Saturday, October 24, 2026

The Event List for Fall-In! 2026 is up on Tabletop Events!

 Fall-In! 2026 is almost upon us, and I'm... somewhat thrilled.  It's been a few years, since I made an appearance, and with most of my crew not going, I'm hoping to have some fun running two games, without having to support any others. There's still the flea market, the vendors, Hobby U, the War College, and of course, all the Toys for Tots fundraising, so I'll take a leisurely drive Friday morning, I've got a hotel room off-site for Friday night, and probably will get home before midnight Sunday. 

I've paged through the event list at Tabletop Events and listed a good number of them.  As always, these are the events that interest ME, and if I wasn't running a full weekend, might ponder registering for.  Many of these events are run multiple times over the weekend.  I'm only listing the one session to that I noticed first.  I did my best to label Multiple Sessions, but use the search function to find events with multiple runings over the weekend!  

The Stout Gnomes selections, as always, are listed in red.

Thursday

(465) See "Planet of the Apes: 'Movie Game' "
Thursday 4pm, 90 minutes, Players: 16, Period: Future, Scale: 28mm, Rules: Apes Rules!
Join us in THE CORNWALL ROOM for our “Audience-Game” & watching one of the most ICONIC MAJOR MOTION PICTURES EVER. —> followed at 5:30 by the DOOMSDAY/WAR sequel: BENEATH THE PLANET OF THE APES. (You’re welcome to bring food & drink.). SPECIAL PRIZES & CERTIFICATES.
MULTIPLE AND SIMILAR SESSIONS 

(002) Arctic Racing
Thursday 5pm, 2hrs, Players: 14, GM: Jon Lundberg, Period: Pulp, Scale 28mm, Rules: VSF Racing
Propellers scream as aerosans streak across the endless white, their skis carving deep furrows through powder and hardpack. Dogsleds surge alongside them, huskies straining in a chorus of barks and panting breath, while stranger craft—join the chaos, all locked in a desperate sprint across the frozen wastes. The course itself is the true adversary: razor-thin ice that groans and fractures without warning, black rocks jutting like broken teeth, and the living hazards that hunt any noise

(419) The Harvest Invasion of the Munchkin Lands 
Thursday 7pm, 4hrs, Players: 6, GM: Dave Reiners, Period: Fantasy, Scale: 28mm, Rules: Wars of Ozz
The army of the Harvest peoples is on a raiding mission into the Quadling and Munchkin lands. See if you can fight off the invaders or capture as much loot as possible in this War of Ozz game.

(565) Arena Games - Gladiators
Thursday 8pm, 3 hrs, Players: 8, GM: Steven Robinson, Period: Ancients, Scale: 28mm, Rules: Arena Games
The cheering of the crowds, what else can there be in life. Can your fighting skills bring appeasement of the gods as you climb to ultimate victory! Or, does fate bring you an early painful retirement. This is a single elimination tournament where the victor’s name will be immortalized on the great wall of fame. Beginners, soda/beer and pretzels are welcomed!

(253) 40th Anniversary Aliens
Thursday 8pm, 3hrs, Players: 8, GM Bobby Edoo, Period: Sci-Fi, Scale: 30mm, Rules: Prodos-AVP Miniatures Rule Set
Contact is lost with the colony at LV 426, it may just be a downed transmitter, Weyland-Yutani representative Carter Burke and Colonial Marine Lieutenant Gorman ask Ripley to accompany them to investigate. Still traumatized by her alien encounter, she agrees on the condition that they exterminate the creatures. Ripley meets the Colonial Marines aboard the spaceship Sulaco but distrusts their android, Bishop, because the Nostromo's android, Ash, betrayed its crew to protect the alien on company.   MULTIPLE SESSIONS

(429) Formula D
Thursday 8pm, 2 hrs, Players: 12, GM: Ben Rioux, Period: Other, Scale: 1:144t, Rules: Formula D Board Game using Micro Machines.
Formula D board game using 1/144 scale miniature cars on an enlarged race track!
Beginner and family friendly! Walkups are welcome!
MULTIPLE SESSIONS

Friday

(202) Loss of the HMS Fear
Friday 8am, 4 hrs, Players: 14, GM: Jon Lundberg, Period: 19th C, Scale: 28mm, Rules: Fistful of Lead
A handful of frost-blackened survivors staggered into the nearest outpost, their eyes hollow, their stories impossible. The HMS Fear had set out to force the Northwest Passage, only to discover something far older and far more valuable than any charted route. Before the crew could claim it, the ship was locked fast, then slowly crushed by pressures that felt almost deliberate. Trappers, Indigenous hunters, Inuit scouts, and others all race to find it first

(004) Iron Bottom Sound
Friday 8am, 5hrs, Players: 4, GM: Bob Varga, Period: WW2, Scale: Other, Rules: Homebrew
Its early in the occupation of Guadal Canal.The Marines have secured the Air Strip allowing the U.S. Planes to have an Air Base.The Marines and Japanese troops both need vital supplies. The Jap Navy is going all out to resupply with Troops, Equipment and Fuel. On a daily running of the Sound, in an effort to reach their docks. The depleted U.S. Navy is also actively resupplying and engaging the Japanese whenever possible. The resulting conflicts result in many ships being sunk.   MUTLIPLE SESSIONS

(185) “The Most Daring Act of the Age"
Friday 9am, 3 hrs, Players: 6, GM: Aaron Jenkins, Period: 19th C, Scale: 28mm, Rules: Homebrew
The burning of the USS Philadelphia, Tripoli Harbor Feb. 16th 1804 Refight one the most “bold and daring acts” of the age of sail. Perhaps America’s first special operation. Take command of the crew of the Intrepid or play a crafty corsair. Players vie for honor or cunning as the fledgling US Navy tries to regain its honor. The game will unfold based on historical accounts with some added fun.   MULTIPLE SESSIONS.

(373) Action At Kennett Square
Friday 9am, 3 hrs, Players: 7, Jim Purky, Period: 18th C, Scale: 28mm, Rules: Fife & Drum 
General Howe's British army has outflanked Washington's army once again during the 1777 Philadelphia Campaign. Washington has ordered Colonel Dan Morgan and his selected light troops to use hit and run tactics to delay and harass the British advance towards key town of Kennett Square. This will buy Washington's Americans army the time needed to take up a stronger defensive position behind Brandywine Creek.    MULTIPLE SESSIONS

(442) Battle of Lake Erie
Friday 9am, 4 hrs, Players: 6, GM: Eric Boyle, Period: Age of Sail, Scale: 1:1200th, Rules: The Full Nelson
The naval battle on September 10, 1813, that determined control of Lake Erie for the duration of the War of 1812. The US fleet under Commodore Perry won the day. Can the British fleet turn the tide this time? We will be playtesting "The Full Nelson" new rules for age of sail battles being developed by Too Fat Lardies. Lots of die rolling and no record keeping required! Each player commands one or more ships.

(591) Cossack 1648 Rebellion Pt. 1: Vanguard Clash, Zhovti Vody
Friday 9am, 4 hrs, Players: 4, GM: Phil Johnston, Period: Pike and Shot, Scale: 15mm, Rules: By Fire and Sword 2nd Ed. 
After years of seething discontent over felt injustices, the Cossacks of the Ukraine have revolted. Led by the charismatic Bohdan Khmelnytsky, the rebels move to attack the Polish-Lithuanian force sent to subdue them. But the Poles are in for a surprise. Expecting to fight Cossack infantry, they are instead set upon by swarms of Tatar horsemen the Cossack's new allies.
MULTIPLE/CONNECTED SESSIONS.

(14) Crisis in the Clouds
Friday 9am, 4 hrs, Players: 4, GM: Jennifer Paperman, Period: Pulp, Scale: 28mm, Rules: Pulp Alley
“We interrupt this program for an important news flash…The President of the United States has received a telegram from terrorists, taking full credit for blowing up the prestigious international airship “The Sword of Damocles”. Radio contact has been made with the airship, which reports all is well. However, the threat to the Sword is being treated seriously and authorities are taking all precautions in case saboteurs are still on board...”    MULTIPLE SESSIONS

(545) Monster Mash
Friday 9am, 4 hrs, Players: 10, GM: Ken Cassady, Period: Fantasy, Scale: Other, Rules: Homebrew
You are a Mad Scientist and have built a monster to destroy all other monsters. Create your monster out of Play Doe and battle the other creations. Fun for all ages.

(28) OPERATION LAST TWINKIE
Friday 9am, 4 hrs, Players: 8, GM: Tu Tran, Period: Sci-Fi, Scale: 28mm, Rules: Mein Zombie
The world as we knew it has fallen. Civilization is in ruins. Society has collapsed. Worse yet...  The Twinkie stash is dangerously low! Recon reports indicate a Twinkie cache within a heavily infested zone. The cache is believed to be one of the final surviving Twinkies caches in existence. Intel suggests that package recovery will be extremely hazardous. Can you infiltrate zombie territory, locate & secure the package, and safely extract before being overwhelmed by enemy forces?  MULTIPLE SESSIONS.

(175) Super Fragile Cattle Logistics
Friday 9am, 3 hrs, 6 players, GM: Chris Palmer, Period: Age of Piracy, Scale: 25mm, Rules: Thunder & Plunder
Ah, the golden age of piracy: when men were men, and cattle were valuable! Word has gotten out that a herd is being delivered to the docks for the Royal Navy's consumption. Now everyone wants to see if they can get their hands on some of this tasty treasure. Where's the beef? Can you deliver it safely to the sailors, or is poaching the prize more to your liking?

(117) HMGS WAR COLLEGE - Designing The Skirmish System
Friday 10am, 1 hr, Host: Jessee A Scarborough 
The Skirmish System was first presented in the dark age miniature rules, "So Convenient for Hewing" published (print-on-demand by Lulu) in 2020. Since two additional rules sets have been published using the same base mechanics: "Exploding Spaceships" in 2024, and now "War in the Woods," here at Fall-IN. A game follows the talk at 7pm.

(663)  Test of Honour - Return of the Samurai
Friday 10am, 3 hrs, Players: 12, GM: David Hill, Period: Other, Scale: 28mm, Rules: Test of Honour
By popular demand, the samurai are back! Test of Honour is a fun, fast paced 28mm samurai skirmish game that has been streamlined for convention play. Divided into three 4-player games, you'll be taking your turn every other minute (not every hour). The one-page rules will be taught before the action commences and everything will be provided. Just bring your enthusiasm!   MULTIPLE SESSIONS

(486) THE MAGNIFICENT SEVEN: The Wargame
Friday 10am, 3 hrs, Players: 13, GM: Pete Panzeri, Period: Western, Scale: 28mm, Rules: Wyatt Earp Rules!
Join us in THE CORNWALL ROOM & see which of “THE SEVEN” are you? Come be part of a WILD WEST SPECIAL FORCES GROUP fighting a bloody-climax to the most exciting & CLASSIC WESTERN FILMS EVER! (Both original & re-make.) WHO WILL PREVAIL? WHO’LL MAKE IT OUT? — & WHO WONT? A BLOODY fast-paced game. ONE-TIME ONLY AT FALL-IN’26. SPONSORED by BRIGADE GAMES & FEATURING their Wild West-FIGURE-LINE.

(171) The Virginians Come to Schlegel's Ferry
Friday 10am, 3 hrs, Players: 6, GM: Eric Schlegel, Period: English Civil War, Scale: 28mm, Rules: Feudal Patrol
It is 1645 and the English Civil War has spilled over into the Colonies. A band of Virginians and their native allies are raiding along the Chesapeake Bay, and the next target is the new settlement of Schlegel's Ferry. This is the 1st of 7 linked scenarios involving Schlegel's Ferry and the Schlegel family throughout the history of Maryland.

(564) Battle of Saratoga 1777
Friday 11am, 4 hrs, Players: 6, GM: John Drye, Period: AWI, Scale: 15mm, Rules: Volley and Bayonet
Rogers Rangers were some of the first special operations troops to operate in North America. Their successors fought on both sides in the American Revolution, including Saratoga in 1777. Morgans light infantry fought for the Colonials and a unit of loyalist scouts (including some troops whose ancestors pre-dated Rogers) fought on the British side. In October of 1777 Continental General Horatio Gates defeated General Howe in two battles in New York state and forced his army to surrender.

(271) Battletech Grinder 1
Friday 12pm, 4 hrs, Players: 10, GM: Mark Yingling, Period: Sci-Fi, Scale: 6mm, Rules: BattleTech.
The Grinder is a free for all Battletech Demo game where new (or returning) players will be taught using the Introductory Rules. You start out with a Light Mech and as you die, you advance up to the next weight class. All materials, miniatures and dice will be provided.  MULTIPLE SESSIONS. 

(555) Jurassic Park or “Humans taste like Chicken too “
Friday 12pm, 3 hrs, Players: 12, GM: John Ridgley, Period: Age of Sail, Scale 28mm, Rules: Jurassic Park Howebrew
Somewhere in the world on a Tropical Island in the middle of nowhere. A group of half crazy MAD scientists have been working on genetically modifying. Chicken and Ostrich eggs with different types of reptile genes in the hopes of creating a new gentler Dinosaur that they could control. But what happens when the power goes out. First you hear a scream!! Then you hear several more. Someone yells that the cages are open. Then you hear someone say , the Raptors also? GOD HELP US !!!!   MULTIPLE SESSIONS

(132) Sky galleons of mars
Friday 12pm, 4 hrs, Players: 12, GM: David Kasper, Period: Colonial, Scale: 28mm, Rules: Sky Galleons of Mars
1889 a martian fleet escorting some weapons and ammo for the uprising in parhoon are intercepted by the british vanguard gunboat squadron. folks don't know how many of these are left in me.so come enjoy while it lasts. lots of 28mm galleons and gunboats lots of die lots of fun. MULTIPLE SESSIONS

(445) Not Quite Somalia - Cold War 1979
Friday 1pm, 3 hrs, Players: 6, GM Vito Pandolfo, Period: Modern, Scale: 1:285th Micro, Rules: Battlefield Ops
The Soviet overrun of 1979 left scattered forces across West Germany, in some cases, with the civilians they are protecting. It is now up to Special Operators to retrieve the civilians or bolster defenses before the Soviets add them to the casualties. Session one of a two-part game. Knowledge of game or Cold War strongly preferred.   MULTIPLE SESSIONS

(075) HMGS WAR COLLEGE - The Duke, the Earl, and the Barbarian
Friday 1pm, 1 hr, Host: Aiden Journey
This lecture will explain the build up and aftermath of the English succession crisis of 1066. We will analyze key political and military figures, the battles that defined the crisis, and how its aftermath is still seen in our world today. This will be a 45 minute lecture, with any time remaining going to a Q&A

(092) Airships & Empires
Friday 2pm, 3 hrs, Players: 6, GM: Dan Mazur, Period: Pulp, Scale: 1:1200th, Rules: Airships & Empires
Join us in this introduction to the new airship combat game"Airships & Empires"! A&E plunges you into a dystopian steampunk Europe where the skies are battlegrounds, and airship captains lead the charge. Choose a faction: Austrian Empire, British Empire, French Republic, Kingdom of Prussia, Russian Empire, or the Pirate Syndicated. Fly colossal airships as you engage in head-to-head battles to crush rival factions and dominate the skies.

(408) Banana Wars Mayhem in Nicaragua
Friday 2pm, 4 hrs, Players: 10, GM Mark Young, Period: Early 20th Century, Scale: 25mm, Rules: Homebrew
Various factions vie for control of Ocotal during the late 1920’s. Try your hand with Federal forces, US Navy, US Marines, bandits, Sandino Rebels, Guardia Nacionale, or American produce companies. Mayhem abounds.

(412) Castle Siege - The Army of Darkness
Friday 2pm, 3 hrs, Players: 8, GM: John Spiess, Period: Fantasy, Scale: 25mm, Rules: Tactica Siege
Based on the classic movie, come and play in a grand castle siege game against an army of undead skeletons! Plenty of catapults, battering rams, and scaling ladders for the attackers. Boiling oil, rocks, archers and determined defenders await. Parent/child teams are welcome.

(200) Henry Morgan’s Attack on Panama City
Friday 2pm, 3 hrs, Players: 6, GM: Bradley Meloy, Period: Age of Sail, Scale 28mm, Rules: Blood and Plunder
After Morgan’s trek through the Jungle at last the Spanish Jewel of Panama City is in sight. Battle on the city streets to reach the church. Rumors are all the cities riches, wine, and women are only a barricaded door away! 

(025) Lost Expedition of Sir Reginald Hornswaggle
Friday 2pm, 4 hrs, Players: 14, GM: Jon Lundberg,  Period: Pulp, Scale: 28mm, Rules: Fistful of Lead.
Three years overdue, famed explorer Sir Reginald Hornswaggle vanished seeking the North Pole. His journals may hold the secret to the Magnetic Pole’s strange drift. Yet rumors claim far more: creatures out of time, ancient ruins, and mysterious treasures locked in the long-frozen north. Those who seek him risk finding the true danger waits patiently beneath the ice.

(224) Pursuit of the Goeben august 1914
Friday 2pm, 4 hours, Players: 15, GM: David Emdee, Period: Early 20th Century, Scale: 1:1200th, Rules: Victory at Sea (1970)
SMS Goeben trapped in the mediterranean is ordered to go to Turkey via the aegian and dardanelles. To hunt her down the 1st armored cruiser squadron (4 AC, 2 CL and 4 DD) blocks her path. Historically the British admiral turned away at 2 AM which allowed Goeben to get to Turkey causing Turkey to enter the war on Germanys side. Can armored cruisers stop a German battlecruiser?

(286) The British Come to Schlegel's Ferry
Friday 2pm, 3 hrs, Players: 8, GM: Geoff Graff, Period: AWI, Scale: 28mm, Rules: Blood and Swash
Close allies just 15 years before, our for-fathers have decided to separate from the British, and of course the British oppose this idea. While landing in the Chesapeake Bay the redcoats searched for supplies. Have they made a mistake coming to Schlegel’s Ferry? The Schlegel family and friends think so! This is the 2nd of 7 linked scenarios throughout the history of Schlegel's Ferry Maryland.

(327) The Funky Phantom and Scooby Doo Ride Again!
Friday 2pm, 2 hrs, Players: 5, GM: Sean Barnett, Period: Modern, Scale: 40mm, Rules: Horrified.
Once again, marauding monsters--the Grenadier Ghosts and the Headless Horseman--are terrifying the village of Sleepy Hollow! Our brave sleuths—-Skip, Augie, April, Mudsy the Ghost, and their friend Scooby—played by you!—are trying to find out where they came from and drive them away. Come work together in a cooperative game to save the village!

(666) The Wasteland Goes West
Friday 2pm, 3 hrs, Players: 6, GM: Joe Dent, Period: Sci-Fi, Scale: 28mm, Rules: Fistful of Lead.
Battle in a post-apocalyptic western wasteland! Based on the Fallout games, take control of a small band of wastelanders to battle over resources.   MULTIPLE SESSIONS

(169) Viking Raid on a Saxon Village
Friday 3pm, 3 hrs, Players: 6, GM: Buck Surdu, Period: Medieval, Scale: 28mm, Rules: Feudal Patrol
In search of the fabled shin bone of St. McMuffin, Vikings launch a raid on the Saxon coastal village where it is rumored to reside. Can the Saxons retain the valued artifact, or will the Vikings steal it? Young players welcome with a participating adult. Rules will be taught.

(358) HOBBY U - Intro to Miniature Painting
Friday 4pm, 2 hrs, Participants: 6, Host: Stephanie Clark.
New to miniature painting? This beginner-friendly class will teach you the basics of painting miniatures, from preparing your model and choosing paints to applying base coats, shading, and highlights. No previous painting experience is required—just bring your creativity and have fun!   MULTIPLE SESSIONS

(638) Nothing is Written
Friday 4pm, 2 hrs, Players: 4, GM Chris Hydos, Period: WWI, Scale: 28mm, Rules: The Men Who Would Be Kings
It is 1917 and Lawrence of Arabia is conducting a hit and run campaign on the Ottoman rail lines. Major Lawrence leads an ambush on a train carrying a detachment of Turkish soldiers. Can the Arabs finish off the survivors and capture the train before reinforcements arrive?   MULTIPLE SESSIONS

(363) HOBBY U -  TTGBITN - Where's the Rum
Friday 4pm, 90 minutes, Participants: 6, Host: Paul Sekits
TTGBITN (Things That Go Bump in the Night) are a series of classes to cover a wide range of painting and diorama building skills. In this class we will be painting a stack of barrels or kegs the attendees can take - but later classes at future conventions will tie pieces together to create a diorama.

(646) The Battle of Tel-el-Kebir
Friday 6pm, 3 hrs, Players: 10, GM: Dave Waxtel, Period: Colonial, Scale: 25mm, Rules: The Men Who Would Be Kings
General Sir Garnet Wolseley's British-Egyptian expeditionary army advanced during the night toward Ahmed Urabi's entrenched Egyptian army. David Waxtel will present this action and novices are welcome.

(458) Relief of Fort Zindernuf
Friday 6pm, 4 hours, Players: 8, GM: Mike Fatovic, Period: Colonial, Scale: 54mm, Rules: The Men Who Would Be Kings
Morocco 1912 The local Arabs have declared Jihad. Will the French Foreign Legion be able to hold the fort until the relief column arrives...or will they succumb to the Arab hordes you decide!

(241) The Joust!   
Friday 7pm, 2hrs, Players: 25+, Period: Fantasy,  Scale: 28mm, Rules: To Cry a Joust
The annual Fall-In Joust is here! All are welcome! Quick fun rules to complete the night!

(123)  3rd Annual Danny Murawski Toys for Tots Charity Chariot Race
Friday 7pm, 5 hrs, Players: 25, GM: Gordon Andrews, Period: Ancients, Scale: 15mm, Rules: Roman Circus III
This is the Annual Toys for Tots Charity Chariot Race, Sponsored teams have a $100 entry fee. In addition, Mulligans (disruptors) may be purchased for $5.00 each . Audience participation in this event is highly encouraged as is period costumes ! Gaming groups and individual gamers are greatly encouraged to sponsor a drive or be one themselves for this highly competitive and enjoyable event !

(543) Circus Maximus
Friday 7pm, 5 hrs, Players: 19, GM: Ken Cassady, Periods: Ancients 15mm, Rules: Circus Maximus
Charioteer race for the glory of Rome. All ages welcome. If you need some racing tips rent Ben Hur.

(023) Gunfight at Narudas Gorge (German South West Africa, 1905)
Friday 7pm, 4 hrs, Players: 6, GM: Roy Jones, Period: Colonial, Scales: 25mm, Rules: Sword and the Flame
Jakobus Morenga leads a column of horse-mounted Nama troops racing south through the gorge at Narudas. The outnumbered German Fussabteilung (Foot Detachment) confronts Morenga and his men. The objective for both sides: the hill that dominates the right flank. Meanwhile on the left flank, the German horsemen of the berittene Abteilung (Mounted Detachment) assault the outnumbered Nama foot troops of the Morris Brothers. It’s a Horse vs. Foot gunfight at Narudas! More at www.hererowars.com.

(134) The Battle for the Pond: Star Ducks vs. Frog Commandos
Friday 7pm, 4 hrs, Players: 6, GM: Mark Morin, Period: Sci-Fi, Scale: 28mm, Rules: Combat Patrol (Retro Sci-Fi)
Experience a retro sci-fi skirmish as jetpack-equipped Star Ducks face off against armed Frog Commandos in a battle for a heritage pond. The rivalry is intense, and the winner claims the prize—the pond. Beginners welcome; rules provided. Players under 13 must be accompanied by an adult.

(086) The Trolls are Perturbed
Friday 7pm, 3 hrs, Players: 6, GM: Buck Surdu, Period: Fantasy, Scale: 28mm, Rules: Feudal Patrol
Along with rival Vikings, trolls and other magical creatures emerge from the mountains and fall on a Viking Village. The Vikings must use all their wits to survive the assault and hold onto their village. Rules will be taught. Younger players are welcome when accompanied by a participating adult.

(113) War and Peace...and Zombies!
Friday 7pm, 3 hrs, Players: 6, GM: Gregory Priebe, Period: Napoleonic, Scale: 28mm, Rules: Combat Patrol
Russia, 1812. Napoleon’s shattered army is retreating from Moscow through snow, hunger, and relentless pursuit—but something worse is following in its wake. Stragglers, soldiers, and survivors must fight their way through the frozen countryside as the dead begin to rise. Can anyone escape the Russian winter when the fallen refuse to stay buried? Rules will be taught.

(300) Warhammer Man o' War: Treasure Fleet
Friday 7pm, 4 hrs, Players: 4, GM: Cameron Fletcher, Period: Fantasy, Scale: 1:1200th, Rules: Man o'War
An Imperial treasure fleet is returning home, groaning under the weight of gold in its hold. Bretonnian spies have discovered the fleet's course and a strong force has been dispatched to intercept it. The treasure fleet must fight its way through or the Empire will face disgrace. Up to four players share control of two massive fleets on the Sea of Claws. No experience required, all materials are provided. Children welcome if attended by an adult.

Saturday

(376) Atomic Tank Demos
Saturday 9am, 2 hrs,  4 players, GM: David Susco, Period: Sci-Fi, Scale: 10mm, Rules: Atomic Tank
The year is 2315. Across the stars, the mighty Galacteers battle the unstoppable Robot Legion in explosive retro sci-fi warfare. Come learn to play Hydra Miniatures' Atomic Tank, a 10mm science fiction miniatures game of strategy and spectacle.  MULTIPLE SESSIONS

(386) Lake Ontario 1814 - The Full Nelson
Saturday 9am, 4 hrs, Players: 4, GM: Patrick Berkebile, Period: Age of Sail, Scale: 1:1600th, Rules: The Full Nelson
“The loss of an operational battle can be repaired, but the loss of a fleet is the loss of the war.” Commodore James Yeo, RN “All or none.” Commodore Chauncey, USN. It is late 1814. The United States and Great Britain have been engaged in a ship-building race to control the great lakes. This scenario represents a potential encounter late in the war near Sackett’s Harbor.  MULTIPLE SESSIONS

(150) Munchkins versus Lions and Tigers and Bears - OH MY!
Friday 9am, 3 hrs, Players: 6, GM: Mark Morin, Period: Fantasy, Scale: 28mm, Rules: Wars of Ozz
A pitched battle between the brave Munchkins and the Beast Brigade aka the Gillikin's Lions and Tigers and Bears (OH MY!). This is a quick session of Wars of Ozz suitable for all ages, new players and experienced ones. This game will move very quickly!

(676) The Tomb of the Sun Kings - A Pennsylvania Pete Adventure
Saturday 9am, 3 hr, Players: 6, GM: Annemarie D'Amato, Period: Pulp, Scale: 25mm, Rules: Audacious Adventures
The scorching Jordanian sun hangs low over the red cliffs of Petra as PA Pete brushes dust from an old weathered sandstone. It provides clues to the legendary Tomb of the Sun Kings, a lost burial chamber rumored to predate the Nabataean Kingdom itself. According to the ancient text, the tomb holds many sacred relics. Can Pennsy discover the relics or will they fall into diabolical hands?

(575) The Tuskegee Airmen, Protect the Heavy's
Saturday 9am, 3 hrs, Players: 10, GM: Thomas Crownhart, Period: WW2, Scale: 1:200th, Rules: Wings of Glory WW2
Wounded B-17 limping home. The Redtails coming to the rescue. The Tuskegee airmen showing they have what it takes to protect the heavy's

(552) Tesla was right!
Saturday 9am, 4 hours, Players: 6, GM Donald Holly, Period: Great War, Scale: 15mm, Rules: All Quiet on the Martian Front
The Martians are extracting vast amounts of iron from the Robert Walasin railroad yard. Using his enhanced weaponry, Nikola Tesla has persuaded the U.S. military to launch a special operation to drive them back and recover valuable military equipment. Beginners welcomed.

(32) HMGS WAR COLLEGE  Running Guns to Ireland, 1914-1916
Saturday 10am, 1 hr, Host: Robert A Mosher
A review of the three major gun running efforts from 1914 into 1916. The first was for the Ulster Volunteer Force, the second for the Irish Volunteers, and the final attempt was the Germans sending guns to support the 1916 Easter Rising. A discussion of who was behind it, what guns were involved, and what was the outcome of the effort.

(566) Trench Wars: Treat Them Rough!
Saturday 10am, 3 hrs, Players: 12, GM: Steven Robinson, Period: Great War, Scale: 28mm, Rules: Trench Wars
Tommy is facing the formable Hindenburg line. Can the shear bravery of Tommy and the steel behemoths punch their way through Jerry’s defenses? Or, will a sea of wire entanglements, bunkers and non-ceasing hail of machinegun fire defeat Tommy’s juggernaut? Come and pick a side and taste once again the rotting, acidic smell of the western front. I know for sure that lead figures do not bleed, but allot will have to wait until the afternoon to be played with again. 

(572) Unrest Along the Nile, 1882
Saturday 10am, 4 hrs, Players: 10, GM Keith Astrofski, Period: Colonial, Scale: 28mm, Rules: The Sword and the Flame
The Mahdist Revolt is on the rise and spreading across the Sudan-Egypt border. Egyptian troops garrisoning an isolated fortress on the frontier are uneasy as rumors of approaching Mahdist loyalists abound. A small British relief column is dispatched to reinforce the garrison, and to secure an abandoned outpost to secure the lines of supply and communication. The Mahdists are indeed watching. And waiting

(362) HOBBY U - TTGBITN - Turn On the Lights
Saturday 12pm, Participants: 6, Host: Paul Sekits
TTGBITN (Things That Go Bump in the Night) are a series of classes to cover a wide range of painting and diorama building skills. In this class we will be painting lanterns - two different ways. A brief introduction into Object Source Lighting (OSL) will be made as well. Lanterns are for the attendees - but later classes at future conventions will tie pieces together to create a diorama. Younger students should consider an adult - or at least someone in an adjacent class, accompanying them.

(384) Christmas Counter-Attack! 
Saturday 2pm, 3hrs, Players: 8, Period: Fantasy, Scale: 28mm, Rules: Fistful of Lead.
All the holidays are encroaching on the town square for Christmas, and Christmas has organized a counterattack! Gnomes! Skeletons! Snowbrawls! Have the Gingerbread Men discarded their gumdrop buttons for a higher calling? Children welcome!

(415) Flintloque: Witchlands Wonderland
Saturday 2pm, 4 hrs, Players: 4, GM David Jachimowicz, Period: Napoleonic, Scale: 28mm, Rules: Flintloque
Disaster on Christmas Eve! Rudolf and Santa have crashed deep in the Witchlands and are in great peril. Can Santa reach the Elf lines before the night is lost? Or will the Snowmen stop Christmas once and for all? Fantasy Napoleonic. Players control either the Ferach Elves, Finklestein Dwarves, or Witchlands Snowmen. The race is on to rescue Santa – will Christmas be saved?

(423) HOBBY U - Painting a Starscape
Saturday 2pm, 90 minutes, Participants: 6  Host: Tanya Brewer
Ever seen those paint jobs where a wizard's cloak or a dragon's wings are covered with stars and a nebula? Come learn an easy technique for painting your own starscape on a mini.

(136) The Germans Come to Schlegel's Ferry
Saturday 2pm, 3 hrs, Players: 8, GM: Eric Schlegel, Period: Great War, Scale: 25mm, Rules: Blood & Swash
It is the Spring of 1917, and the US has recently entered WWI. The locals are seeing German spies under every rock and to make matters worse, a German submarine has appeared in the waters off Schlegel's Ferry. This is the 5th of 7 linked scenarios involving Schlegel's Ferry and the Schlegel family throughout the history of Maryland.

(119) HMGS WAR COLLEGE - The Lincoln Battalion at Brunete 1937
Saturday 2pm, 1 hr, HOST: Chris Brooks
This will be a 45-minute presentation on the Lincoln Battalion’s actions during the Republican Army’s first major offensive during the summer of 1937. The talk will provide an overview of the major actions of the battalion, its organization and leadership. The presentation is primarily drawn from primary sources, articles and interviews of the participants.

(082) Zulu Ops: The Mummy of Ninety-and-Nine
Saturday 2pm, 4 hrs, Players: 10, GM: Michael Dunkerton, Period: Modern, Scale: 28mm, Rules: Zulu Ops.
Zulu Ops returns to Fall In and unleashes an ancient Curse...Zulu Ops is a cooperative miniatures skirmish game with RPG elements. Each player controls one Zombie Hunter, and together they will explore the map--fighting zombies, completing objectives, leveling up, and finding treasure. The game takes less than a minute to learn and the action starts right away. Everything you need to play will be provided, though you can bring your favorite mini or your own d6s if you wish.

(038) HMGS WAR COLLEGE - Storming with the Bayonet
Saturday 3pm, 1 hr, Host: Dr Roy Jones
Fix Bayonets - Storm!" (Oberleutnant Epp's order at Onganjira, April 4, 1904). Concealed Herero and Nama riflemen fought from trenches and boulder fighting positions that negated the lethal impact of German firepower. German success or failure in battle - or even mere survival - was therefore ultimately decided by closing with the enemy and storming Herero/Nama positions with the bayonet. This talk gives first person accounts of German, Herero, and Nama hand-to-hand combat and tactics.

(121) HMGS WAR COLLEGE - U.S. Navy Group, WW2 China. SACO special operations
Saturday 4pm, 1 hr, Host: Ching Chin
SACO (Sino-American Cooperative Organization) was a U.S. Navy - Republic of China's joint special operations unit during World War II. Americans gathered intelligence and trained Chinese forces against Japan behind enemy lines, demonstrating the benefits of cost-effective leverage of American scarce resources in a theater of severely limited supplies, while caught in deadly webs of difficulties.

(122) HMGS WAR COLLEGE - WW2 Battles in China
Saturday 5pm, 1 hr, Host: Ching Chin
The China Theatre was the size of a continent, with countless battles between an Imperial Japan bent on expansion and the Republic of China led by the Nationalists. Japan would commit over 1 million troops and lose more casualties in China than in the Pacific, while China would lose over 20 million for her part in the Allied WW2 victory. This survey will select battles and campaigns of note, including those which have commercial game treatments, and examine the evolution of the Chinese military.

(29) Ordeal at Owikokorero (German South West Africa, 1904)
Saturday 7pm, 4 hrs, Players: 6, GM: Roy Jones, Period: Colonial, Scale: 25mm, Rules: Sword and the Flame
It's a reconnaissance mission, but the Schutztruppen, machine gunners and Marines of the Recon Detachment are looking for a fight. So are Herero riflemen, expertly concealed in the bush. Can the Germans get in close, get their intel and get out alive, or will the Hereros annihilate the Recon Detachment? From the scenario book "The Herero War". More at: https://www.hererowars.com.

(506) Moby Dick
Saturday 7pm, 3 hrs, Players: 9, GM: John Rigley, Period: Age of Sail, Scale: 25mm, Rules: Moby Dick
Once again Moby Dick the great White whale. Is swimming in waters near the east coast. And Captain Ahab is recruiting a new Crew to man the boats. In a life and death struggle to put Moby Dick into an oil barrel. Captain Ahab is out for revenge in a big way this year. As Moby Dick has been getting away over the past few years. Leaving dead crews and destroyed boats in his wake.

(421) Stargrave for Beginners
Saturday 8pm, 2 hrs, Players: 4, GM Senusi Lewis, Period: Sci-Fi, Scale: 28mm, Rules: Stargrave
Welcome to the world of Stargrave. Players learn the basics of the Sci-Fi adventure game of stargrave by leading the captain and crew on adventures in the frontiers of space.

Sunday

(557)  Headless Hessian of Sleepy Hollow
Sunday 9am, 6 hrs, Players: 25, GM: Tracy Warfel, Period: 18th Century, Scale: 25mm, Rules: Homebrew
If you think the town's haunted, wait till you see the woods. Lead your Gang in defense of the demography of Sleepy Hollow. This "mostly" cooperative adventure is a race against time and a hunt for and from the spook that spawns them all, "The Headless Hessian." The secrets to Victory float somewhere out there on the grounds that spawn him. Knowledge is your only weapon and there isn't much time to gather it, the Horseman comes...

(127) Everyone Comes to Schlegel's Ferry
Sunday 9am, 2 hrs, 8 players, GM: Eric Schlegel, Period: Future, Scale: 25mm, Rules: GASLIGHT
A rift in time and space has opened near Schlegel's Ferry and is spewing Unobtainium into the area. In addition, troops from many times and locations are coming through the rift in order to acquire the Unobtainium. This is the last of 7 linked scenarios involving Schlegel's Ferry and the Schlegel family throughout the history of Maryland.

Friday, October 23, 2026

(Painting) Minor Terrain Miscellany

 Still clearing off the painting bench of random stuff, while still working on the last few pieces for my Fall-In! game.

Just one and a half pieces, a sphinx statue to add to my pile of Egypt terrain and accessories:

And a random piece of a Windsword Accessories model, but I certainly don't have any more from them.  With the random looking pock marks, it was time to paint it up for some weird science/mythos corner piece. 
I am a little disheartened by the disappearance of Windsword's website, but hope they'll be at the con, as always, this November. 

I also continued on my projects for my Fall-In! game, finishing up some new trees for the board.  I'm planning one last trip to Hobby Lobby, probably this weekend.  I also realized I can no longer count.  My big surprise for the gang, set to be revealed?  I didn't finish 50 of them... I found a straggler under the painting bench, and realized I had finished the other 59.  

Next: Holiday (or snow) related stuff for my Fall-In! game, then some ultra-rare gnomes, and maybe a few guys... just for fun.    (310/163) 

Project 350:  Somehow in a month that normally spits out post after post, the backlog went up to 473 (312/161)   from  470 (313/157) at the start of the month.

Thursday, October 22, 2026

(Review) Kirwan's Game Store, Catskill, New York

It’s not often that I get requests for reviews and when it comes from my ex-wife, color me intrigued.

I received a single picture from her with the caption of game store somewhere in the Catskills…

It didn’t take much research to find out that she was talking about the game store actually IN Catskill, New York:  Kirwan's Game Store.   One weekend visiting the girls, I left at a decent hour and managed to swing off the exit off the New York State Thruway and venture into town. 

Catskill, New York is a perfect little tourist trap for the day, nestled along the Hudson River.  Of course, when I showed up, they were in the midst of a major downtown rehabilitation program, replacing all the sidewalks, parking turning a very Bougie Mad Max fever dream.

Greeting:  This has been my thing now for two years, but I was not greeted at all. Let’s assume I’m dealing with the tail end of the summer tourist season tons of people wandering en masse to stereotypical game store employees.  They're probably still recovering from retail shell shocked,  but still...

Cleanliness:  There's a few dark spot, due to lack of light, but none on the carpet.  For a weekend with gaming events, it was very clean. 

Comics: Standard disorder of new releases, back issues, a lot of collected in graphic models and discount books

CCGs:  They carry Magic, Pokemon, and Yu-Gi-Oh cards and a lot of singles in multiple display cases.  They do employ a simple idea that has vanished in most FLGS:  Everything in the case was actually priced .  That rare occurrence might allow me to forgive the lack of a greeting. I’m usually dismayed by a lack of pricing because I want to take the initiative and actually tell the staff I wanna buy something not forcing them through a rigmarole of looking up prices. 

Board Games:  A smaller than usual selection of the standards and some newer stuff too.

RPGs: Focused entirely on D&D

Miniatures:  Pretty much limited to Games Workshop and WizKids D&D minis.

Other:  You have your standard dice and GW paints, but I was amused by what I might call the correct amount of LEGO and plushies, offset by the large selection of Funkos

Amenities/Events:  A spacious area for open gaming separated and running parallel to the store front.  There is a separate area for war gaming in the back. 

I enjoyed my time, didn't buy anything and was soon on my way for another two hours and forty-five minutes of driving time.  

On the Gaming with the Gnomies Five-Gnome scale, I'm giving Kirwan's Game Store a solid 3.5 gnome out of 5.

+0.5 gnomes
If you're local... or looking at stopping by for singles... or you need an escape from the tourist trap part of the town, Kirwan's is perfect. 

I did discover that Kirwan's has a Poughkeepsie location as well, so I will plan out a side trek probably during the holidays.  

Their Catskill location is at 369 Main St, Catskill, NY 12414

Wednesday, October 21, 2026

🐭(SAVAGE MICE) Mouslings of Jinnai #2.1 - Collecting Wood

Normally, my "gaming year" starts October 1st, and I try to at least schedule a couple things regardless of whether or not I’m going to Fall-In!  This year, outside of a fun little bantha game, I haven’t gotten the time or motivation to do anything until last weekend.

And after much consternation, along with some hemming and hawing, we've returned to Savage Mice.

It’s been a while since there’s been a full-blown mouse game. In fact, the first four session mini campaign ran right during the height of Covid, culminating I believe an Easter game. 

I've compiled a lot of cool scenarios, and a lot of the future mouse games are re-interpreted from actual plays from the Realm of JiNNai.  He runs a bunch of awesomely painted figures, and fun scenarios, running from Songs of Blades and Heroes, to Pulp Alley, to even some Warhammer.    Due to the vast amount of inspiration is coming from him, the Mouslings for season two will all come from the Realm of Jinnai.

The Mouslings haven't been completely dormant, having come out of retirement for some experimentation using Mammoth Miniatures' Brutal Quest.  I really liked the first edition of the game's older brother, Planet 28.  All the games were amusing, but I decided to stick with something more my speed, if not my style.  Planet 28 ideas were turned to Fistful of Lead.   The Mousling saga returned to used Savage Showdown.

Savage Showdown are the skirmish based rules from Pinnacle Entertainment Group that are based off of the Savage Worlds RPG.   I started using these rules when my girls were six and four, running multiple seasons of their "Egypt Game"   They're a senior and a sophomore in high school today, and we're due for a few more episodes of Pulp Alley's Tomb of the Serpent using Savage Showdown.


Background

In the Realm of Jinnai, things have gotten dangerous outside of the town.  The twiglings, a normally peaceful group of tree people, have grown more and more hostile, forcing the authorities to establish bounties on the marauding ones.

With that knowledge, the "Original Guard" (OG) Mouslings have set up a trap at a farmhouse.  Setting small fires in the woods, agitating the forest-kin, and forcing the marauding Twiglings to fall right into their trap. 
Keeping with their experience in Brutal Quest, Scrye the wizard (center) and two of his henchmen were a sturdy crew, although a hit to the head caused brain damage, reducing his spell points in Savage Showdown from 10 to 8. 

Catching wind of their plans was a trio of Mousling adventurers, Scout, Swordmaus, and the ever-imposing Wakanda.  Years ago, they were part of a dastardly crew known as the Snakes, but eventual break-up between Wakanda and fellow adventurer Pinky caused the party to break-up.  Today was the day they would begin rebuilding towards the glory days again. 
Swordmaus, Scout, and Wakanda - They were named by a 9-year old. The names stick.

The final group venturing out was some common mice mercenaries, hastily calling themselves the "A-Ha!" crew.   While some, if not all of the other Mouslings were Wild Cards (Heroes, with "Bennies" for rerolls, wild dice, and three wounds),  these commoners carried their weapons and their dreams into battle.. and only one wound each, just like the Twiglings. 

Objectives: Crews get one point to each dead Twigling they are able to turn in.  There are also four objectives on the board, worth five points, and yes, the Twiglings can also go after them! 

Turn One:  Once he saw the Twiglings emerging from the countryside, Scyre left he protection of his henchman and stared down the marauding woodmen.  Without even blinking, he threw a Burst spell at the critters (aka Fireball). 

After the explosion, the Twiglings all survived!  Albeit a bit scorched and stunned, the wizard failed to drop a single one. 

It was going to be a long afternoon.  

The Maple Twiglings (darker ones) flanked the lone wizard quickly, stunning him.  

I hadn't rolled from any the special events charts I've collected from games over the years, but if I had the result might have been "Wet Grass."  While a one is not a critical failure in Savage Showdown, rolling the action die and the wild die and rolling snake eyes results in something so bad it should be "GM's Choice."   Rolling snakes eyes were so common, they I even made the Twiglings trip and slide on their single die 1's. 
Nary a scratch, nor a smolder

Scrye's one henchmen slid into the combat with the Maple Twiglings.  Wakanda suffered the same ignominious result.   Grey Hat, the Mousling responsible for retrieving the Golden Porcine during Brutal Quest, decided that treasure was far more important than glory in combat, and slinked off to a rumored lair behind the farm house. 
Wakanda falls! 

And after fireballs and falls aplenty, it's the A-Ha Mouslings with the first death, er... one of their kind was brutally killed by the Birch Twiglings.  

Turn Two:  One of the A-Ha! Mouse Mercs never made it to combat, slinking off to an objective: The farmer and his flute-playing son's hidden beer stash in the mushroom fields.   He was rebuffed, but no deterred. 

Across the farm, Wakanda recovered from his embarrassing slip, but it was SwordMaus, charging the Twiglings, while Scout snuck into the animal pen and grabbed the first objective, the Golden Bell of the Lamb. 

The center of the farm was terrible chaos.   The Twiglings had seized the arcane stone objective, and were desperately hoping to use it against Scrye, the "Slayer of all wood-kind." 

The "Slayer" realized his plans had not been well thought out, using his staff to prop himself up, stumbling back to the farm house while his henchman was overwhelmed by the Twiglings. 

Meanwhile, the greedy Grey Hat reached the lair and slew the mighty, if slightly miniature, beast.

The Rabbit of CarNotGoing was not very tough, especially when you roll a 17 for damage with exploding dice.

Turn Three: Something with the seized mythic stone didn’t settle well with the Twigling, instead of seizing great power, they were unsettled by an uncharacteristic war cry from Scrye.   The wizard raised his hands at the Twigling chasing him, and shot three Fire Bolts at it, incinerating it on the spot. 

Wakanda simply couldn't land a blow on the Twiglings, forcing Scout to hop the fence and chop the limbs off another creature.  

The A-Ha! Mercenary Mice flailed away at the Twiglings, but it was obvious: the 3-on-2 disadvantage they faced was going to be overwhelming.  

Meanwhile, their traitorous brother in arms had acquired the much sought after brew.

Turn Four:  Wakanda and his former Snakes, killed the last Twigling and carried their loot home (8 points)

In the center of the board, Scrye finally came into his own, again stepping forward, again unleashing a hellstorm of fire onto the Twiglings, killing all of the them coming near him.  

The A-Ha! Mousling Mercs did not fair well , everyone in combat dying a horrible death, only the one with the ill-gotten beer survived.  (5 points). 

The OG Mouslings, namely Scrye, had save the day for all, but outside the rabbit carcass, not enough of the Twiglings could contained to claim the bounty.  (5 points). 

Scrye's fire-filled rampage in another rule set, adds to his legend, begging the question.  Are the Twigling attacks forcing his brutality, or is the wizard rampage causing the wood-kin to rise up in greater numbers? 

Do we eat it, use it for spell components, or turn it into a zombie????

Wrap Up:   Overall a fun game to kick off a new "season".  It’s been a while since we’ve done Savage Showdown, and the rustiness showed, as well as the thought of how it would be done in Fistful of Lead.  I am on a mission to search for some missing mice, including the uberly powerful "Robin Mouse and His Merry Mice"

Like I said, we have a number of various fantasy scenarios hiding behind the scenes in the blog, and I’d like to continue on perhaps even giving me an excuse to paint up more mice, a whole collection wanting to be used.

The scenario was inspired and interpretted from "Defend the Farm" from the The Realm of JiNNai. 

Tuesday, October 20, 2026

(Kickstarter) Space Dwarves Commissars by Macrocosm Miniatures

 Macrocosm has rebounded quickly from their last Kickstarter and launched a small, quick one:  Space Dwarves Commissars!, 28mm resin dwarves.


Not particularly my jam, but the Triad reward is £20 for all 3 Commissars.


(Gamma World) Not a Test #134 - The Time Sonny Pulled Every Lever

Our heroes, the De Facto Explorers, have decided to embark on an epic quest to reach Lathar's long-lost father, Harkonn. After side-quests, distractions, blue surges of strange auras, and beings definitely  not from around Riverbend, they've finally arrived at an odd softrock (concreate) planform with the water of the the Black Reeds... but by accident and incompetence, Squiggles and Poppy have been sucked into a pipe leading under the platform.

============================================================== 
Lathar Bracken: A pure-strain human from River Bend.  He's got the muscle, the face, and a mount for most encounters.  Lathar's trusty beast of burden, No Name, travels wherever he does.   Looking for trouble in all the right places. The two-time champion of the Fair-Town Queen's Joust.  Recently married to the now-pregnant Thunnelda Haycock.   He had recently received a letter from his long-lost father, and has convinced the others to accompany him to the Wildlands.

Sneaky Pete: A mutated weasel scout.  Pete's telepathy and stealth take center stage in their mission, although he is apparently addicted to his newly uncovered yellow powder found at "The Pool House"

Sonny Helianthus: an over 10' tall sentient sunflower artifact examiner with four arms, and trusted Restorationist ties. Knowledgeable,  but not a good one with device repairs or upgrades.   Sonny may have recently detonated an atomic device in the petrified woods... although no one else knows. 

Slitheran Wurmtail (aka Squiggles): a mutated earthworm scout, in impromptu power armor, looking for trouble in all the wrong places,  and finding it often.   He  has been subject to genetic testing and developed super-human strength, a more human body, and a thick coat of shaggy white hair.  Recently attacked and kidnapped then left for dead by an unknown group, looking for revenge.  Also pregnant for the third time, and due to deliver badly out of season

Poppy and Speedy: Two of Squiggles' offspring from his first... litter(?) They're now teenagers in worm years, old enough to grab diminutive muskets and help their Manchi and his friends on this epic quest.   And we have learned the Poppy... can't swim.

===============================================================

Two-thirds of group was in shock.  Sonny had attempted to teleport, with a passenger, across the open water to the concrete platform.  Sonny made it there.  Poppy the adolescent mutant earthworm spawn of Squiggles.  Made it more than halfway across before materializing int the water.

And then the current took the flailing worm.  Something hidden by the pristine surface pulled the worm around the side of the complex and was sucking him into an intake pipe.  

Squiggles panicked, realizing he had spent more time adventuring, or playing the bongos, than teach them how to swim, no matter how many times he had told them "Water is bad!" 

He dove in, valiantly tried to rescue his spawn, but he too succumb to the intake pipe. 

Sonny was helpless on the platform, his ten foot height afforded him a gret wingspan, but he didn't have the strength to pull either up... but their were options to hastily check out on the platform.

Back on land, with Speedy worm literally burying his head in the dirt, Pete and Lathar bickered like an old married couple as Sonny freaked out and their friend may have been drowning.  

Pete: "We don't know what's going on... I can't get a telepathic link with any of them.  It's obviously not a monster, but we don't know what your getting yourself into!  

Lathar: "I don't care...we need to try...."

All during the frantic discussion, he was removing equipment, stripping down to his barbarian skivvies,, and dove into the water... although he foolishly grabbed his trusty sword and shield and started awkwardly swimming.  

Meanwhile, Sonny was properly assaying the platform. There were railed off section that led to ladders... into the water nowadays, once to the lower levels....  There was a metal grid on the far end, displaced from its position.   And directly at his feet was a hatch....

The Concrete Platform
With a great pull, the sunflower... failed to dislodge the hatch, so he ran over to push the the grid over more so he could drop down and see if there was any access point  to save the worms.    

The room below was full of large pipes....   arching and twisting, obscuring some sort of mechanism that kept everything at a low hum.  Sonny located the corner with switchboards, and levels, valves, and wheels.  

Lathar kept swimming towards the platform, reaching the nearest corner, but swimming around... to this unseen intake pipe.  He was quite disappointed when he reached the far side.  Seeing the pipe sucking the waster in great quantities, only four or five inches of air at the apex of the tube.   He hung onto the top of the tube, the water trying to push him into the darkness, trying to make a plan for what he had no idea what was inside.  

Back in the pipe room, Sonny furiously tested the valves, levers and buttons.  The giant pipes behind him obscured the noises of what his actions were doing.  He knew they were out of time and tossed logic aside.  

Lathar whispered a prayer and let go of the pipe... he slid into darkness, desperately grasping onto the uneven side walls.  The water was cold, dark, save some vaguely red lights, small, some steady, some blinking, across the room.  He swam over to the lights, only to be blocked halfway from them by a giant pane of glass....  a control room... and no sign of Sonny.  

For Sonny was flipping switches, turning, and unscrewing with such reckless speed, that it was not too much of a surprise that on of the medium sized pipes burst, spray water in this service room.  He worked a few controls before abandoning the room, but not before grabbing some tools.

His lungs burning, Lathar beat against the glass with his shield, to no avail.  He moved further into the chamber to  see the target of his objective. 

Within three layers of devices which could best be describe as screens or filters, both worms were pressed against a four layer, metallic, spinning...  Squiggles was still conscious some how, frantic and wincing in pain his young worm ward in his arm, passed out.  It was difficult to see in the limited red light, but a large swath of fur on Squiggles' left side had been removed.  

Sonny pulled in from the chamber and made one last attempt on the hatch, with his new found tools.  He was able to break the seal, open it, and descend down the ladder, light flooding what was down below.

He wasn't prepared for the sight.

The sight of Lathar's ass, pressed against the giant glass window.  

The various control boards were a far more welcome sight.  

With the three flailing in the water on the other side.   Sonny was quick to figure out how to seal the intake pipe, let the pumps empty the room, and finally a level on the panel that set all sorts of red flashing lights and alarm and made the giant window retract into down in the floor.  

The group was rescued, but at what cost?  

An interpretation of the filtration chamber...

Next: #135 -

Saturday, October 17, 2026

My Events for Fall-In! 2026

 It took a while, and I've already exhausted my rant, but my two events for Fall-In! 2026 are finally up on TabletopEvents.  

As has been an unfortunate tradition in recent years, there will be no Gnome Wars contingent at Fall-In!   It's just been a string of scheduling and personal misfortunes, and we may have avoided the Cold Wars visit to Gettysburg. 

I'll be running solo, even outside the purview of HMGS Next Gen, hosting two events to whet the whistle of a certain demographic. 

(241) The Joust!
Friday 7pm, 2hrs, Players: 25+, Period: Fantasy: Scale: 28mm, Rules: To Cry a Joust
The annual Fall-In Joust is here! All are welcome! Quick fun rules to complete the night!
LA-13 - Lampeter Room

I'll be hosting a three table joust, with my questionable bracketology skills.  As always, registration is appreciated, but a ticket is never required to play.  We simply won't turn you away, so long as you show up before 7:15.

(384) Christmas Counter-Attack! 
Saturday 2pm, 3hrs, Players: 8, Period: Fantasy, Scale: 28mm, Rules: Fistful of Lead.
All the holidays are encroaching on the town square for Christmas, and Christmas has organized a counterattack! Gnomes! Skeletons! Snowbrawls! Have the Gingerbread Men discarded their gumdrop buttons for a higher calling? Children welcome!
LA-13 - Lampeter

Yes, there will be a few gnomes joining the table, along with some other creatures from holidays all around the year.!  I myself am shocked that I only have to finish painting six things to be ready.

Some of the possibilities for the Christmas game... 
I will get around to reviewing the other events for the con.  There are over 600 games, demos, War College seminars, tournaments, and Hobby U classes already on the schedule!  

The only progress on the painting bench was simply the Hobby Lobby trees that I painted and snow-flocked the bases.  Like I mentioned above, I do have some painting for the next two weekends, as well as a few random bits as I keep clearing off the painting bench.  

I'm also happy to say that our little idyllic picture is the first taken with my new phone, a first since possibly COVID!  The old phone is turning on sporadically, so I just hope I can pull some more items off of it during those time, and probably bite the bullet for some repair shop, so I can cull what's not backed up during the winter months.