Sketches in Memorandum | "A Wizard Named Randall"
© Vera Gentinetta, 2007 |
Recently, my brother and I were invited to an all-day game of Dungeons & Dragons at our local library. We’ve both been playing Pathfinder with some friends from church for some time, now, but until then we hadn’t really had the opportunity to play the original; and after bingeing on Stranger Things and The Mighty Nein, I’d been dying to play the “real deal,” so to speak.
When the event came to our
attention, we both agreed to take Harry—one of our younger sister’s theatre
friends, and our unofficial little brother—to play with us. His experience with the game thus far had been limited
to the role of Dungeon Master, so this was his first time on the other side of
the DM screen. He was unsure what kind of character he wanted to create, and
while he had come with a few character sheets,
he hadn’t actually prepared a character like the rest of us had.
I asked him which class was his
favorite.
“Wizard,” he replied, and I was
unable to resist saying “You’re a wizard, Harry,” in response to this.
He scanned the core race list,
and decided to go with good ol’ versatile human. Harry and the DM began rolling
his character’s stats, selecting spells, equipment, and what-have-you, until he
had everything he needed to play—except for one thing: He hadn’t named his character.
Having just finished watching Infinity
Train, I immediately remembered one of my favorite side characters, and
suggested Harry name his wizard “Randall.” A few other suggestions that I don’t
remember were thrown around, but ultimately—and to my delight—he selected
Randall.
So, Hymnal the tabaxi bard (me),
Jarl the dwarf ranger (my brother), and Randall the human wizard were thusly prepared
to go questing with whoever decided to join us at our table. We ended up with
three other players, and the campaign started.
Our characters traveled together
to a tavern, in pursuit of a mysterious, high-reward quest that none before us
had succeeded at or returned from alive. After being transported to an
otherworldly farmhouse attic, we looked out a window and saw an enormous barn—twenty-five
stories tall, according to the DM. I remarked in character that they must keep
really tall cows in there. We later learned from the farmhouse’s tenants that
there was indeed a magical cow in the barn, whose milk gave its drinkers the
ability to see through the glamours that hide magical creatures from mortal
eyes.
“But how big is it?” I—or, rather, Hymnal—said in response to this.
We kept describing to each other
out-of-character what the magic-milk cow probably looked like, so Harry made a
rough sketch in his notebook of a regular-sized cow with comically long legs
which drew quite a few laughs from everyone at the table. When our characters finally
got to meet the cow, the DM described how it took up the entire barn, and had
to be milked by a stone golem using methods apparently too complicated to be
explained to us. Maira the aasimar (I don’t remember what her class was), played
by a young woman named Alissa, flew Randall and Jarl up to the outsize cow’s
head and back so they could pet it and do snow-angels in its hair, while Hymnal
went outside to compose songs about gargantuan bovines. A few of us even had an
extended discussion about a heist to steal the magic cow, free it from the demiplane
we were in, and then hide it somewhere in Hell until (ironically) the metaphorical
heat died down.
The party spent the rest of the
day riding centaurs while our tiefling warlock mildly tormented the farm owners’
grandchildren; supposedly to gain them as apprentices.
An out-of-character discussion
about our characters’ alignments led us to realize that Randall had neither an
alignment nor a backstory. We ended up agreeing that his alignment was a very
specific kind of True Neutral—he was of the True Randall alignment. What of his
backstory?
“I don’t know, I’m just Randall,”
became the answer for just about any question directed his way.
As the game progressed, the
Randall joke got worse. We started asking him to make Randall checks on all his
skills. When we asked what school of wizardry he had studied under, we decided
it wasn’t anything boring like the
schools of Illusion or Transmutation—it was the most powerful school of all,
the School of Randall. He spoke the almighty Word of Power (I don’t think I
have to tell you what it is) that turned men to dust and dust to dragons.
At one point, my side of the
table managed to sidetrack the campaign for a full ten minutes making Randall
jokes before we annoyed the DM so much he said “No more Randall talk!”
Of, course, we didn’t listen.
Not for a little bit, anyway.
The warlock asked a new NPC what
his favorite color was. Thinking the question was directed at me (or maybe I
just hadn’t been paying attention because we were all giggling too much), I
replied in a fit of laughter that my favorite color was Randall. Another Randall
joke was made not minutes later, but I don’t remember what provoked it. I drew
a little four-panel comic where a DM asked a player what he had rolled, and when
the player looked at the D20, he realized with great confusion that he had
rolled a natural Randall.
We made sure to get a few more
in when the DM left the table for a minute or two, then we all shut up when he
returned like a rowdy class of grade-schoolers when the teacher walks in.
Needless to say, we never finished the campaign that day.
What does the future hold for
Randall the wizard?
I, for one, can’t wait to find
out.
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