Gadget Girl Adventure, featuring Mighty Mindy

Issue 12:

Plans are Made

“So Gadget Girl has set up shop along the old wharf,” said Mindy as she lay in bed reading the paper. “She seems to be making a big thing of it.”


Pam walked out of the bathroom, her hair tied up in a towel, “Yea, I saw that! See? It’s just like I was telling you; it’s time to get things rolling with Rent-A-Hero,” she climbed into the bed with her girlfriend.


“We just need the funding,” Mindy announced assuredly as she tossed the paper off the bed and cuddled with Pam.


“Well, I might have a lead on that as well,” Pam offered after kissing Mindy. “I just have to do a bit of research first to see if it will be a good fit.”


Rolled “Informants, Contacts, and Allies” once more, so we had her gain a +1 to her Mob rank once again, so she can take on the last of the mission trees for the Mini-Mission book.

Adventures of Gadget Girl, Featuring Mighty Mindy

Keys to the City

Issue 11:

“I hate this kind of stuff,” Mindy complained under her breath as she stood on the step outside City Hall, looming over the mayor who was about to present her with the keys to the city for saving everyone from the giant robot the other week.


“Now behave yourself,” murmured Pam through her smile as she stood behind the larger girl.


“Anyways, Gadget Girl and the Witch should be here too—even Bounce helped out some,” Mindy offered over her shoulder.


“Then tell them to get a press agent and they too can be given the award for being a hero,” Pam giggled quietly.


Rolled “Informants, Contacts, and Allies” for her next patrol roll, so we had her gain a +1 to her Mob rank.

What is in the Pipeline….

Here is a brief update to on what Avalon has been doing and our product pipeline…

1. Finished the tarot deck project.
2. About half way done with a poker deck set of cards.
3. Finished the draft rewrite of all the battle axe cards and worked up a sample deck of pod cards. Will get proof of those cards set up.  Once I get that proof back I will complete the work on the 2nd edition of that product line and have all of the cards ready for pod.
4. Completes Arcana journals (12 issues) for 2017.
5. Have all the artwork done for Scortched Earth and will begin layout for a first of the year release.
6. Have one more issue of Avalon Lairs to be written by Maria and then I will get those 12 issues laid out for a first of the year release.
7. Have all 12 issues of Avalon Hazards laid up and ready for first of the year release.
8. Have three of the six HWM feat books written, waiting for the last three and then will work them up for a release next year. Also have three new HWM character books worked up with seven more to be written by Jennifer P.  All of this will be released in 2017.
9. Have space pirates and star marshals worked up for IF, and have several new threat books in the works for release next year.  I also have art done for several origin books for IF, and 12 spaceship deck plans ready for release next year.  This will put us in a good place when Pazio releases their sci fi version of Pathfinder.

Future projects we want to look into…
1. Start putting out some 5d D&D products.  Convert some Pazio products into 5d.
2. Look to put out a 5d D&D version of HWM and IF.
3. Start to build pages for some sort of comic, be it a web comic, or PDF.  Look at ways to get it into a for profit product. (Sell on drive thru comics, comicolgy and maybe pod)
4. Set up a Patreon campaign.

Stuff I need to do when I find the time…
1. Get the Hero version of Avenger’s traveler stuff ready for release.  Have it all written, just need the time to work it up into a product for release.
2. Work on Quest of Heroes solo mini game system and a few adventures.
3. Complete the rewrite of Dark Dungeon.
4. Finish up some artwork projects I started but never completed.
5. Finish the second volume of my novel. (First one is written and the second volume is about half done)
6. Learn to play the guitar.
7. Lose weight and get to two miles a day on my walk. Up to 1 and 1/4 now.
8. Finish Ramsey’s and Aaron’s card games. (Both are written but have no art or been laid up.)

IF Threats, The Tealnik

The Tealnik are an old-fashioned people, and one who fiercely believes in a strongly decentralized government. They are constantly fighting one another in ancient family feuds, duels of honor, and wars of aggression. Though they are isolationists who are uncomfortable interacting with members of other species, the Tealnik readily venture far into the Fringe in order to find dangerous beasts to hunt and worthy forces to battle with in order to further increase their personal honor. Their worlds are an old-world mixture of teeming cities, vast rural tracts, and heavily restricted wilderness areas (hunting preserves).


In the vastness of space, few will ever see a Tealnik, and those few that do, they will never see them coming.


This is up for sale now, so don’t wait, get a copy today.

Arcana Realms, Piannith

A realm on the edge of the wild southern plains, it holds many old grudge with the realm of Mithniera, as the two are constant rivals for control of the western trade out of the east.

The southern most realm in the west, Piannith has a short, but bloody history.  The realm began with the fall of the Tharm Empire and the civil wars that raged about the region after central control of the lands faltered.  Many old hates, ambitions and feuds flared up, and one of these was the ancient feud between Marth and Durnina.  The two noble lines have had an ongoing hate for each other that goes back to times before the Tharn rule.  After the fall of the empire the rivalry resurfaced and flared into war.  This bloody battle

continued till both sides where forced to stop their armed conflict by the other barons of the region.  From this gathering of lords came the new kingdom of Piannith.


The realm began as a gathering of local lords but elected king soon gathered and consolidated his control and the crown grew in power.  This ended with the rebellion of the baron of Durnina and his allies.  The war that waged then brought down the current king and installed a new one in the form of the royal line of Kunnina.  Durnina was stripped of most of its lands and all but its control of the town of Thargmor.  This of course did not last long and the current baron enjoys strong influence within the realm once more.

King Festor Kunnina took the reins of power with sure hands and settles many feuds and problems with a swift and iron hand.  The realm continued to proposer, fighting back barbarian raids out of the south and  goblin attacks from the hills about the mountains, but all in all the realm grew and did well.

Recent wars with Mithniera over control of the Red Bridge have brought the realm low once more and the king rants about retaking what once was rightfully his.


It will be up for sale this month  😉



So everyone already should know that I love zombies.  Zombie comics, zombie movies, zombie games—all zombies, all the time.  One of the first games I ever created was a zombie game.  So, I love zombies.


Thus, when Zombicide came along, I was hooked.  Yep, a toy box game, with zombies—you have me already.  Forking out the cash, I brought the game home, read the fairly easy-to-learn rules, and set it up for a game with me, the wife, and my daughter (a young zombie fan herself).  An hour later, we all groaned as the zombies crushed us.


Zombicide is a cooperative game where players try to survive the zombie doomsday and live another day.  The game is scenario-based, with each scenario offering different layouts of the game boards and different victory conditions. The main goal of each game, though, is to survive, collect needed supplies or objectives, and then (usually) flee the game board.  All the while, the zombies just keep coming, appearing in newly opened buildings and walking onto the game board through entry points set all over the place.  As the game progresses, more zombies arrive until the whole place is a giant zombie convention and the players are hard-pressed to do much other than be zombie snacks.


Game play is easy to learn, fast, and full of choices.  Players need to cooperate together if they want to beat the game, and some may have to die to allow the group to win.


And there we have the first problem with the game.  If you are playing a game with a lot of players (and you will need a lot of players if you want any chance of winning) and someone has to have their character killed off to allow other players to survive, the sacrificed player is out of the game.  That’s no fun. The game is designed for this choice to be made far too often. So what if the group wins the game if to do so some players have to bail out after a few turns in so the rest of the people around the table can continue to have fun? In a cooperative game, everyone needs to have fun and have things to do; but one or more players sometimes ends up camping out in one location to ensure that a set action is completed or, in the case of Zombicide, has to sacrifice themselves to allow others to continue to play.  Either way the fun is limited for a select few while others get to play and enjoy the game.  Too often have I seen this in cooperative games and it’s a failure of good game design in my view.


There are a few other issues I have with the game: mainly logic problems.  The game allows for the characters to progress to higher skill levels, and thus become more adept at dealing with the environment and zombies, but as they grow more powerful, the system is set up that this means more zombies arrive.  In other words, as you get better at beating the zombies, more show up, making it more difficult to win the game. Not just a few more zombies—a ton more zombies start arriving, making the game very difficult to deal with.  In addition, as the characters become ever more skilled, the zombies now begin to take more actions, allowing some zombies to fly across the game board and over running player characters before they can even react.


So, the logic of the game is that to beat it you have to keep your players as low a level as possible for as long as you can; otherwise, you will lose the game real fast.  Now that would be fine, but in a game that is designed to let you kill zombies, that makes no sense.   To smash zombies and have fun doing it, but by doing that you prevent yourself and the group of players from winning the game… well, that’s a logic problem.


Another problem is the use of guns.  If a zombie is in the same space as another player character, you have to shoot the player character first; then, after that character is dead, you can shoot the zombies. What? This just makes guns useless. A better solution to guns being “too powerful” would have been to either have them less available or their use more difficult.  As a designer, if you don’t want guns to be so effective, then design the system so they are not as useful or more difficult to acquire, but don’t make their use a liability—that’s just bad game design.


As a toy box game, Zombicide comes with a lot of stuff and this may well be its saving grace. The game comes with a lot of city tiles big enough to make a great tabletop environment, and with lots of buildings and rooms within the buildings to be useful in other games as a setting for an RPG or tabletop miniature game.  The box also offers a ton of plastic figures, all well designed and of variety, all of which can be used in other ways, again in a zombie-based RPG or miniature system.


Cost? A hefty $90, and with tax you are looking at a cool $100 bucks to get into this game.  There are all sorts of add-ons as well with new characters and new expansions with new figures and tiles.


Final results on a scale of one to five stars?  I give the game a good 3 Stars.  Not a home run by any stretch, but overall a playable game if you ignore some of the logic issues.  It’s a high buy-in, and the game play can be exciting, but also limited for some players if they sacrifice themselves for the group.


So game play 3 Stars, but it drops to a 2 overall with the flaws in design, but a great 5 Stars for components and their re-use, and so a final score of 3.5, which I dropped to 3.


You can find this game and all its expansions at Guilotine Games’ web site.

Gadget Girl featuring Mighty Mindy

Issue 10

Robot Rampage

Tucker watched the video of the battle at the university. The robot was huge, much bigger then he had thought it would be.


The phone rang and he picked it up, knowing it was the boss, “Tucker here,” he answered.


“It seems, Mr. Tucker,” the mechanical voice grated, “that our plan has worked well.”


“Yes, sir, very well, I might say,” Tucker smiled. He was happy that things turned out. After Mindy blew the last assignment, the boss was unhappy, and those that made the boss unhappy tend to disappear. This outcome helped get him back into the good graces of his employer.


“Do not be too pleased with yourself, Mr. Tucker; the robot was defeated rather easily,” the voice snarled as a small rebuke.


“Well, we did not anticipate the arrival of Bounce,” Tucker answered, now less sure of his position.


“Still,” the voice sounded soothed, “the appearance of the youth allowed me to analyze his elastic power. It has opened several new directions for research, I think. Continue with Phase Three operations and I will call again for a report next week.”


Well, Mindy got to deal with the event in Issue Ten alongside Gadget Girl, Bethany, and Bounce. All four did well and took the robot out with little effort.


Mighty Mindy

Brick, Level 2

Mutant, Large


EXP: 4,075


Init: +1

AC: 14 (+2 natural)

Hps: 29

Base Attack: +1

Fort: +7 Reflex: +1 Will: +0

Melee: Fist +10 (1D3+9)

Special Defense: DR 2 / –


Str 27 (+9), Dex 13 (+2), Con 16 (+4), Int 10 (+0), Wis 10 (+0), Chr 12 (+1)


Powers: Growth (2, Always On), Invulnerability (1), Super Strength (2)


Class Features: Extreme Effort, +1 Attribute (Con), 1 Power Point (Super Strength)


Feats: Oversized Throw, Super Lift


Skills: Intimidation 1 (+8), Perception 1 (+1), Power Activation 1 (+0) and Stealth 1 (+2)


Flavor and Flaws: Gullible and Sponsored


Special: (2 RPs +1)

Combat Suit (+2 AC), Night Vision Goggles (Dark Vision)


Issue 1: Born in an Explosion

Issue 2: Corporate Super Hero

Issue 3: Mindy helps out the Professor

Issue 4: Day at the Mall

Issue 5: The Goblin

Issue 6: Car Theft

Issue 7: Car Theft #2

Issue 8: Chop Shop

Issue 9: Night Off

Issue 10: Robot Rampage



Reputation: 5
Go Gooder:

Mob: 1

Street Thug: 1

Law and Order: 2

Personal Life: 3 (Pam 3)


Hero Points: 1


Hero Allies:
Gadget Girl:

Bethany the Witch: 2

Bounce: 2


The Goblin:

The Hood: 1