Tag Archives: gaming

The Sorcerer’s Tower

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In the mysterious continent of Xendrick, the adventuring party came across a very old abandoned tower.  The only way into the tower was a long sloping tunnel that turned out to be trapped and filled with a deadly poison and the numerous corpses of the previous adventuring parties.  Of course, if you are a D & D adventurer, such a tunnel is not going to scare you off.  It is going to irresistibly pull you in.

After nearly dying on three different attempts to get through the tunnel, Gandy Rumspot, the halfling rogue and thief, realized that it was a poison gas in the tunnel.  So he sent Big Cogwheel, the warforged artificial man who didn’t need to actually breathe air, to use his natural immunity to poison to go down and open the tricky invisible door and gain access to the tower.

Voila!  On to further tricks and traps.  At one point, exploding skeleton warriors animated by necromantic trap spells nearly killed Cog the warforged (by rolling a twenty on an attack roll) and required a miraculous magical repair by Gandy to save him.  That left the big metal man with a permanent irrational fear of skeletons.

Along the way, they encountered and had to overcome a bound female demon who had been imprisoned in the tower to keep watch over the property.  She was the slave of the Wizard Crane, builder of the tower long ago, who had then gone abroad and died in his semi-noble quest to slay a devil.  She told the adventurers a great deal about her former master and her imprisonment, monologuing  as villains will before killing and eating the adventurers.  She overdid it, though, accidentally revealing the presence in the room of the devil jar that enslaved her, and even more stupidly, revealing how to activate the jar to physically seal her inside like a genii in a lamp.

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Finally, they found the teleport room in the top of the tower which zapped them to the dungeon under the earth where Crane’s ultimate treasure was kept.  It turned out to be a crystal ball which contained all the knowledge, memories, and experiences of Crane himself.  In fact, Crane’s entire life up to the point where he left on his fatal adventure took the form of Crane’s imprisoned self, longing to have someone to talk to again after hundreds of years of loneliness.  This proved to be a great boon to the magic users in the party, especially the half-elven wizardess Drualia.  So that adventure left the adventuring team with more than a mere heap of experience points.  It also gained them a crystal ball with an imprisoned sorcerer in it to talk too much and complain too much and teach them exotic and dangerous magic spells.

Like any three-session D & D adventure, this one was probably a lot more entertaining to play than it was to retell, but there it is, complete with the secrets that kept my players thinking about them for more than three weeks.

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Representing Star Wars RPG People

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Traditionally, D&D-type role playing games are played with miniature figures to represent characters and npc’s on the battlefield.  But when the kids were small and we started playing Star Wars RPG I didn’t have the proper figures.  So. to visualize characters, we used what I did have plenty of, dolls… err, action figures.

I told you who the player characters were a couple of Saturdays ago, but let me remind you.

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Princess Moreno, represented by the Barbie dressed in Emperor Palpatine’s robe was the leader of the adventuring group, and the player character of my niece, who was available back then because they lived in the Dallas area too.

Juba Jubajai, Jedi Guardian, was the muscle-brained power of the group.  He was my oldest son’s player character.

 

 

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The sidekicks and NPC’s that rounded out the group were Hrowwuhrr, the Princess’s loyal Wookie companion, and Keebo Kloohorn, the Rodian minstrel, quick of wit and poor at shooting.

 

 

 

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Of course, there were numerous other people you run into in an adventure, like Jedi-trainer Master Link Conn (played by an Abraham Lincoln Presidential action figure) and Barrabas the space pirate.  I customized some.  Luke Skywalker and Han Solo played a lot of them.  And others were only present in our imaginations.  For a brief little while, it was a quaint and happy gaming experience to play Star Wars with dolls and dice.

 

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Talislanta

In the 1980’s when I was a Dungeons and Dragons nut, I found a role-playing game that was sort of unique.  It was called Talislanta.  Created by Stephan Michael Sechi, it was a game like D&D, but totally without elves and dwarves and orcs and even humans.  It was set on the world of Talislanta with many weird and wonderful races that didn’t exist anywhere else in literature.  I used it to play RPG games with South Texas kids, and the Baptists preached against the demons and devils in D & D.  The only way I could get away with D & D games was by playing Talislanta, where the Baptists couldn’t preach against me because they didn’t know what the heck it was.  So, I created stories and art from Talislanta, inspired by the work of the game’s lead artist, P. D. Breeding Black.

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Kastur, hero and adventurer

Hal Vas was a Jaka wilderness scout, while Xeribeth was a Zandir Sorceress who specialized in spells of flight and levitation.

Orrin, the headless snow wizard, and Teveron, the Tanasian pyromancer were both bad guys who tried to defeat the heroes at every turn.

Magnolia and Willowleaf were both Muses, the butterfly-winged people who used magic mostly for the purposes of entertaining others.  They were attended by the tiny butterfly-winged people called Wisps.

Talislantans were many different colorful races.  There were green ones like the Cymrillians, the Tanasians, and the Oceanians.  There were blue ones like the Mirin.

Sunnyjias was a Cymrillian enchantress while Zoran-Viktor was a Mirin alchemist.

Spooky was a Man-ra Shapechanger who could alter his body shape drastically.  Harun was a Phantasian astromancer who could fly using sailing ships powered by anti-gravity wind crystals.

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And Tazian Thralls were warriors who had elaborate colorful tattoos over every inch of their bodies.

It was a fun world to play in.  Magic and mystery and wacky wizards abounded.  And it wasn’t all about throwing fireballs and whacking stuff with swords… although there was a lot of that too.

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Dungeons and Dragons (Revisited)

Since I have been writing a lot about old D & D lately, I decided to repost this essay about playing Dungeons and Dragons.  It is reworked slightly to help mesh with recent posts.  Of course the names of students have been changed to protect the innocent.  I don’t expose real people in my blogging.  I tend to fictionalize everything.  After all, no one should have to suffer the damage to their reputations that Mickian goofishness can cause.

Back in 1982 I first started dungeon mastering for my younger brother and two sisters.  We bought a family set with both the red book and blue book.  It was the beginning of a lifelong love of storytelling games.  You can’t give fanboy dynamite to an Ubernerd and not expect some kind of big old explosion.

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The thing that caught me so completely was the way that you could share the development of the characters and story, everybody at the table adding their two cents until you had a whole lot more than six cents… More like priceless.  And you never knew for sure how it would turn out, no matter how much you planned the plot and plotted the plan.  Events could turn out entirely opposite to what they should have, and inspiration on the spot could alter the essential course of a campaign.

In the beginning it was all about wizards.  The original game featured power that left wizards weak and vulnerable in the beginner levels, but fearsome with fire-balling ferocity after only a few levels of experience.  My brother’s wizard, LeRoy became powerful enough to make himself the king of all of Balindale and the Southern Kingdom .  When the dungeon master raised up armies of undead and ogres and undead ogres to bedevil old LeRoy, the bearded Lord of Balindale could simply summon meteors from the sky and burn them to the ground.  If I presented him with rival wizards who had armies and kingdoms of their own, he pulled a fast one and used his diplomatic dipsy-doo to make them into allies… even the evil ones.  He convinced them to sign treaties with him and eventually to accept him as their sovereign lord.  Thus the Wizard Ganser from mighty Gansdorf was tamed and turned.  When the evil Black Wizard refused to cooperate, Ganser and his army helped to invade and destroy the stronghold of Fort Doom.

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So stories came to be dominated by wizards and wizard personalities.  And then I began recruiting former students to play the game.  The personalities changed.  Goofy Gomez chose to be the wizard, the typical classroom clown who could never do anything straight.  Fernie the Flunkie, a particularly destructive personality, also took up the way of magic with Asduel the Sorcerer.   So in some games, Asdok the Bumbling made jokes and got his fellow adventurers into situations where only the last minute appearance of a kindly, all-powerful Titan could keep them from being roasted in a pot with carrots and potatoes.  In other games, Asduel the Merciless burned cities and castles, made orphans into servants and slaves, and generally frowned quite a lot when the dungeon master  suggested that some Non-player characters needed to be spared or the over-all adventure would be lost for all players.

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So, because of the power of wizards, we all learned that stories could be easily unbalanced and abused by the personalities in them.  We learned how important it was to learn to work together.  When Sir Hogan, the Knight of Tol Arriseah, and Sin Gard, the fighter of the many magic swords got sick of old Asduel, they let the bullywugs and locathah of Eary Marsh first take him prisoner, and then roast and eat him with carrots and potatoes.   And when Asdok the Bumbling set fire to the base of the tower in which he was trying to wring the treasure from the top, trapping his little thief friend, Artran the Halfling up there with him in the body of the ugly girl he had turned him into with a polymorph spell, they allowed him to take a ride in the tower-turned-skyrocket into another dimension entirely.

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Dungeons and Dragons taught us that the difference between good and evil can be learned.   We learned that hitting your problems with a sword or dropping a fireball on top of them did not always solve them.   We learned to negotiate, to feel what others feel, and how to become a different person than the one you are.  I truly believe that the most important lessons you can learn about life can be learned playing D&D.  Morality, camaraderie, and cooperation are not really taught in school, but they can be taught in D&D.

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And now I play Dungeons and Dragons with my own children.  How better to get to know them and mold their characters?  How else can you let them learn why you shouldn’t blow up your neighbors or slay your uncle with an axe except in an imaginary world where the ultimate oops can be fixed with a lawful-good cleric who knows a convenient raise the dead or resurrection spell?

So now I can officially post my Paffooney where Samosett the girl archer and little Prince Robin have murdered Unkel the Magical Ogre to get his chest full of treasure.  Oh, I shouldn’t forget Boffin and Bimbur the dwarves.  They are the ones that brought the group through the Wilderness of Zekk to find Old Unkel’s tower.

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The Ancient Lost Kingdom

In our original Dungeons and Dragons campaign back in the 1980’s, the player characters followed a series of clues until they discovered the land was once civilized under the rule of Castle Starnor, and Arthur, the White Stag King.  The wizard Merlini revealed to the heroes that the Raggedy Prince whose army of monsters they defeated was actually descended from the White Stag King, which was strange because people believed the myth that Arthur had actually been a spirit stag, a ghost deer with arcane powers.  The prince was cast into the dungeon in the city of Balindale, the city they had liberated from his monstrous army.  The wizard Merlini was able to study the prince up close and learn more.  

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During the Black Wizard Crisis, the heroes captured the Black Wizard’s right-hand witch and cast her into the same dungeon where the Raggedy Prince dwelt.  The two villains fell in love.  Their child, young Sarris, was determined by Merlini to be the rightful heir of Starnor.  He possessed magic from the time of Arthur which turned him into a werebear, suggesting that there was truth to the tale of Arthur’s ability to transform into a stag.  Merlini removed the baby from the dungeon and raised him personally, aided by his young apprentice Pip.  For years they groomed the boy to rule as the heroes searched for the ruins of mighty Starnor.

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It was discovered that the southern section of the kingdom of Starnor was still ruled by the Lich King Frakkus, known widely as Nightmare.  Frakkus had been the Necromantic adviser to Arthur and may have had a hand in Arthur’s ultimate demise.  From Frakkus the heroes learned that Starnor could be magically revived by defeating the demon who had carried it off to another dimension.  They also learned that the only way to succeed was to make an alliance with Frakkus.  The Lich King would remain in control of the South and the fortress of Rau’s Bones.  So, instead of slaying the evil necromancer, the heroes helped him defeat and imprison the demon.  Starnor was revived.  Sarris was placed on the throne and was given the most trustworthy of advisers, including the Grizzled Wizard Gristhane.  Sarris, in the form of a bear, would rule Castle Starnor benevolently, potentially forever.

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The Grizzled Wizard

 One of the secrets of the successful dungeon master in Dungeons and Dragons is the ability to provide the right amount of help with impossible quests so that the players can succeed, arrive at the story’s goal and feel like they accomplished the miracle themselves.  One of the ways I did this was by using a powerful wizard as a patron.  Gristhane the Grizzled Wizard, also known as the Green Wizard of Gorthanc Grotto, was the character I used to do this.

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This powerful, mysterious, and possibly evil wizard set the adventurers on quests that led them to the orc-besieged city of Gansdorf to help the human wizard Ganser, the wizard Merlini, and the elves of the Northeastern Forest defend the city.  He also set them the task of finding the lost prince of Starnor.  Once they found him, they were given the task of locating Ancient Starnor and magically rebuilding the kingdom.  They also were charged with defeating the Black Wizard, a task that led them to the Black Wizard’s master, Lord Frakkus, the Lich King known as Nightmare.We had epic battles.  Of the four adventurers pictured here, only Sir Hogan and Asduel survived the fighting.  

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Always the Grizzled Wizard provided the critical clue or the appropriate magic to win the day and achieve the quest.  Sir Hogan asked him to bring the thief Clarissa back from the dead.  This he did, and the noble knight married her, making her the Lady of Castle Tol Arriseah.  He was an essential part of many adventures, and though he never had the starring role in the story, he was always a crucial part of it.

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The Enchanted Barbarian

The Enchanted Barbarian

This Paffooney is more Dungeons and Dragons nonsense. Back in the early eighties, when elves swarmed over the free lands of Castle Gansdorf, one of the most intriguing adventurers there was the barbarian warrior with no name. He never spoke. He was apparently mute, but that was never proven. He bailed the adventurers out of trouble after trouble, helping to defeat the Black Wizard… Assisting Sir Hogan the noble knight in the conquest and settlement of Castle Tol Arriseah… Locating the hidden ruins of Starnor and revealing the werebear prince who was destined to rule there when the ancient kingdom was reborn… As it turned out, he was not even human. He was an enchanted great sword named “Ral K’uth Fey” and given man-like form by the grizzled wizard Gristhane. Oh, I could spin a yarn back then. We slaughtered armies, conquered castles, and built kingdoms all on the living room floor. I have to admit, though, I sometimes had to cheat on the dice rolls in favor of the story turning out right.

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May 22, 2014 · 11:28 pm