Sunday, June 29, 2025

Meeting the Maple Mill Militia

Readers of the Grimfish Harbor Howler may have missed the story.   Buried on page two was a brief story about another  hive tremor that had struck Emperor’s Getaway and had opened up new areas to explore.



This is not uncommon in the EG (both tremors and burying important news behind a daft interview with a frustrated Archeopriest.) New areas opening up means new opportunities.  

Game Note-The players were given five possible areas to explore and were told to collectively pick one. They chose Paddlestab Creek because of course they did. End Game Note 

After a brawl, the various gangs readied themselves to head towards Paddlestab Creek. The newest edition of the Howler hinted at trouble they might face as Paddlestab Creek is located near Maple Mill.


Maple Mill is best known as the home to Moogus Peefer AKA The Madman of Maple Mill.  This surly old man is a doctor turned inventor who is known for his interesting and very dangerous robotic creations, and his one size fits all solution to all problems “Chop em up.”

In this case, Peefer’s creations slipped their reins (not unusual) and formed a collective (unusual) who call themselves the Maple Mill Militia   


Led by a brightly painted yellow flying ball with five shooty appendages known as The Admiral, this militant band has moved into a recently opened up abandoned mining rig.  While The Admiral is off trying to discover what both a militia and an admiral are, the Maple Mill Militia has posted up.

The gangs decide to work together and creep up on the unsuspecting bots to grab some loot and cause some chaos.


The five present gangs-absent were The Shrouded Path and Majestic Twelve-creeped into the area and completed a quick scout to see with what they were dealing.  They did not know that the enemy was mechanical so were surprised to see shiny-ok, maybe rusty-metal guards posted up around an old mining building. 

Game Note-This scenario was played using the raid scenario from the original rule books.  Additionally, loot crates were scattered around the defending side’s table half. End Game Note



The Maple Mill Militia, being a band of mechanical creations didn’t bother to collect the valuable supplies and resources left by the previous occupants before the mining rig was cut off in a previous hive quake. The plan for the gangs was simple; work together, get the loot and get out.

So it was that the five gangs cautiously crept forward.   Each gang had a somewhat different strategy.  The Pale Veil crept up the side towards the giant power tower (tower of power?) while the Mischievous Misbehaviors stayed on the ground and snuck up the opposite side.  The Slag Ratz with a Z for Maximum  Doucheyness also stayed low and headed for the turbine in the center of the  territory.   The Wastoids took a different stance, continually asking if they could shoot the guards and musing whether las guns made noise.   The Waste Side Bears followed the Veil but went high across the rooftops while the Veil stayed low.  The Bears too had itchy trigger fingers but restrained themselves for the greater good of avoiding the alarm being sounded.


The Ratz were the first to make an aggressive move   Two of the beefy boys (boyz?) crept up some stairs and onto the walkway of the turbine and quietly incapacitated the robotic sentry who was posted there.

The Wastoids, who were crossing the green bridge, restrained  themselves  under pressure from the other gangs and managed to quietly take out another robotic droid who was stationed on the bridge.   The Veil did the same to yet another sentry who was guarding the tower.

It was the Mischievous Misbehaviors who blew the cover.  After looting a crate for some cred saving rations to feed their entire gang, they snuck up some stairs to jump a guard on the far side of a  bridge.  They were able to club the silver sentry, but unfortunately, did it loudly enough that they were discovered and the alarm was rang.


The stealth mission was now over.  The Ratz ran for the stairs that climbed the front of the rig while the  Veil ran for two crates on the tower.  The Bears opened up on anything metal with their guns while the Misbehaviors climbed a three story building opposite the tower side of the mine.

It was the over eager Wastoids who were caught out.  Nearly their entire gang was left exposed on the green bridge when a silver droid with a heavy las rifle (same stats as a heavy stubber) who was tucked into the front room of the mining building  unloaded on the hapless ashers, knocking one down and routing  two others.


The Wastoids retuned fire but struggled to take down the metal militiamen.

A loud explosion rocked the power tower when a Veiler opened a crate only to find it contained very old and very unstable explosives.  The new Pale boy, who was recently recruited from the gang’s settlement went out as the first casualty.

The cover was now blown and the fight was in full force   This ruckus was loud enough to bring in mechanical reinforcements who were out patrolling and heard the fighting.

Then there was betrayal.  

One of the Misbehaviors ran out onto the green bridge where the Wastoids were advancing.   A loud zap was heard and the little dude dropped to the ground.  A Wastoid stood only a few paces away, recharging his Las pistol which he had just fired at the green ganger.


The shockingly brazen move so demoralized the little green men, that they never did recover.  The untimely reinforcements led by a large mechanical menace known as the Commander, plowed into another pair of MM’s.  The Misbehaviors bottled out.

Meanwhile, the Ratz battled their way up the front stairs but were pinned down by increasingly heavy fire.  The heavy las gun zapped away, not wounding, but pinning several Ratz.





The Wastoids gained the platform containing the mining building and looted a crate before heavy fire and good judgement had them bottling.

On the tower, the Veil looted a large crate, were harassed by one of the now infamous phase birds of Maple Mill, and readied for a push on the mining building.   The Bears exchanged fire with more mechanical foot guard and were progressing.  

Then the Admiral returned and he was not happy (I think?  Are mechanical flying spheres ever happy?)

Moving fast and flailing dangerous metal appendages, the Admiral quickly bore down on the tower invaders.


The Pale Veil and Waste-Side Bears acknowledged the crumbling situation that losing two gangs and gaining ever increasing numbers of angry bots had caused.  They, along with the Ratz pulled back with what they had managed to loot.  The Bears left empty handed.

The raid, overall was a success for most of the gangs.  At the cost of a dead Misbehavior-the betrayed little dude survived- the five gangs had gained some valuable loot and an appreciation of the inventing skills of the Madman of Maple Mill. 







.


Wednesday, June 11, 2025

King of the Giant, Very Large Hive Pile ,


      Iazra is an orphan.  She doesn’t even have a last name.   Iazra is also a Bottle Wyrd. This is a rare class of Wyrd who uses something like Warp energy to create potions that can act as psychic abilities. Iazra has the rare gift of innate potion making and was trained for a while by a Master Chemist until that Bottle Wyrd was killed by outlanders.  Now Iazra doesn’t know what to do.  She has set up a small camp atop an isolated tower within the lower reaches of Emperor’s Getaway, where she works on her potion making undisturbed and alone; just how she likes it.  That is about to change as six rowdy bands of Juves are about to brawl at her doorstep.


Game Notes-Two things that drive scenario creation are scenery and random miniatures that the Hive Master (dungeon master?) likes to shoehorn into campaigns because they are interesting to paint (see-duck with grenade in mouth.)

This scenario has both!  As mentioned previously the scenery fanatic showed up with a beast of a terrain piece, and the Hive Master picked up a random model who looks like they brew portions.  Voila! A new class.

The scenario is simple.  Take the tower and be the last to survive.  Bottling for gangs stands at 50% losses for this scenario. -End of Game Note.

   The six gangs; the Wastoids,  Waste-Side Bears, the Shrouded Path, the Pale Veil, the Mischievous Misbehaviors, and the Slag Ratz, with a z for maximum douchyness (that’s only the second longest name in campaign history-or maybe the second half of the sentence isn’t part of the name. oh well) always 
seem to always show up at the same time in the same place. 

The tower loomed tall over the small gunners, who approached from different sides, and who implemented different strategies
.
The Mischievous Misbehaviors used speed, figuring it was better to gain a foothold and hang on to any gains they might make.   

The Shrouded Path were more cautious after their recent drubbing and hung back. 



This didn’t stop them from dropping a Misbehavior with a lucky auto pistol shot. 

The Wastoids and Slag Ratz With a Z for…oh never mind, seemed awfully chummy as they advanced for the same stairs that the Misbehaviors were trying to climb.   Whispering and plotting, always prevalent in Hive Decastus, was on full display as the Wastoids shot over the heads of the Ratz and knocked down, but didn’t injure a little green Misbehavior.

The Pale Vail were cautious after losing three dead in the last go around. They slowly crawled forward while hiding and covering with overwatch. 



  The Wastoids did what they always do.  They advanced quickly shooting as they went.  They knocked down a Kroot and shot at, but missed a Wastoid.



Slow and cautious or speedy assault.   Both! Neither!  How about betrayal and brawling?
The Slag Ratz, who tested both the Misbehaviors and Shrouded Path with minimal success, suddenly piled into the Wastoids. Axes and clubs smacked the Wastoids, who after initially being surprised, struck back with knives and pistols. 


The Wastoids had an ace up their sleeve (well, two if you count the dice rolls of the Ratz.). Mr Blue was emerging as a force with which to be reckoned.  His two advancements were both in Weapon Skill.  The Wastoids also outnumbered the less experienced muscle boys. 

The fight was brutal.  The Misbehaviors, who were starting to lose numbers from pistol fire by the former team up, could only watch in relief.  The Shrouded Path, who were advancing towards the Ratz stopped and watched in amusement.


Two heavyweights, Mr Blue from the Wastoids, and Brizzle Grubmok of  the Slag Ratz waded into the melee.  The stabbing Wastoids were getting inside the wild swings of the Ratz’ clubs.  Ratz fell under the weight of numbers and were nearly wiped out.  One Ratz was piled on by four Wastoids and clubbed down three before finally falling injured from a shanking by the fourth.

Just like that, the Slag Ratz were out of the fight.  Their betrayal had gained them nothing, and left them battered.   The Wastoids were also weakened and voluntarily bottled before the lurking Kroot could pounce on them. 

Meanwhile, the Misbehaviors gained advantage from this pile up and climbed high into the tower. The Waste-side Bears gave chase from the opposite side of the large structure.


The cautious Veil and even more cautious Path eyed each other with suspicion, and one attempt by the Kroot to sic their hound on the rear guard of the Vail, resulted in the Pale lad flaming the barky beast.  



Up the tower climbed the four gangs.  Iazra thr Bottle Mage was shocked to see half her height pointy eared, smelly green dudes stumble up the stairs and into her encampment.  They were not hostile, but she hesitated. 




The tussle for the tower would climax in a two gang fight.  The Vail and Path stalemated each other.   The Misbehaviors waited on the roof, guns aimed at the two access points.  A Bear rushed the ladder while three others rushed the stairs.  The Bottle Wyrd hid, as auto pistol and stub hun fire traced across the roof. 


A stub gun round knocked down one charging Bear, while another green battler clubbed another.   The Mischievous Misbehaviors fought with ferocity not previously seen.  They beat back the Bears and secured the tower.   As the last five standing fighters cheered, Iazra decided it was time to make her way, so she offered her services to the strange little ankle-biters and they accepted 








Thursday, June 5, 2025

The New Addition To the Hive

 We Irregular(s) love our scenery, and we are lucky to have an inspired hand in the group.  He works in the shadows and pops up with a new piece for the table every so often that we had no idea was being created.  This one is a doozy and we love it. 


Sitting at five stories high, it has nooks! It has crannies!

Lots of layers of rust, some real fire 

Enjoy!












Revenge

 The Mischievous Misbehaviors were feeling put out.  The attack on the Maple Mill Militia headquarters (now known by the Maple Mill Militia ...