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Furiously eclectic people posting various things with tenacity.
Updated: 1 week 4 days ago

[Lost Craft] Crimzen at 4.7% alc./vol. in a 473ml Tall Boy Can

Mon, 03/16/2020 - 22:18

Lost Craft Crimzen Premium Red Ale

Cloudy Amber, not much head,

Mild malt scent.

Spreads out and coats the tongue like it’s dancing with more bubbles than you'd expect leaving a slightly sour aftertaste.

Reminds me of sour cream glazed donuts.

Light weight, smooth, mild bubbles that dance across the tongue leaving sour notes.

Thanks to Mr.Noodles and Archergirl who taste tested this with me and Mr.Noodles for supplying us with the sample!

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Categories: Miscellaneous Blogs

[MgT2] Vargr 1

Sat, 03/14/2020 - 19:03

Rikki-Tikki-Traveller 2e

Race: Vargr
Age: 38

Melee 3(4)
Admin 1, Animals (Riding) 1, Athletics (Dex) 1, Deception 1, Engineer 1, Explosives 1, Gun Combat 1, Heavy Weapons (Man) 1, Leadership 1, Medic 1, Recon 1, Vacc Suit 1
Drive 0, Electronics 0, Flyer 0, Mechanics 0, Profession 0

10K Creds; 10K/annum pension
Combat Implant -Enhance Melee (from 3 to 4)
Cloth Armour (self sealing, computer weave 0, chameleon, thruster pack) +8
Hostile Environment Vacc Suit (thruster pack, magnetic grapples, eye protection, computer weave 0) +12

Army Academy declined entry; successful entry into Army-Support.
Term 1: Hostile planet (Vacc1), Rank 1 Lance Cpl, same plant as J Vargr (Dec. 1).
Term 2: +1 Endurance; Brutal gorund war (guns), Rank 2 Cpl
Term 3: Athletics 1; Planet (wild or hostile) with J Aslan (Melee 1); Rank 3 Lance Sgt; Explosives 1
Term 4: Melee; Heroism in battle, Rank 4 Sgt; +1 Endurance, Ageing -1 Strength
Term 5: Melee, Peacekeeper (Admin), Rank 5 Gunnery Sgt, Heavy Weps (Man portable)

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Categories: Miscellaneous Blogs

HackMaster 2020/03/04, Sphinx, Statues, Hobgoblins, & Skeletons

Tue, 03/10/2020 - 18:22

Games on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601. (We skipped the previous week due to fog.)

This time we had a salami pizza.

Disclaimer, I have decided to keep this a low information campaign. The party has no idea where they are or what world they are in.

++++ SUMMARY ++++

Today's game was a little bit more simple. They did basically four rooms (or 3 rooms and a hallway) with most of the time taken for debate on what to do next. My player's inability to make decisions or read clues is amazing.


Starting where they left off, the party sent off half the "teenagers" to guard the rescued Wimmenfolk and start walking back to the village. The were still in the room with the surrendered Goblins and the Sphinx statue with two broken glass eyes.

Getting the party to investigate the statue was a challenge. First of all, my gamers have gotten used to the idea that I'll simply tell them things just because they happen to be in the vicinity. After getting him to look up from his cell-phone, our "Detective" sub-class of Magic User DeBoDe, detected no traps and not magic. So I had to bring up to the plate the party's Thief, "Hey Needles, that's what you're here for. You have in front of you a statue of a Sphinx with two broken glass eyes. What are you going to do?" He decides to check it out with a cursory look, nothing. So finally saying again, "You have a statue of a Sphinx with two broken glass eyes (at this point I stomp my boot twice under the table), what are you going to do?"

He decides to check out the broken glass eyes.

So I tell him, they are big enough to insert a finger or a stick. (Fortunately, my player chooses a stick.) In one eye he finds a small poisonous scorpion which is easily disposed of. The other eye, turns a switch. (He turns the switch.)

The Sphinx rolls away and there is a stash of treasure behind it. (Whew!) A bunch of silver jewelry, nothing magical our Detective could detect. They decided to put it on the Barbarian's Pack Goat.


Next item on the agenda was to go down the stairs and check out the four other statues at the bottom. The statues were: A skull, A demon figure, A screaming figure, A frog creature.

They decided to check out statue and without bothering to check for magic, when touched it turned into a Berserk half-frog, half man. After defeating it (and yes it took a few rounds), the decided to check for magic and found only the demon figure had magical on it. Avoiding that, they turned their attention to statue of the screaming figure and found a switch inside its mouth.

Turning the switch, the stairs they had just come down lifted up, and they were faced with a squad of 10 Demons armed with maces and shields.

There was a long pause and my Players could not decide what to do. If it were any other D&D Party they would have been rushed by the Demons. I finally dropped a hint, "Try turning the switch the other way." "Thud!" the stairs were lowered, thus blocking the demons.

Actually the dungeon did not allow for a two-way switch on this, I had to give them an easy way out to rethink it.


The party decides to ask their "guide" (the captured Hobgoblin "leader"), what was the quickest way to the rest of his tribe?

His response was to take the secret door in former Kobold's barracks (which the party discovered last session after getting the Kobolds to surrender), and it will take you to the Hobgoblin barracks. They found it was a narrow corridor 80 feet long so they had to go single file.

Arriving at the far end they found 10 fully armed Hobgoblins with more captive village Wimmenfolk. Using the tactic with the Kobolds, the party asked for their surrender or "your leader gets it". Demanding proof, they have the captured leader "speak" and the party only got peals of laughter in return, including a shout. "Hey Schlomo, we get dibs on your stuff!"

Unfortunately, the party could only fight them one person at a time with open door frontage. Grog our Barbarian took damage so they pulled him back and one of our intrepid of "teenagers" with wings healed him from behind when he wasn't looking. (Our Cleric had run out of healing spells after the battles with the Goblins and the Frog Statue.)

Noticing this ability, our party utilized the "teenagers" like rotating troops putting them up front. As soon as a "teenager" got seriously wounded, another "teenager" behind him healed him.

During the battle, one of the 10 Hobgoblins casually left the barracks out the back way. Ostensibly to report the party's incursion.

Also during the battle, Torquemada confronted at swordpoint in the narrow passageway why the captive "leader" (now called "Schlomo") as to why he got no respect from his underlings? "I'm the Chief's body-double, he said, it always works on the Kobolds."

At this point the party closed the door on the battle and made a careful retreat. It was an about face in the narrow hallway they were in, not a coordinated event at all. The Hobgoblins did not follow, but they heard laughter.


Back in the old Kobold's barracks the party discussed it. Questioning Schlomo about how to go about attacking his tribe. He tells them they could either, take the long way around to the other side where he was captured, try again down the narrow corridor, or fight the "demons" under the stairs. He explained the the "Demons" are just Skeletons made out to look like Demons with a Phantasmal Force spell. His tribe knew about the Skeletons, but did not know about the switch in the statue as they thought the room was a dead end under the stairs closet. It is normally accessed from another room via another secret door.

There was another long pause getting the party to make a decision. So I finally dropped a hint saying: Going the back way is probably blocked by now since the tribe has been alerted. Going down single file again is a non-starter. But you can probably get more frontage fighting the skeletons, and get past them quicker and gain access from an area the tribe thinks is a dead end.

The party had another idea to go back topside and recruit the surrendered Kobolds (who had kept their agreement and left for other digs). So the Kobolds negotiated for a share of any treasure.

So getting in line for battle, the party fought the Skeletons, since the Kobolds were smaller they could fight two per every Skeleton. Our player for DeBoDe rolled the attack dice for the Kobolds periodically interrupting his cell-phone video game to roll the dice. (Not less than three times I had to mention, "Get off the phone and roll.") Eventually after defeating them the party found a red square in the center underneath the stairs. After some some more investigation they discovered by standing on it, the stairs would pivot up. Apparently this had never been discovered by the Hobgoblin tribe who had just let the Skeletons (disguised as Demons) stay in their room.


- A Barbarian named Grog.
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.
- A Thief named Needles (who has a fear of needles)
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered two episodes back who want in on the "action".
- Rescued wimmenfolk from the village. One per each defeated member of the Hobgoblin tribe.


Tracy Johnson


Categories: Miscellaneous Blogs

HackMaster 2020/02/19, Confronting the Goblins

Sun, 02/23/2020 - 01:47

Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.

We had an extra large philly-steak, fresh mozzarella and tomato pizza.

Disclaimer, I have decided to keep this a low information campaign. The party has no idea where they are or what world they are in.

++++ SUMMARY ++++

We left off our characters in a 60 square foot throne room with one discovered secret door, a 20 foot wide open pit and De-Bo-De just having avoided a poison pin-cushion on the throne.

Our party decided to take the secret door and found themselves going 30 feet up where they found another door. Upon opening it up, they were presented with the backside of an apparently indestructible gray curtain that stretched from floor to ceiling that allowed a 3 foot wide gap between itself and a wall. Grog tried stabbing it, Torquemada tried peeking under it, both to no avail. (I told them it was attached the floor and ceiling like upholstery to a sofa.)

Grog make his detect magic check and avoided touching the curtain henceforth.

So the party sent the teenagers down the sides of the curtain only to report back that the paths were dead ends. The curtain apparently enclosed some internal room. De-Bo-De tried his luck and found a secret door.

Taking standard the precaution of having Needles check for traps and finding none, they sent Grog the Barbarian through first with the rest of the party as back up, only to find:

A hobgoblin entertaining himself with one of the kidnapped wimmenfolk. There was also a hobgoblin guard looking down an open staircase. (Since they came through a secret door "known" only to the occupants, they were not expecting anyone from that direction.) Having achieved an element of surprise, Grog attacked from the Guard's rear flank and Torquemada put his sword edge on the other Hobgoblin's backside and demanded surrender. Which was translated into perfect Hobgoblin by "Fred" the amulet who was nearby around De-Bo-De's neck and happened to overhear ("Fred" is only trying to help.)

This was the party's lucky day, for judging by the Hobgoblin's gear lying about they had captured the leader of the Goblin tribe.

That accomplished, the party hastily had the Hobgoblin leader and his former hostage get dressed and took the two Hobgoblins hostage themselves and forced them with their hands tied to be their new guides to this dungeon. So without further ado, the party was led down a staircase, to a room with 2 more Hobgoblin guards (who also surrendered), then through another secret door and found themselves back in the throne room they had left, albeit another secret door they had not found (nor had bothered to look for since it was behind a curtain next to one of those braziers).

Reorganizing with the teenagers left behind to guard their rear. The party was led cattywumpus across the throne room (avoiding the 20 foot wide pit) and took yet another secret door they had not found and up some more stairs to a 30 by 100 foot long room with 3 doors to the right, four statues at the other end, then it turned right to a 30 foot wide staircase going up.

Their new "guides" led them to the first of the 3 doors telling the party that his allied Kobold tribe lives behind doors 1 and 3, but the 2nd door is just a closet. Going through door number 1, the party found 20 sullen Kobolds being forced to clean and scrub their clothes, pick up their things and make their beds, overseen the stern looks of the party's wimmenfolk "hostages".

The party abrubtly announced itself that that had taken their Chieftain prisoner and bade the 20 Kobolds surrender their hostages. (The party really didn't say that, it was really announced by "Fred" translated into perfect Koboldic.)

"Ding dong the Chief is had, the mean old Chief is had!" Sang the Kobolds, once again in seemingly orchestrated dancing and song which in the next chorus said: "Can you please save us from this selfmade hell!?"

Torquemada, slightly out of character said via "Fred": "Just release the hostages leave these parts, and you can go." Since the Kobold's belongings were somehow set in order beforehand, and well packed including their toothbrushes, (even their underwear was folded), the Kobolds started to march in single file out the dungeon.

Somewhat disappointed, the "rescued" wimmenfolk watched them go.

Meanwhile the party decided to open the closet door (door ) back in the hallway. The party Thief dutifully checked for traps, found none, decided it was unlocked, then had the original Hobgoblin guard of the Chieftan open the door.

Plop! An Ochre Jelly that had been waiting on the other side of the door dropped on the hapless guard. The party had to kill it with oil and flame but not before it had consumed the Hobgoblin.

A few giggles erupted from the last of the departing Kobolds. They had apparently kept the Ochre Jelly in the closet as a joke and didn't tell anyone.

That left the next step in this night's gaming agenda. There were three other things they could do:

Investigate the four statues at the end of the room just before the stairs going up. (They were a skull statue, a demon statue, a screaming figure statue, and a frog creature statue.)

Up the 30 foot wide staircase going up. To which the ex-Chieftain said were the barracks for 10 Goblins.

Yet another secret door from the ex-Kobold's quarters going underneath staircase which leads to the barracks of 10 Hobgoblins.

They decided to ignore the statutes and go up the wide staircase. At the top of which, were 10 Goblins with (you guessed it) 10 wimmenfolk hostages. However these wimmenfolk didn't have it as easy as the ones with the Kobolds and were in dire need of rescue.

Additionally the surrender call by from the party did not work as intended so we ended up gaming a battle. Three Goblins guarded the wimmenfolk, which left seven Goblins versus the party. This included the Grog, Torquemada, Eleven Teenagers, and the party even recruited the two Hobgoblin prisoners to fight on their side. (But not the ex-Chieftain.) Only Needles and De-bo-De remained behind to guard the ex-Chieftain.

About six rounds later the morale of the Goblins finally broke and they surrendered.

Being out of time we called it a night. The party having rescued 31 wimmenfolk. The next step would be to go though the secret door in the Kobold's barracks and confront the Hobgoblins, and as you may guess, an equal number of hostages.

Oh and by the way, I didn't mention it to my gamers, in the just defeated Goblin quarters there is a large statue of a sphinx with broken glass eyes.


- A Barbarian named Grog.
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De
- "Fred" the talking indestructible wooden fish amulet found in session one and taken possession by De-Bo-De.
- A Thief named Needles (who has a fear of needles)
- A Cleric named Torquemada, a Cleric who bought the Inquisitor package with his build points.
- Eleven "teenagers", who are apparently some sort of Sprite kin encountered last episode who want in on the "action".


Tracy Johnson


Categories: Miscellaneous Blogs

AAR 2020/02/12, HackMaster is Back

Thu, 02/20/2020 - 14:11

Games are now on Wednesday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.

We had an extra large ground beef and mushroom pizza.

++++ SUMMARY ++++

Disclaimer, I have decided to keep this a low information campaign. The party has no idea where they are or what world they are in. Except for Grog the Barbarian who had just moved in as a lone survivor after his raiding party was defeated during after their most recent campaign, otherwise the party grew up in this awful village of scum. Even though the party rolled up middle class characters, class distinctions for this village are rather, well, relative.

While still transcribing character statistics, I thought the group was developed enough to start adventuring. So we have:

- A Barbarian named Grog.
- A Magic User Sole Practitioner (Detective Class) named De-Bo-De
- A Thief named Needles (who has a fear of needles)
- A Cleric (absent this session)

Funny thing about HackMaster Barbarians, they cannot "knowingly" associate with Magic Users at First level. (So Mum's the word on De Bo De. Sssshhhh!)

I "woke" the party up at a small village of lowlife "Scum" on the edge of an unnamed river. Their "Village" being the closest thing to an organizational size one can think of. A collection of "Huts" is more like it. Otherwise known throughout these parts as "Huts of the Scum". In any case the village was raided by itinerant Goblins and all the wimmen folk were kidnapped. All the pretty ones at least, "pretty" for a Goblin is something better looking than the average donkey. Suffice it to say, any female who could disguise themselves as a muckraking boy or were past menopause were left behind.

Afterward, the "village" council drafted our young adventurers. First the Barbarian, only because he was the only one with any fighting experience. Secondly the Thief, so he could bail himself out of the stocks. The Magic User (Detective) De-Bo-De, because a village elder's wife had hired him to find out who her husband was having an affair with. (That Elder is hoping he doesn't come back to file a report.) And the Cleric, because in retaliation, that same wife decided to have an affair of her own with the Cleric and the Elder found out. (The Elder doesn't want the Cleric to come back either.)

After some minor adjustments it was discovered most of the party was so weak they couldn't carry their own equipment. So they transferred the weight to the of a week's worth of Iron Rations to Grog's trained pack goat. Since Goblins were litterbugs and there were no trail-side sanitation ordinances, the party followed the obvious trail to the Goblin's lair, where they had their first encounter.

They heard loud giggling and musical instruments.

Since De-Bo-De's profession was "Detective" they sent him, which was probably better than sending the Thief. De-Bo-De was able to "detect" the source of the noise, and using his specialist ability to use the 2nd level "Detect Invisible" spell at 1st level, he found some nearly a dozen invisible "teenagers", with butterfly wings. Making contact, he convinced these "winged teenagers" with their penchant for petty mayhem, to join them on a raid into the Goblin's lair, (as long as they hid their wings from the sight of Grog and stayed "visible". So they flew over to a nearby copse of trees where they made themselves look nearly human as I said, like teenagers.

After formal introductions with the "teenagers" the party finally made it to the Goblin's lair. Where they found a cave entrance with steps going down, De-Bo-De noisily went first and alone. Of course this alerted the sleeping guard who promptly retreated further inside enough so that De-Bo-De could hear a door slam. Reporting back, the party all went downstairs to a 55 foot square room surrounded by drapes and a double wide closed door to the left, with a rather well done mural of an Goblin face on the doors. The teenagers checked behind the drapes to find a 5 foot wide space behind so the room was really 60 feet square. Thankfully there weren't any Goblins in ambush behind the curtains.

They was however, a pile of garbage in one corner behind the curtains. Searching the pile they were greeted by a voice saying "Hi, how ya doin'?" Digging deeper in the trash they found a talking wooden fish amulet named "Fred", and having got the hint not to inform Grog about any magic, they showed it to De-Bo-De, who promptly confiscated it amid more giggles from the teenagers. "Fred" promptly told De-Bo-De that he can speak any language of his current or former owners, perform a "Change Self" spell for his owner once per day for 6 hours, as well as improving his owner's armor class by one. Fred also said he was fire proof, freeze proof, acid proof, and basically indestructible.

Makes one wonder why "Fred" was discovered in the trash?

The double-wide door with the Goblin mural was the next obstacle. It was easily pushed open however, but as soon as the party passed through it a "Magic Mouth" spell LOUDLY exclaimed "Ho Master, be wary. Enemies are at your door!". The party went through it, and Grog hastily did so avoiding looking at the thing because it was magical. Lastly as De-Bo-De passed by another Magic Mouth spell cast a Detect Magic spell causing a third Magic Mouth to declare (loudly) "Master, they have magic on them." (Grog cringed when he heard that.)

The next chamber was another 60 foot square room built out of white marble and with a lengthwise inlaid black marble steps going up to a landing with six columns of gold inlaid marble in front of parted parted black curtains going up to another room. The walls were covered with bas-relief carvings of soldiers fighting. (Oddly enough, they haven't found any Goblins.) To one side De-Bo-De found a secret door on a catch of one of the bas-relief statues, but the party decided to ignore that for the moment and continue on past the curtains.

This place was obviously built by better engineers and spell casters than these Goblins.

The next chamber was another 60 foot square room surrounded by a circle of draperies so that each corner was hidden by a curtain. In each corner was a brazier with burning incense which to one "teenager's" dismay caused him to fail his saving throw an sent him to a snoring sleep. Thus alerted the party held their breath and put them out.

But more importantly was the huge 20 foot wide circular pit in the center of the room and a throne on a raised dais at one end.

Looking into the pit, our Thief Needles could not see the pit walls any further than 20 feet down, so he dropped a lit torch. It promptly disappeared after 20 feet. (They all made a mental note of that, for later.)

De-Bo-De decided to check out the throne and without further ado, decided it was a good time to relax. So he placed his hind end squarely in the middle of it and made his saving throw versus poison as the trap sprang on his behind. If it had been Needles, he would also had to make a saving throw versus Fear.

All Fred could do at this point was laugh.


Categories: Miscellaneous Blogs

Tracy's AAR for 2019/11/14, 2019/11/21 and Late Game Tomorrow

Wed, 12/04/2019 - 16:49

Games are "normally" on Thursday nights sometime after 6:30PM at World's Best Comics, 9714 Warwick Blvd Newport News, Virginia 23601.

Tomorrow we are back on schedule with a late start. No sooner than 7:30PM, so the game will have to be quick and easy.

We had our usual Philly Cheese Steak Pizza with fresh Mozzarella. Lately we have added diced tomatoes.

After Action Report (AAR) for two gaming sessions prior. (Due to U.S. Thanksgiving Day on 28 Nov, we skipped it.)

++++ SUMMARY ++++

On November 14th, we played Avalon Hill's "Civlization" and the Western expansion board with 5 Players. It was another game with a learning curve but our new partipant got the hang of it. I deprecated myself by picking Crete so the other players would have a chance. By the time we had to quit, we finally got to the point of being able to "trade" a catastrophe because we had gone through the trade decks.

On November 21st, we Played Samurai Swords with 5 players, due to the learning curve we didn't get very far. One player consistently bid on the Ninja and took out a couple of Daimyo to prevent battle before it started. Everyone was still fairly even with territories by Turn 6 when we quit. Although a couple of Players lost an Army and would have been hard pressed to maintain the status quo.


Tracy Johnson



Categories: Miscellaneous Blogs