Thursday, May 31, 2018

Apathy of the New Releases (Jun '18)

Another month, another release of Game Trade Magazine, providing the latest soliciations from Alliance Games Distribution.  The full issue #220 can be found here.

ViscountEric's Want List
Nothing!

The Money-Is-No-Object List
Avalanche Press
Great War at Sea:  Cruiser Warfare ............................................................ $39.99

Pelgrane Press
Delta Green RPG: The Fall of Delta Green ........................................................ $49.95

Steve Jackson Games
Triplanetary ................................................ $49.95
OGRE Battle Box ...................................... $79.95


The Imaginary Store (The Peg-Leg Gnome) List
Alderac Entertainment Group
The Captain is Dead:  Lockdown .................................................................. $49.99
Mystic Vale: Twilight Garden Expansion ..................................................... $39.99

The Army Painter
D&D Nolzur's Marvelous Brush Set (3 brushes) ......................................... $11.99
D&D Nolzur's Marvelous Pigments: Adventurers Paint Set ....................... $24.99
D&D Nolzur's Marvelous Pigments: Monster Paint Set .............................. $79.99

Asmodee
Micropolis .............................................................. $39.99

Catalyst Game Labs
D&D Dragonfire DBG - Adventures - Ravaging Sword Coast ................. $19.99
D&D Dragonfire DBG - Heroes of the Wild ............................................. $24.99

Chaosium
13th Age Glorantha ........................................................................... $54.95
Glorantha Sourcebook  ...................................................................... $39.95

Cheapass Games
Island of Doctor Lucky ..................................................................... $40.00

CMON
The Game of Thrones miniature game boxed sets are getting solicited.  I'm pleasantly shocked they got this far. 

Cubicle 7
D&D RPG: Adventures in Middle Earth Eriador Adventures ...... $39.99

Evil Hat Productions
Fate Core RPG:  Fate Horror Toolkit ............................................ $20.00
Scum and Villany HC ................................................................... $35.00

Fantasy Flight Games
Star Wars Destiny: Dice Binders ................................................... $14.95
Captain Phasma, Jyn Erso, and Luke Skywalker covers
Star Wars Imperial Assault - Ezra Bridger and Kana Jarrus .........  PI
Star Wars Imperial Assault - Hondo Ohnaka ................................ PI
Star Wars Imperial Assault - Sabine Wren and Zeb Orrelious .....  PI
Star Wars Imperial Assault - Tyrants of Lothal ............................ PI
Star Wars Imperial Assault - Admiral Thrawn .............................  PI
Star Wars Legion - Han Solo Commander ................................... $12.95
Star Wars Legion - Rebel Commandos ........................................ $24.95

Far Future Games
Traveller CCG: 2-Player Starter Set ............................................ $39.99
Traveller CCG: Ship Decks ......................................................... $14.99
Traveller CCG: Play Mats ............................................................ $14.99 each
Traveller CCG: Expansion Packs ................................................. $11.99
Traveller CCG: Premium Token Pack .......................................... $ 3.99
Traveller CCG:  Card Sleeves ...................................................... $ 4.99 each

FASA
1879: Big Trouble in Little Soho - Akkadian Connection .......... $13.99

Goodman Games
DCC #97 - The Queen of the Elfland's Son ............................... $ 9.99
Fifthe Edition Fantasy #14 Beneath the Keep ........................... $ 9.99

Green Ronin Publishing
Fantasy Age Companion ........................................................... $32.95

Intellistories
Savage Worlds RPG: Seven Worlds Campaign Book ............... $39.99
Savage Worlds RPG: Seven Worlds Setting Book .................... $39.99

John Wick Presents
7th Sea RPG 2nd Editon: Secret Societies ................................ $39.99

Kobold Press
D&D RPG: Shadows of the Dusk Queen ................................ $19.99
D&D RPG: The Tomb of Mercy ............................................. $15.99
Pathfinder: Grimalkin .............................................................  $19.99

Konami Digital Entertainment
Yu-Gi-Oh! TCG: Codebreaker Starter Decks
Yu-Gi-Oh! TCG: Battles of Legends: Relentless Revenge Boosters
Yu-Gi-Oh! TCG: Cybernetic Horizone Boosters

Modiphius
Star Trek Adventures:  Beta Quandrant ................................. $34.99
Borg Collective Minis Set ...................................................... $49.99
Next Generation Away Klingon Tile Set ............................... $39.99

Monte Cook Games
Numenera RPG:  Player's Guide ........................................... $19.99

Paizo Publishing
Pathfinder RPG: AP - Return of the Runeloreds Pt1 Secrets of Roderick's Cave.....  $24.99
Pathfinder RPG: Campaign Setting - War for the Crown Poster Map Folio ..... $19.99
Pathfinder RPG: Flip Mat Classics - Seedy Tavern ........................................... $13.99
Pathfinder RPG: Flip Tiles: Forest Starter Set ................................................... $34.99
Pathfinder RPG: Pawns Dungeon Decor Pawn Collection ................................ $24.99
Starfinder RPG: AP Against the Aeon Throne 1 - Reach of Empire ................. $22.99

Pelgrane Press
13th Age RPG:  Book of Demons ...................................................................... $21.95

Reaper Miniatures
More Bones releases, this time from Dreadmere and the Lost World expansions. 

Renegade Game Studios
Kids on Bikes Dice Set .................................................................................... $15.00
Kids on Bikes: Powered Character Deck ........................................................ $15.00

Solarflare Games
Robotech: Force of Arms Card Game ............................................................ $19.85

Steve Jackson Games
Munchkin CCG:  Introductory Set ................................................................. $29.95
Munchkin CCG:  Phat Pack ........................................................................... $19.95
Munchkin: Fowl Play .................................................................................... $ 5.95

Stronghold Games
Terraforming Mars: Prelude Expansion ......................................................... $19.95

Troll Lord Games
Castles & Crusades:  Beneath the Black Moon module ............................... $19.99
5th Edition Adventures C2 - Shades of Mist ................................................ $ 9.99

Wizkids
DC Heroclix: Batman the Animated Series Starter Set ............................... $19.99
DC Heroclix: Batman the Animated Series Boosters
DC Heroclix: Batman the Animated Series Dice and Token Pack ............. $ 9.99
D&D 2018 Adventure System Board Game (Regular Edition) .................. $79.99
D&D Spell Effects Wall of Fire/Wall of Ice ............................................... $24.99
D&D Spell Effects Arcane Fury and Divine Might .................................... $24.99
Fury of Dracula 4th Edition ........................................................................ $59.99
Marvel Heroclix Secret Wars Battleworld Fast Forces .............................. $16.99
Marvel Heroclix Secret Wars Battleworld Boosters
Marvel Heroclix Secret Wars Dice and Token Pack .................................. $ 9.99
Pathfinder Battles:  Kingmaker Boosters
Star Trek Attack Wing: Faction Packs ................................................. $29.99 each
Star Trek Deep Cuts Unpainted Ships .................................................. $ 5.99 each

Z-Man Games
Choose Your Own Adventure: House of Danger ................................. $24.99









Wednesday, May 30, 2018

(Savage Pulp) #3.3 The Working Hideout

A few weeks ago, control of the town of Sohai was turned over to Lieutenant Colonel Thaddeus Ovaltine and his private army, the Rough 'n Ready Riders (hereafter called "agents.") While locals anticipated the worst from this regime change, the transition had been oddly positive.

Ovaltine had arrested or exiled the most despicable of the Sohai elite: the politicians and government officials.  With them eliminated, the various criminal elements settled into place.  For the average person eeking out an existence, little would change, save one important new rule:  no gunfights in town.

Ovatline knew that barroom brawls, knife fights, and other physical violence would never change, but giving his own agents carte blanche to mete out justice for gunplay was welcomed by nearly everyone, good or bad.

As "Mayor" Ovaltine consolidated power, the discussions between the Valiant Citizen Brigade, led by James J. Jimmerson, and the Russian sailors with Captain Vladimir Kaputin at helm, fell apart.  Despite needing many allies in this dark time, there would be no collusion with the Russians.

But before they ceased talks, they both learned the same interesting fact:  the henchmen for now-deceased Mayor Tower were now working for a mysterious cult.  Few specifics were obtained, save that a workshop/laboratory/armory for the cult was just within walking distance from the Soko Market. 
The Soko Market
Objectives:
  • The Cult's Hideout (Major)  Chemists and laborers were rumored to go in and out of the building at all hours.  The new hooded figures hanging outside the door on a smoke break may have given it away. 
The Cult's hideout/workshop

  • The Mechanic (Minor-mobile):  His excessive drinking already gave the parties the intel they needed.  Capturing him might net them some technical expertise
A worker from the cult's workshop, bringing a large sack lunch
  • The Chemist (Minor-mobile): A Scotsman with a harsh accent and a deliberate daily walk to the hideout.  
  • Crates (Minor):  A strange toffee delivery truck rumored to be part of the cultists operation may have dropped off a recent shipment outside the wrong building.  It may or may not be valuable... or the cultists may be looking for it.  
Our Necessary Evils:
The Valiant Citizen Brigade (VCB):  Led by local businessman James J Jimmerson (Wild Card) the group had dropped a member for this mission. 

The Valiant Citizen Brigade, led by James J. Jimmerson (far left)
The Russian Sailors:  Recent losses forced Captain Kaputin to assemble a new crew with a much more local flair.  The language barrier was difficult, but they shared the captain's ruthless aggression.
Captain Kaputin and his new Black Russian crew
Turn One:  Captain Kaputin seized the initiative and chased after the Cult's mechanic.  Strangely enough, the man turned around (random movement), and after a quick conversation, offered to help the Russian.  Kaputin's new henchmen skirted down a back alley and almost panicked as an agent guarded the the corner.
Kaputin persuades the cultist's laborer to join the Russian high seas...
The VCB had the misfortune of walking into the market it seemed most of the townsfolk were doing their shopping, and the Chemist was wandering around a far corner.  Jimmerson set one of his men skirting the side to investigated the crates, while two trudged through the crowd.  Meanwhile, he wandered off, closer to the alleged hideout.

Turn Two:  Things turned from bad to worse for both teams.  The supposed toffee truck made and appearance, driving right near the crates!  (The truck would only make an appearance if the cultists got the Joker during initiative.  Face cards would have made all the cultists a lot more aggressive.)
I don't think the cultists driving the truck are wearing their hoods.
The Black Russians moved down the alley and casually acknowledged the agent at the corner.

All planning they had concocted was thrown out the window as Mr. Jenkins of the VCB accidentally walked right in front the truck.  Realizing who was in the truck and ignoring Ovaltine's man mere feet from him, Jenkins pulled a revolver out and unloaded it into the oncoming truck.
Ovaltine's agent and the two Black Russians see a random citizen fire at a simple toffee delivery truck.
Jenkins' fellow activists were not faring any better.  Both had been accosted to former member, and permanent crackpot treasure seeker.  Little did they know, the million questions he had for them may have saved their lives.

A former Valiant citizen accosts two current members on a mission.


Jimmerson wandered across the street near the hideout and let out an audible laugh. There, wandering down an adjacent side street, was the ever-shirtless Kaputin.
Mr Jimmerson spies his former ally in the distance
With a new ally, Kaputin lept into action, assaulting the cultists with fist and clubs... all acceptable weapons.  Their blows couldn't bruise a peach and the cultists were far more vicious, including pulling out a handgun and hitting the captain in the shoulder.
The Russians are surprised by the overt defense of the cultists's workshop.
The crew in the toffee truck were incredibly inept.  Not only had they not realized the misplaced shipment from this morning, they were hours early for a pickup of secret weapons.  Even worse, knowing of the heavy policing, the driver still panicked and pressed the gas pedal to the floor.

Mr Jenkins didn't know what hit him and was instantly killed, as did a local street vendor who couldn't get out of the way.
The truck runs over the Valiant citizen, strikes an innocent bystander, and floors it driving into the marketplace.
Two agents quickly pursued the rampaging truck.  The new Russian hires followed them up to the crates, stopped,and began carrying them back.
Two more victims of the errant toffee truck.
The toffee truck careened through the market, knocking over tents, upsetting tables, and scattering the populace.   Another vendor and another agent of Ovaltine's succumbed to blunt force trauma.

Meanwhile, Kaputin called off his toothless dogs assaulting the hideout and ran some interference by calling on the local agent around the hideout.  The agent had heard multiple gunshots put Kaputin's fantastic acting sold him on investigating the hideout first, but when he turned the corner, everything in the street as empty and calm.
"Comrade Soldier, there are men with guns that way."
The two pursuing agent finally managed to jump on the running boards and in a vicious melee, forced the truck into a nearby billing.  The cultist in the passenger managed to shoot the agent on his side before running off into the street.
The truck crashes into the secret workshop. 
With the immediate threat of more of Ovaltine's men coming into the location, it was time for everyone to meld into the backgrounds.

Jimmerson had thought about choosing sides between the Russians and Cultists, but things had deteriorated much too quickly.  He was more interested in following the Chemist, who had somehow avoided all the chaos in the market and was walking away.  His other two surviving compatriots viewed the accident for a bit and headed home.

The Russians were happy with their haul.   No big data about the hideout, but the former mechanic could identify a number of odd chemicals.
The Russians leave with their spoils....
The funniest things happened to the Cultists.  With the loss of their delivery truck, they were forced to move their "product" under cover of darkness.   And trying to smooth over local feathers, Lt. Col Ovaltine offered payments to families of those killed by the truck, and made repairs on the building the cultists struck.... which was the cultists' secret hideout.
A rather unfinished looking fellow escapes the carnage and watches the chaos unfold.
Based on points, cultists not only defended their hideout, they scared away the Russians, scattered before Ovaltine's men arrived, and had their delivery trucks cause mass chaos
Cultists - 50
Russians - 20
Ovaltine - 15
Citizens - 0

After three games with all bad guys this "Season", we might be seeing some good guys in the next game.

This game was heavily influenced by Preacher by Day

Next:  Episode #3.4:  Good guys out in the desert!

Tuesday, May 29, 2018

Ballad of the Pigeon God #60: White Plume Mountain Part Two

Our heroes had just suffered a horrible tragedy, followed by a tremendous triumph.  Their bard, Talis Makolin, had just disappeared into a chasm of boiling hot mud, but the famed dwarf Norm Dingleberry had somehow managed the same dangerous crossing, killed the vampire guardian Ctenmiir, and obtained the legendary battleaxe Overwhelm, the first of three weapons they needed to find inside this volcano.

Rested, it was time to move on to find the second weapon.  Hopefully no one else would be lost in this endeavor.

Our party:
Mellandria, a scholarly magic-user who barely escaped from the Magistocracy of Emron with her life (and an owl familiar, Horatio).
Sterling Riverbend, a huge quarter-ogre with a disposition slimier than his skin.
Kane, a eastern mystic with elemental control of water.  He had discarded the adventuring life, but upon learning of the new quests, he dug out his old plate mail and was ready to jump right back into it.
Ozark, a crotchety old half-orc cleric on loan for the quest from the halfling village of Elmshire.
Sir Norm Dingleberry, General of the Eastern Army, scourge of the Skyforge dwarves, and secretly an ally to the resistance against the Dread Lord.   Possessor of the battleaxe Overwhelm.

25 SepDec 1072 - White Plume Mountain
Getting a bit of extra rest, the party moved on to a new area of this strange volcanic catacomb.  The heat from the boiling mud dissipated but the moisture in the air seemed to rise.  Puddles could be found in low lying corners of the cave.

Ultimately, the cavern opened up to a room filled with a large pool.  Ancient water-soaked planks traversed this body of water to the other side.  The group moved across, but half-way through their walk, three beautiful women emerged from the far corner and started singing.  While Mellandria could only hear caterwauling, and Ozark's deafness protected him, the song seemed to lure the men towards the wet ladies, ignoring the planks and trudging through the water to their prize.  Mellandria was a bit flat-footed to a proper response, but Ozark knew that only men of morally sound character could complete the quest at hand.

He hobbled over the planks and gave Kane and Sterling a stern thrashing on their heads with his cane, all the while repeating, "You stay away from those hussies.  You fellers ain't married for those type of shenanigans!" 

Sterling was unaffected by the moral pontificating, and soon he was ensnared in some very overactive kelp.  Kane came to his senses, and held Norm back with one hand, while trying to manipulate the water around the women with other.  A quick rap on Norm's head by Ozark and he too recovered from the apparent charm.   With Overwhelm in hand, Norm thrashed the living seaweed Kane had exposed, and Mellandria finally found some offensive magic to dispatch the strange sirens.

Everyone regained their senses, suffered another five minutes of Ozark ranting about saving oneself for marriage, and uncovered some treasure, including a beautifully ornate set of Chain Mail

To hear the stories of the survivors, the further they ventured into this lair, the stranger the rooms became, with spinning flashing tunnels, shock eels, streams magically floating through thin air.  Some things wore the party down, others were simply no more than confidence destroyers.

Finally, they reached a vast chamber near what had to be the center of the volcano.  There was no steam, no lava, no heat, just another voluminous lake, with angry spear-laden humanoids coming out en masse.  They too whittled some spirit from the party, so when a fifty-foot wide giant crab emerged from the waters, our heroes were in no position to effectively fight it.

Even with Norm discovering that Overwhelm could be tossed and returned with some effectiveness, the giant crab dominated the party. With only Norm holding his own from a distance, Ozark rushing at it with his cane, and the most of the other unconscious, face-down at the edge of the water, the crab moved forward to assert his guardianship of the hall, when all of a sudden, a giant flash of lightning filled the vast cavern, blinding everyone.

As Norm regained his senses, he could see his friends finally stirring from the water.  Looking further on, he saw the giant crab laying motionless in the water, quite dead.  Atop the monster was a lone figure on one knee, plunging a spear deep through the beast's shell.  He pulled out the spear from the dead beast and tumbled to the shore of the underground lake.

It wasn't a spear the shirtless man was holding... it was a trident.

And it wasn't any ordinary man... it was... Echelon?

When Norm reached his friend, Echelon was barely coherent, but a quick scan of his weapon made him assume that not only was Echelon was alive, but he was in possession of the second legendary weapon, Wave.

It was also discovered that Ozark the cleric was dead, his body lying in the water with nary a scratch on it.

They stumbled to an area they had staked out as safe, performed what little healing they had left, and only covered two pertinentconversations.

First was Echelon's miraculous recovery.  After his brain was eaten in the dream state while they adventured in Emron, Echelon's soul floated around in nothingness for a long time.  Ultimately, the half-man, half-hawk construct of his god, Tshang Kai Shing met with him.  He walked with him across the oceans of this world and others, soaking up his wisdom.  In the midst of a lesson, his god looked at him, said "Save your friends, save the world" and he tumbled out through the water and stabbed the crab with this trident, which hadn't been in his possession more than ten seconds before.

The second conversation was more dire, even heretical to the group's standards.  They had already lost Ozark and Talis to this volcano lair.  Echelon had returned, but had no equipment, and couldn't commune with his god for spells.  Everyone else was quite battered, some even close to death.  And worst of all, despite the knowledge that the Blood-Brand was probably an equal  if not more powerful artifact to the two they already possessed, none of the heroes here or back at the Chateau, were proficient in swordplay.

Low on magic, low on healing, they made the call to forgo the final weapon and return to Eding to prepare for the impending Apocalypse.

26 SepDec 1072 -  White Plume Mountain
After a full bout of healing, the party did not change their votes to leave sans Blood-Brand, and emerged from White Plume Mountain.

DM Notes: With the loss of two characters, and the sudden appearance of an old favorite back from the dead, the party had had enough.  It was better to fight the Apocalypse with two legendary weapons than have their dead bodies line the caverns of White Plume Mountain.  

I've written elsewhere that the return of Echelon was less a dramatic return of the only player who was proficient in trident, but rather a fear of what Steve would create with a third character if I killed Ozark. 

For a party of mid-level characters, single-handily slaying a vampire or coming back from the dead were good enough stories to rally the populace for the impending doom they faced.  

But did they really need all three weapons????  Time will tell.

For a usually low-powered campaign, the haul was quite impressive:
Norm: Dingleberry: The BattleAxe Overwhelm
Echelon:  The Trident Wave (and his life)
Mellandria:  A Wand of Frost
Kane:  Chain Mail +3, which finally made him ditch his old banged-up Plate Mail. 

RIP:  Ozark

Next:  #61 Returning From White Plume Mountain

Friday, May 25, 2018

Future Dispatches from Long Ago

I'm so done with global warming.  We've received triple the normal amount of rain for May, so between the sump pump working overtime and the grass taller than hobbit every week, I'm ready for the drought they were dreading in April.

While I waited out the most recent thunderstorm, I finally completed my biggest writing bugbear, episode #69 of the Ballad of the Pigeon God.  I know #59 just hit this week but *spoilers* I'm working on coordinating the big finale into coherent batches, all while keeping track of a few dozen people/entities/groups.  As I was gearing up to finish the entries in the journal, I had predicted 60 weeks of posts, but even now, episode #69 was split yet again.  I would not be surprised if the last post of this run reaches #75.

Seventy-five reaches the end of Summer, so the question can be raised, "ViscountEric, what will you fill Tuesday mornings in?"

My Summer at work appears to be much busier in years past, so I don't know how much writing I can slide in during lazy afternoon.  My pending concept is tentatively titled Lost Dispatches from a Distant Age.  The goal is to compile, in my normally dry, redundant prose, what exactly happened in my high school D&D campaign (still in the World of Georic).  After 28 years or so, I'm going to keep things vague, using an extremely young educated traveler documenting the deeds the of the heroes. or the aftermath of their actions.   This will allow me to place certain towns and adventures on the "new" (only 18 years old) map of Georic.

With Dispatches, I'll be able to expand into the other campaigns between high school and the Pigeon God.  Heck, perhaps I'll figure out better titles than "Army Campaign", the "Dreamscape  Learn D&D Campaign",  "The Evil Doers Campaign, and even the two session D&D game I ran in Basic Training, Fort Jackson, 1992.

The Dispatches project should create a huge buffer for me to develop Adventures in Gulluvia into a full storyline (separate from the Georic stories).  I've got eight episodes of the campaign somewhere between outlined and completely finished.  Fortunately, we've been pretty consistent playing our Monday night 5e game, so there's been no reason to dust off the back-up.  We'll need to play some face-to-face over the Summer to get things going.  Gulluvia has a story, and an end, so I can anticipate thirty or so sessions to fulfill that.

Finally, my long-running holy grail, getting the Burning Trogs together again, hasn't picked up any steam, but I have found a min-treasure trove of date.  The one campaign I didn't plan on covering at all was the short Hackmaster campaign that I ran immediately after I got married.  In my eleven year old memories, I ran three Basic D&D modules, my buddy Darryl from high school ran a deranged drow named Strom Thurmond, and it ended with a TPK... and a transition over to the Call of Cthulhu campaign currently on indefinite hiatus.

As I meandered through my old Hotmail account, I looked in my Sent Messages.  Everything prior to 2006 had been deleted, but there were some interesting emails about my wedding, the bachelor party, and lo' and behold, multiple recaps of sessions I no longer recalled.  It looks as if our heroes had multiple adventures (at least 5), had included other players, and had a boatload of interactions with some of the original Burning Trogs still residing in Verge. 

Not only am I going to decipher these notes and turn them into Actual Plays, but I will state that these adventures, conducted five-years game-time after the conclusion of the Burning Trogs Rule, are the first episodes to cover Trogs Redux, the relaunch of the Burning Trogs.

But for now, I have 300 drafts and over 70 scheduled posts.  I need to start playing and writing.

And for those interested, I make no goals for games this weekend.  I plan on checking on my drying basement, cutting some grass, grilling some food, and listening to the back catalog of the first 60-70 episodes of Ken and Robin Talk About Stuff that magically became available on my feed.

And fan mail to answer.  I'm just as shocked as you are!

Thursday, May 24, 2018

(Kickstarter) Theoc Space Dwarves 28mm

There was a lull on the Space Dwarf Kickstarter front, and certainly one for Space Dwarves with big beards and big visors.

Theoc Games' 28mm Space Dwarves campaign changes that.
A nice array of classicly styled figures, decent entry point for a squad (shipping from England), and a chance for add-ons (within the figures included in the squad).

Wednesday, May 23, 2018

(Kickstarter) Stonehaven Adventurers 2018!

Stonehaven Miniatures has launched their tenth Kickstarter Stonehaven Adventurers 2018 line of 28mm pewter miniatures.
Twenty-one dollars for five figures isn't too bad nowadays (especially with free US shipping)
And anyway, where else are you going to find a femal Grippli druid?

Tuesday, May 22, 2018

Ballad of the Pigeon God #59: White Plume Mountain Part One

24 SepDec 1072 -  White Plume Mountain
After resting in the Cloud Giant's Castle, the party still had a few difficult days of travelling over the mountains of Aragain to reach their destination.  Soon enough, they reached a plateau, looking across a mountain valley, the steam and fog shrouded White Plume Mountain staring back at them.  Some were worried that the same heroes in the prophetic painting were not there with them, but with the fate of the kingdom (and who knows what else) at stake, it was a chance they were willing to take.

Mellandria, a scholarly magic-user who barely escaped from the Magistocracy of Emron with her life (and an owl familiar, Horatio).
Sterling Riverbend, a huge quarter-ogre with a disposition slimier than his skin.  He had just gotten back from visiting his family in Omsjik before embarking on the quest.
Kane, a eastern mystic with elemental control of water.  He had discarded the adventuring life, but upon learning of the trouble in Elmshire, he dug out his old plate mail, gave Mohammad a hug, and was the first one ready to go.
Ozark, a crotchety old half-orc cleric on loan for the quest from the halfling village of Elmshire.
Sir Norm Dingleberry, General of the Eastern Army, scourge of the Skyforge dwarves, and secretly an ally to the resistance against the Dread Lord.
Sir Talis Makolin,  Lover and bard extraordinaire, recently rescued from the clutches of a cloud giant

Descending down into the valley, Norm surprised everyone by recognizing the valley was actually a caldera of a truly massive ancient volcano, and the peak now dominating its center was much newer and could be very active and very dangerous.

The others complimented his knowledge by noticing three manticores slinking through the fog while the dwarf rambled on.  The party surprised themselves with proper tactics, well placed hits, and a few minor scrapes in dispatching them.

After slaying a few ogres who had wandered into the caldera and eeked out an existence with the manticore and magical traps surrounding them, the party came to the fabled entrance to the mountain.  Descending into the peak via elaborate stonework, it ended into a cavern leading in three additional directions.

Taking the right passage, they encounter a trio of mummies.  They exhausted most of their fire spells in a moment of panic, only to have the wraps burn off to reveal them as stone golems!  A whole different array of attacks were needed to defeat them, making the depleted party worry about what actually lay ahead.

A few more caverns and a number easily defeated trap, and their passage opened up into a huge cliff with boiling mud bubbling up at the bottom.  another cave was on the opposite side of this crevasse. Hanging from chains over the hot mud was a series of shaky platform, covered in a slimy mud.

Talis Makolin was the only man with any degree of dexterity.  He lept onto the first platform without much difficulty.  The second was far slipperier, and with the third, he barely touched the chain, as he tumbled into the scalding mud below and disappeared under the bubbles.

The Doom of Talis
The rest of the party slumped against the cavern walls, defeated.

Realizing that they were the only hope against the Dread Lord (and Spider People, and impeding Armageddon), Norm Dingleberry stripped down to his breeches, soft boots, and chain shirt, grabbed some rope and his battleaxe, and with a nimbleness never before seen among his friends, the smelly and crude dwarf swung over across the slippery platforms to the other side.

He only bellowed "Wait there, I shall investigate inside..." and then disappeared into the darkness.

For the others, time inside a volcano had become a relative thing.  It may have only been minutes or hours, but they rested on the other side enough to allow Kane to heal up the party.  Fearing a second hero lost, the rest were prepared to give up and scrap the whole "recovering the legendary artifacts" quest, when Norm emerged from the cavern, battered and bandaged, but carrying a new satchel filled to the brim, and a wielding a new, ornate battleaxe.

Overwhelm had been obtained...

His overladen return across the pit was even more shockingly graceful than the first, as he wrangled the chains using Overwhelm and swung back to the safety of his compatriots.

It took seconds for someone to ask the obvious question, "What happened over there?"  Norm easily obliged them with an answer.

The second he stepped off the cliff face and entered the cavern, he was plunged into darkness even his dwarvish sight couldn't pierce.  He stumbled around for a while, ultimately finding furniture, tapestries, and such things in his pitch black groping.

Something came up from behind him, and nearly bit his head, but he dodged out of the way at the very last second.  Whatever was attacking him seemed to be able to see Norm, but no matter how the fighter tripped over unseen fixtures and furniture, the creature could not lay as much as as a finger on him.

Unlike his unknown assailant, Norm's wild swings in the darkness hit true... repeatedly.  Soon, the creature fell to the ground and the darkness dissipated and the dwarf stood over the regenerating body of a vampire.  He destroyed the vampire and glanced around his once majestic domicile.  Norm's clumsy wanderings and the subsequent melee had destroyed a good portion of the monster's belongings, but he did rustle together some good, two obvious potions, a scroll case, and lying inside the vampire's coffin, was Overwhelm.  

More beaten up by his blind journey than the guardian undead, he bandaged up a few wounds, drank some wine, and took a nap before crossing back over to his friends.

The rest of the heroes were in disbelief and utter awe from the dwarf's claims.

One legendary weapon down, two to go!

DM Notes:  When our rag-tag band of heroes finally entered White Plume Mountain, I did not anticipate two things.  First was the utterly tragic death of Talis Makolin.  While not a fully min-maxed rogue, the bard was capable enough to make the crossing.  The crossing, however, was completely unforgiving.  Talis' "on-screen" death definitely kept the campaign going into its dark descent in the last few sessions.  

Second was the flabbergasted response to Norm Dingleberry, failed mushroom farmer (and General of the Lansluck Armies) succeeding where Talis had failed AND single-handedly slaying Ctennmir, the vampire guardian.   Even if Overwhelm was not there, Norm's actions showed he was ready to take on the Apocalypse, anytime, anywhere.

I decided to break up the module into multiple parts for the purposes of storytelling, although the entire module was finished in one night.  Things are about to get deadly... and strange.  Very strange. 
RIP: Talis Makolin
Next:  #60 Part Two of White Plume Mountain

Monday, May 21, 2018

Farmesk, God of War.... Pink and Rubbery War

When I set up my own campaign world of Georic, well over 25 years ago, I borrowed heavily from every D&D book, every B-Movie on HBO, every story and tale I had ever heard.

But I the one thing I rarely borrowed from D&D was religion.

Greyhawk gods never did it for me, and the whole Time of Troubles thing in the Forgotten Realms was going down and I wanted to avoid them like the the plague.  So I made my own.

The Ferasean Gods covered the mandatory spheres a teenage boy could imagine in a Pantheon (Order, Chaos, War, Nature), and since my players were only interested in religion if they had a cleric, I kept it at that.

But I needed inspiration for these gods, so I went with what I had at the time.

A shoebox full of M.U.S.C.L.E. figures under my bead.

The pink avatar-like professional wrestlers screamed deities. And so, with the discovery of the lone survivor of my collection, I present to you Farmesk, the god of war:


From there, I fleshed out the pantheon.  To be honest, those early gods are lost to me, save one:  Galmar, the God of Earth/Earth Elemental worshiped by the barbarians of the plain of the same name, was the literal mountain-man (the dude was a anthropomorphic mountain peak).

Over the years, I've redone the world geographically, and added most, if not all common ancient mythos.

Here's the current list, avoid any spoilers from the Pigeon God campaign:

Akana: God of Law and Order (Original)
Aknar:  God of Wolves (Hackmaster)
Baraxus: God of evil, darkness, corruption, spiders (Corsair Publising)
Farmesk: God of War  (Original)
Galmar:  God of Earth and Stone (Original)
Guya: Goddess of Nature, Earth, World  (Original, but not by much)
Kanar the Dark: God of Darkness and Chaos (Original)
Kazum: God of song, bards. (Original)
Meudsopu: God of Revelry
Modee: God of Performing arts, bards.  (Original)
Sarku: God of Death “Lord of the Worms” (Empire of the Petal Throne)
Tritiana: Goddess of the Hunt  (Inspired by Magic the Gathering)
Vimhula of Fire: Fire Explosions, the Sun (Empire of the Petal Throne)
Yotia: God of Magic, Mages  (Original)

Sunday, May 20, 2018

(Kickstarter) Yard of the Month by BrainBox

It's been awhile since we've have a new entry into the lucrative Gnome card game market, but the BrainBox Gaming Company is looking to change that their Yard of the Month, a game of garden growing, neighborly sabotage... and gnomes.




Saturday, May 19, 2018

Wizard of Oz Meets In Her Majesty's Name Over at Toy Soldiers and Dining Room Battles

Some of my most searched-for posts deal with miniatures and the Wizard of Oz.

One of my favorite blogs to follow for inspiration is Toy Soldiers and Dining Room Battles.

My heart skipped a beat when the two combined this past week for a new unit to play with In Her Majesty's Name.
From the Toy Soldiers and Dining Battles Post
That is a perfect use for the Wild West Wizard of Oz Figures by Reaper. 

(Edit: You can see the crew in action on this post.)

Friday, May 18, 2018

Gymnastics, Wardlings, and a Random Alien

Last weekend was an end of an era for the family, the last gymnastics meet for the girls.  Maja and Millie's gym was closing up, so the USA Gymnastics Trampoline and Tumbling Region 6 (Northeast) Championships would be the last hurrah.

So after a drive to the furthest point east in West Virginia, a horrible truck stop dinner, and my wife confirming once again that she should never be put in charge of directions, we arrived at Shepherd University.

Regionals was a total bust for the girls last year.  With all the girls from Maine to Virginia coming, they essentially earned participation ribbons.

This year, they still had their problems, but Millie earned 4th, 7th, and 9th in her events. Maja garnered 4th, 6th, and a Silver medal in tumbling.  That Silver qualifies her for Nationals, but with no coach, big entry fees and the 8-hour drive to North Carolina on the week of July 4th, I think we'll savor our success in West Virginia.

With no gymnastics, life hasn't slowed down.   I've had to travel for training, a deluge of rain, power outages, and even a pseudo tornado have ensured that we haven't slowed down one step.

No games, save my online 5e game, although the Pulp game is all set for this weekend, if my mother and her health woes don't keep me away from the house.  Things are okay, but I'm ready for the decline to start.

In happy news, I've gotten a few things straightened out, slapped some primer and paint on minis.  Nothings finished, although I tinkered with these items.

First off, is the Female Wizard and Genie pair from the Wardlings line from WizKids.

Each pack of the pre-painted Wardlings comes with a stylized child adventurer and an animal companion (or Genie).   Two drawbacks, perhaps.  One is the $8/pack pricetag.  Second is the scale.  This young female wizard towers over any of my 28mm Pulp figures, much less my older 25mm fantasy.

The pack comes with two black WizKids bases for mounting.  I figured with a genie, a rocky desert base would suit them better.

I also rummaged through a few junk bins and found this little fellow to base and find a use in a game.
He's some sort of alien from a Daniel Tiger's Neighborhood Playset the kids got years ago.  The playset was more a nostalgia kick for my wife and myself, but  this little fella was interesting enough to salvage during one of the playroom purges.

Next:  After months, my East African German Schutztruppe are finally in highlighting and details.  The Arab Civilians are right behind, but I also found the Legion of Steel Space Dwarves in my Spring Cleaning and they've been cleaned and primed.

Thursday, May 17, 2018

Do You Want to Buy an OGRE? Try Warehouse 23's Sale!

I certainly don't mind updates from completed Kickstarters, especially when they are beneficial.

Steve Jackson Games is having a sale through the end of May on most OGRE products in Warehouse 23!   Outside of some recent releases, OGRE products are 50% off and the remaining metal minis, accessories, and even digital items are up to 75% off!

Additionally, purchases from Warehouse 23 will be added to the pledge totals of our current Ogre Miniatures, Second Edition Kickstarter campaign for determining stretch goals.

(Kickstarter) No Thank You, Evil Reprint by Monte Cook Games

Monte Cook Games found a winner with No Thank You, Evil! when it crushed goals for its Kickstarter.  But alas, all copies of No Thank You are gone, and the game is technically out of print.

But not for long...

Monte Cook Games has launched a second Kickstarter, this time for the reprint of the popular game
So you need a copy of the game?  This is the best way to get a new copy with a few added bonuses for fun. 

What if you already own the game?  Well, there are a couple of pledge levels for previously printed and/or pdf materials to keep you game going.

Wednesday, May 16, 2018

(Kickstarter) The Lemonade Wars: Tabletop Skirmish Game

Blind Beggar Miniatures is at it again, launching yet another Kickstarter, but this time for 20's anthropomorphic figures in 28mm to fight out the heinous Lemonade Wars.
Oddly enough, for a skirmish game, a copy of the finished rules isn't the core priority for this campaign, the first two gangs are.  And, if you pledge for both gangs, you'll get an early peek at the online rules.  

Tuesday, May 15, 2018

Ballad of the Pigeon God #58: How Did Talis End Up in the Giant's Cage?

By the time Norm climbed the giant-sized furniture to the tabletop, Mellandria had unlocked the large birdcage, and long-lost Talis Makolin was coming to from the "friendly" electrical shock Mell had given him.
The bard stumbled out the door and hugged his dwarf friend.

"Talis,"  Norm asked, "Why are you in zee cages of zee giant, eating his stinky cheese?   It is not zee cheese to eat if you want zee beds of zee women to be in?"

Talis asked for some wine and a moment to recover his possessions from a junk drawer beside the giant's pantry....

He proceeded to recap the story of Nouvelle Avionne and Antian de Sephora, embellishing the heroics no one could confirm nor deny...

"When I got to the stable and mounted Eccentricity, I saw a huge explosion from the throne room.  Nothing could have lived through that, so I rode off...."

"It took sometime for Eccentricity and me to get out of the Wizard Principalities, but I hopped a ship back to Masgoth, sent that letter to you, Norm, and tried to figure out the next chapter in my fabulous life."

"I decided to pay a visit to Prince William the Scarlet of Aragain, maybe he had a use for a minstrel. I had a lot of stories to tell, after all.  It was a bit of a ride, but I eventually arrived and learned the Prince William was now King William I.  He didn't have much use for a minstrel, but he did remember me and his wife, the beautiful Evelayne had need of a musician, so I became her personal musician."

"Things rapidly went downhill in Aragain.  It turns out that King William was jealous of me and accused me of sleeping with the Queen.  I agree that our position seemed very compromising when he arrived into his bedchambers, but I tried to explain .  You see an unusually powerful wind blew through the room (I suspect a wizard) and blew the clothes from our backs.  In order to stay warm we huddled under the blankets using each other's body heat.   Suddenly the wind had stopped and before either the Queen or myself could do anything, King William walked in."

"I was forced to leave Aragain... lest King William further misunderstand and kill me.  I travelled back into Crosedes, until I encountered that cloud giant.  He seemed ready to eat me, but I thought quickly and played my lute to entertain him."

"He threw me in his sack and took me to his home.  I have been here ever since, forced to be his "songbird"  until he finally tires of me and eats me."

"As this time I kept thinking, I kept thinking to myself, 'Who would have thought that the magnificent hero, Sir Talis Makolin, Knight of Eding, and advisor of the Baronial Throne, finder of the Bell of Crosedes...' "

"Chardastes"

"Whatever, Norm."  As I was saying... savior of Eding... TWICE, and blight towards evildoers everywhere would have such an undignified death.  I was saddened for the world by the loss of my music, my tales never recited, and all the women I've never graced with my skill..."

"But now Norm, you found me.  What's our next adventure?"

"Well, Talis, vee have not seen Velandro. Rolf, Ashe and his weird brother Binklen are missing.  Zis new group with me is all that's left to stop the apocalypse from happening.  We are heading to the mountain in zat painting hanging at zee Chateau.  Hopefully, three magic artifacts are still inside.  Of course, zee magic sword and tridents are missing their wielders and, zo... It is just good old Norm and a magical battle axe!  "

"No worse odds than getting eaten by a Cloud Giant, Norm.  Grab as much wine as you can.  Let's go..."

DM Notes: With some added dialogue between Norm and Talis, this is the end of Talis' last journal entry, the final journal entry for the campaign.  After the tremendous failure at the Estate of Genevieve de Sephora, Talis' player, Hoyce, wrote up his fate if he had the fortune to get away.  I believe he had a session or two he had to take off, so the "new" group didn't have the journal to work with as they fumbled around the Barony of Eding. From this point forward, the episodes are dependent on twenty-year old memories of the players and myself.  

With many of our heroes dead or scattered, the discovery of the brash Knight of the Pigeon was a ray of hope for Norm's band of ragamuffins as they neared...

NEXT #59 - White Plume Mountain

Monday, May 14, 2018

Nominees for 2018 Origins Awards Announced

The Academy of Adventure Gaming Arts & Design has announced this year's nominees for the 2018 Origins Awards.  

Want to vote on the awards?  The show up to the Origins Games Fair, June 13-17 in Columbus, Ohio.  Only con attendees get to vote.

Not actively predicting winners, but I list my preferred pick in BOLD UNDERLINE

Board Games (12 Nominees) 
  • The Captain is Dead by Alderac Entertainment Group (designed by Joe Price and JT Smith)
  • Dice Forge by Asmodee Editions (designed by Régis Bonnessée) 
  • Gloomhaven by Cephalofair Games (designed by Isaac Childres) 
  • The Godfather: Corleone’s Empire by CMON (designed by Eric Lang) 
  • Great Western Trail by Eggertspiele (designed by Alexander Pfister) 
  • Lorenzo il Magnifico by CMON (designed by Virginio Gigli, Flaminia Brasini, Simone Luciani) 
  • Near and Far by Red Raven Games (designed by Ryan Laukat) 
  • Pandemic Legacy Season 2 by ZMan Games (designed by Matt Leacock and Rob Daviau) 
  • Raiders of the North Sea by Renegade Games Studios (designed by Shem Phillips) 
  • Tak: A Beautiful Game by Cheapass Games (designed by James Ernest and Patrick Rothfuss) 
  • Sagrada by Floodgate Games (designed by Daryl Andrews and Adrian Adamescu) 
  • Santorini by Spinmaster (designed by Dr. Gordon Hamilton) 
Pandemic should win on name-recognition, but I've enjoyed Gloomhaven.

Card Games (10 Nominees) 
  • 5-Minute Dungeon by Spin Master (designed by Connor Reid) 
  • Aeon’s End by Indie Board & Cards (designed by Kevin Riley) 
  • Custom Heroes by Alderac Entertainment Group (designed by John D. Clair) 
  • Ex Libris by Renegade Games Studios (designed by Adam P. McIver) 
  • The Fox in the Forest by Renegade Games Studios (designed by Joshua Buergel) 
  • Hero Realms by White Wizards Games (designed by Darwin Kastle) 
  • Honshu by Renegade Games Studios (designed by Kalle Malmioja) 
  • Jump Drive by Rio Grande Games (designed by Thomas Lehmann) 
  • The Lost Expedition by Osprey Publishing (designed by Peer Sylvester) 
  • One Deck Dungeon by Asmadi Games (designed by Chris Cieslik) 
No choices here, and I almost kicked myself for missing out on a WWI card game from Osprey.  Then my senses came to me that I was thinking Lost Battalion, not an Amazonian expedition.  

Collectible Games (10 Nominees) 
  • Cardfight!! Vanguard Demonic Advent Booster by Bushiroad 
  • Dungeons & Dragons Miniatures Icons of the Realms: Monster Menagerie IIby WizKids
  • DC Comics Dice Masters: Batman Foil Packs by WizKids 
  • Dragon Ball Super Galactic Battle Booster by Bandai 
  • Final Fantasy TCG: Opus I Collection Booster by Square Enix 
  • Marvel HeroClix: The Mighty Thor by WizKids 
  • Magic: The Gathering Ixalan Boosterby Wizards of the Coast
  • Pokémon TCG: Sun & Moon Booster by The Pokémon Company International
  • Star Wars Destiny: Awakenings Booster by Fantasy Flight Games 
  • Yu-Gi-Oh! 2017 Mega Tin by Konami 
While Magic should dominate, I've purchased a lot of Sun and Moon for Maja, and it seems to be a fun and quality set.  Not the dinosaurs and pirates of Ixalan, but I was underwhelmed by the cards.

Family Games (10 Nominees with Foreman)
  • Azul by Plan B Games (designed by Michael Kiesling) 
  • Bunny Kingdom by IELLO (designed by Richard Garfield) 
  • Codenames: Disney by USAopoly (designed by Vlaada Chvátil) 
  • Codenames: Duet by Czech Games Edition (designed by Vlaada Chvátil and Scott Eaton) 
  • Downforce by Restoration Games (designed by Wolfgang Kramer) 
  • Dropmix by Hasbro Gaming (designed by Harmonix) 
  • Hotshots by Fireside Games (designed by Justin De Witt) 
  • Mountains of Madness by IELLO (designed by Rob Daviau) 
  • Sagrada by Floodgate Games (designed Daryl Andrews and Adrian Adamescu) 
  • Viral by Arcane Wonders (designed by Gil d'Orey and Antonio Sousa Lara) 
No pick from me here, but Lovecraft stories are now family games?  Can't wait for the family vacation to play this with Aunt Gertrude and Uncle Leo.

Miniatures (4 Nominees) 

Blood & Plunder by Firelock Games (designed by Michael Tuñez)

Runewars Miniatures Game by Fantasy Flight Games (designed by Andrew Fischer)
The Walking Dead Miniatures Game by Mantic Games (designed by Mark Latham)
Warhammer 40,000 8th Edition by Games Workshop

40K will roll, Walking Dead might upset by name recognition, and Runewars is questionable, but the real tragedy is that Blood and Plunder is the only quality and innovative item on that list.  

Roleplaying Game (12 Nominees)  - Some Designers removed for space and formatting
  • Adventures in Middle Earth Player’s Handbook by Cubicle 7 Entertainment 
  • Blades in the Dark by Evil Hat Productions 
  • Blue Rose (2nd Edition) by Green Ronin Publishing 
  • Cthulhu Confidential by Pelgrane Press 
  • The Dark Eye Core Rules by Ulisses Spiel (designed by Ulrich Kiesow) 
  • The Extraordinary Adventures of Baron Munchausen (3rd Edition) by Fantasy Flight Games 
  • My Little Pony: Tales of Equestria by River Horse Ltd. 
  • Monsterhearts 2 by Buried Without Ceremony (designed by Avery Adler) 
  • Puppetland by Arc Dream Publishing 
  • Starfinder by Paizo (designed by Robert G. McCreary and Owen K.C.) 
  • Traveller Starter Set by Mongoose Publishing 
  • Vurt by Ravendesk Games (designed by Alexander Lepera, Lee Pruit, Pete Stauber) 
For a guy who actively runs My Little Pony at cons, and with my kids at home, it's a no-brainer.  I reviewed it here, and have not found any new flaws in it with further play, even making "Power Ponies" for super-hero play.  

Roleplaying Supplement (13 Nominees)  - Desingers removed for space and formatting
  • Adventures in Middle Earth – Rhovanian Region Guide by Cubicle 7 Entertainment
  • Adventures in Middle Earth – Loremaster’s Guide by Cubicle 7 Entertainment 
  • Blue Rose – Narrator’s Kit by Green Ronin Publishing 
  • Call of Cthulhu: The Grand Grimore of the Cthulhu Mythos by Chaosium
  • Call of Cthulhu: The Two Headed Serpent by Chaosium 
  • Castles and Crusades Codex Germania by Troll Lord Games 
  • Castles and Crusades Codex Slavorumby Troll Lord Games 
  • Cypher System Expanded Worlds by Monte Cook Games 
  • Cypher System Predation by Monte Cook Games 
  • Doctor Who RPG: Gamemaster’s Companion by Cubicle 7 Entertainment 
  • Dungeons & Dragons Xanathar’s Guide to Everything by Wizards of the Coast
  • Mutants & Masterminds Atlas of EarthPrime by Green Ronin Publishing 
  • Shadow of the Demon Lord: Demon Lord’s Companion by Schwalb Entertainment 
D&D, followed by Pulp Cthulhu, but none strike me as "votable" (which is, apparently, a real word).

Game Accessories (7 Nominees) 
  • Chaosium Call of Cthulhu Coloring Book by Chaosium 
  • Sword & Sorcery Custom Dice Pack by Ares 
  • The Broken Token Terraforming Mars Organizer by The Broken Token 
  • Sails of Glory Series 4 Ship Packs by Ares Games 
  • Smirking Dragon Tablecloths by Smirking Dragon 
  • D&D: Icons of the Realms and Pathfinder Battles PrePainted Miniatures by WizKids 
  • Zia Station Organizer by Meeple Realty
After some early luck, I'm fading out of the generic gamer demographic again...

Saturday, May 12, 2018

(Kickstarter) Roadside America

Roadside America is something I've mentioned on this blog before.   A still-surviving slice of Americana Highway tourism in the midst of Pennsylvania Dutch Country, it has been a regular stop for myself and my family since I was a wee tyke.

My eyebrows raised when the family decided to retire, and put the business up for sale.  A lot of questions were raised as to who could take it over, would it maintain the same classic set-up, and would anyone be crazy enought to do it.

One of the potential solutions has shown themselves, and put it up on Kickstarter.

A New Life for Roadside America is being conducted by three of the current employees of the attraction.  They bring up some practical points (such as the lifespan and maintanence on the 65-year old current location) while dreaming that the internet will help raise the $750,000 to purchase and move the display to a new location, closer to Reading.

Actually, part of me hopes tons of people donate a buck or two to help these guys continue the dream.  But part of me is also sad if Roadside America moves.  Well before that monstrosity of Cabellas opened outside of Hamburg, Roadside America served as a marker between Allentown and Harrisburg (Hershey Park specifically for me...)

I hope these guys the best, because I would hate to imagine my kids telling their grandkids about this cool attraction they went to when they were little... but now its gone.  

(Kickstarter) Scenic Grass Tufts and Flowers by Huge Miniatures

Brinton Boehm, the man behind Huge Miniatures, has launched a new Kickstarter, Scenic Grass Tufts and Flowers
Now, I'm usally a sand and flock type of guy (with a little small ballast when necessary) so I'm not an expert on this stuff, but I believe the price he's charging for the pledges blows model railroad scenics and publically traded British miniature companies stock out of the water. 

Friday, May 11, 2018

The Muscle, Some Ranting, and Maja's Birthday!!!

It's been a week chock full of Kickstarters (with more to come tomorrow), weekly scheduled posts, and with a weekend in West Virginia for the USA Gymnastic Trampoline & Tumbling Northeast Regional Championships coming up, I figured I'd make this an all-encompassing post.

First off, something random off the painting bench:
77170: Clay Golem ($2.79)
Still can't figure out why a clay golem needs to look like a steroid-filled bodybuilder, but he will have a use in our Pulp Egypt game.
Compared to a measly Pulp Figures cultist.
Up Next: Arabs, Arabs, Arabs! Some of them already have base coats, too!

Secondly, today is my daughter Maja's birthday.  Nine already!  You may have heard it was coming up, as I believe she has told every person in the world this information over the past week. 
All she wants is a vanilla ice cream cake and some basketball clothing.  All I want for her is to keep her enthusiasm, her inquisitiveness, and her tolerance to play a game or two with dear old Dad, even if she's built an intolerance for him dancing in public.  
From the way-back machine....
It's a bit shocking to recall that Maja is only four months older than this blog.  Nothing planned for that celebration (especially since it's in the middle of my busy season for work).

Gaming 
With the return of nice weather, the call of yard work and the kids' basketball hoop will take away home gaming time, but they have demanded Egypt and Mouse game of some variety.  Finals grading and new job opportunities are delaying a restart of face-to-face gaming with the guys, but I'm looking at revamping the Cthulhu campaign or something completely different, rather than doing full-out D&D Gulluvia at the table.  

With the only consistent gaming, the 5e online game I'm in, we've finally levelled (woo-hoo 3rd!) and after six weeks where the only real combat was me landing my hand axe in a waiter's chest (I thought he would be much more important than a lowly servant), we finally had a full combat session, river barge combat, no less.  It might be all these hippie-dippie independent RPG podcasts I've been listening to, but Falgor the Might, hero to the Havaari, should do more than than seven-step moves and attack.  Cleaving a foe in two, and kicking his remains into the river MUST be a thing.   And while everyone else stands flat-footed while a large war canoe catches up to the boat, the scene demands that I go into battle rage and leap from our barge into their canoe.  Didn't work out as cinematically as I would have liked it to, but (a) we needed prisoners to interrogate and (b) my elf barbarian can apparently take a LOT of damage while raging.  Hopefully I'm not struck with the curse of the bat-boys and get some XP next week. 

Kickstarters
With the arrival of my Pizza Dice and finally setting up Warehouse23 account for my copy of Ogrezine, my outstanding Kickstarters are relatively small, and outside of a $5 pledge for a coin for the Prince Valiant game I've written off, everything else pending either is on time or is within a revised schedule I'm acceptable with.  

Podcasts
With my added duties of my promotion and boss assuming the role of his now-departed boss and delegating more to me, podcast time has dwindled considerably.  I can no longer plug-in and zone out on my projects when I have multiple conference calls, webinars, and face-to-face meetings.  Ah such is life. 

One heretical statement I will make: I simply cannot stand D&D actual play podcasts, specifically Critical Role and Dungeon Delve. Maybe it's the time investment, maybe it's the characters/GM style, but I'm not drawn into them like I have others..

I'm thinking the personal investment I'm willing to make for a podcast can not exceed an hour.  I even feel my stamina waning when Ken and Robin Talk About Stuff creeps over the 60 minute mark.  It's definitely taken a few off my auto-download list.  

Biggest mover on my list is the gray lady of podcast, Fear the Boot. It's not the shakeup in the line-up, and I haven't heard a single actual play for their Skies of Glass game, but the discussions generated from that game create great generic topics. 

Ballad of the Pigeon God
I know, I know, it's supposed to be a blog about Gnomes, but the Pigeon God dominates the blog.  These write-ups from an AD&D college campaign twenty years ago dominate my page views (3 in my Top 10 for the year, six in the Top 20), so I must finish them.  The problem has been that next week's episode (#58) is the last entry from the party's journal, so I've been cobbling together the rest of the story, with a few edits and embellishments to keep continuity and interest, respectively.  I finished up episodes #67 and 68 earlier this week and still have three or four more to write.

And for the record, I'll always post RPG actual plays on this blog.  If blogs in this form existed when I was a kid (and my parents were willing to pay for internet), they would have focused 98% on RPGs.  When Magic came out or when I got big into Legions of Steel, I could have split them off into separate blogs.  But at 44 years of age, I'm happy enough to keep up with an online journal covering all my hobby-related stuff.