Showing posts with label Miniatures. Show all posts
Showing posts with label Miniatures. Show all posts

Sunday, August 23, 2026

The Oracle

 

I was able to spend some time with Les Freres Corses last week. In addition to having pizza, we found time to bust out some tabletop gaming. Above is the picture of the board they prepared for their two adventurers. I called it The Oracle, because of the crystal ball in the center. The T-Rex on the hill was the guardian of the oracle and the plastic army men were another group coming to seize the oracle for their warlord.

What do you use to measure movement when you don't have your red, blue, and green gaming measurement sticks? You use the Bunny System, of course. Everything moved in increments of one, two, or three bunnies. The ghost was some mysterious creature that only activated on an 11 or 12 on a d12, and if active, would go dormant on a 1 on the d12. It was not a big factor in the game.

The oracle activated whenever anyone came into contact with it. Naturally, that attracted the attention of the guardian.


 As it turned out, I think T-Rex gobbled one soldier and the adventurers killed one soldier while taking little or no damage themselves--not counting the incident. The incident involved K-man's character getting to the oracle and activating it and stating his wish. On a wild fluke (a 1 on a d20), the oracle took a sudden and intense dislike to the character and struck him with a bold of lightning--probably not unlike Apollo striking Scotty with lightning in that Star Trek episode--which proved fatal to this character.

RC's character was not dissuaded and made his way to the oracle to get his one wish. He was not struck dead and his wish was granted. Unfortunately, his wish was not for his brother's character to return to life, but he was able to restore him with some particular magic power he had from an earlier adventure. Thus the K-man was also able to live and get a wish. Meanwhile, the surviving soldiers decided to ignore their orders and each used his wish to make himself a super soldier who had no need to follow the directions of the warlord. 

Meanwhile, the adventurers found a teleportation device that took them to town--from which they were soon chased. I forget the reasons.

On a second scenario, after being chased from town, they had to take the tunnel beneath a mountain and find some kind of treasure. After uncooperative dice prevented them from finding the treasure at any of the locations indicated on their map, they had to search the base of the mountain, and eventually found it. They escaped the dinosaurs stalking them by causing a cave-in on one of their pursuers.

In a third scenario, they had to return to and find a passage through the collapsed cave and get off the far side of the board. 


We departed from the usual rules in favor of a "story adventure" in which we used no dice. Instead of measuring movement and rolling dice, we each stated what we thought would happen next. After everyone had made their statements, we voted on the statements by playing one of the three cards we held in our hands. Whichever possibility received the highest card in its favor was adopted. Of course, once a card was played it had to be discarded and a new card drawn to replace it. The system made for a faster game and gave the boys a chance to state possibilities, so there was never a time when nothing really happened. It did seem like one of them always drew better cards than the rest of us, but we did have some close calls and some injuries.

We may have even played a fourth scenario because the "story adventure" system finished quickly enough that we had time for another game under the usual house rules.

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Also, this is still happening: 

When island warriors capture Kenny and Court in a net trap, Chris is the one who stays free — hidden in the stream, watching. He could run. Instead, he follows them at a distance, alone in unfamiliar territory, determined to find a way to help.

It's a quiet but powerful character moment: an ordinary kid choosing to stay close to danger because his brother needs him, without any superpowers to make it easy.

Accidental Pirates is on sale this month

 



 

 

 

Sunday, October 19, 2025

Battle of Raab and a giveaway

 


 In June of 1809, about 40 miles from Vienna, while Napoleon's main force and those of Austria's Archduke Charles maneuvered for battle on the Danube, Eugene de Beauharnais commanding French and Italian troops engaged Archduke John near Raab. John had deployed his troops--mostly militia and landwehr with cavalry and artillery--in a defensive position behind the Pancza stream. Beauharnais attacked and after a back and forth battle for the farm at the bridge near the center, concentrated fire from the French guns drove back the Austrian artillery and allowed the French cavalry to ford the river and threaten John's left flank. The French then retook the farm again and John was forced to withdraw.

We replayed this battle, and finally finished it yesterday. In the photo above, taken on the next to last turn, the French are on the left and the Austrians on the right. Our battle differed in the details from the historic conflict. First, I enhanced the quality of a couple of the Austrian brigades to make things more interesting. Second, I deployed the French without much thought, just as I took them from the travel box--this was an away game in a friend's basement pantry. That placed the Severoli's Italian division on the far left and the divisions of Durutte and Seras on the right with Pacthod's division in the center with Grouchy's cavalry in reserve.

An Italian brigade began the fight with and attack across the bridge at the top of the picture; they were repulsed by the defenders, and finally destroyed by artillery fire. The other Italian brigade maneuved farther to the Austian right where they threatened to cross the swamp and stream to attack from the flank. Shortly after that, the Austrian players pulled their troops back from the stream on the French right to strengthen the center and Austrian right. That left the Austrian left wide open. Seras' division and part of Durutte's division waded the Pancza. The Austrians responded with cavalry and artillery. The French withstood both, repulsing the cavalry, and finally taking the farm at the center from the flank. The Austrians reached their break point but successfully inflicted some losses on the French, eliminating both brigades of Seras' division with their grenadiers and an enhanced brigade before ending the game.

We had a good time, but my poor positioning at the start kept me from concentrating my artillery fire, and the French cavalry never did anything more than threaten the Austrian center. It was a delight to open the purple testament of war, push painted men about the field, and roll the bones to determine their fate.

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In honor of the French victory, or for Halloween, perhaps, I've got a giveaway going. Enter to win an autographed book - a choice of either any the Rac Press anthologies featuring one of my stories, or one of the books from the Tomahawks and Dragon Fire Series.  

I finished going over the edits on my adventure book for boys. I'll get it back to the editor this week after I insert a dedication. Look for it in November in ebook and paperback.


 

Monday, September 1, 2025

Back to the Chateau

 

 I started off the weekend by traveling across the state. I knew I would get hungry along the way, and refuse to compromise when it comes to nutrition. I walked out of the gas station with the priceless gems pictured below. Actually, they were priced at a little over five dollars -- which I thought was a good deal when compared with the package of six of these beauties for which they were asking almost three dollars.

 

 

Of course, I already had a bottle of pop in the car to keep myself properly hydrated. The traffic got worse as the day wore on, but I completed the journey without notable incident. Mowing and replacing a check valve broke the monotony of packing stuff. Fortunately, a good friend was able to give me a hand with one of those tasks. 

I did get two welcome breaks. First, Les Freres Corses came to pick up the feline from which Le Chateau au Chat Gris derives its nomenclature--our place in Byzantium isn't appropriate for her wild nature--and we stopped by the local shake shop for shakes and fries. The second distraction came in the form of a football game that I had to watch as I was too exhausted to do anything else. Although not terribly exciting, I found the 69-0 score completely satisfying. It may be the only time I get to watch that team play this year.

After our return to the eastern empire, I was invited for some gaming fun and passed this afternoon playing the rescue at the ruins scenario three times. The green men came away victorious twice, and the red men successfully rescued the princess and slayed the green men once. Unfortunately, the great white ape didn't make an appearance, so we did not get to experience martian red men being clubbed, rent, and flung against the ruins. I also forgot to take any pictures of the event.


 

Sunday, June 22, 2025

The Count's Mansion

As part of the road trip to take care of things at Le Chateau au Chat Gris, we had to play the next installment of the adventure that started with the Cursed Ruins and the Cauldron of Mystery. Le Freres Corses were looking to meet with the Count who hired them to get the flask of fluid from the cauldron. I hadn't prepared anything yet, so I put something together on the fly.

Charo and Gretel arrived back at the Count's mansion and immediately discovered that it wasn't going to be as easy as provided in their Anticipation Proclamation. A mouthy guard at the gate demanded to see some ID and the Wizard Gretel obliged him by zapping the head of a statute beside the doorway. The helpful guard then offered to take the flask to the Count himself. 

Charo nearly gave him the flask--which would've resulted in a locked door and no reward for their efforts. They finally convinced the guard that they had to take it in themselves. The guard then took them inside the mansion and introduced them to Brutus, who took them to the next room and introduced them to Elmo. He took them to the next room and introduced them to Aero who sent them across the bridge over the troubled water to meet with the Count and Spearo, his personal guard.

Now that they were in the Count's chamber, they naively handed over the flask without getting payment. With flask in hand, the Count became highly uncooperative. The verbal struggle transitioned away from words to deeds when the Count ordered Spearo to employ his namesake weapon against the adventurers with extreme prejudice. As one might expect, our heroes reacted badly. In the fracas that followed, the Count proved entirely inept in using the flask against Charo and Gretel, while they proved adept at dealing with Spearo. Charo used the same zap spell he had used on the statute, and it produced permanent results on Spearo. At the latter's death, the Count became congenial and had Aero pay the heroes the promised funds with a little something extra to smooth over the misunderstanding.

Of course, once they were out of range, he rang the bell and ordered room service of the lethal variety be delivered to Charo and Gretel, and disappeared down a secret passage. They ran across the bridge, successfully passing their challenge rolls against finding the collapsing portion of the bridge. Once on the other side, Aero discharged some parting gifts--arrows--but the presence of Spearo's corpse apparently spoiled his aim. 

The adventurers fought their way out of the mansion with their skillful weapon-handling aided by Charo's fire-spraying-ring and Gretel's spells. The wizard was forced down to his last hero point to avoid a serious wound. He did find a mechanical dog, but he couldn't activate it. He also discovered a stuffed gryphon's head and a secret passage. Gretel managed to get himself trapped in the secret passage for two or three turns while Charo loosed his wrath on the wounded Aero and Brutus. Finally, they got out and dispatched the last guard at the gate. However, Charo, never one to let potential loot go unliberated--especially when the owner has tried to kill him--carried out the gryphon head. He doesn't realize it, but selling that item will lead the Count and his new, more powerful minions to the pair of adventurers.


 

 

 

Sunday, May 11, 2025

Cursed Ruins Finale

We had a weekend back at the manor house to battle the green horde and other adversaries. I took the picture above on the ride home. Note I said "ride" rather than "drive." I had to retrieve the steel steed on wheels and take the long way home while my bride, after having breakfast in American, returned in the carriage via the freeway. My route took longer, but I missed the torrential downpour that attacked the unsuspecting caravans on the road more traveled.

In addition to mowing the green horde--but hold on, let me address the defense of the fortress against the horde. The cooperation of the Craftsman Warmachine is a prerequisite, based on the ancient treaty of 2012, for engaging the with the verdant enemy. The warmachine was in dire need of having its blades sharpened. Therein lies a tale. I'll be brief:

In order to sharpen the blades, I needed to remove them. To remove the blades, I needed to raise the front end of the machine to expose the killing mechanisms. To raise the front, I needed to drive it up two planks. To drive it up two planks, I needed something elevated against which I could place the planks. Although I could've carried the planks and driven the warmachine to the tailgate of the pickup, I elected to bring the mountain to Muhammed. However, the mountain wouldn't start after a year or more of sitting rooted to the landscape. Fortunately, I had the box of persuasion to attach to the mountain's battery. After a few tries, and on what I had determined was to be the very last try before Muhammed would have to do the moving, the mountain roared to life. 

There were more complications, but I realize the account of the Cursed Ruins Finale is what you're here for, so I'm leaving out the minor complications.

The sharpening went smoothly, and pursuant to the agreement of 2012 and the various addendums adopted through the years, Warmachine and I waged holy war against the emerald army. I had previously disabled the pickets of the horde with a preemptive strike with the weed eater. Two weed eaters, actually, but therein lies more complicated details involving gas, string, and the mystery of why one whirly-stringy killer thing became a conscientious objector after only five minutes of not-very-stealthy slaughter of the enemy sentries.

Anyway, we smote the green horde hip and thigh and came away with victory

Now, to the Cursed Ruins Finale:


 Behold the guardian of the Cursed Cauldron--also called the Cauldron of Mystery. Hold on, we're not there yet. When we last left our heroes, they faced two doughty foes in the Cursed Ruins and had but begun the battle when bedtime beckoned. We resumed the adventure at that point. After some missteps, Gratell II found himself wounded and attacked by one adversary with the other nearby and ready to join the assault upon his person. The wizard took a serious wound but ignored the hurt to grab his antagonist and hurl him into the other approaching meany. Both of the foes were armed with sharp steel, and in the impact of one with the other, regrettably there was an incident of friendly piercing. That pair of foes never recovered the upper hand in the fray, and Gratell and Charo dispatched these minions within the ruins. They also located a pair of treasures which healed their hurts, restored some of their heroic points, and proved crucial to their endeavor. The lantern lit the right path, revealed traps, and discerned the purpose and use of magic objects, including the ring of fire.

With an abundance of caution, our heroes entered the courtyard before the cauldron chamber. One of the guards at the chamber door spied Charo and ran at him, calling to his foul companion. Charo and Gratell made a tactical retreat, outdistancing they guards who may have been uncertain about leaving their posts at the door. Our adventurers for hire grabbed their rope and positioned themselves at opposite sides of the first doorway. They let the first creature with the spiked club pass through on the run. He bolted through, continuing through the next room. When the second guard burst through the doorway, they snagged his foot by raising the rope with perfect timing. They quickly dispatched the fallen enemy and tried to run the same trick on the other minion when he realized his error and raced back too late to help his comrade. Their timing was off, so he didn't trip, but they succeeded in quickly acquainting him with the hereafter.

Gratell used a spell to bust open the magic lock and reveal the giant smoking cauldron with its armored guardian within.

The guardian met their attack by casting a scoop of mysterious mist from the cauldron in their direction. The resulting horrible scream had Gratell backing out of the room but otherwise unharmed. When they renewed the assault, the guardian repeated the throw, dousing the heroes in darkness, but it dissipated before the guardian could get within striking distance. After a little skirmish and maneuver, Charo remembered that he had this cool new piece of jewelry emblazoned with flames. The fearless adventurers backed away to make sure the magic flames wouldn't rebound to barbecue them as well. The guardian had a chance to close the distance and expound on the wounds they had received, but he was not quick enough, and Charo (an apt name at this point) dispatched a blazing message that entirely bathed the guardian in flame. His armor was no help and the baptism by fire proved fatal.

But wait, there's more. Not only did they fill the flask with some contents of the cauldron as they were hired to do, despite the warnings, Gratell quaffed the contents. Luck was with him, and he received a benefit that I can't recall at the moment, along with a 24 hour curse on his social interactions. Charo decided to follow with a gulp of his own, receiving 3 abilities that included breathing underwater; I forget the other two. The accompanying curse causes him to go berserk for a turn whenever he takes a wound. He was less thrilled about his snootful than was Gratell. 

Next time: Getting the flask to the patron.

 

 

 

Sunday, March 30, 2025

Cursed Ruins Restart

 Les Freres Corses were at it again -- the "it" in question being miniatures, dice, and the Cursed Ruins. One may recall that their first attempt at imposing their will on the denizens of the place ended rather poorly for their characters: Gratell and Charo Lefrevre. "Poorly" being, of course, a euphemism for irretrievably clenched in the jaws of defeat, despair, and certain death. The full account of that parade of horrible decisions can be found here


It has been a few months since we had first embarked on the adventure, so we had a quick chat about the lessons learned in that prior attempt: Don't leave your wing man, and do march to the sound of guns (or clash of steel, as the case may be).

Charo II began again by roping the ladder/drawbridge. I had added a pursuing menace to the mix and rolled a d6 at each failed attempt of a task required for getting into the ruin. When the total on the d6s exceeded 20, the menace would catch up to them. Fortunately, we only got to 16 before they were safely across the soul sucking marsh and into the sturdy stone of the ruin.

 

Les Freres demonstrated that they had learned from previous experience. They stayed together instead of running about willy-nilly for the next sparkly object. Again, the wooden treasure chest disappointed them with only dust and dead bugs this time. However, they did manage, along with the slaying of 3 goblinesque baddies, to find a healing potion and a 50 mark gem. (They elected to have the currency of the realm be "marks" as opposed to gold pieces, crowns, kroners, ducats, or dried monkey brains. (I may have added that last one; it probably wasn't actually brought up during the game). 


 Things did get pretty bad for them when they met a man on the way to St. Ives skilled creature wielding nasty twin blades. He had one for each of the heroes and served them-- Oh. I forgot. Before they met him, they met a big fighter with a shield and sharp blade with which he had a hankering to hew; and hew he did. He gave the heroes some wounds. There's no specific limit to the number of wounds a character can receive before he dies or goes hors de combat, but wounds do have consequences for movement, skills, and combat. As a practical matter, a wounded character is more likely to get more wounds or be killed in combat. Gratell II decided to consume his healing potion, but it only cured one of his multiple wounds.

Gratell II then remembered that he was a wizard and hit the big hewer with a sleep spell. The attempt met with complete success, and they delivered the coup de grace to the sleeper. It was then that they met the creature with the twin blades, and that one demonstrated his courtesy by giving each hero a hefty helping of his steel. No sluggards in the courtesy department, Charo and Gratell gave him samples of their own. However, things were looking bad for our protagonists, especially when Gratell II's dice betrayed him like a wily Shetland pony, leaving him with bite marks and hoof prints on his back. If the dice remained as rolled, he would be on his way to assuming room temperature. Fortunately, the master of this little set-to had provided our heroes with points to spend in such dire situations. Gratell II cashed in those chips to avoid cashing in his chips and saved himself from death. He was still badly wounded, but managed to stay on his feet and keep all his appendages attached.

After finally overcoming the double-stabbing dude, they ransacked the room for loot. They found a huge sapphire which glowed with a mysterious light. Gratell II had taken the first two treasures and had promised this third to Charo II--it's always a good idea to keep the guy with the shield and big sword happy and alive; both useful qualities in a meatshield when one is deep in a monster infested ruin. They had some discussion and Charo II picked it up. He found himself not only tickled, but healed of all his wounds. He was gracious enough to allow the wizard to handle the gem, and he too received the total health restoration. It looks like the gem may even have one more such restoration dose left in it if the glow is any indication.

Les Freres  sensed that they were nearing the end of the adventure (in fact, they have 3 areas left to clear) and were keen to finish, but the clock spoke with a voice of warning and we had to put it away. The final push will have to wait until we can get together again to visit the cursed cauldron and see what mysteries it may hold. (The last two areas remain hidden under the dark green cover, and the heroes are facing two enemies in the discovered-but-unentered room. Those enemies were alerted when Charo fumbled his metal mirror when looking around the doorway into the corners, and it went clanking against the stone floor).

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In the war against unwritten stories, I anticipate sending in a victory tomorrow for a publisher's consideration, and I've started a new battle in the campaign. I've also looked at logistics and decided on two or three future clashes. It's a target rich environment.

Wyrd Warfare is getting some great reviews. Pick it up while you can.





 

 

 

Monday, November 11, 2024

Cursed Ruins - beginning


 It's a tragic tale of youthful exuberance and avarice tainted by overconfidence unburdened with the requisite competence. It was the beginning of the quest for the Mysterious Cauldron within the Cursed Ruins. Our two young heroes were to find the cauldron and fill a flask from its contents. A substantial reward awaited them at the completion of the task. They won't be collecting that reward any time soon. Les Freres Corses may have learned something from the adventure. We'll see what happens next time.

Charo Lefevre or Le Favor, or something similar to that--I never got to see the spelling--teamed up with Gratell the budding wizard. Outfitted with swords, a shield, rope, and other supplies, along with 3 magic spells, the adventures passed from the village through the dark forest to the cursed ruins without incident. In order to avoid being swallowed by the treacherous mud and quicksand-like dangers of the pale green marsh, they used their rope to lasso and draw down the ladder/bridge and crossed safely into the mist-obscured ruins. They passed through room 2 into room 3 where a potion and goblin waited for them. Gratell took the potion while Charo engaged the goblin. 

Charo and goblin traded blows against one another's shields and baptized their blades in blood as well. Meanwhile, Gratell, not keen on assisting Charo in his tete-a-tete with the goblin, dashed into room 5 (below room 2) to loot the chest that was visible from the doorway. Instead of opening the treasure, the wizard found himself attacked by another goblin. In his surprise, he lopped off the goblin's head at the first pass. Charo found holes in his goblin's guard, wounding him again while Gratell discovered nothing but old rags and a dead rodent in the chest. 

Crestfallen at the results of his treasure dash, Gratell doubled down by running to room 3, passing through it into room 6 (below room 4). During this time, Charo continued his scrimmage with the first goblin. He wounded the little fiend, causing minor wounds without ever being able to dispatch his antagonist.

Gratell soon realized that he had made a grave error in racing away from his comrade to grasp at treasure and magic items. The guardian of room 6 leaped from a dark corner to engage Gratell while his cohort from room 3 rushed the wizard from behind. Set upon by two formidable opponents, one of whom wielded two deadly blades, Gratell revealed the color of his blood to both antagonists. He did manage to knock down the double-weaponed foe and put him hors de combat, but he couldn't squeeze by the enemy with the the shield who blocked the doorway. He lost more blood before finally dashing past to run back to room 2 toward his comrade in room 3.

Unfortunately for Gratell, although Charo was besting his enemy, when the goblin fled from the warrior to room 5, Charo followed, bent on ascertaining the depth of the goblin's chest with the measure of his blade. The goblin continued to forestall the deathblow, and Gratell's remaining opponent soon caught him and delivered a serious wound to the already weakened wizard that left him unconscious on the sod of the Cursed Ruins.

Charo continued his attacks on the wounded goblin, only to have Gratell's enemy charge into him with shield and sword. Although he defended himself as best he could, avoiding death by turning the fatal cuts with his own shield, cuts and gashes opened where the foe penetrated his defenses.

With the wizard down and unable to fight, cast a spell, or quaff his potion, and Charo suffering from multiple wounds and caught between two foes, Les Freres Corses hit the reset button. We closed it down and reviewed the imprudent choices they had made. Charo's player pointed out that Gratell had left Charo engaged with an enemy to race madly from room to room, bringing more monsters into the fight. Gratell's player suggested with some vehemence that Charo should've come to help Gratell rather than attempting to chase down and execute a goblin who was trying to escape. I agreed with both of them. It was a win-win--they were both right--or a lose-lose; they had both made poor decisions. Never leave your wing man, and always march to the sound of the guns or clash of swords, as the case may be.

Did they learn something? I think so. Will they implement those lessons when they next play? I'm skeptical. A couple years ago while playing Hero Quest, these same choices led to the same results. There's still hope. Some lessons must be learned multiple times before they're remembered and a change of behavior results. I should know. I'm always getting the same lessons.

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Book Reviews: Lord Byron's The Corsair and Frederic Brown's The Fabulous Clipjoint.


 The Corsair is a tale in verse about the pirate Conrad. While it has many memorable lines, the tale is predictable and the lengthy poem goes on too long. Reading it was like one of those conversations with a friend that begins with energy and laughter but ends in weary fatigue because it continued well beyond its best-by date. That concludes what I have to say on that topic.

The Fabulous Clipjoint was recommended as a great example of pulp fiction. A young man's father is murdered after a night out drinking. The wife, young man's step mom, is a heavy drinker and a something of a scold. Her daughter also resembles bad medicine in a pretty bottle. Young man finds his uncle, a carnival worker, and they set out to catch the murderer. I picked the killer early and was not deceived. However, the whole motive and method weren't revealed until the end.

Clipjoint reads like a noir without the personality and conventions that make noir detective stories so fun to read. This pulp novel is like fried chicken and mashed potatoes without anything to go with them. It's tasty and filling but needs another side and a dessert. All the components are impressive: a murder mystery, young man with some competence but lacking experience with a mentor to guide him, a few suspects, some mob connections, the wife with a motive and her potentially poisonous daughter, an attractive woman to strike the young man's fancy, a bank robbery, a police detective with malleable scruples, seedy bars, and a string of clues that direct and misdirect. Nevertheless, there remains a lacuna I cannot place. It earned the four stars I gave it, but I had hoped to be able to give it 5.





 

 

Sunday, August 18, 2024

Whim of the White Wizard

 

 We traveled back to the homestead on the other side of the state. Les Freres Corses were expecting me. They had dice. They had plans. After the writing (I finished the motorcycle travel story and got it to my team), mowing, weeding, watering, eating, and watching The Lego Movie, we got down to business.

 


 Behold the business. It took a little while to decide on a time period. One chose western, another chose medieval. The western figures were not on site, so we went medieval, sort of. With some orcs, men of Gondor, a white wizard, and some Star Trek figures and sets, we began. Oh, and there was the symbiote. With a body of red wax and legs of black plastic, it had a short move but was powerful in combat; if it struck a blow in combat the recipient had to make a roll against a new symbiote sprouting from his blood. 

McCoy, Scotty, Chekov, and a redshirt had been chased through a portal by klingons or other would-be assailants. They arrived in this land of orcs, warriors, and a wizard. How the symbiote got there, only the K-man knows. It began with Scotty trying to communicate with an orc figure, which represented a simple but armed medieval human, about the predicament and whether he could direct them to a device that might help them in their quest to return. The armed citizen was nonplussed, refraining from all mathematical actions. So Scotty got nowhere.

Meanwhile, the symbiote made its way to another armed citizen and attacked, seriously wounding its target. The citizen passed his hors de combat check as well as his morale check, not being infected by the attacker.

While the boys from the Federation continued to solicit help from the natives, the symbiote struck again. It would be its last strike. The citizen dealt the strange creature, who was no man born of woman, a fell and fatal blow. K-man joined me by taking over Scotty and Chekov. 

The great moment of truth came when the redshirt encountered the white wizard and sought his help. Of course, Star Fleet men couldn't know that the white wizard was the most powerful figure in the mix, having three dire powers contained within his staff: levitate, lightning, and enchant with super strength or super speed. When questioned, the wizard played coy, delaying his response. Would he help the space men and convince the natives to cooperate in the quest? After sufficient delay to build dramatic tension, RC decided the white wizard would lend his abilities to helping the federation's finest rather than thwarting their efforts. 

McCoy's tricorder located the device that would program the portal to allow them to return to the proper place and time about the same time that the wizard declared the location to the redshirt. The problem came when they tried to approach the device. Even though the wizard had endowed McCoy and the redshirt with super speed, all was not well. Plot complication. The device was located on holy ground. The native citizens, all of whom were armed, could not allow the strangers to intrude on the sacred turf. The natives remained calm but protective, and the Star Fleet men resisted the urge to stun them all into submission and do as they pleased. 

The white wizard had neither personal qualms nor prime directive to restrict him. He had powers and RC wanted to use them. He thought levitating one of the locals and tossing him into the teleportation platform would convince the rest of them to cooperate. I don't know what a pair of teleportation platforms were doing in a medieval setting; I asked but didn't get a comprehensible answer. Anyway, with one citizen teleported to the far corner of the board, the natives still remained determinedly undecided--if that's possible. Every challenge roll they did came up to maintain their protective position, neither advancing nor retreating.

Scotty and McCoy had an epiphany. One of the natives had been terribly wounded, a pool of blood forming at his feet. They approached to offer him aid. He accepted the offer, and McCoy's dice came up roses, or an eight and two sevens, or something like that, resulting in a complete and miraculous recovery by the native. 

Strangely enough, the healing softened the citizens' attitude a little, which was fortunate, because McCoy's tricorder indicated that time was running out. They had only 8 minutes to get to the machine, reprogram it, and get back through the portal before it was everlastingly too late. The natives had not yet parted a path for the Federation when the white wizard flexed his magical muscle by levitating McCoy over their heads to the device. 

The good doctor must have been packing Spock's Katra, or perhaps he had a timely logic attack, because he successfully reprogrammed the device on the first try. In true TOS fashion, they raced for the portal and got through with only seven seconds to spare before the credits rolled. Even the redshirt survived! The Star Fleet weapons remained unused the entire time. Had the white wizard chosen differently, who can tell how it might have ended?

As the space men escaped through the portal, the wizard levitated and shocked a few citizens just to remind them of how lucky they were to have him among them.


 


Sunday, November 19, 2023

Miniature Wrestling

 There were two items of note this week. First, regarding this picture:

Somebody gave my wife some of these candies a while back. I ate them. I wanted more. When I suggested that she get back in touch with the friend who gave them to her, she went and bought me some. I think these are my new favorite candy: dark chocolate and what looks and tastes like real peanut butter (not the grainy sugar and peanut butter substitute found in America's most popular candy). These are a real treat--in spite of what the writing on the wrapper might lead you to believe. I give them 5 stars and would recommend them to a friend, but only if I were opening a new bag. If I were down to the last few, I would keep them for myself and not say a word about them.

Next was the miniature wrestling tournament. By miniature, I don't mean Hobbits, Dwarves, Munchkins, or the little people among us. This is what I'm talking about:

 Over a few days, I assembled ten of these American Militia miniatures. They're supposed to be 28mm, but they may be slightly smaller, or the ones with which I'm comparing them are slightly larger than 28mm. I'm putting them together for use in a campaign with my skirmish/RPG rules with Les Freres Corses and perhaps another guest set in my Tomahawks and Dragon Fire Universe. Anyway, some assembly required is a euphemism for the combination of gladiatorial combat and mud wrestling it takes to put these plastic chaps together.

Cutting out the body and gluing it to a base is deceptively simple and easy--no real problems, apart from the accident with the knife and the blood drops. It's everything after that becomes a death match in the mud--except the mud is glue. The head, both arms, and some weapons have to be cut free from the sprue and attached to the body. While the heads provided can be attached to any of the figures, the arms and some weapons match only particular figures; it's not a mix-and-match at will operation. Every part has to be properly matched.

 Round one of the contest involves scanning the schematic to find compatible limbs for the selected body. 

Round two is cutting them free and trimming the little nodules of sprue remnant from the parts. 

Round three is where things get sticky--literally: Fit the limbs to the body and remember how they go; add a dab of superglue to the precise position; attempt to fit the first limb to the figure as determined by the earlier test; smear glue hither and yon as the limb slips into every position except the one way it fit earlier--adjust, adjust, and readjust; hold the limb against the body while the glue dries; remove fingers from the figure--only to have the arm come away (glued to one hand) and the body come away (glued to the other hand); peel the miniature parts from finger along with top layer of skin; repeat previous phase; glue finger to table and drop miniature limb; find the lost limb glued to the back or base of a different miniature or to the front of your shirt; finally get one limb attached; repeat the previous phases for the second limb and note that if both hands are supposed to be on the weapon, the second hand won't reach it because one or both arms were not glued into the proper position; decide that's good enough even better because it gives the illusion of movement to the miniature.

Anyway, I got ten of the 30 figures completed, and I'm happy to note that there were no casualties or grotesque deformities, and the glue holds extremely well. (I know because I dropped some of them from an altitude of five feet to a concrete floor with no breakage or loss of limb. Also, there are left over muskets and tomahawks that can be left separate for game purposes, or added to some of my other miniatures. I already have some metal British Infantry (that are at least partially painted) for the campaign, along with some wolves, and natives. I'm not sure what I'll use for the stone cats and dragonlings, but I know those will be integral to the campaign. The first episode will involve the blowing of a bridge before the British Regulars can cross.

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Editing continues on Book 6 -- Crisis in Fire and Snow -- in the Tomhawks and Dragon Fire Series. It will be ready just in time for Christmas!