Tag Archives: role-playing games

The Siege at Castle Evernight

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I believe I gave you fair warning that I would be telling the story of how, in our family D & D game, we conquered a castle that was occupied by the forces of evil.  Well, this is it.  It happened in the castle I described as an adventure setting last week.

The heroes, led by the halfling Gandy Rumspot (number two son’s character) and Mira the Kalashtar (daughter the Princess’s character) were asked by the Kingdom of Breland to investigate what happened to their ally, the Duke of Passage, Dane Evernight, in the Kingdom of Aundair.

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So they loaded up their trusty airship and flew to Passage.  Where they immediately learned of two mysterious boys made completely of stone and, yet, still living.

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They found the two in the city square north of the castle.

Druealia the wizardess; You two boys are golems?  Living statues?

Angel statue;  We weren’t before Dr. Zorgo took us into the lab.  We were castle pages to the Duke of Passage.

Gandy the rogue;  He changed you?  Who is this Dr. Zorgo?

Faun statue; Zorgo was the Duke’s court physician.  When we woke up in the castle, everybody had been turned into some sort of golem.  Stone golems, rag golems, animated statues… even the Duke himself.  None of us remember much about our lives before our minds were put in these new bodies.

Mira the Kalashtar; We have to get inside the castle and put things right!

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So, the question became, “How do we get into the castle without this Doctor Zorgo finding out and turning us into golems too?”

The answer came from a visiting professor from Morgrave University in Sharn.  Professor Hootigan was a sentient giant owl.  Not only could he warn them about the dangers of facing a mindflayer, a psionic monster who can read your thoughts and attack your mind, which Zorgo actually was, but he could fly the two lightest members of the adventuring party up to the summit of the castle, bypassing all the many traps and defenses that Zorgo had most likely laid.  And it didn’t hurt that both Hootigan and Mira were psionically able to protect the group from Zorgo’s mind attacks.

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So up they went.  Hootigan’s flying skill roll was high enough to not only get them inside, but get them in quietly enough not to awaken the sleeping stone gargoyles who guarded the heights.

They were protected from Dr. Zorgo’s routine mind probes of the castle by Mira’s mind-shielding powers.

Once they were past Zorgo’s lab, they soon discovered two different things.  Zorgo hadn’t yet changed the Duke’s daughter, Sien, into a golem yet.  She was still imprisoned in the castle’s dark pit, called an “oubliette”.

They also discovered that fighting golems was extremely difficult.  They discovered this in a fight with three golems they dubbed Moe, Curly, and Larry for some mysterious reason.

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After a very frustrating slap-fight in which they discovered that you can’t kill or wound a rag golem with weapons, they finally won the day when they discovered all they had to do was stop the Larry golem from playing “Pop Goes the Weasel” on his fiddle.  That took away their will to fight.  And they were even helpful as former faithful servants of the Duke.  They revealed that all the golems in the castle were controlled by one golem-control wand wielded by Dr. Zorgo himself.

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First they sneaked down to the oubliette and rescued Duchess Sien.  Then they had to steal back her magical armor and swords.  Many more golem guards and gargoyles were in the way of achieving their goals, but they used a bit of trickery to turn the odds in their favor.

They tricked Major Jak Pumpkinhead into thinking that the castle was being assaulted from the front.  When all the castle defenders rushed to the front towers, Gandy closed the inner gates on them, locking them all inside their very own defensive positions.

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Finally they confronted Dr.  Zorgo himself.  This time Mira’s defensive mind shields were not so successful.  Zorgo incapacitated Sien Evernight and Gandy Rumspot with mind attacks because they did not have their own psionic defenses (and because Mira rolled a 4 when she needed at least a 10 on the 20-sided dice).  Dr. Zorgo set the golden golem that had once been Duke Dane Evernight on a course to killing Mira.  At the last possible moment, Mira threw her magic dagger at Zorgo’s golem wand, rolled an 18, and destroyed it.   The gold golem, realizing he was now free, exacted his revenge.  He grabbed Dr. Zorgo and plunged off the balcony of the castle’s summit with him to a jarring destruction at the bottom of the 300-foot tower and cliff.

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It was a mostly “happy ever after” event.  The player characters now owned a castle, provided that Fate agreed to marry Duchess Sien and become the new Duke of Passage.

The numerous golem servants, having nowhere else to go, and no longer being human, elf, dwarf, or whatever they had been previously, stayed on to be castle servants.  Duke Evernight’s golden head was retrieved from the bottom of the cliff and, still able to talk, was to be the useful adviser of the new Duke.

That is pretty much typical of our D & D adventures.  Full of slapstick humor and mindless destruction, it was a whee of a time that made us laugh and enjoy time spent together playing weird imagination games with various toys, props, and dice.

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Filed under Dungeons and Dragons, family, heroes, imagination, Paffooney, strange and wonderful ideas about life

More NPC Nonsense

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A view of the D & D table in my library.

I believe I warned you last Saturday that I had a lot more stupid stuff to share about Non-Player Characters in D & D.  I probably let it slip that I really like playing all the weird parts and the monsters about to be slaughtered.  I intend to share more of those strange characters today, so you can get a real sense of why my D & D games get so out of control and my children are turning into sword-wielding sociopaths.

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Barkley is not exactly the family dog.  He’s a gnoll.  That means he’s a monstrous hyena-man who would be inclined to hate and eat humans were he not raised from puppyhood to gnollhood by a beautiful female elf cleric.  He now hates the gnolls (and probably eats them) because in the first D & D adventure, his gnoll brothers tried to kill and eat his beloved elf mother.  He traveled with the Player characters for about three adventures.  And though they treated him like a dog, they came to rely on him in several tough battles.  He proved his dog-like loyalty and learned some critical spy skills from them, so he became a Dark Lantern (a secret agent for the kingdom of Breland) and began a life of hunting and killing evil gnolls.

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Mysterious Mara was one of the few civilian survivors when the weretigers attacked the lightning rail train with the player characters aboard it.  She tagged along because she would not have survived otherwise.  She has never revealed her true identity, and it’s a real mind-blower related to the royal court of Aundair, but the player characters have been too busy with other things to look into the mystery.  In fact, she is what the D & D manuals call an “adventure hook” because following up on her essential mysteriousness would’ve led them into the middle of a kingdom-crashing conflict.  In the meantime, they have been feeding her, teaching her to make use of her natural acrobatic skills, and generally befriending her, not realizing she is the reason so many enemies of Aundair have been tracking and attacking them.

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Caitian Redfurr is a shifter, one of those half-men with the abilities of a cheetah, able to run like a rocket and use speed to best her foes.  She has been a part of the campaign since just after Barkley joined.  Her son, Night Sky, is the son of a former Dark Lantern leader whose ghostly presence now inhabits Fate’s head.  She has used her skills with a sword, and her skills with a bow, and her skills with Talaen Kara, the intelligent double-bladed weapon, to save their fat from goblin cookfires on numerous occasions.  The players are fond of her and trust her as basically an added member of the family.

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Finally for this Saturday, I mentioned Turkoman last week.  He is what is called a “patron” in D & D NPC-terms.  He’s the man with the expertise when a beloved character is cursed with frogs hopping out of their ears or is turned completely to stone by a gorgon’s kiss.  He also provides necessary magic items, spells, enchantments, and critical advice that can help bring an adventure to a conclusion.  When needed, he can even lend a hand in the actual adventure, giving the characters a chance to overcome difficult odds and find adventures that they would not otherwise have access to.

So, once again I have passed my word limit and must draw to a close with so much more to tell.  Even if you are bored stiff by D & D nerd-ism, I intend to inflict more upon you in the future.  So be warned, be wary, and watch out for curses that make frogs hop out of your ears.

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Filed under Dungeons and Dragons, foolishness, humor, making cardboard castles, Paffooney

Spacey Stories

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I am usually considered a Sci-fi and Fantasy author when anybody tries to categorize me.  I learned to write during the 70’s when Tolkien and Michael Moorcock and Frank Herbert were growing bigger, and Robert Heinlein, Ray Bradbury, and Isaac Asimov were gods.  Of course, I also have the YA-thing hanging around my neck like a bell.  I learned to tell stories being a dungeon master for middle-school and high-school boys back in the eighties.  And because it was Texas with a deeply-held and violently-enforced religious fear of anything with demons in it, I was forced to change my role-playing games from sword and sorcery to science-fiction.  I played endless Saturday-afternoon Traveller (http://en.wikipedia.org/wiki/Traveller_%28role-playing_game%29) games that could span parsecs and light-years in a single afternoon.  And I was one of those game-masters who used humor to build a campaign and keep the players engaged and interested.  We had epic space battles and conquered large swaths of the Orion Spur of the Milky Way Galaxy.  When I began turning my Traveller games into fiction, I used the personalities of the boys who played the game with me for characters in the stories.  I often used the same plots (applying considerable polish to portions of plot where… well, you know… teenage boys, not remarkably G-rated.)  I created things that made me and some of the players laugh, and even feel sad… with deep, cathartic effects, as if we had experienced those things in real life.  (The deaths of favorite characters and tragic failures of galaxy-saving plans come quickly to mind.)

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I enjoy practically everything Sci-Fi, from Flash Gordon, to Buck Rodgers,  to Star Trek and Star Wars…  I loved Mechwarrior books and comic-book Sci-Fi like Adam Strange, Hawkworld, and Guardians of the Galaxy (the old ones that came before Groot and Rocket Raccoon).  I let it warp and weave my imagination and the imaginary worlds that blossomed from it.
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nd the ideas continued to morph and change and become stories that I really had to tell.

Phoenix1My first published novel, Aeroquest is a compilation of old Traveller adventures.  I published it well before it was ready for market and used a cheap-o publisher that wasn’t worth the free price-tag,  They gave me no editorial help and apparently didn’t even read the novel.  I will not defame them by name here, but if they sound to you like Publish America… well, there might be a reason.

I love stories about time travel and sci-fi gadgets…  trans-mats and starships and meson cannons and sentient plants… oh, my!

And now that I have revealed that I have such a massive nerd-head that I really ought to own Comicon by now, I hope you will not suddenly turn me off and read my blog no more.  I can’t help it.  I was born that way… and any child doomed to be born in the 50’s and a child in the space-race 60’s was bound to have George-Lucas levels of Sci-Fi nerdism.

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Filed under humor, Paffooney, science fiction