MoG Weekend away and Star Wars Adventures!

Hey guys! Just letting you know about some events we have coming up:


Star Wars at the Powerhouse (4th May)
Ministry of Game Weekend Away (3-5 August)


Let us know in the comments if you are coming or not, and to which event!! (OR BOTH!!) 😀
Please note, you are responsible for buying your own tickets for both events. Please follow the links in the information to ensure you can join us!!



The Powerhouse Museum is hosting a Star Wars extravaganza this year!

With a scale model of an X-wing that you can climb inside, do I need to say anything more to get you to come?? There’s also AR lightsaber duels, panels, coding astromech droids, collectables to drool over and heaps of other cool stuff!

If you would like to join MoG, we are going to the 9am-12pm session on Saturday the 5th May. Then will probably head into the city for lunch together.

Find out more and buy tickets from here. Adults cost $17 (including booking fee) concession is $9.50 and kids under 16 are free with an adult ticket (but booking must be made anyway)

Bring the whole family! Come in costume or your most awesome star wars shirt!


We are giving a new twist to the MoG Weekend away!!!
Book tickets ahead – early bird tickets are available from 18/4 (10am) until about 17/5. Buy tickets here.
EttinCon only runs for Saturday the 4th August, so there will be plenty of time to hang out, play games and eat food! You also have no obligation to come to EttinCon, and can instead just come up and do whatever!
You are also welcome to come along with your family – either stay with us or make your own arrangements.
We will hopefully be booking a house in Blackheath, so let us know if you can come and want a room (and what kind of room you would like) and we will do our best to accommodate all! You can also come up for the day, or organise your own accommodation and come hang out with us when you want.
Please let us know if you want to stay with us by Tuesday the 15th May. We will be trying to book something after that.

The job

“Arr! We’re under attack!”

Bosco Daggerhand looked up from the mug he was polishing – making it slightly less grubby – and saw the band of hearty pirates in his tavern rise from their chairs, draw their cutlasses, and rush out the room, leaving those too drunk to fight snoring on the wet tavern floor.

He heard the warcries, the clashing of steel, fiery explosions, the screams, and the gibbering of an ape and the growling of wolves, for some reason? He saw bodies fly past the doorway of his building. He heard the tromp of running footsteps on the outside hull of the tavern.

He spat in the mug and kept polishing. A particularly greasy stain was nearly out.

He heard a low magical hum, and the area just outside his doorway suddenly went impenetrably black. He heard the cries of confusion – and then a conversation between three people, as if they were parleying in the middle of a fight? Who does that?

He hung up the mug and took another, and got to work on that one.

He saw the darkness lift, and reveal two half-orcs – one of them was Heel, the first mate of the Stirge – facing another one with a dangerous-looking battleaxe. Their fight wasn’t so much a dance of blades and dodges as a bunch of brutes yelling and hacking at each other, each taking an inordinate amount of wounds that would have left a normal man dead.

Finally, there was silence. Bosco saw the shadows of the victorious party in the gloom of early night, approaching the door.


He gave a nod and a wink to Gary, who’d been standing attentively and put aside his mug and the filthy rag he was using to scrub it. Time to hide and play the victim. After all, that’s what got him this job in the first place.


What a massive combat! XP awards:

  • Liberate Jahaka Anchorage from its mob of sea dogs: 400 XP each
  • Tackle the flying sword trap in the warehouse: 60 XP each
  • Total: 3685 / 6500 XP

Other awards

  • Amberlyn: “Parley?” award
  • Gruffbeard: Professional Shark feeder award

The discovery

It had been a strange day.

Karrak wasn’t complaining, though – there wasn’t much that was less exciting than guarding the eggs all day – he just didn’t expect that, when trouble or excitement came to their mine, that it would take place the way it did.

I mean, a bunch of big folk come in, somewhat apologetically, say a few words, then leave? This was nothing like the stories of the ‘Add-vent-churr-rerz’ that his mother and father told him. Karrak expected flashing blades, scorching fire, a slaughter at their hands, not some sort of meek retreat.

At least the event had buoyed the spirits of him and his companions – Reek over there was boasting of how the big folk cowered and ran before their kobold determination and might – and now they had their own story to tell their children – thankfully without any need for harm, danger or bloodshed.

It wasn’t until Karrak went down the mine later that day to offer his daily tribute that he noticed a couple of dark shapes at the bottom of the pit. Looking closer, he saw the bodies of Grek and Kilik, an arrow in each of them, the ones whom the big folk said they hadn’t seen.

Perhaps he should raise the alarm – but then they’d have to go out and fight, and they’d never be able to tell their great story of how they scared off the big folk. Instead, Karrak pulled out the arrows, threw them into the nearest ore cart, and went to tell the chief of how Grek and Kilik somehow, accidentally, had a bit of a tumble and fall.


XP awards:

  • Defeat the Lizardfolk tribe: 200 XP each
  • Stealth kill two Kobolds – and then, basically, go home: 10 XP each
  • Turn a pack of velociraptors into food: 100 XP each
  • Uncover the hidden pirate base in Jahaka Bay: 150 XP
  • Total: 3225 / 6500 XP

Other awards:

  • Drax – ‘I just can’t stop rolling 20s, no matter how hard I try’ award
  • Vinca and Stryker – Light Side award for not doing an Anakin, killing all the younglings and breaking Kobold Padme’s heart
  • Amberlyn – best nonchalant lie
  • Kleptor – Man with the plan award for kicking off the assault on the pirate base
  • Frank – Parent-in-the-making award for tolerating the mischief of the little brat Chwinga

The voices in the head

Nanny Pu’pu stared wistfully at the band of heroes as they turned and went on their way, leaving her alone again. Why did no-one want to spend time with her?

Greg the Scorpion came to his senses, in the middle of the jungle, his brother and sister gone without reason. What had happened?

And Amberlyn, meeting again with her companions and journeying away from Orolunga, heard a voice in her head, “Are you jealous of their blessings? Do not worry… our time will come.”


XP awards:

  • Defeat the Pterafolk of Mbala and retrieve Nanny Pu’pu’s travelling pack: 250XP each
  • Discover the location of Omu from Saja N’baza: 150XP each
  • Defend your camp from three giant scorpions: 300XP each
  • Total: 2765 / 6500 – Congratulations, you’re 4th level! Please update your character sheets accordingly.

Other awards

  • Vinca for most courteous way to turn down a homicidal, cannibalistic demon woman
  • Kleptor for greatest fake sip attempt
  • Drax and Frank – Chumbawumba award for getting knocked down, and then getting up again
  • Stryker – Gentleman in a sea of thieves award
  • Amberlyn – Healthy self-esteem award for taking the exclusion from Orolunga like a boss

Camp Vengeance progress report, 24 Eleint, 1493DR

To: Grand Duke Ulder Ravenguard, Baldur’s Gate –

May you prosper greatly!

It is my pleasure to report that conditions are much improved since the debacle at our old site, Camp Righteous. We had established a foothold there in the hopes of sending squads of our soldiers to strike out into the local ruins, but unfortunately, the disgusting and heathen denizens of the Chultan jungle caught us by surprise. Minimal casualties were sustained, and we fled to the higher ground of Camp Vengeance, from whence this missive is sent to you.

The harsh climate, environs and inhabitants of this godless nation all conspire together to sap the strength and spirits of your most devout servants, but do not fear – the Flaming Fist stand ready to conquer this land in your name! Thus far, we have weathered the depredations of ravenous ghouls, cunning Batiri goblins, blue mists that bring madness and the neverending swarms of plague-bearing insects and still, Camp Vengeance stands strong.

Each trial makes us stronger and our battle company is ready to face whatever challenge this godsforsaken jungle has for us next. In fact, our camp is now heavily fortified, and our wisdom has grown such that we have begun alterations to the deployment of our tents and latrines to improve our hygiene. Additionally, our new ‘bucket classification system’ is doing wonders for unit morale, the sick among us are making steady progress toward health, and our supply of canoes is now more than sufficient to ferry our messengers, as well as our injured and our dead.

In a completely unrelated matter, my memory has been recently drawn back to an earlier engagement of mine, the Siege of Fort Morninglord in 1490DR, and one of my subordinates who served there, Private Stryker. Sadly, I neglected to mention at the time that Private Stryker distinguished himself by his devotion to his comrades and his battle prowess. Should he find his way back to the Fist, I recommend him for immediate promotion to the rank of Sergeant, and privileges for him and any of his companions commensurate with that rank.

I am, as always, your most obedient servant,

General Niles Breakbone, Commander, Camp Vengeance


XP awards:

  • Defeat Jago (aka Afro guard) and his Cult of Nsi: 100 XP each
  • Renovate and reorganise Camp Vengeance: 100 XP each
  • Beat back a Grung ambush: 125 XP each
  • Discover the ruins of Mbala: 50 XP each
  • Total: 2065 / 2700 XP

Other awards:

  • Stryker: The ‘I respectfully disagree’ award for turning around a superior officer
  • Vinca: The ‘Just two old ladies having a chat’ award for not judging Nanny Pu’pu

MOG Slot Cars 7 April

Our term one social event will be slot cars at Hornsby Slot Cars.

7th April 11:30 – 12:30

Hornsby Slot Cars, 126A James Lane, Waitara

Join us for Slot Cars – 30 min playing, 30 min spotting – for only $10 per person!
MAX of 16 people can be involved in the race – get in quick so you don’t miss out!!

All welcome, and we will be heading out to lunch at 12:45pm (venue TBA).
Please let us know in the comments whether you will be coming to slot cars and/or lunch!

RSVP by Tuesday 27th March!

The cleanup crew

Boss Yokka stood in the circular chamber, surveying the pillar and staircase before him. It had been a short but costly run through the statue of the Man and Crocodile, and he was determined to get some sort of reward for his trouble.

The initial plan was to wait until the intruders had entered the statue and then demolish their boats, but the big ones had left the scary woman outside, the one with the sharp huntress’ eyes. Then Yokka had the idea of ambushing them as they came out of the statue – hopefully weakened and lesser in number, as the knights had been months ago – but they all emerged not just alive, but in better spirits than when they entered.

So all Yokka and his goblins could do was to go in after the gang of big ones had left, and see if they had missed anything. After all, if the dumb big ones could survive the dungeon, it should be no trouble for one as cunning as Yokka and his gang.

How wrong he was.

Kraggit had ‘volunteered’ to jump the open pit and tie a rope for them, but fell short by a foot and broke his neck in the fall. Skub made the mistake of picking out a shiny metal spike in the wall, thinking it was valuable, and was surprised when a blade spun out and cut him in half. Fruggle was the first to step onto the square tiled floor, and got burnt to a crisp.

Yokka was the last one left, having gotten through the vicious gauntlet of traps over, around or through the dead bodies of his mates. Now he stood in the open doorway, looking up at the pillar. From his height, he couldn’t see if anything was up there, but he wasn’t leaving without a prize and he was going to look everywhere for it.

Knowing this blasted place, the stairs were probably trapped. Yokka shifted most of his weight to his back leg, ready to dodge back or flee at any sign of trouble, and gingerly placed his front foot on the first step.

Nothing happened.

Yokka did the same with the second step.

Nothing happened.

Yokka face broke out into a triumphant, sharp-toothed grin. The shinies were his! Perhaps the dumb big ones had already triggered whatever traps were here. He got ready to break into a dash and was dreaming of the future that awaited him – he would be a goblin king, chugging a mug of the finest goblin brew, sitting atop a mound of golden treasure – as he started up the rest of the staircase, beginning with the third st…


XP Awards:

  • Tame Obo the flying monkey and Steve the axe beak: 25 XP each
  • Complete the trial of the Man and Crocodile: 200 XP each
  • Make a pair of constrictor snakes feel most unwelcome: 15 XP each
  • Beat back the stirge swarm: 50 XP each
  • Total: 1690 / 2700 XP

Other awards:

  • Drax and Kleptor for best piggyback team
  • The pit trap for most damage dealt to the PCs thus far

The cautionary tale

A new fable arose among the Pterafolk of Chult, told by their elders told to frighten little children.

The elders tell of a band of demons without wings who somehow flew up the heights of Firefinger and tore apart their tribe in bloody rage. A shadow of a man whose very touch was death. A green cloak spitting a stream of arrows. A woman clad in shining chains who could not be killed. A matron of burning fire. A beast in green skin, more animal than man. And, somewhat incongruously, a giant spider.

They showed no mercy. They killed the elders. They killed the women. They plundered the tower and took the shinies. They resisted all attempts to stab, claw or drop them off the cliffs. Only three of them escaped to tell the tale, one of them near death and the other two only unscathed because they had the luck to avoid facing them in battle.

Beware, little children, the elders say, lest you be naughty, and at night, the demons come for you.


XP awards

  • Euthanase the elderly Pterafolk and rescue Nephyr: 100xp each
  • Defeat the Pterafolk tribe and retrieve Azaka’s mask: 150xp each
  • Calm an angry giant crocodile: 150xp each
  • Kill a whole lot of other crocodiles: 50xp each
  • Total: 1400/2700 XP

Other awards

  • Whole party: Best discussion of how to transport 2,000 copper coins down a 300ft spire

Dubious Honours

  • Amberlyn and Drax: Near-death experience awards:
    • Amberlyn: Friend of Gravity award (two-time winner)
    • Drax: Crocodile Matt Preston award for most appetising crocodile entree

Port Nyanzaru Herald, 21 Highsun, 1493DR

Delgado retires!

The high-profile citizen, Delgado Ilfein, has announced his retirement from the traditional Port Nyanzaru sport of dinosaur racing, citing injury and fatigue as his main reasons.

In a statement released to the Herald, Delgado shared that ‘I’ve seen pretty much everything racing has to offer’ and ‘my loyal triceratops, Ubtao’s Child, has unfortunately sustained injuries precluding further competition.’

When asked if he might possibly return to the sport later, he replied, “Perhaps. One day, I might again feel the need… the need, for speed. If that is so, who is to say?”

In other news, clerics from the Temple of Savras have reported news from their visions and dreams…  our favourite young triceratops, Gold Digger, is expecting twin daughters. You can be sure our artists will be there to record the birth, and the baby pictures, for you, our faithful readers!

Personal advertisements

Thirtysomething triceratops, athletic build, great personality, seeking a lady who’ll love me for me. I like sports. Inquiries to the dinosaur pens in Tiryki Anchorage. (later removed)


XP awards:

  • Win a Dinosaur race and determine the location of Orolunga: 150 XP each
  • Survive and defeat four giant wolf spiders: 35 XP each
  • Sneak past the stirges: 40 XP each
  • Total: 950/2700 XP – DING! You’re level 3 now! Please update your character sheets. For those who’ve taken damage in Firefinger, just keep the same amount of damage you’ve suffered, and gain the HP that comes from the new level.

Other awards

  • Frank: The Osher Gunsberg Award for best matchmaking

Dubious Honours

  • Stryker for failing a DC 8 Athletics test, twice, despite having advantage


Star Type (Recharge time): K0V (191 hours)

Position in system: 4 (of 12)

Time to jump point: 5.48 days

Number of satellites: 1 (Zambezi)

Surface gravity: 1.09 g

Atmospheric Pressure: Standard (Breathable)

Equatorial temperature: 31 degrees (arid)

Surface Water: 67 percent

Recharging station: None

HPG class: None

Highest native life: Reptile

Population: 17,500,000 (3090, est)

Socio-Industrial levels: D-D-C-D-D

Landmasses (Capitol city): Chicumbo, Goba, Macia, Muxia, Quelimane, Zavora (None)


From space, Zumbo looked ideal for colonisation. Large oceans covered two thirds of the planet’s surface, suggesting an environment that would be well suited to human life and development. Actual exploration dashed those hopes, revealing that the seas were heavily alkaline due to their mineral content. Furthermore, those same minerals permeated the soil, making it incompatible with Terran plants.


Those same minerals also made the planet desirable for exploitation, which saw groups from the Draconis Combine, Federated Suns and Terran Hegemony all establish operations on the planet. Initially dependant entirely on imported food and water, a desire for expansion (and no small amount of lobbying on the part of Hegemony corporations) saw the construction of a number of massive water purification facilities across the planet. While these facilities were enough to support the population, they also served as the launchpad for a much bigger and more ambitious project. Extensive landscaping was used to create new rivers and large lakes, while expanded construction of water purifiers and even atmospheric converts aimed to transform the oceans into something more Earth-like.


The process was only partway complete when the Periphery Uprising broke out, followed by the Amaris Coup. Fearful for their own future and engaged in an unusual degree of foresight, the largest colonies on Zumbo came together to form a semi-autonomous government to help maintain order and living conditions until the current crisis ended. However, as years turned into decades, it became clear to the ruling planetary parliament that things were never going to go back to the old normal.


Following the collapse of the Star League, the council strengthened its power, focusing on protecting the continued operation of the vital water purification facilities that were keeping the population alive. Unfortunately, this success would have unforeseen consequences. Starting in the 2830s, the world was raided numerous times by pirates who struck at the vital water processing facilities for parts. These attacks cost the world several of the major processors, forcing an end to the oceanic conversion program.


Worse came in 2858 when Zumbo was invaded by Onverwacht, who were seeking to take the planet for their own. While still nominally a part of the Outworlds Alliance, the world was effectively on its own. Realising that their forces were outmatched and that fighting would risk the destruction of more vital, irreplaceable technology, the planetary council opted to surrender and incorporate themselves into the Onverwacht Republic. Any hopes for a peaceful transition or rule were dashed after the planetary council were executed and replaced with a new leadership that authorised a planet-wide looting campaign. Over the next three years, the occupying mercenaries looted whatever they could while leaving behind only enough to keep the population alive.


The collapse of the Onverwacht Republic was not the end of Zumbo’s nightmare by any means. The remaining population were left without a central government and a shortage of clean water. Furthermore, they had no way to replace the purifiers that had been damaged or destroyed during the occupation. A weak coalltion government tried to pull the planet together, but instead collapsed due to internal pressures and renewed pirate attacks.


Facing little opposition, many of those pirates chose to set themselves up as warlords, effectively carving up the world amongst themselves. The late 29th century was characterised by wars between these would-be conquerors, which served to do little except further deplete an already wounded world. However, all involved did make one small concession to reason by declaring the remaining water purifiers to be off-limits to attack. Instead, the warlords sought to ‘claim’ them by controlling the territories around them, effectively turning the water supply into a means of enforcing their will.


With few of them having interstellar or even interplanetary transport, Zumbo’s warlords were limited to fighting each other. The constant low-level ‘water wars’ of the 30th and early 31st achieved little but to keep the population poor and technology levels low. These conflicts largely ground to a halt simply due to the exhaustion of the factions involved rather than any one group achieving dominance.


At present, Zumbo is somewhat stable but far from comfortable. The planet’s oceans have largely reverted to their pre-terraforming state. A number of the artificial lakes and inland seas created by the Star League survive, and serve as the population’s sources of drinkable water. As such, most of the inhabitants are clustered inland while the coastal regions are abandoned. Living conditions are poor, with shortages of food and water common, and little access to advanced technology or medicine.


The remaining warlords rule largely through force of arms and control of the water. Their armies are dominated by conventional infantry and a smattering of armour, with each also possessing a few ancient BattleMechs. With next to no interstellar transport at hand, they are more focused on each other than off-world expeditions.


(Unfortunately for us, IE really missed the mark there. Sometime after the Jihad, several of the warlords consolidated into pirate bands, complete with dropships and Jumpships. No idea how this happened, but its possible that there were some external factors involved. They’ve been engaged in on-off raiding of other worlds for the last few decades, including a couple of clashes with the Grave Robbers nad now us. Putting them down would go a long way to helping clean up the neighbourhood. Otherwise, Zumbo doesn’t really have much to offer us)