Tuesday, April 14, 2026

(Gamma World) Not a Test #112 - How Squiggles Got His Bongo

The De Facto Explorers have discovered a facility that used to manufactured energy cells in the Glow Zone wilderness across the Big River.  A large explosion just above the warrens of their Hoppers allies, have made the Explorers persona non grata, and they plan one quick foray to retrieve the alleged treasure before departing from home. 

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

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 Thunnelda Haycock.

Sneaky Pete: A mutated weasel scout.  Pete's telepathy and night vision take a backseat when he whips out his electrical powers.  Apparently addicted to his newly uncovered yellow powder found at "The Pool House"

Sonny Helianthus: a nearly 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 gave birth to a pile of baby worms. 

Luna of the Restorationists:  Recent recruit of the Restorationists, who had uncovered artifacts across the River.  An attaché, an intern, another set of snooping eyes against the Explorer's methods. 

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

The biggest question for the group, with their last few hours of Hopper hospitality.  They quickly answered their biggest question:  They were going to venture back into the mines to try to unearth the alleged treasure buried there by the corrupt facility administrator from days gone by.    

They decided to position No-Name, the cart, and the recovering Luna outside by the large double doors.   Pete would try to keep in contact telepathically. 

Sonny ventured off the alleged blast site and hacked off a piece of the bulbous glassy material that remained at ground zero that, he "had nothing to do whatsoever."

The rest of the group met by the heavy door in the Hopper warren that connected to the underground mines to be escorted in again, and have the Hoppers permanently lock it behind them.  They needed to wait a while for Squiggles.  The furry worm had not only developed the least ill-will out of the group from the Hoppers, but he was considered a true member of the Thumper Rex drum circle and gifted his bongo.   After some emotional goodbyes, the mutant worm did need to run the musical instrument out the doors and with Lunda on the cart.  

Once they were together again, they ventured through the steel door, which the Hoppers promptly closed behind them. 


The Hoppers, finally happy to see the De Facto Explorers go...

The finished rooms within the mine appeared the same as when they had last ventured, over two week earlier.  The older deceased bodies were still there, the doors all chains from this side, still keeping the Troglodytes .  

Squiggles led the way, using his night vision goggles, as well as the sketches they found to keep them from the Troglodytes way,  He did venture down a side tunnel, only to be met by a pile of five dead mutant badgers and familiar murmurings further down into the dark.  The badgers had been killed by weapons, but also partially eaten by something.  Squiggles returned to the group.

"We aren't going that way AT ALL."

Lathar quickly assembled a noisy trap at that intersection and the continued on.  The minimal old tracks in the tunnel disappeared entirely and they soon found themselves face-to-face with a huge blast door, faded red in color, with an access panel to the left. 

The same green key card that worked upstairs opened the blast doors, and a tile floor and another set of blast doors a short distance further... and another access panel. 

Lathar actually brought out the ornate hinge Pete gave him as a wedding gift, and wedged it into the open door. 

Sonny moved in, swiping the access panel, as the second doors begin opening, the first first doors quickly closed behind him, crushing the decorative hinge like it was nothing. 

Pete panicked when he couldn't reach Sonny telepathically.   The rest scrambled through their collections of keycards for that second car they had found.  

Sonny scanned the finished and damp room.  There were remains of a number of carboard boxes and paperwork ruined by moisture into a mushy pile.    A number of the boxes associated with terminals are shoved into one corner.  There is a collapsed metal shelf, with a number of machine parts lying on the ground.  

What attracted Sonny the most were simply massive power cells, nearly four feet long, pile against the wall.  All are quite old, but some showed more signs of wear and tear than other. 

In another corner, was a metal tube with a screw on cap.  It was unmarked and extremely heavy.  He unscrewed the top and pulled out a number of large documents.  It was maps of the facility as well as other lines running everywhere.  

Over in the corner, there was a pool of water...  within it were two metal containers.   Sonny broke out his glow badge to check the power cells and water ... and it turned black in his frond.  

Sonny turned his head, the inside blast door near him closed. He assumed the outside door had been open by the others.

"Lathar, the Glow is heavy in here.  You might not want to come in!" 

With that warning, Lathar ran upstairs, busted open the double doors where No-Name stood, and grabbed his rad suit from the cart

Lathar opened the inner doors and got an update from Sonny... By then everyone wasn't feeling so hot.  

Pete banged on the door with no response, "We need to get out of here!"

Instead, Sonny instructed the protected Lathar to pull the boxes out of the water.  He complied, both boxes extremely heavy.  One steel box held a number of candy-bar sized gold bars, while a similar box held unpolished, mostly clear gemstones.   Sonny had lead tube of blueprints, miscellaneous parts in his fronds.  The larger power cells were heavy, and some looked new while others were definitely used.  While tempting, the gold and uncut gems were more useful at this time. 

There was some chaos trying to get everything out of the room.   But once the outer doors were passed them, Sonny realized everyone was feeling ill, probably from the Glow.  The hurried carried their loot upstairs and loaded them onto the cart.   They embarked on a journey home with alacrity. 

GM Notes: Lathar keeping a rad suit from a previous adventure was the only reason he survived.  

There was lingering radiation almost the moment they exited the finished part of the mining complex.  I rolled poorly for the weaker checks, so it was a bit surprising when random damage started occurring. 

The facility is part of Batteries Low, Getting Dark by Thom Wilson.   I enjoyed the adventure, and it appears they will be returning to further research the facility, searching two more levels, working with the giant (aka atomic) power cells.   And let's not forget the unknown location of the Troglodyte leader, transformed 

In regards to the blueprints to the facility:  Hoyce:  The badgers were Bothans.  We appreciate their sacrifice.

Definitely not the artwork to match the description.  

 

Next; #113 - The Villages of the Glow

Monday, April 13, 2026

(Review) Flights 2 Game Store and Hobbies - Albany (Colonie) , New York

My last stop on a whirlwind trip of game store through most of the Albany area was the oddly named Flights 2 Games Store and Hobbies, and it might be the one I spent the most time in searching around.  


Greeting:  This one is a bit of a journey... starting with a sign of the door.  

The first thing I stepped into was a combination lounge, gaming area, and remote control hobby area.  Messy?  Yes.  Disorganized?  A little. What I've come to expect at any place that sells RC products?  Absolutely.

 I wandered through to an open doorway that led into a little slice of heaven.   Shelves, racks, cases, filled with product that I don't normally see in stores anymore, much of it because the new product was heavily intermixed with stuff from the the last 35 years. D&D 5e down the row from a healthy selection of WotC's Chainmail launch from the early 2000s. Back issues of Scrye, new Magic sets, and ACTUAL POWER NINE CARDS in the display case.  Color me intrigued.

And yes... even though there were other customers the staff was talking to, I was sufficiently acknowledged.

Cleanliness:  Unfiltered stream of consciousness here.  I'm not sure whether the store continually finds bargains in older product to line the shelves, or they've had such an inventory over the years that they've just realized what they had and priced the items accordingly to the modern market.  It's got that slightly cluttered used book store vibe, mixed with a fully functioning CCG shop.



CCGs:  Magic and Riftbound were on the events calendar, but this is the first place in long time that had any variety in more vintage (pre-2000) Magic.  Betas, Power Nines, a few random packs, with a burned Juzum Djinn as a conversation piece. 


And while shelves of binders only indicate that a store has invested in binders... and nine-pocket pages, it's a decent indication of accessible (versus the 2-4 weeks I've experienced at other places for commons.

Board Games:  It's not massive, but there are enough card and board games (and a few vintage ones) to whet most people's appetites.

RPGs:  I was initially a bit depressed to see just D&D and D&D-adjacent titles, but digging deeper into the store, I found the paperback books...

Opposite a decent mix of older and newer gaming.  It was my last stop on my game-store expedition, and I had a three-plus hour drive home, so I didn't go down on my knees to peruse everything... but I probably should have. 

Miniatures:  Beyond the odd amount of Chainmail (priced for collectors, not for clearance... it is 25 years old or so...)  they do stock a good amount of the D&D Wizkids figures, and I did spy some Battletech books... and classic blisters on a spinner rack.  

Other:  The back room with the RPGs and paperbacks, and some vintage stuff hanging on the wall.  I will need to go back and peruse some more.  



Amenities/Events:  The open gaming space sees a pretty active Magic scene, one night for Riftbound, and a healthy dose 

I had a good conversation with the manager, and I realized after the fact, the owner.  They seemed to hit some of the demographics that I rarely see in stores.  In my research, I've discovered they might rub folks the wrong way.  In the grand scheme of things, if I were to rate the complaints on a scale of 1-10 (10 being most heinous), everything is around a 2 or 3, which I heard about every game stores, including the newer, more modern ones. 

That all being said, I did enjoy my visit to Flights 2, do not remember buying anything, but am willing to give them a four-out-of-five-gnomes rating.

Flights certainly doesn't have the "Warhammer Mom" aesthetic, but I'll probably visit this one before the other stores in Albany with the potential of items that hit my demographic... then a quick drive over to Zombie Planet.

The best part about my visit to Albany is that there is a wealth of good game stores in the area, especially for one with over 900,000 people in the region.  Good thing I'll be coming up repeatedly for awhile. 

And, not to bury the biggest question our dear readers still have.  Yes, there is a real cat, and his name is Bob.

Bob
Flights 2 Games and Hobbies is located at 381 Sand Creek Rd, Albany, NY 12205, across the street from Colonie Hight School.

Saturday, April 11, 2026

Garden Wars by Grinning Skull Miniatures

 As I'm a fan of all things gnome, I did get an e-mail update from Alternative Armies about Garden Wars from Grinning Skull Miniatures now in stock on their website. 


The figures are suitable for 15 or 25mm, a more intimate set of figs compared to the hunks o' metal that Gnome Wars makes.

It's a good time to mention that Alternative Armies is in the middle of their Spring Mega-Sale, running till May 6th.  Orders automatically get 20% off! 

Wednesday, April 8, 2026

Gnome Events for Historicon 2026, July 15-19, Lancaster Pennsylvania

 Yeah, yeah, yeah... It sure took us long enough, but we have a full slate of Gnome Wars games for Historicon!  

And yes, there will be plenty of opportunities to play the (now year-old) Hawaiians!

Thursday NG-3 3PM-7PM
Gnome Wars: Treasure Island
Sat. 8:00 PM, 3 hrs, 8 players
GM: Jim Stanton
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
Standing in the shade of the palm trees on this uncharted island,
looking down at the faded map in his hands, all the rival treasure hunters feel a tad uneasy . Was the map real? The answer to their questions were just a short distance away, somewhere between the fearsome roars and spewing volcano....


FRIDAY  NG-3 11-2
Gnome Wars: Treasure Island
Sat. 11am,  3 hrs, 8 players
GM: Maja Jacobson Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
Standing in the shade of the palm trees on this uncharted island,
looking down at the faded map in his hands, all the rival treasure hunters feel a tad uneasy . Was the map real? The answer to their questions were just a short distance away, somewhere between the fearsome roars and spewing volcano....

FRIDAY NG-1 3PM-7PM
Gnome Wars: Surf and Turf
Fri. 3:00 PM, 4 hrs, 8 players
GM:  Mike Lung
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
Captain Alvarado and his band of pirates are trying to evade the
British pirate hunters and sneak onto a deserted island and get their
treasure. The Captain best be on his guard for the British Marines
are hot on his trail. 

FRIDAY NG-2 3PM-7PM
Gnome Wars: High Seas
Friday 3:00 PM, 4 hrs, 8 players
GM: Eric Jacobson
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
The landing parties have headed to shore to get the treasure. The
members of the crew that stayed on the ship must try to keep it
afloat and free from rival crews, natives, pirates, and anything else that floats!  Hoist the black flag and load the cannons!

FRIDAY NG-3 3PM-7PM
Gnome Wars: Treasure Island
Fri 3:00 PM, 4 hrs, 8 players
GM: Jim Stanton 
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
Standing in the shade of the palm trees on this uncharted island,
looking down at the faded map in his hands, all the rival treasure hunters feel a tad uneasy . Was the map real? The answer to their questions were just a short distance away, somewhere between the fearsome roars and spewing volcano....

FRIDAY NG-2 8PM-10PM
THE ANNUAL HISTORICON GNOME JOUST! 
Fri 8:00PM  2 hrs, 25+ players.  
GM: Maja Jacobson
Sponsor: Brigade Games  Prize: Gnomes!
Fantasy 28mm, Rules: To Cry a Joust
It's that most-anticipated time of the year!  The Joust!  Where everyone is equal until the dice bless or curse you!  Rules taught. Quick, easy, FUN!


SATURDAY    
SATURDAY NG-1 11-2PM
Gnome Wars: The Ruins on New Providence
Sat.11am 3 hrs, 6 players
GM: Eric Jacobson 
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
After the attacks of the Great Gnomish Treasure Hunt on Friday, who will finally gain control of the port of New Providence?  And what are those odd drums off in the distance? 

SATURDAY NG-1 5pm-9pm
Gnome Wars: The Ruins on New Providence
Sat. 5:00Pm , 4 hrs, 6 players
GM: Jim Stanton
Sponsor: Brigade Games, Prize: Gnomes!!
Age of Piracy 28mm, Rules: Gnome Wars!
After the attacks of the Great Gnomish Treasure Hunt on Friday, who will finally gain control of the port of New Providence?  And what are those odd drums off in the distance? 


Tuesday, April 7, 2026

(Gamma World) Not a Test #111 - We're Not Great

The De Facto Explorers have discovered a facility that used to manufactured energy cells in the Glow Zone wilderness across the Big River.   After resting awhile with their Hopper allies, a massive explosion has just occurred in the petrified forest above the Hopper warren.

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

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 Thunnelda Haycock.

Sneaky Pete: A mutated weasel scout.  Pete's telepathy and night vision take a backseat when he whips out his electrical powers.  Apparently addicted to his newly uncovered yellow powder found at "The Pool House"

Sonny Helianthus: a nearly 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 just detonated an atomic device in the petrified woods.

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 gave birth to a pile of baby worms. 

Luna of the Restorationists:  Recent recruit of the Restorationists, who had uncovered artifacts across the River.  An attaché, an intern, another set of snooping eyes against the Explorer's methods. 

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

The air outside was full of an abrasive smoke.  Within a large swath, the petrified trees appeared to have vanished.  A puffy cloud of the obvious explosion seemed to climb higher above them.


Inside the Hopper warren, it was utter disaster, and at best, sheer chaos. Squiggles was practicing with Rex Thumper, the Hopper drum circle, when the ground shakes.

"Alright boys, we're making the earth move!"

When parts of the ceiling fall onto them, they grabbed their drums and scurried out of their part of the burrow.   In the dust and darkness, there were other Hoppers panicking around them.  The good news, was that most of the drum circle emerged filthy but safe, except for the missing Clover-Mask, a laid-back Hopper who was well-liked for providing snacks during practice.  

Squiggles immediately tried to burrow into the collapsed tunnel and eventually unearthed the breathing face of Clover-Mask.

"Squiggles, man!  What happened?"

"We brought the house down."

"Righteous!  Theses tunnels have held up for generations, man, generations.... Squiggles?  I can't feel my legs."

He pulled out the Hopper, its legs mangled, dragging him to somewhere more safe. 

"Man... in my bag, the red weeds... just put some in my mouth... I'll be okay... I'm just gonna close my eyes, man..."

Squiggles obeyed, getting his friend comfortable, before taking a deep breath before helping the other Hoppers possibly trapped. 

Pete was hiding in an unused chamber with a bowl of his much-needed curry powder, when parts of the warren began collapsing.  He grabbed his pack and went flush against the wall. In his part of the warren, there was a sense of panic. The weasel, put a bandana around his mouth and stumbled through the dust in his drug-induced haze to the outside.... 

Sonny, Lathar, and No-Name staggered through the wasteland the bomb had left.  It was concentrated in circle 100 meters in every direction.  There was a narrow sliver of petrified trees remaining before the main road they had originally travelled on, just enough to block the view of the facility off in the distance.  

A few of the Hopper patrols, hunters, and gatherers, saw the explosion and started arriving on the scene, as well, as a dirt-covered weasel. 

Pete:  "What did you do?"

Lathar: "For once I'm not responsible for any of this!"

Sonny: "I agree, I have no idea what just occurred."

Pete went back into the warren to help with rescue efforts, leaving the duo to venture deeper in the blast zone, Lathar riding atop No-Name to keep a similar perspective as the 10' tall sunflower.  

Sonny was concerned.  His glow-badge detected nothing.  Near the center of the blast, large glassy growths of minerals covered the ground covered ten square meters. 


By the time Pete returned into the warren to assist, the Hoppers were pulling out bodies, rather than survivors.  No one said anything to Pete or Squiggles' faces, but there was a growing consensus that whatever horrible thing had occurred, it was easy to blame their visitors.   

If the Hoppers had actually known what occurred, the Explorers would be, at best, banished, at worst, executed. Right now, everything was a state of shock, and Sonny wasn't providing any information.

Luna was finally found in a trapped burrow, intact, but in complete shock. 

Day 18 - Paranoia has enraptured the Hoppers, the leadership's paws forced.  
The Explorers were thanked for their gifts, but they were given one final day to vacate the warrens, they would be allowed access to the energy cell facility through the large door in the warren, but they would be locking it behind them.  

The Explorers did not argue, thanking them for their hospitality.  The big question was, were they willing to cut their losses and report back home, or did they want one last foray into the mines for the alleged treasure stash?  

GM Notes:  It was noted early on this session, that Sonny's weapon of mass destruction villain arc, was hinted in the Return to the Lost City game at Historicon, which is a potential future timeline. 

Next: #112 - How Squiggles Got His Bongo

Friday, April 3, 2026

(Gnome Wars) Ulundi Undone

 When I was up last weekend to see the girls, I brought their Easter baskets and thought long and hard on how to run an Easter game of any size.  The only table in the entire home is a small round one, so I figured to use the chick erasers and have the Germans attempt form square to hold off the attacking Chicka Zulus.  

It was a glorious failure.  Even giving the Germans bonuses for staying in square, the Zulus whittled down the one edge in almost a turn with spears (which needed a 6 on a d6).  

It wasn't even fair.  On a larger round table, the Germans would have a few rounds to cripple the Chicka Zulus.  
And since the girls got to play the Chicka Zulus, they had fun, which was all that mattered.