures were used to play Call of Cthulu as well as Traveller.  Cerebus the Aardvark made appearances in both the Dungeons and Dragons game and Traveller, which was fairly true to the character as he appeared in Dave Sim’s underground comic.

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I am proud that my arthritic hands once allowed me to paint the tiny details on these miniature sculptures.  But the red dragon I wanted to display in this post, that I have pictured before in this blog, is missing for the moment.  I spent most of the morning trying to find him.  Oh, well…  I still got to show off my mini-painting skills.

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Star Wars Aliens, Mickified

I spent a good deal of my time as a game master for the Star Wars role-playing game in creating alien characters that fit the movies, the books I read in the Star Wars series, and the game materials.  In this post, I will give you a mini-gallery of the aliens I drew for the game.

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Chee Mobok was a space trader who had a problem with his own ego.  He believed that he was a genius at language and could speak any language he had heard a handful of words from.

The Galactic Common speakers were always laughing at the things he said.

Huttese speakers like Jabba the Hutt were always trying to kill him for say precisely the wrong thing.

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Hethiss was the Jedi Master when my son’s Jedi character was still a padawan learner.

He was wise, but unable to keep his student from doing things in violent ways when a diplomatic solution was called for.

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Merv was a potential terrorist and a suspect in a series of murders on a water planet.  He was, however, the good badguy character.  You know, the villain who has a heart of gold and whose actions redeem him in the end…  As opposed to a bad goodguy who seems to be a hero and ends up betraying everyone.

 

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Fisonna was a street kid from the same planet and same race as Hethiss the Jedi master.  He had the potential to become a padawan learner.  But he also used his Force skills to pull pranks on serious adults.

 

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Odo-Ki was a Gotal with the ultra-sensitive cones on his head.  He had a limited ability to see behind walls and predict the near future.

 

 

 

 

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Nadin Paal was an actual pirate and terrorist with no redeeming qualities at all.  The best thing about him was, that when the time came, he blew up really nicely.  A colorful fireball.

 

 

 

 

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Kehlor was a Herglic, one of the whale people who required specially built extra-large space ships and accommodations.   He was also a gifted pilot.  You can see that he wears the uniform of the Trade Authority.

 

 

 

 

 

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And finally, Klis Joo was a Duro and a Jedi, a gray alien with considerable Force powers.

 

There were many more drawings like this as well.  But these are some of the best ones.

 

 

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