Tuesday, February 3, 2026

(Gamma World) Not a Test #102 - Dead End?

The De Facto Explorers have decided to forge the wilderness across the Big River to investigate a new region full with the possibility of Treasures of the Ancients

================= 

Lathar Bracken: A pure-strain human from River Bend.  He's got the muscle, the face, and a mount for most encounters.  Lathar's trusty beast of burden, No Name, travels wherever he does.   Looking for trouble in all the right places. The two-time champion of the Fair-Town Queen's Joust.  Recently married Thunnelda Haycock.

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

Sonny Helianthus: a nearly 10' tall sentient sunflower artifact examiner with four arms, and trusted Restorationist ties. Knowledgeable,  but not a good one with device repairs or upgrades. 

Slitheran Wurmtail (aka Squiggles): a mutated earthworm scout, in impromptu power armor, looking for trouble in all the wrong places,  and finding it often.   He  has been subject to genetic testing and developed super-human strength, a more human body, and a thick coat of shaggy white hair.  Recently gave birth to a pile of baby worms. 

Luna of the Restorationists:  Recent recruit of the Restorationists, who had uncovered artifacts across the River.  

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There were already some grumblings as Clover Haycock, now Lathar's brother-in-law, needed three trips to ferry the Explorers, No-Name, and the wagon across the river to the other side.  It was Squiggles who expressed his displeasure verbally, "That cart is going to slow us down." We've only ever used it on the civilized side of the river, and until you guys went out to the Pool House, it's always stayed on road."  

The group acknowledged his concerns and promptly ignored them.  Two or three foot footpaths in rocky forest proved the worm's point, as they struggled with the cart overly largely unblazed trails.  

Luna led the way, scavengers, underpowered bands of bandits, and a handful of subsistence.   "The whole lake a few clicks to the left of us is heavily affected by the glow..."

"I don't know how that could happen," Pete said with a sheepish grin.

The forest opened into a plain, with a few ruins, and just a few hardy pure-strain human farmers.  The humans were not trusting of mutant animals and plants, but most worked with mutant humans in the area.

They finally made it to a campsite area for the caravans.  Luna explained that the caravans were nothing more than a collection of scavengers, selling their combined finds, using each other for protection.  

"The real finds were across the trail into the woods..."

The group stared across to the edge of a larger wooded area.... seeing nothing out of the ordinary.

Luna continued, "We investigated the woods, but not until we realized we were injuring ourselves..."

"Because the entire forest is made of stone..." Sonny completed her sentence, the only one to realized the significance. 

The trunks of the trees were a similar shade of brown associated with real trees, but as they moved closer, everyone realized the leaves of the trees were stone as well.

"We never went down the obvious path, we were amazed by the forest, found some artifacts dumped by the trees.  We didn't have a wagon to carry more and got the heck out of here.  The artifacts weren't part of the forest proper so something from somewhere dumped them, probably close.  "

Amazed by the forest, the group decided to set camp across the trail and venture into it during the morning. 

Waking up with a fresh layer of curry on the weasel, the group ventured down the path, Pete taking lead, the others a few feet back.    The tracks were overwhelming, large humanoid animal, very rabbit-like.

While Pete was pre-occupied, Sonny noticed something largely buried on the side of the trail, digging with his fronds, he discovered a graying stone like surface from the original trail.  He let out an "Oh my, guys, look what I found!"

The whole group turned to see the 9 1/2 foot tall sunflower holding an old sign of the Ancients.  

"We can use this as a shield!"

Pete: "Dead.... End?  Is this like a cult thing?"

Pete decided going further down the path wasn't smart.   "Obviously we're going into a larger forest.  Let's investigate the forest first, away from this ominious trail."

GM: For a sunflower with a Sense of 5, Sonny aced a number of perception checks where everyone else failed. 

Next: #103 - Into the (Petrified) Woods

Monday, February 2, 2026

(Fistful of Gnomes) A Stroll Through the Park

When I get the chance to talk Gnome Wars with folks, the requests usually come in a few varieties.
  1. When is a new edition coming out?  
  2. Why isn't there X nationality?
  3. Why isn't there a scenario book? 
My answers, as just one of the Stout Gnome Minions with an active blog? 
  1. I will admit that we talk around a new edition right now, rather than sitting down and knocking it out quite yet.  
  2. With the exceptions of Gnomans, Hawaiians, and the like, most nationalities can be modified using existing figures.  Anything more exotic requires a lot of collaboration between the designers, Lon at Brigade Games, and, of course the person actually sculpting figures.  Even with the current product focus of units over individual figures, you reading the blog of the guys who has Californian, Mormon, and Missouri militia units. 
  3. There are so many cool scenarios and after action reports in print and online, we would probably end up accidentally putting a gnome stamp of approval on something that already exist.  
Before gnomes, before teddy bears, before frogs and mouslings, there was Flintloque - Fantasy Napoleonic warfare in 25mm by Alternative Armies.  Now, even at skirmish level, Napoleonic wargaming feels different than the Gnome Wars universe, which is roughly fantastical early 20th Century, but there is just a treasure trove of material already available online.  

This is one of those attempts to use gnomes in A Stroll in the Park, a three-part scenario.

 And it's fitting that the same week I read that Dos Equis is bringing back their most famous marketing campaign, I break out Bruce Carmezind, the Most Interesting Gnome in the World.

Bruce is older and a hair slower, but the chicks continue to dig his new scars, so he continues to act like he's a hundred-year old gnome. 

This week, he's leading a motley group of gnome rangers and rifleman to escort a group of engineers to destroy a signal tower, deep behind the German lines. 

Part One: Bruce, his team, and his engineers need to sneak down a dry river bed to get to the tower. 
Time is of the essence, but noise kills.  Each turn, the group draws one card from a deck of playing cards if they're walking, two if they're running.  Any non-face card (Ace through 10) is no effect.  Any face card is a results ranging from animals getting flushed out and giving up their position (and drawing more cards) to enemy troops landing on the board to an actual ambush! 

Expecting the worst, I had two units of Sikh mercenaries at the ready.  They remained their for the entire quick scenario.  

Bruce and his men were true professionals with a healthy dose of luck.  Allowing a 6" double action sneak move, they needed nine draws to get through the winding river bed to the other side. 

Not a single face card.
Bruce and his crew

Part Two:  The Objective:  Get the engineers to the base of the tower.  The engineers must spend an action setting the explosives.  They may move and set the explosive, recovery rolls or melee negate the action for that turn.  Each successful action rolls a d8, once the cumulative number reaches 28, they escape as the tower explodes! 

As much as I love a simple and successful infiltration, I did up the ante, especially when the random element I rolled wasn't German or Sikh, but embedded Swiss resistance to escort them to their coastal rendezvous!

First off, the Germans in the tower knew they were nearby...
Technically Sykes and his mistress were downstairs....

Nothing ever happens at Tower B-17 of the Imperial Telegraph & Semaphore Corps, Third Reserve.  Otto Kleinwachter manned the tower, relayed the messages and stayed quiet.  He was annoyed with Retired Exploratory Officer Siegfried Sykes showed up unannounced, with his "domestic assistant" Hettie,  but having once stolen a few intimate moments with the wife of a Signal officer back in his youth, he climbed the tower to give them privacy.  

He didn't need to interrupt the couple downstairs with yelling or an alarm.  As the Swiss infiltrators climbed the bank of the dry riverbed, a single shot rang out from atop the tower.   Otto could see a single Swiss figure scurry back into the riverbed for cover.  

That gnome, Bruce Carmezind, having narrowly missed an untimely demise with a leathal weapon, tumbled back into cover, exasperated and slightly embarrassed.

"Dafür bini z’alt!    Ich hätte die Tunnel benutzen sollen!"

Most of the Swiss braved the open field towards the tower, but Carmezind was wise enough to send half the engineers, and two riflemen, to tunnel underground as back-up. 

Which seemed like an even smarter idea, especially when Sikhs, drawn by the gunfire, emerged near the trees!   Half had reconnoitered through the woods, while the other half boldly marched forward in a firing line.  

Much to the Sikh officer's chagrin, the Swiss took minor casualties and return far more effective fire, scattering much of the firing line into the woods.  This sacrifice allowed the remainder to flank the flimsy Swiss position, dropping the invaders.   

 Add to that the appearance of Sykes and his disgruntled mistress into the fray, and the Swiss mission was in peril, the engineers scrambling to the rear of the tower to accomplish whatever they could. 


Perhaps it was fact that Swiss are traditionally a defensive minded people, so the Sikh attack but them at ease.

Perhaps they all simply wanted to live.  

Or Perhaps it was Bruce Carmezind, finally recovering from the clarity of safety, had charged forward and rallied his fallen and bloodied gnomes to keep fighting!  

Every wounded gnome not only recovered, but pulled their rifles back to their shoulders, fired, and all hit their enemies, killing one, wounded a second, and sending two other fleeing to the cover of the woods!  

The rally seemed to grow stronger with the appearance of their Swiss brethren, killing the Sikh officer, but getting distracted by Otto, still atop the tower with his rifle.


But as luck would have it, the Sikhs cowering in the woods for many turns, were perhaps inspired by the death of their officer, all recovered at the same time and joined their fellows charging the original Swiss at the tower.
The carnage was glorious. Sykes and Hettie took out the Swiss ranger officer, until Sykes was shot by Carmezind and abandoned his mistress for the safety of the tower. Hettie's life was spared as Otto made a crack shot, taking the most interesting gnome in the world out of action.

The Swiss were brave, but wounded and the Sikhs made short work of them.


The Sikhs seemed to need a moment to regroup, but Hettie took charge, running around the tower and engaging the engineers as they were setting up the charges. She took out one before some of the Swiss relief forces finally dispatched her.

There was a short firefight between the Swiss relief and the regrouped Sikhs.  The second engineer was taken out of action, things looked lost.

And then something broke through from below.

The Swiss engineers that had been tunneling finally made it to the far side of the tower, and frantically set charges!
And after many turns in a desperate firefight, Otto was finally wounded.  Laid out on his back, clutching his chest, staring up at the sky... his last thought before the explosion obliterated the tower.  

"I'm least I'm not hiding like that bastard officer downstairs..." 
RIP: Otto

All in all, the scenario was just enough chaos to satisfy my (twisted) gnome mind.  Of course, I calculated it afterwards, but it's only a 1-in-14 chance (7%) to not draw a face card in that first part.  

Overall, I liked this scenario as part of a larger campaign, one where sabotage and infiltration might be considered more mechanical than tactical.  Per the original scenario, and per my die rolls, it should have been an overwhelming Swiss success, which works better as a table result than a lopsided victory on the table.  

I am happy with the way tunneling worked, I'll tack those onto my ongoing Fistful of Gnomes document I'm compiling. 

I'll need to calculate casualties and get things set up for Part Three: "Long Walks on the Beach", coming soon! 

A Stroll in the Park by Tony Harwood can be found at Orcs in the Webbe . It was first published on the 13th December 2017 as part of its 2017 Advent Calendar.

I love the idea of the Advent Calendar, especially since it covers a variety of things for a wide swath of their games.  The drop down header only links to 2020, so I was delighted to see the 2025 version.  

Sunday, February 1, 2026

2026 #CharacterCreationChallenge Review and Index

I had a few minor time issues, but I was happy to get through the #CharacterCreationChallenge this year.   Yes, a few of the entries got a healthy dose  of AI, but I've also purchased new rules (Magical Kitties, I'm looking at you.) to complete some entries.  Like when I use it for my Monday night Gamma World game, AI can help nudge things along, but I wouldn't want to rely on it even a quarter of the time. 

Using Bluesky, Threads, Twitter, and sometimes Facebook for promotion, Bluesky had the most engagement through the app, Twitter drove the most traffic, and Threads.... well Threads is next to the other two on my phone.  

Links to all my characters: 


Most popular:  My Day 2 Guinea Pig Riverboat Captain for Gamma World.  One day, he will make an appearance in the game, the random encounter tables while the De Facto Explorers travel alongside the "Big River" just haven't brought him up.  

My favorite AI generated artwork that I generated for a character?  Easily Lady Vespara on Day 19


I'm grateful that I only pulled up two extra concepts for characters in the past week, so I only have a little head start for 2027.  

Time to work on a few more gnomes and wargaming for the blog.... I'll be back to laser RPG focus for August's #RPGaDay! 

(Edit: And of course,  Carl at Tardis Captain already sent out the official badge for completing all 31 days.)



Saturday, January 31, 2026

(Risus) - Viper! - Hostile Environment Trooper - #CharacterCreationChallenge

I saw this AI rendering on a GI Joe group and knew it needed to be statted out for the last day of the #CharacterCreationChallenge

Zee Viper

Enthusiastic Pane Polisher (4)
Daring Dangler of Fenestral Clarity (3)
Vindow Dressing (2)
Retired Sewer Worker (1)

Zee Viper strikes the heart in royalty, but probably was lumped together in a COBRA! recruitment drive.  More can be found on the Animaniacs Fandom page.  Alas I can't find a safe link to the end of that episode. 

Don't laugh too much, somebody kitbashed Zee Viper as an actual action figure here

Friday, January 30, 2026

(Hackmaster 4th Edition) - Thalia Garmistis - War Priest of the Heqet, Sister of Hecate - #CharacterCreationChallenge

I'm hitting the penultimate day of the #CharacterCreationChallenge with an old-school Hackmaster 4th Edition character.

It's cheesy AI Art (Nightcafe), but I took it and ran with it.

Thalia Garmistis,  8th Level Cleric of Heqet, Sister of Hecate

Age: 37,  Height: 5'9"   Weight: 174lbs  Handedness: Right  Class: LLC  
History:  Both parents alive through childhood, Honorable family both ill-equipped, only child

Strength: 14/35
Intelligence 15/75
Wisdom 21/34
Dexterity: 12/10
Constitution: 13/53
Charisma:  13/88
Comeliness:  15/65

Honor: 39  

Quirks and Flaws:  Flatulent, Socially Awkward, Missing Finger, Trick Knee

Proficiency: Staff,  Spear, Sagaris (Battle Axe), Short Bow

Alignment: Chaotic Good

Spells Base 7/5/4/3

Talent: Hit Point Bonus

Skills: 
Astrology 42% 
Divine Lore 361% 
Fire Building 50% 
Identify Animal Tracks 51% 
Hunting 30% 
Jumping 26% 
Language: Hy Braseal 
Language: Wyrmnalian  34%
Man Slap 31% (d6)
Religion: General 70% 
Religion (Heqet)  37% 
Religion (Hecate) 34% 
Rousing Speech 30% 
Running  26% 
Set Snares 24% 
Survival: Jungle 52% 
Armor Maintenance
Weapon Maintenance
Grooming

Magic Items:   
  1. Chain Mail +1
  2. Shield of Far-Reaching Defense (small shield)  (4/4/4/4/4/4/4/3)
  3. Spear of Grã-Bretanha (Spear +2, If first attack in the round hits, character gets one extra attack that round.)
  4. Scarab of Protection

Hit Points:  79

Armor Class:  Full Defense  (AC: -4), Using the Shield's abilities (AC: 4)

Background: Thalia is a courageous and skilled warrior of the Hy Braseal,  who doubles as a minor priestess in her society. She was part of the most recent war party that made contact with Viking explorers from the land of Wyrmnal. In the ensuing conflict, she emerged victorious and took the horned helmet of a formidable Viking warrior as a trophy, which she now wears with pride.

Appearance: Thalia is tall and athletic, with a strong, commanding presence. Her battle-scarred armor is adorned with symbols of Heqet, but special symbols, runes and sigils are inside her battle-spoil helmet, a testament to her more devoted membership as a Sister of Hecate.. She has piercing green eyes and long, braided hair/

Personality: Thalia is fierce and determined, with a deep sense of loyalty to her sisters. She is also introspective and spiritually inclined, trying to figure out why her society made her become a priest to a frog headed god, when many of her friends are the amphibian Ilekari, who bear a striking resemblance.  

The Cult of Hecate: The Cult of Hecate venerates the Xellenic goddess of magic, witchcraft, and the crossroads. Followers of Hecate seek to master the mysteries of the occult, the moon, and the underworld. The cult emphasizes the power of transformation, the connection between the physical and spiritual realms, and the pursuit of hidden knowledge.  

Thursday, January 29, 2026

(Gamma World) Yita Shash, Medicine Bear #CharacterCreationChallenge

Day 29 of the #CharacterCreationChallenge for 2026, and we're still looking at the glut of inspirational AI art.

Yita Shash – Medicine Woman Brown Bear  7th Level Esper

Strength: 18
Dexterity: 10
Constitution: 16
Intelligence: 13
Mental Strength: 15
Charisma: 14
Senses: 12
Hit Points:  67
THAC Melee:  +3  THAC Ranged:  0
Mental Defense:  19
Armor Class: 16
Health:   12
Robot Recognition: 16
Stealth: 0
Speed:15  Bipedal:10

Mutations:  Empathy (18); Healing Touch (9), Plant Control (16), Animal Control (19), Will Force (18), Hardened Fur, Heightened Smell

Skills
  • Hypnosis 9
  • ID Mental Powers 8
  • Sense Mental Powers 14 
  • Photographic Memory 11

Weapons & Equipment
  • Claw/Claw//Bite   d8/d8/d6
  • Med Kit: Tech Level V
  • Medicinal Satchel – Filled with herbs, poultices, and salves for curing wounds and diseases.
  • Stone Dagger – Lightweight and ritualistic but functional (1d6 damage).
  • Talisman of Purity – Grants immunity to poison and disease effects.
  • Charm Bracelets – Used to aid in negotiations and rituals, giving +1 to Charisma checks.
  • Smoke Bombs (x4) – Used for escape or confusion in combat.

Background and Personality

Yita Shash is a massive, matronly brown bear standing 8 feet tall, draped in robes woven from scavenged cloth and adorned with bones, beads, and feathers. Her fur is streaked with gray, hinting at age and wisdom. Her amber eyes hold a calm authority, and her voice rumbles like distant thunder. She carries a staff carved with ancient symbols and topped with a glowing crystal, rumored to channel mystical energies.

Yita Shash, meaning “Bear of Medicine” in her tribal tongue, is revered as a spiritual leader and healer. She wanders the wasteland, offering aid to those in need while protecting the balance between nature and mutant-kind. Her reputation as a wise counselor draws both allies and enemies to her presence, often forcing her to navigate tense negotiations or defend her patients with feral rage.

Legends tell of her visions, which have guided tribes to safety and uncovered hidden artifacts of power. Yita’s ultimate goal is to restore harmony in the chaotic world, even if it means battling tyrants and marauders who exploit the weak.


Wednesday, January 28, 2026

(Gamma World) Chi'Kune - Polar Bear Warlord #CharacterCreationChallenge

Day 28 of the #CharacterCreationChallenge for 2026, and I continue to dig into the host of images, AI and otherwise that would inspire a lot of interesting characters.  

Today brings us Chi'Kune, Polar Bear Warlord of the Great Ice Bay.


Chi'Kune, Polar Bear 2nd Level Enforcer
  • Strength: 24
  • Dexterity: 12
  • Constitution: 18
  • Intelligence: 10
  • Mental Strength: 13
  • Charisma: 15
  • Senses: 14
  • Hit Points:   75
  • THAC Melee: +8  THAC Ranged:  +2
  • Mental Defense:  11

  • Armor Class:   18
  • Health: 13
  • Robot Recognition: 15
  • Stealth:   1
  • Initiative +3
  • Speed: 15 Bipedal: 10   Swim:10
Mutations:  Thermal Resistance (Passive),   Heightened Strength (Passive). Combat Reflexes (Passive) Psionic Roar (Activated)  13,   Regeneration (Passive) – Heals 2 hit points per round unless damage is from fire or acid.

Skills: 
  • Combat Leadership 10
  • Makeshift Weapons/Armor 2 
  • Size-Up Opponent 3
Weapons & Equipment
  • Energy Sword
  • Energy Shield Generator – 
  • Scrap Cannon – A scavenged heavy weapon firing explosive scrap rounds (2d12 damage, 10-shot capacity).  
  • Thermal Grenades (x3) 
  • Power Armor Plate Armor (AC 4) 
  • Combat Harness 
Background and Personality

This towering mutant polar bear stands 9 feet tall, covered in thick, white fur streaked with scars from countless battles. He wears a patchwork of scavenged armor plates over his massive frame, reinforced with chains and spiked pauldrons. His cold, predatory eyes gleam with intelligence and ambition. His battle-worn claws are often stained with blood, and he carries a massive power sword, and a artillery piece 

Some other polar bears, known collectively as "Frost Tyrants" united all of the people of the Great Ice Bay,  Chi'Kune has simply survived long enough to defend the wastes, and scrounge the equipment of those who have ruled before them.  The age of the polar bear is coming to an end, but it will be over Chi'Kune's dead body