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The World of Georic 1989-Present

Saturday, June 29, 2019

Another Month of New Gaming (July'19)

The latest solicitations for Alliance Game Distributors through their Game Trade Magazine should be available on store shelves shortly.  The pdf version of issue #233 can be found here.

ViscountEric's Want List
Nothing

ViscountEric's Money-Is-No-Object Want List
Asmodee Editions 
Rory's Story Cubes: Untold - Adventures Await.................. $39.99
Untold: Adventures Await is the customizable storytelling game powered by Rory’s Story Cubes. Players become the heroes of a thrilling tale that unfolds in under 60 minutes. Think of Untold as your favorite TV series, except rather than just sitting back and watching, you’re right in the middle
of the action!


The Imanginary Store List (The Pegleg Gnome )
Arclight Publishing
Delta Green: Control Group .................................................. $44.99

Ares Games
Battlestar Galactica Boomers Raptor ......................... $16.90
Battlestar Galactica Raptor ........................................ $16.90
Battlestar Galactica Raptor (SAM/ECM) .................. $16.90
Battlestar Galactica Cylon Heavy Raider .................. $24.90
Battlestar Galactica Cylon Heavy Raider (Transport) $24.90
Battlestar Galactica Cylon Heavy Raider (Veteran) .. $24.90
My last mention of the Battlestar Galactica space was a passing reference back in November 2018.  Doesn't look too shabby.
Pic from Armchair General Review
Asmodee Editions
Black Angel .............................................................. $79.99
Escape the Dark Castle ............................................. $40.00

Capstone Games
Irish Gauge ................................................................ $39.99

Catalyst Game Labs
Shadowrun: 30 Nights ............................................... $39.99
Shadowrun:  Cutting Black ....................................... $44.99
Shadowrun: Dice & Edge Tokens ............................. $19.99
Shadowrun: Rogue's Gallery NPC Deck ..................  $19.99
Shadowrun: Sixth World GM Screen ........................ $19.99
Shadowrun: Prime Runner Miniatures ...................... $49.99

Catan Studios
Catan: Starfarers (Standalone) ................................. $99.00

CoolMiniOrNot
Song of Fire & Ice Minis:  Baratheon Starter Set ........................................... $89.99
Song of Fire & Ice Minis:  Builder Stone Thrower ........................................ $29.99
Song of Fire & Ice Minis:  Bolton Blackguards Unit ..................................... $29.99
Song of Fire & Ice Minis:  Stag Knights Unit ................................................ $29.99
Song of Fire & Ice Minis:  Thenn Warriors Unit ............................................ $29.99
Song of Fire & Ice Minis:  Deluxe Activation Banner (10) ........................... $14.99
Baratheon, Free Folk, Night's Watch, Lannister, Netural, Stark available.

Chronicle Books
Llama Drama ............................................................ $7.99
The Wisdom of Wonder Woman ............................... $14.95
The Worst-Case Scenario Survial Handbook ............ $18.95

Cubicle 7
Doctor Whoe RPG:  Twelfth Doctor Sourcebook .... $39.99
D&D: Adventures in Middle-Earth Erebor Adventures HC ...... $39.99
Warhammer Fantasy RPG:  GM Screen ................... $29.99

Days of Wonder 
Ticket to Ride: New York ........................................ $19.99

Fantasy Flight Games
Star Wars Legion: Core Paint Set ............................ $49.95
Star Wars Legion: Imperial Paint Set ...................... $29.95
Star Wars Legion: Rebel Paint Set .......................... $29.95
Star Wars RPG:  Gadgets and Gear HC .................. $39.95

Gale Force Nine
Beastial Huts (2) ................................................... $35.00
Chieftain Hut ........................................................ $30.00
Dragon's Grave (2) ............................................... $20.00
Energon Crystals Purple (6) .................................. $25.00
Extra Large Hill ..................................................... $35.00
Large Hill .............................................................. $35.00
Sacrificial Rocks ................................................... $20.00

Goodman Games
DCC: #83 The Chained Coffin HC .................... $49.99
Fifth Edition Fantasy #16 - Cave of the Unknown. .... $9.99
Original Adventures Reincarnated: Expedition to the Barrier Peaks ...... $49.99

Khepera Publishing
Mythic: Bastion ...................................................... $29.99

Konami Digital Entertainment
Yu-Gi-Oh! 2019 Advent Calendar .......................... $19.99
Yu-Gi-Oh! Speed Duel Scars of Battle Boosters
Yu-Gi-Oh! Speed Duel Ultimate Predators Starter Decks

Mantic Entertainment
Dreadball: Chromium Chargers .............................. $39.99
Dreadball: Locust City Chiefs ................................ $39.99
Hellboy: Board Game - Wild Hunt Expansion ....... $74.99

Modiphius
City of Mist: Player's Guide ...................................... $44.95
City of Mist:  Master of Ceremonies Screen ............. $24.95
City of Mist:  Master of Ceremonies Toolkit ............. $44.95
John Carter of Mars: Airships of Barsoom Tiles ......  $19.95
John Carter of Mars: Ruins of Korad Tiles ................ $19.95
Mutant Chronicles: Siege of the Citadel 2nd Edition ..... $99.99
Star Trek Adventures: Alpha Quadrant ...................... $32.99
Star Trek Adventures Strange New Worlds Vol 2 ...... $39.99

Nord Games
Critical Fail Deck ......................................... $15.00
Critical Hit Deck for GMs ............................ $15.00
Critical Hit Deck for Players ........................ $15.00
Luck Deck .................................................... $15.00
Dungeon Tiles Set I-IV ................................ $20.00 each
Treasure Deck CR 1-4 .................................  $15.00
Treasure Deck CR 5-8 .................................  $15.00
Treasure Deck CR 9-12 ................................ $15.00
Treasure Deck CR 13-16 .............................. $15.00
Treasure Deck CR 17-20 .............................. $15.00
Wandering Monster Deck - Dungeon ........... $15.00
Wandering Monster Deck - Underground .... $15.00
Wandering Monster Deck - Waterways ........ $15.00
Wandering Monster Deck - Wilderlands.......  $15.00
(5e)- Heroes of  High Fantasy - Artifices of Quartztol Tower ... $10.00
(5e) Ultimate Bestiary - Revenge of the Horde ..... $40.00
(5e) Ultimate NPC- Skulduggery .................... $40.00
(5e) Ultimate NPC - Warfare ........................... $40.00

North Star Games
Dude ....................................... $12.99
More Dude ............................. $12.99

Osprey Publishing 
Bolt Action: Campaign - D-Day: Overlord ................................... $30.00
Bolt Action: Korea ......................................................................... $30.00
Frostgrave: Ghost Archipelago: Cities of Bronze .......................... $25.00
Liberty or Death: Latin American Conflicts 1900-1970 ................ $40.00
Paleomythic: An RPG of Stone & Sorcery .................................... $31.00
Romance of the Perilous Land: An RPG or British Folklore......... $31.00

Paizo Publishing
Pathfinder RPG: Bestiary 6 (Pocket Edition) ............................... $19.99
Pathfinder RPG:  Pawns - Tyrant's Grasp ....................................  $24.99
Pathfinder RPG: Flip-Mat - Ambush Sites ................................... $24.99
Pathfinder RPG: Villain Codex (Pocket Edition) ......................... $19.99
Starfinder RPG: AP - Attack of the Swarm 2 - The Last Refuge .... $22.99
Starfinder RPG: Flip Mat Starliner .................................................. $14.99

Pelgrane Press
Cthulhu Confidential: Even Death Can Die .............................. $49.95
The Yellow King RPG:  Slipcase Set ........................................ $99.95
The Yellow King RPG:  Absinthe in Carcosa ........................... $34.95
The Yellow King RPG:  The Missing and the Lost ................... $16.95
Night's Black Agents RPG: Director's Screen & Resource Guide ..... $29.95

Pokemon USA
Pokemon TCG: Sun & Moon Unified Minds Boosters

Q-Workshop
Classic Runic Dice Sets ............................................................. $7.00 each
Classic 7-dice sets from Q-Workshop at a reasonable price AND carded for display?  Sounds like a deal!

Random House
D&D: The Bestiary Notebook Set ............................................. $19.99
D&D: Endless Quest - Escape from Castle Ravenloft .............. $16.99
D&D: Endless Quest - The Mad Mage's Academy ................... $16.99
D&D Young Adventurer's - Dungeons & Tombs ...................... $12.99
D&D Young Adventurer's - Wizards & Spells .......................... $12.99
D&D The Book of Holding ....................................................... $19.99

Ulisses-Spiele
TORG: CRACKING TALES OF THE NILES - NOVEL ......... $15.99
TORG: NILE EMPIRE .............................................................. $39.99
TORG: NILE EMPIRE GM PACK ............................................ $19.99
TORG: NILE EMPIRE MAP PACK 1........................................ $14.99
TORG: NILE EMPIRE MAP PACK 2 ........................................ $14.99
TORG: DELPHI MISSIONS - NILE EMPIRE ........................   $24.99
TORG: THE FIRES OF RA ........................................................ $29.99
TORG: THE FIRES OF RA SOUNDTRACK ............................ $19.99
TORG: NILE EMPIRE BOOSTER DECK ................................ $14.99
TORG: NILE EMPIRE GM SCREEN ........................................ $24.99
TORG: NILE EMPIRE DICE ...................................................... $14.99
TORG: NILE EMPIRE POSSIBILITY TOKENS ....................... $19.99
TORG  NILE EMPIRE  MINIONS OF MOBIUS TOKENS ...... $12.99
TORG: NILE EMPIRE  HEROES & VILLAINS TOKENS ....... $12.99
TORG: NILE EMPIRE SARCOPHAGUS BOX - REGULAR ... $199.99
TORG: RUINS OF THE LIVING LAND .................................... $12.99
So it might be said that the TORG Kickstarters were successes?  I think so.

USAopoly
Ducktail Munchkin ..................... PI
How is there no information on this?  

Wizkids
D&D Nolzur's Marvelous Unpainted Minis Wave 9 - Kraken ......... $34.99
WWE Dice Masters : Bitter Rivals Team Pack ................................. $12.99
WWE Dice Masters : Campaign Box ................................................ $39.99
WWE Dice Masters : Tag Teams Team Pack .................................... $12.99

WWE Heroclix: Mixed Match Challenge 2 -Player Sets .................. $34.99
WWE Heroclix:  Rock 'n Sock Connection ....................................... $24.99
WWE Heroclix:  Expansion Packs (Specific Single Figures) ........... $ 7.99
How was this not a thing 15 years ago?


Friday, June 28, 2019

Thursday, June 27, 2019

Bloody White Baron by James Palmer

I was first introduced to the "Back of Beyond"  warfare in Central Asia and Mongolia during the 20's, largely associated with the Russian Civil War, from the Tim's Miniature Wargaming Blog, but it was episode #239 of Ken and Robin Talk About Stuff that sparked my interest in the period again, and specifically Baron Roman von Ungern-Sternberg (Ungern for the remainder of this review).

For my recent cruise, I got a copy of James Palmer's The Bloody White Baron to read, and was not disappointed.

Baron Ungern is indeed a colorful character, but he is also a brutal, sadistic man, who perpetrated, or at least allowed his men to commit, horrible crimes against the local population, Bolsheviks, refugees, as well as the Jewish population.  Even the most fervent Ungern fan/apologist who can explain the atrocities were simply more direct and efficient than the same acts committed by the Bolsheviks at the time, should have great difficulty explaining his actions towards Jews in Dauria and Urga that rival, or may even give pause to those orchestra the atrocities in Nazi Germany decades later, albeit on a much more localized scale.

Palmer spends adequate time covering Ungern's background and the eccentricities of Buddhism in Central Asia at a slower pace, before delving into the madness in a Post-Great War world.

Reading Palmer's book will allow me to venture into the original "source" material of Ferdynand Ossendowski's Beasts, Men, and Gods, which creates the initial legend of the Bloody White Baron to the world with more legend than impressive and honest truth.

Tuesday, June 25, 2019

Lost Dispatches of Feraso #33 - The Dragon Temple of Sost

WEISSMACH LETTER #11

The Free City of Nauzlanti, Gran Duchy of Regan

To His Lordship, the Viscount Wilfrick of Verbobonc,

With the dread elf Talanth Blackash and his crew of ne'er do wells long vanished from Nauzlanti, we in the Order of Merit kept our roles as bounty hunters in search of them, or any business opportunity that came up.

While continuing our inquiry on Blackash, we subtly investigation any information we could on this massive Green Dragon, Vesikant, that allegedly ran the town from afar.  To keep our composure among such thieves, pirates, and ne'er do wells, we kept to our rule of never splitting the party into more than two groups, and engaged in the morally ambiguous but the very lucrative world of political assassination.

If it eases His Lord's mind, we simply became ensnared in the local neighborhood gangs when we ran afoul of them when they wished to murder and rob us, and we simply had to turn the tables.  This pleased certain elements and angered others, and we somehow we ended up as a powerful, largely neutral third party.

While we are all picking up the Nevskian tongue, our translator and ally Andrei has proven indispensable soothing tensions, convincing some of the larger players in the city that we merely wish to remain in town a bit longer to resupply and not cause a riot.  For awhile, our cleric Celeste was consistently purifying our meals and drinks as a precaution, and not to be surprised, but regardless of any truth to poison in it, the food actually tasted better afterwards.

In our two months "recuperating" in Nauzlanti, we came upon two actual individuals who aided us in the locating the dragon.  First was a weaponsmith named Jan.  She was unnervingly direct to us that the power within the town itself flowed through the high priest Sost at the Dragon Temple, and then through a Yorick who held the secular power.

Yorick's "Palace" seemed far too well-guarded, but the upper layers of the temple, as Jan described them, was guarded more by fear and a few well-laid traps.  The Dragon Temple had never been a player in our unwanted political machinations, so we hoped we had some element of surprise, with Jan's assistance, of course.

We stormed the very public temple at twilight, killing the two lizardmen guards and a handful of common worshipers inside.  With the sanctuary secure, we tried to work our way into the temple, only to be met with a magical rune of some sort.  It's magicks overtook Andrei and Celeste with an outburst of rage we needed to quickly subdue and bind, if we were to keep any element of surprise.

It simply amazes the entire Order how arrogant and overconfident the High Priest Sost was, but worshiping the dark demon dragon Tiamat and his alleged position with the dragon Vesikant might have been enough for him to have two guards, a magical marking, and an animated idol to Tiamat to protect him.

The idol, with its heads spouting elemental death at us, wounded us, but it was its tail we learned to fear.  After toying with us a bit with its heads, the tail struck out at Jan, killing her instantly.  But as her body hit the floor, it broke down into clods of dirt!  With that shock to our strategy, Morya and Murag pounced on the abomination and smashed it to bits.
High Priest Soth of the Dragon Temple
Compared to the idol, we three remaining heroes quite easily dispatched Sost.  Relying on his wards and enchanted statues, he put himself in a corner, and despite some lackadaisical spellcasting, we killed him within moments.

With our friends recovered with quickly searched the complex, desecrated the evil temple, and left under cover of darkness through a side door with some of the richer spoils offered to Tiamat.

With our time fleeting with the destruction of the Dragon Temple, we wisely decided against infiltrating Yorick's palace, but rather figured it was smart to leave town, at least for a bit, so we used our second contact, Sir Erilec.

Yours in Service,

Elsderth Greyhawk
Sage of the The Order of Merit, Former Sellsword - Extraordinaire
Wielder of the Legendary Betrayer.
Defiler of the Temple of Tiamat
Freigraff of the Totenlinden of Amberstoll

DM Notes: As the original group with Talanth Blackash acquired some new members in the city and fled, I felt it only proper for Elsderth's group to give the pirate city and the plot lines a chance.  

The idea that the Order was a "neutral political faction" is an exaggeration.  It simply dispatched thugs, thieves, and would-be assasins way too easily.  In fact, as I tried to resolves some random city encounters, the "tanks" of Murag, Morya, and Celeste mopped the floor with the local guards... and attracted the attention of Jan (the Jann).  

The town in "Vesicant" is as evil and vibrant as it is deadly.  None of the order (including the Lawful Good Celeste) is necessarily interested in destroying the pirate city, especially the leader's well guarded compound, but taking an evil temple down that runs things behind the scenes is more their speed.

Next: #34 - Finally, Vesikant?

Monday, June 24, 2019

(Pulp Alley) #3.7 Meanwhile, Back in Earth-2 Sweden

Last week I actually got a game in for Father's Day, and this weekend, in-between hair appointments and a dance recital, I squeezed in the same game with my 10-year old daughter, Maja.

The same game?  Not exactly.

In episode #3.6, the forces of evil successfully kidnapped famed adventurer and archaeologist Maja Millie using the Savage Showdown rules.  This week, the same scenario will take place, but we'll be trying out the 1st edition rules for Pulp Alley before we grab the 2nd edition.
This set-up looks familiar....
The Heroes!
Leader (0): Maja Millie
H d10  B 3d10 S 2d8 D 3d10 M 2d8 F 3d10 C 3d10
Abilities: Danger Sense, Untouchable, Speedy
Unable to use firearms with Shooting

Sidekick (3): Nils Lingonberry
H d8 B 2d6 S 2d8 D 3d6 M 2d6 F 3d8 C 3d8
Abilities:  Shrewd, Financier

Sidekick (3): Amelia Ernhardt
H d8 B 3d6 S 3d8 D 2d8 M 3d6  F 3d8 C 2d6

Ally (2): Lord Cuppenbrush
H d6 B 2d6 S 3d6 D 1d6 M 1d6 F 1d6 C 1d6
Abilities: Marksman

Follower (1) Ted Mosby, Aviator
H d6 B: d6 S: d6 D: d6  M d6  F d6  C d6

Generic Cult #1
Leader(0): Cult Leader #1 Ally (2): Flash
H d10 B 2d10 S 3d10 D 2d8 M 3d10 F 3d8 C 3d10
Abilities: Rugged, Wealthy, Deadeye

Ally x2 (2): NINJA ASSASSINS!
H d8 B 3d6 S 1d6 D 2d8 M 1d6 F 1d6 C 1d6
Abilities: Fierce

Follower x5 (1): GENERIC CULTISTS
H d6 B d6 S d6 D d8 M 2d6 F 1d6 C 1d6
Abilities: Mighty

Like last time, Maja Millie and her friend, Ted Mosby, Aviator, where returning back to their Swedish cottage with big news.

Her friends at the cottage, Nils Lingonberry, Lord Cuppenbrush (in civilian clothes), and Amelia Ernhardt, famed Norwegian driver,pilot, and thrill seeker had heard the plane land, but needed to make a peril-free challenge roll to each take initiative (figuratively) and leave the cottage grounds to meet/help her.

A couple of other changes from the last scenario.  I let Maja set up the main group of bad guys in the same middle of the table, except this time she put all of the cultist henchmen together with Cult Leader #1.   I also allowed her to set up the ninjas anywhere six inches from the table edge and six inches from any enemy character.

I also formerly armed all participants with firearms (save Maja Millie who refuses to use them.)

And for the sake of clarity, references to Maja Millie are for the long-running character.  References to Maja are for my daughter, who is running the cultists.

Turn One (Heroes):  I won the initiative, and promptly moved Maja Millie at a brisk walking pace to the cottages.  All her associates successfully made their challenge rolls and moved towards the main road to meet their friend.

Turn One (Cultists):  With Maja's first activation, the red ninja, who was hiding inside the cottage sprung into action, attempting to attack Amelia from behind.

Dad had an answer to that:
 The Red Ninja failed his roll for his peril and the two of us looked at each other flabbergasted.

Did the ninja really trip through the doorway?   We guessed so.
Ooops....
 On the opposite end of board, the black ninja dashed around the bi-plane and tried to take out Ted Mosby, Aviator!
Alas, he would have easily slain him, if I didn't have a card allowing him a dodge and a move three inches away.  

Don't know if we're using these cards right, but I was grateful for them.  

Turn Two:  The Red Ninja regains her footing, but Amelia is quick to engage the assassin.  She fails, giving Maja the initiative, so the cultists are quick to move forward and open fire (tranquilizers I hope, given the objective is to kidnap her).  

Maja Millie, dodged weaved, and dove out the rain of bullets/darts, suffering only minor damage.  

The Cult Leader uncovered a plot point in the watermelon patch without issue,  Nils Lingonberry tried to fire at the leader but everything missed.

Turn Three:  With the cultists still in control, the cultists with guns continued their onslaught, with again Maja Millie only suffering superficial rules.  

The cult leader fired some bolt of arcane energy at Nils, but Nils barely escaped by leaping over a stone wall to safety.  
 
Same cards as before with Ted, but this time the effect was more spectacular.

Lord Cuppenbrush came around the barn and fired point blank with a shotgun.  The Cult Leader was unfazed, but distracted noticing a panicked Maja Millie running at full sped down the path and onto the main road. 
Ted Mosby, Aviator and the Black Ninja were locked in a tough melee, but somehow slew the Master of the Asian Arts.

... and Amelia and the Red Ninja were in a dramatic fight with punches and kicks, but little proper damage landing.

Turn Four:  The cultists reach a plot point: Lord Cuppenbrush's sedan and promptly hotwire it.
The other cultists chase down Ted, but only find his signature red boots. He had reached a plot point and rolled horrible. In his weakened state, he could no longer carry on....

Maja Millie had remember the sedan, and the keys above the visor, but as she turned the corner, the sedan's lights came to life and the engine revved.  She would need to run.  

Turn Five:  But she couldn't even move!  (Maja played a card that restricted her movement to 3" that turned, otherwise she would have run off the board.).  The sedan lurched forward, smashing the fence and nearly hitting Maja Millie.  

Luckily, Lord Cuppenbrush was right behind the barn and fired hit shotgun into the sedan.  He would need some new windows and fresh upholstery, but the cultist was no longer a threat.   

Turn Six: With the other cultists distracted, the Red Ninja fighting an honorable draw with Amelia Ernhardt, and the Cult Leader looking confused with his plot point in the watermelon patch,  Maja Millie escaped the board, with Lord Cuppenbrush guarding her rear. 

And there you have it, our first attempt with Pulp Alley was a success!  A poorly shuffled Fortune Deck and a pdf reference copy of the Quick Start rules was all I had, but we got through with as many questions as we usually have with Savage Showdown/Worlds.

I sense some similarities with the systems, so I place our main judgment on Maja's shoulders:

  • More dice to roll is always a good thing.
  • The cards can change the story in fun ways.
For me, the role of the "Director" determining who goes when was a bit underwhelming in this scenario.  In fact, we were a character or two further when we realized a couple times the the role switched to the other player.  For this particular scenario, I saw a lot of "my side goes, then your side," unless one of the qualifying points came up.  

We probably screwed up the fight with Amelia and the Red Ninja, but it was one of the most fun I had with a fight to a standstill since a Gnome Wars trench raid years ago.

I'll set up a few more test runs, before I project Pulp Alley as the core rules for my Pulp Game, Season 4, possibly even one of the campaign books. 

Next: #3.8 Another foray into Pulp Alley with An Unorthodox Egg Hunt.

Sunday, June 23, 2019

What Skills Does Your Character Need to Make a Meth Fueled Attack Squirrel

In a world that's getting closer and closer to my Illuminati University game, apparently meth-fueled attack squirrels are now a thing.....
Best two comments of the article:

"Deputies stated they were unable to safely test the squirrel for meth."

"...squirrel released into the wild."

A meth-infused squirrel is rampaging through the wilds of Alabama.  

Good times!

Saturday, June 22, 2019

(REVIEW) Dragon Knight Games - Pittston, Pennsylvania

It was an unlikely source of news.  My wife's cousin, a gamer who almost never uses social media, shared a post about a game store I wasn't familiar with.  So a little more research and I discovered that this place, Dragon Knight Games, had recently opened up in beautiful, scenic, downtown Pittston, Pennyslvania, home of the world-famous Pittston Tomato Festival.

More importantly, five minutes from my new office.

It took a few abortive attempts after work (and my wife's cousin getting tagged in a post regarding him winning a tournament there), but I finally arrived at the store for a look-see.

It's still a work in progress, but all new stores are.


Location:  A proper storefront on Main St in Downtown Pittston is certainly not a bad location.  Main St is one-way, and US-11 meanders through town further down the street, but with free on-street parking after 4pm, it's a relatively easy stop, with plenty of food options around it for the all-day players.
Cleanliness: Thank God yes!  Getting met with dual Space Marine cardboard cut-outs and two rows of tables and chair, I feared the worst, but everything was neat and organized.  Since they had just opened, that meant that the previous night's festivities had been taken care of prior to the next business day.  Great news, if I were a Warhammer mom or Poke-dad walking in the first time.

CCGs:  The owner is a long-time gamer, a long-time Magic player, and has wisely drawn a solid base of Magic players for the customer base.  A solid collection of singles, packs, and accessories.

Miniatures: They are just starting to attract the GW crowd (it was a week before the release of the new contrast paints, so they should be fully stocked in that regard right now).  Special orders were apparent when some players came in working on the early stages of their army


Ammenities: Perhaps it was my old age, but the lighting could have been brighter.  No other customers else seemed concerned.

Events: Almost all Magic (it is the bread and butter), with GW demos, and organizing some RPG.  An active and welcoming schedule pays the bills.

Staff:  I had a nice long conversation with the owner, John.  The good news for John, the store, and his customers is that he gets it.  All the investment in time and money and *poof* there's still a million more product lines to get and support.  Progress is slow and long, but it must to continuous.  A static store is like a shark, you stop moving and it begins to die.  And beyond that, the fact that's he's worked on his "parent talk" to confused or just curious parents means the foot traffic is powerful, and he understands the concept of appearances to the Warhammer Moms and Poke-Dads.  I see a lot of hope for this place.

So, for a quick visit in the first few months of existence, I give Dragon Knight Games a tentative  three out of five gnomes.

I'm confident that when I make a return trip, whether tomorrow or six months from now, that the store will continue to improve on all fronts at least enough to earn three gnomes, if not more.   Check them out, buy an item or two, participate in one of their events, and this could be a regular fixture for your in the middle of the 81 corridor in Northeast Pennsylvania. 

Dragon Knight Games is at 61 S Main St in Pittston, Pennsylvania.

Friday, June 21, 2019

(Kickstarter) Hellscape by Dwarven Forge

Twenty years ago, Dwarven Forge products were beautifully constructed, innovative, and a huge chunk of change. 

Lucky for all gamers, those three criteria have inflated proportionately over the years, culminating in the Hellscape Kickstarter.


Vibrant hand-painted colors, an option for back-lit lava, and the prices to match.  The only thing shrinking is the the money to purchase it and the time to use it.  *sigh*

Wednesday, June 19, 2019

(Savage Pulp) #3.6 Meanwhile, Back in Sweden....

For most of season three of the this pulp game, the plot has centered around a never-ending series of cults, gangs, private armies, and general hooligans fighting for control of the desert town of Sohai.  

The big question most readers of the series might be asking is, "Where have all the good guys gone?"

After returning to Europe with three artifacts from the Lost World, most of our heroes triumphantly traveled between the lecture circuit and royal dinners with most of the continent's elite.  In fact, some of the finds attracted the attention of certain prize-givers in Stockholm, so a portion of them are staying in the Swedish Countryside.
With the help of friend and ally, Ted Mosby, Aviator, they've been traveling to some locations by biplane.  Famed treasure seeker Maja Millie had planned on an overnight stay in town before heading back to the estate, but she directly received a warning telegram from her friend Bob Njano in Sohai, so she rushed back in the twilight to warn the others.

With Ted taking care of some matters with the aircraft, Maja Millie dashed off through the woods to the estate, unaware of danger lurking within them.
 A group of cultists of unknown allegiance and unknown origin were waiting in those woods, waiting to pounce on the unsuspecting adventurer.  Two were near the barn and two, plus their leader and a strange Serpent Man Sorcerer (hereafter called the "Lizard Wizard") were closing in on her from the opposite side of the estate.
Maja Millie was alerted to some sound in the woods, and immediately investigated it, only to be surprised  by (and surprising) the cultists.  
"This isn't where I left my gravy boat!"
Back at the estate, Maja's long time friend, Nils Ligonberry, Swedish Adventurer and three of the esteemed locals (let's call them the "Noble Committee") were peacefully napping in the house. Only Nils was awoken by the unscheduled aircraft landing nearby.  He went outside and paced nervously for a bit before investigating, which may have been wasting precious time.

Meanwhile, Maja Millie's sprinter-like reflexes allowed her to dash away from the cultists, hurdle a stone wall and get halfway to the main road, when a ninja jumped out of the bushes.  Hired by the cultists to kidnap her, the ninja got overexcited and tried to plunge a sword into her chest.  Somehow, she barely avoided the blow, only suffering some superficial cuts.
Haaaaiiiii-Yah!
On the other side,  cultists Barry and Clarence were stealthily moving along the main road when they notice an odd area of woods, investigating, Barry stepped into an old, rusty bear trap!
Yikes!
With the noise of the steel trap shutting and his associate screaming, Clarence thought it best if he put him out of his misery.   The first gunshot rang through the town, alerting everyone, including the awakened Noble Committee to trouble ahead.

The worst part was, his shot missed Barry.

Nils charged the ninja firing from behind.  The wounds were superficial, and the ninja came to his senses and tried to properly waylay Maja.

The Noble Committee also sprung into action, but not too fast as to break a hip....
The leader and the cultists finally reached Maja, as well as a second ninja lurking in a different bush.  Maja Millie was able to stun a number of them, but could not knock any out. 

Nils' gunfire finally took out the original ninja, the Committee took out the second, and a shocked Ted Mosby, Aviator, killed the lizard wizard, but it was too late.  Maja Millie had been knocked out, half stuff in a bag, and being hauled away by two surviving cultists.
The cult leader shot some mystic ray of energy straight into the Swedes chest, but Nils only staggered back a few steps and continued his charge.  

Alas, despite the Committee killing one of the kidnappers, their leader quickly took his place carrying Maja Millie, and in a flash they were gone.  

Confused by their failure, the group searched the area for clues, only to find two of them trying to steal Ted's plane!  

Cultist Clarence could not leave his friend Barry, broke the chains holding the beartrap, and unwisely carried his friend to the bi-plane, in hopes of stealing it, ditching their cultist gear, and finding a proper hospital.  Luckily, one of the Committee was a doctor and could keep Barry alive, albeit with the loss of his right foot.  

Knowing their goose was cooked, Clarence admitted to everything he knew.  The local cultists were hired by someone else to kidnap Maja Millie and force her to translate some hieroglyphics that had recently arrived.

Destination: The Royal Swedish Museum of Antiquities in Stockholm

Notes: This was the annual Father's Day game I run with Maja (age 10) and Millie (age 8) each year.  No silly premise or desire to recreate a classic wargaming battle (see list below), but I did need to jumpstart the stalled pulp campaign

Millie played our heroes, and Maja played a vicious, but somehow caring set of cultists.  While Millie's reserves couldn't be woken up by dynamite under their chairs and Maja's cultists futility tried to waylay Maja Millie, it was the drama of Barry and Clarence that took center stage. 

I'm proud and terrified that upon discovering that the failed search roll resulted in the deadly bear trap springing, it was Maja that suggested a single bullet in Barry's head to keep from screaming and attracting attention.   But even as I made her make a roll to see if she did it, she started to backtrack, "He's going to drag him to to the airplane to get to the hospital.  

Of course, in hindsight, the heroes' sedan was parked alongside the barn, only three quick turns to drag Barry to, rather than across the board.

Previous Father's Day games.

Yes, the ninjas are Japanese Gnomes from Brigade Games' Gnome Wars line.

And inspiration for the session came directly from "Ninjas at the Vicarage" from The Land of Counterpane

Next: #3.7  A different take on the kinapping...

Tuesday, June 18, 2019

Lost Dispatches of Feraso #32 - The Free Pirate City of Nauzlanti

WEISSMACH LETTER #10

The Free City of Nauzlanti, Gran Duchy of Regan

To His Lordship, the Viscount Wilfrick of Verbobonc,

Nauzlanti is a perfect location for a pirate city. Located within a difficult to navigate cove, outside of government control, but close to many dominions, it may be the most successful city on the east coast of the Mer Bal.

The northern end of Nauzlanti
Moving closer to the city over land, the legends that Celeste told were confirmed by locals and expanded with even more outrageous stories.

Nauzlanti is ruled by a feared pirate captian named Yorin, but the true power was a green dragon named Vesikant.   I could not believe it, but the dragon would breathe it's acidic vapors from its gut to kill the crew of ships, and the pirates would swoop in to clean up the rest, with a sizable cut going towards the dragon.

A third of the population is the largest collection of various orcish tribes and some of their near-blood Purvmone kin that I've ever seen in one place.

The dragon and its treasure interested... and terrified all of us, but first there was an elf to search for.

We again assumed roles of ne'er-do-well bounty hunters, on the trail of Blackash and his company. Celeste still stood out like a sore thumb compared to even myself, so we agreed that she was our prisoner/guide who knew them and was also betrayed before we captured her.

Even without our trusted scoundrel Rolgrim, the plan worked beautifully. The locals, pirates, commoners, and merchants all recalled elf and his cohort with some clarity, and only a bribe of an ale or two.

The Blackash Crew tried in vain to blend in, but their efforts to learn the politics of the city, and the location of Vesikant soon grew into a recruiting drive and general raucous soiree.

We ran into a few encounters with some of the less swarthy, and not nearly as competent locals. Our agreement amongst ourselves to stay in groups and only negotiate across a table in a decent tavern made our investigation much slower, but we were able to secure a few trustworthy leads that saw more value in us than simply surrounding us to attempt to rob us, only to be very disappointed after we killed each and every one of them. 
 
The closest thing to a trusted acquaintance we made was a merchant named Angalm Zhule.  He was from Pohjola, a land even further north of the Knights and Talmark, and far too cold for me to ask anything.  

But unlike our other leads, Angalm, and his monkey Banaani, actually worked with Blackash. fencing a plethora of items the cursed elf had accumulated his raids and riots.

Angalm Zhule and Banaani
Talanth Blackash and his drunken and stupid "bodyguards" were all business and very little fun, outside of running up bar tabs.

Angalm thought quite highly of the wizardress Thendara, whom he thought was dangerously powerful, especially in a volatile place like Nauzlanti.

The two new compatriots of Blackash stood quite prominently:

Ned Overland may have been a decent folk, but his time in this city, and his time around the elf seemed to have changed him.

He originally came in as a willing (and free!) passenger on the one of the pirate vessels.  His had far more skill with the ladies than with a sword, and he was known to display the handkerchiefs of his numerous conquests, that is until he had a poor first encounter with the "Busty Mage," Thendara.  Once set straight, he seemed to have lost his primal passions, but turned his interests to the schemes and quests that Talanth had in mind.

Also recruited was Derlenth, a priest with a foul disposition and even fouler connection to the divine arts.   Whispers of the Cult of the Dragon that either worships Vesikant, serves it, or both, are pretty common in town, but Derlenth's dark and brooding prayer seemed to stem from a different direction.

Alas, they had left Nauzlanti, at least two weeks prior to our arrival, for parts unknown.

Yours in Service,

Elsderth Greyhawk
Sage of the The Order of Merit, Former Sellsword - Extraordinaire
Wielder of the Legendary Betrayer.
Freigraff of the Totenlinden of Amberstoll

DM Notes:  The one adventure out of Dungeon that I really admired and wanted to run so badly was Vesicant out of Dungeon #16.  The pirate town, a dragon in cahoots with those pirates sounded like an awesome concept, it was just that my teenage self and his friends were wholly inexperience and unprepared for such an adventure.  A little interaction with the random town encounters, some minor NPCs roughed up, a few trinkets acquired, and the group was out searching for adventure a little bit later.

Elsderth and the Order will get a few cracks at "Vesikant," if they're smart.

Next: #33 - The Dragon Temple of Sost

Monday, June 17, 2019

Father's Day, Unicorns, and Pandas

Father's Day was never a big day in my home growing up.  Cheesy gift, usually a steak dinner at home, if anything special.

Over the years, I've managed to secure Father's Day as a more intimate occasion than the crass commercialism and familial obligations.

This year, travel basketball and the installation of a new pool has dominated everything, so with my wife working the whole day, I checked the monstrosity in the backyard, took the dogs out, and woke up my girls to go out for breakfast.  Even early in the morning it took us awhile to find a place that wasn't totally bonkers, but Dad's hunger was satiated and we returned home, but not without stopping for supplies for the time-honored tradition:  the annual Father's Day Tea Party.

Keeping close to the original party (the second is shown below), there are four components:
  • Grape Juice
  • Herr's Barbecue Potato Chips
  • Tastycakes
  • ... and all of it served on the good china that we never use anymore.  

After the tea party, I left them to their own devices for an hour while I accumulated everything for the next episode of our long-avoided Pulp campaign.

I did have a few more interesting choices to run a game, but I went selfish with "What would Dad want?" and Dad wanted to get another step closer to the 12 "episode" season I want to complete. 

We'll revisit next Father's Day games for 2020 before the Summer's out.  The game was a hoot, and all parties had fun, but the concepts behind Attack of the 50-foot Princess and running Little Wars games on the dining room floor should be reserved for this day.

The wife came home and presented me with the gifts I never asked for.... although this year she knocked it out of the park.

  • Beer:  A variety pack of New Belgium and a 4-pack of Troegs' Nimble Giant.  I'm drinking the Nimble Giant right now, and it's probably a fine Double IPA, but somewhere my palette was ruined and all I can taste is a 70's breakfast of over ripened grapefruit and Grape Nuts (no milk).  Hops-wise, it's pretty close to perfect.  
  • Unstable Unicorns - a card game that might represent Millie's life.
  • Pass the Pandas - a simple dice game that represent's Maja.
No chance to play either, as my wife gently suggested going out for dinner and then told the kids to hit the still-freezing pool once we got home.  


So, what else is going one?

  • For the blog, the AAR of episode #3.6 of the Pulp game.  A review of my cruise reading and then, a GAME STORE REVIEW!
  • We finally got a session off for the 5e D&D online game.  Lots of rust to knock off, but we might have progress in the future.  Falgor of the Havarii is still reeling from the death the tabaxi mystic that they befriended, but when he renews his purpose, a recent leveling adds extra attacks and more movement.  
  • No progress on the painting bench + all those Cold Wars purchases makes ViscountEric sad, but the completion of episode #3.6 of the Pulp Game means I can move the much needed items for #3.8 and start priming.  Episode #3.7?  You might consider that an experiment in parallel universes.  
  • The face-to-face game might see some hope after next weekend.  The girls' dance recital next Sunday is the last step to weekend freedom.
  • The girls' Summer basketball camps start today, and the community shoot around league starts tonight and runs Monday and Wednesday and runs through mid-July.  I am the Vice-President of the league board, so I should be making appearances to introduce myself and help out/close up each night.  

Saturday, June 15, 2019

(Kickstarter) Orcs in Shorts by Miniaturemen

June must be old-school 40k month on Kickstarter.  First came the Space Goblins, and that's followed up by a Orcs in Shorts campaign by Miniaturemen. 

Orcs in Whatnow?


Dressing the orcs up in WW2 uniforms for the UK and other Commonwealth troops works surprisingly well, plus the pledge levels and shipping are cheap. 

Friday, June 14, 2019

A Weekend Changed by a Flick of the Wrist.

Non-Gaming Rant.  You are warned.

So this basketball thing, specifically this rabbit hole known as AAU?  If I had to do it over I would have said no, but how else could I be coerced into a short weekend at the Jersey Shore?

I let some secrets out of the bag that nobody really cares about.   We dove headfirst into this thing when the Mom of one of Maja's friends called and coerced my wife into harassing me with a simple statement:  It was really just her daughter on the team, they NEEDED Maja.

I went to the first practice I could and saw solid passing, decent rebounding, great defense, and well-performed lay-ups. 

The rest of the season has been one bamboozlement after another, with our 3rd/4th grade team constantly playing up, local tournaments that had a 4th grade division cancelled, and the general stereotypical drama that AAU brings to families. 

So, with a dispute over the number of tournaments our girls got versus older divisions, the club organizer included us with a big tournament in Wildwood. 

Except., at the last minute, we had two families pull out, two go MIA the night before, and one family disappear of the face of earth. 

We had the right age group to play in, but there were only five players for the entire tournament. 

The girls lost the first game hard, but fair.

The second encountered one of the better programs of the Philadelphia suburbs. I knew it was going to be bad when they went on a 9-0 run in the first two minutes. 

I didn't know Maja would break her wrist a couple of minutes later. 

She ended up at the bottom of the pile.  It looked bad when she finally pulled herself out of the game, three minutes later. 

Maja (right, in white) before the dreaded incident. 
Fun fact: the tournament organizers didn't have a used bandaid, piece of ice, or any medical protocols in place, and the local pharmacies haven't restocked their first aid supplies since the Carter administration.

Good news: Between some athletic wraps, ice packs, and Motrin, the pain became bearable.  

Better news: When we got home, it was confirmed that it was NOT broken.  More on that later.

Best news:  Maja's younger sister Millie, filled in as an emergency player to avoid the forfeit, and despite the 36-4 loss, registered two points for the team!  Not too shabby.

With Maja stabilized and occasionally smiling, I was tempted to pack it in.  Millie could hold her own for one game, but two more games the next day? I didn't want to tempt fate.  

With the club organizers in search of a (legal) replacement for Maja that wasn't her sister, we grabbed breakfast the following morning packed the car, and head for the boardwalk 
Millie (L) The Admiral, and an injured Maja
I looked at my wife in shock as she tried to see what Maja could do on the court, but thankfully, as we pulled up to the Rec Center for games 3 and 4, Maja admitted she couldn't go out there.  Millie would hold her own. 

And she did, including a defensive showing in a 17-15 win, against a poor team who had the misfortune of playing the three best teams in the tournament (and us). 

I had driven the other parents crazy with my limited scouting of the fourth opponent, but their first games were all 40+ point blowout wins.   Without knowing much more, I found something the girls to aim for. 

Wining was not an option, but if we could keep the score low and relatively close, it would affect the tournament winner.   Multiple teams would go undefeated that weekend, but the championship went to the team with the highest point differential.  No matter how big the blowout, the max a team could earn was 15 points, 60 for the weekend. 

The next best team was just a few point shy of perfection, so if we could keep a 10 to 13 point loss, it wouldn't be a runaway title. 

Bad News:  We discovered the team was from Yonkers and had just won the New York State Championship.

Good News: They suffered injuries during the tournament and only had one sub for this final game of the weekend.

Worse News:  They too started on a 9-0 run. 

The Best news of all:  We lost 25-10, missing our goal, but it was their lowest score of the tournament and the most points they allowed that weekend.  Little victories.

And with that Maja's (and I guess Millie's) experiment in AAU was over for the season.   With the other local tournaments cancelled or too far away, it's time tor some healing and the local pick-up games with the community league. 

And despite my wife's usually spot on medical diagnoses, the x-ray came up with no break.  Most of the damage was a sprained thumb (and wrist) that simply wrecked everything. 
The cool stabilizing brace lasted a whole two days.  She's fine. 
Maja's always been the basketball girl. An injury like that isn't going to stop her from practicing outside for long.  Millie's got more of a rugby style, but between the Summer pick-up league and a couple camps that are cheaper than daycare in June, I'm excited to coach her in the winter community league come November.  

Thursday, June 13, 2019

(Kickstarter) Space Raiders - The Space Goblins

As a man always on the lookout for some quality Gretchin/Space Goblins to add to his "Martian Forces," I'm intrigued by this "Space Raiders - The Space Goblins" Kickstarter

Thirty-Seven dollars with shipping from Spain extra isn't a bad price point, especially when compared to the plastic GW gretchin.

Wednesday, June 12, 2019

(Kickstarter) Angry Bears!

Blind Beggar Miniatures has ventured away from their unusual space civilian or horror Kickstarters and launched a campaing for Angry Bears a set of Clan of the Cave Bear figures for use with Paleo Diet.

Tuesday, June 11, 2019

RIP Otto Schmidt

News came early Monday of the passing of Otto Schmidt, long-time wargamer, prolific writer of rules and articles, and founder/organizer of "The Weekend."
Otto (light green shirt) during The Weekend 2016 (photo from AJ's Wargaming Blog)
I'm certain I'd bump heads with Otto over the long haul, but at a handful of conventions, he was a delight, a "fun curmudgeon" who did not suffer fools lightly, and was bright enough to know how to handle them. His games were always full of action, full puns, and full of fun.

The best way to show who Otto was without meeting him was this TMP thread.

His obituary was posted here, although there were still no funeral arrangements at the time of this post.

Lost Dispatches of Feraso #31 - The Gran Duchy of Regan

WEISSMACH LETTER #9

Town of Baznica, Barony of Gardzniek, Gran Duchy of Regan

To His Lordship, the Viscount Wilfrick of Verbobonc,

On route to the Free (and lawless) City of Naulantzi, the Order of Merit and myself were forced upon some of the worst conditions any of us have suffered in our lives.

The Gran Duchy of Regan is simply named for the largest dominion within the realm, but it isn't even the most powerful.  Power is a relative concept here. Regan, and the surrounding territories lumped into the term, are swamp-covered, difficult to traverse, and riddled with nasty biting insects, when the severe cold of the winter doesn't kill them off.  The lords of Regan rule isolated realms, where outsiders are either feared or taken advantage of.

This largely lawless land full of swamps, disease, and dysentery is the perfect buffer for the territorial ambitions of both Nevskia to the south, and the Knights of Talmark to the north.

The foulest horsemen of Nevskia, the most violent wildmen of the north, and the most despicable warriors of Wyrmnal have appeared to make this place their home, and the worst of each of traits oozes up like a puss-riddled sore.

The town of Baznica is the largest, most civilized place we've encountered, but it makes Nulb look like a perfect spot for a magical lyceum, a monastery to Akana, and possibly your summer hunting lodge.

Despite a few navigational snafus, Celeste assures us we will arrive in  Naulantzi in a few days... and that is where the real danger lies.

Yours in Service,

Elsderth Greyhawk
Sage of the The Order of Merit, Former Sellsword - Extraordinaire
Wielder of the Legendary Betrayer.
Freigraff of the Totenlinden of Amberstoll

Next: #32 - The Pirate City of Nauzlanti