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Dungeons & Sorcery Spells 2

by Rindis on October 23, 2016 at 12:00 pm
Posted In: GURPS

Here’s another set of ten spells adapted from AD&D to add to my Dungeons & Sorcery system for GURPS. I’m still concentrating on 1st Level spells, though more of these are from Unearthed Arcana/2e Players Handbook, and branch out into illusions.

Chill Touch (C)
Necromancy, Somatic, Verbal
67 points + 66 points/level
Casting Time: 1 second
Casting Roll: Innate Attack
Range: Touch
Duration: Instantaneous

This spell tries to drain some of the life force out of a creature. If the caster hits a living creature with a chill touch, it feels a chilling sensation and takes 1d-1 of damage (crushing, DR protects as normal, but there is no blunt trauma or knockback). Assuming the attack penetrates DR, the target makes an unmodified HT roll and loses 1 point of ST for a number of minutes equal to his MoF. Further successful attacks will drain more ST!

If chill touch is used on an undead creature, it takes no damage, but may gain a Dread of the caster (with an 11 yard range) as its link to the Negative Material Plane is disrupted. Do a quick contest of the caster’s Will+Talent vs the target’s HT, and the dread will last for MoS minutes.

This spell has no effect on inanimate objects, nor creatures animated by magical means (such as golems). Each level of the spell adds a -1 penalty to the HT of the target.

Innate Attack, 1d-1 (cr) (Accessibility: Living Creatures, -10%; Link, +10%; Melee Attack, C, 1, -20%; No Blunt Trauma, -20%, No Knockback, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [0.2×4] + Affliction 1 (HT; -1 ST, +5%; Accessibility: Living Creatures, -10%; Cumulative, +400%; Follow-Up, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [4.6×10] + Affliction (HT; Disadvantage: Dread, Caster, 11 yards, +40%; Accessibility: Undead, -35%; Based on Will, Own Roll, +20%; Link, +10%; Malediction 1, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [2.0×10]
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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Blocks of Napoleon

by Rindis on October 19, 2016 at 12:00 pm
Posted In: Boardgaming

Mark came over Saturday for some quick FtF gaming, and finally introduced me to Commands & Colors: Napoleonics. I was aware of the big change from C&C:A, that combat dice are largely dependent on the number of blocks in the unit, but of course the little things got me, mostly in how the card deck is different. (I missed the ‘draw two and discard one’ bit of a Scout card the first time I played one, and the two different ‘move something in each section’ cards got me too.)

Hunting around for something that looked introductory, we ended up playing Zehdenick from the Prussian expansion. This turned out to be a highly unusual scenario, with only one unit of infantry in the entire thing. I had the Prussians the first time, and started with two Mounted Charge cards, so I sent in my Light Cavalry against his, and started a melee that claimed his Lights, while I only lost one unit.

Both sides have almost nothing on their respective right flanks, and that’s apparently where most of Mark’s cards were. He moved up the Heavy Cavalry on that flank just before I Attacked Left, moving up my Heavies on that flank, and my Light Infantry. The latter reached firing range of his Heavy, and wiped it out in one very lucky volley. That was the high point of my luck during the game, but Mark’s was poor throughout and the final score was 4-1.

We reset and traded sides, and Mark didn’t do a whole lot better, still managing to draw cards for his empty right flank. That said, it still went better for him, and if he’d managed to get more use out of his left flank, it could have gone much worse than the final 4-2 score when I smashed the center again.

After that, we traded to the Austrians, and played a game of Haslach-Jungingen with me as the French. This started well for me, with a strong initial showing on the left-center, occupying Bofinger. I was worried about the strong Austrian line there, but my cavalry forced a couple units into square (or Battalion Mass), and then I slid down a little so a combined arms battle with my Heavy Cavalry and Foot Artillery could finish off a unit.

While Mark managed to pick off a Line Infantry unit at my extreme left, things really went south on the right. I had initially figured I had a superior force over there, and hoped to gain a couple banners over there once the center stabilized, but Mark charged in and destroyed most of that flank, though I held on in the church. I finally pulled out a 6-5 win by managing to destroy the second infantry unit in square, which Mark had yet to rescue, though he had destroyed the Light Cavalry that had been part of the initial advance.

haslach-mark

(A very confusing bit in this scenario is that you get a temporary banner for occupying more of the three town hexes near the middle of the board, without explaining that by ‘town hexes’ they also mean the church adjacent to one town…. I’ve only figured it out now by looking at the annotated map on the CC:N.net site.)

We spent a lot of time talking and catching up on things, so that’s all the gaming we really had time for, but it was a very good intro to the Napoleonic branch of the series, and was a great time as usual. The various Napoleonic wrinkles seem to work very well, so I hope I get a chance to play some more before I forget just what all those wrinkles are!

└ Tags: C&C Napoleonics, gaming
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R vs B Alliance Turn 14 in Review

by Rindis on October 15, 2016 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

Sorry for the delay here, but Bel got a new job that promptly ate a few months of his life. He seems to be back, and hopefully we’ll have semi-regular reporting again.

The Alliance economy continues to do well, with income up 3.4 EP from the previous turn (this is mostly from the Kzintis, though the Hydrans had a couple of disrupted provinces to offset a small loss in the Federation economy).

The Kzintis finished setting up a new PDU on 1504 and built their full schedule, including their third CVA, and converted their Z-D5 to a D5S. The Federation canceled all but five FFs in an effort to start catching up on cripples, while building a CVA and CVS. Y175 sees the introduction of the NAC, the best escort the Federation gets (still not as good as the D5A or MEC), and I produced four while converting two others to start getting heavier Federation carrier groups.

The Kzinti concentrated on reclaiming their last planet in 1105, and sweeping the Lyrans out of their territory. This also involved strikes at 0404 and 0707 to pin reserves, hitting border BATS 0504 on the way.

Meanwhile, the Federation did not do much of anything near Kzinti space, preferring to strike at southern Klingon space, and cut off the Tholian Border Squadron SB from the main grid. Operations against the Romulans were confined to the eastern end of the border, where the Romulans were upgrading a new mobile base to a BATS.


Kzinti offensives.


Operation “Mortain”.


Operation “Onion”.


What passes for activity in Hydran space.

Battles:
2015: Klingon: crip F5S
2214: Klingon: dest F5E, crip D5, D5V, AD5; Federation: dest CC, DE, crip CL, capture planet
2216: SSC: Klingon: dest D7; Federation: crip FF, capture planet
1918: Klingon: dest BATS
2518: Klingon: dest F5, planet captured
2318: Klingon: 4xSIDS, crip D6M, 2xD5; Federation: dest DN+, FF
0519: Lyran: dest cripFF, planet captured
0702: SSC: Lyran: retreat
0404: Lyran: dest DW, FRD, crip 2xCW; Kzinti: dest BC
0504: Lyran: dest BATS
1106: SSC: Lyran retreat after no damage
1105: Lyran: dest 2xDW, FF crip CL, 2xFF; Kzinti: crip CM, MEC, capture planet
1004: Lyran: crip CWE
0904: Lyran: dest 2xCL, FF, cripFF; Kzinti: crip CM
2716: Klingon: crip D6, 2xD5, F5L; Federation: crip NCL, 2xFF
2815: Cloaked evasion
2914: SSC: Romulan: dest K5
3113: SSC: Romulan: dest SN
3812: Romulan: crip SN; Federation: dest CA, FF, crip FF
3912: Romulan: dest SP, WE, SK, crip 3SK, K5L, 2xK5; Federation: dest CL, 2xFF
4010: Romulan: dest BATS; Federation: dest FF, crip FF
1808: SSC: Klingon: dest cripD5
1609: Klingon: crip D6, D5; Kzinti: dest FF, crip FF
0707: Retreat after refused approach

NZ planet 2214 changed hands again as USS Napoleon showed up with a slightly larger fleet than was with C8V Vindicator. While I won, and did more damage, Bel is getting aggressive with mauling valuable ships.

I was a little surprised that Bel took 4 SIDS on the SB in 2318 in one round, but it is probably the best choice. Most of his available fleet was cruisers, and if I can keep interrupting the supply grid in the region, the SB will fall given some effort anyway. I had two DN+s, so he mauled the one on the line.

Bel has had a crippled Lyran SC garrisoning the edge of Kzinti space (after it got away from a BC last turn), and a poor roll (2) allowed it to get away from the DD I sent to kill it.

The Lyrans had to suffer another 6/1 split in die rolls at 0404, allowing the Kzinti to do more damage while fighting at a defended SB. The Kzinti fleet retreated on top of neighboring BATS 0504 and blew it up, leaving only one Kzinti border BATS left.

There were three small combats near the 7th Fleet SB, and the Romulans blew their cloaked evasion rolls on two of them, and then had poor SSC rolls to lose two out of five ships without even forcing a retreat from the Federation ships.

The MB upgrade in 3912 was a primary target, but after passing approach on the first try, minimal rolls left me unable to direct on the MB. I pulled out after three rounds before I dug too deep into the ships that are needed to defend my SB and planet 3711.

Turn 14 scoring:
Coalition: 369.8 EP (x2) + 555 (bases) + 569 ships (/5) + 100 (Hydran Capital) = 1508.4
Alliance: 336.8 EP (x2) + 475 (bases) + 550 ships (/5) = 1258.6

Difference = 249.8 Major Coalition Victory

Regaining the Hydran capital puts the score back to being comfortably in the major victory category. However, the situation isn’t as good as it was even a year ago when the Romulans joined (291).

Amazingly, the Federation overall lost seven ships this turn, though the Kzintis made up for that with an eight-ship increase. Meanwhile, all three Coalition empires lost shipcount. The loss of three Coalition bases also did much to erode the score.

Much more importantly, a decent chunk of Klingon space is cut off from the main grid. He should be able to restore it, but since the best base-to-base distance in the area is now 5 hexes, it should be easy to keep cutting it off each turn.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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The Gathering Storm

by Rindis on October 11, 2016 at 12:00 pm
Posted In: Books

As the Crown of Stars series nears its end, this book loses its individual identity. There’s no real ‘spine’ overtly holding this book together as a unit. No new characters to speak of.

As a result, The Gathering Storm does feel ‘looser’ in the plot department.

On the other hand, the cataclysm that the series is centered around is drawing close. One of the more prominent subplots here are the Seven Sleepers’ quest to take control of the Crown so they can cast the spell to keep the exiled bit of Earth from returning. Unfortunately, this is undermined by much of it being in the hands of tertiary characters and away from all the viewpoint characters, so it’s hard to tell how well its going much of the time.

The fact that time is pressing is also undermined by the fact that it is always hard to grasp how much time is passing in this series. With multiple separate groups to switch between the series naturally hops back and forth a bit in time, so figuring out just when everything is in relation to each other is difficult, and is made even more so by the fact that traveling through standing stones takes a variable amount of time. I think being a bit more rigorous about keeping track of the progress of time in the book would have helped ratchet up the tension.

While the book in one sense feels like a ‘holding pattern’ while we chew up time to the cataclysm, there’s plenty to hold attention too. Alain and several other characters spend a lot of the book battered by outside forces without any real time being proactive. On the other hand, Liath and Sanglant finally get (briefly) reunited, get a chance to work out some of their troubles, and they provide much of the forward momentum for the book.

It’s not a place to start reading (hey, book 5!), but it seems to have set everyone up for the final act quite well. It’s hard to judge on it’s own merits because of this, and my opinion wavers between ‘took too long for what it did’, and ‘kept me engaged the whole way’.

└ Tags: books, fantasy, reading, review
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Bonds of the Sequel

by Rindis on October 7, 2016 at 12:00 pm
Posted In: D&D

The sequel to SSI’s first D&D computer game was a little odd in that it was also a sequel to the novel Azure Bonds. On top of that, the TSR adaption of the game into a module carried the code “FRC2”, implying that the codeless Ruins of Adventure should have been FRC1. Ironically, while the SSI games continued, this was the last one TSR turned into a traditional adventure module, leaving Curse of the Azure Bonds the only module with a FRC code.

While physically similar to the previous module (a 96-page perfect-bound softcover), in many ways it is its opposite. Where Ruins felt messy and incomplete, this one is clear and well-presented. Where Ruins was confined to a small city, this one goes on the road with extensive travel. Where Ruins was a small campaign sandbox, this one is a railroaded plot-driven adventure. A small bit of discontinuity is that Ruins of Adventure implied that anything more with Tyranthraxus will happen up in the north of FR5 The Savage Frontier, while this adventure turns west and south to the Dales/Cormyr heart of the original boxed set (and focus of Azure Bonds), the first game product to return to the main area of Ed Greenwood’s campaigns.

Azure Bonds and Ruins of Adventure/Pool of Radiance are considered to have both happened around May/June 1358 DR, and this adventure starts in October. History (of the Realms) has not been kind to this adventure, with the 1358 DR portion of the timeline getting crowded. The Time of Troubles (Avatar trilogy) is supposed to happen from June to October 1358 DR (effectively wrapping up as this, published earlier, adventure starts). Later reworkings of the timeline apparently move Azure Bonds back to 1357 DR, while Pool of Radiance is now set in 1340, which pretty much destroys the setup for this adventure.

The module gives two general ways for things to begin: an ambush in which the party is defeated (the numbers, power, and tactics are good enough to make it likely if never guaranteed), or just skipping to waking up in Tilverton with about a month of memories missing. There are some disadvantages to that, as there are a couple of extra encounters meant to ‘prime the pump’ with some relevant information, but that can be provided a bit later.

There… has been a lot of ink/electrons spilled over the years about how bad an adventure start this can be. It can work, and can certainly be the natural fallout of the course of a campaign, but when forced like this, it shows that the adventure is a fairly heavy-handed railroad. Despite the fact that it is meant to feature the party from Ruins, this is an adventure that needs some real player buy-in and it may be best to run it by starting a new group waking in Tilverton. The good news is that the bulk of the characters’ gear and equipment is left to them, as the villains want capable adventurers for their plans. (Though as there are no pre-made characters provided, figuring out that gear for a new party will take a little effort.)

In fact, the adventurers could just go back to their previous business if it weren’t for these strange magical blue tattoos with five sigils they got somewhere….

The bulk of the module splits up into five sections, each one being a mini-adventure dealing with one of the organizations behind the ambush and tattoos. The first section happens in Tilverton, and picks up a couple threads of ‘current events’ from the original boxed set, while also paralleling part of the novel (poor Giogi does a repeat performance, but still doesn’t get any game stats, even though he gets kidnapped in the adventure, and would go on to be the main character of the novel The Wyvern’s Spur in about a year).

Once business is taken care of in Tilverton, the module opens up a bit. A quick, but informative, two page gazetteer of the area of the module outlines the area and an appendix has a collection of encounter tables for the region. The party should have some idea of what, and some of the who, they’re dealing with at this point, and have places to go. And if that isn’t enough… the module hits them over the head with an informative dream (with repeats after every section is finished). Of the four remaining problems for the party to deal with, three of them are legal targets at this point, with the last saved for the end fight.

With a bit better information management, the need for dreams (sendings from Elminster, that meddler) wouldn’t be necessary. Defining ‘hooks’ from each of the middle three groups to any others not yet handled isn’t hard. A bit tougher is saving the last for last without getting heavy handed. Veterans of Ruins of Adventure should recognize the fifth sigil that almost no one else knows of easily enough. As written, the module allows the players to know where he is fairly easily, but possibly too soon. It’s also a little vague, as the party could end up confronted with a (huge!) barrier with no immediate entrance if they approach from the wrong direction.

The final part of the adventure both works and doesn’t. It doesn’t necessarily feel climatic. Actually, it feels a lot more arbitrary than the other sections, which have a bit more life to them (somewhat literally, with the amount of undead around). On the other hand, this isn’t too hard to improve on: First, if the characters are veterans of Ruins of Adventure, the rematch against the villain should have a lot more punch for them. Otherwise, it mostly requires playing up how much he masterminded everything, and brought this entire plan together! Time to ham it up!

An appendix at the back of the book gives information on the prominent NPCs, repeating information on Alias, Dragonbait, Azoun IV, Akabar, Olive, and Elminster from FR7 Hall of Heroes nearly verbatim (if a bit edited). Fzoul Chembryl and Vangerdahast have extensively rewritten entries. A few new characters, plus the descriptions of a few magical items (/macguffins) are provided, though most of these should get killed off in the adventure. The only truly new bit of lore is a full entry for Alusair Nacasia (Azoun IV’s daughter and heir). On the other hand, the module has a lot more to say geographically. Tilverton (which only had a mention in the entry for Tilver’s Gap as a whole) is provided with a full-page map and some description. A full-page map is given of Voonlar… which isn’t all that important a location in the module. As well, most of the map of Shadowdale and the map of Myth Drannor are repeated from the original Cyclopedia.

Curse as the Azure Bonds is often described as just the game version of the novel Azure Bonds, instead of a sequel, which probably explains the re-use of almost all the primary and secondary characters of the original. But while the characters wake up in the same situation, and with much the same questions as Alias, the novel picks up a lot of weight as the questions start going into the actual nature of Alias herself. The use of plug-in characters for this adventure means there’s no opportunity for that, and the adventure sticks with the initial surface story of the novel with different villains all the way through. That is, in essence, the nature of many poor sequels.

Despite that, the different demands of a novel and RPG adventure allow this module to stand well on its own. Unlike the previous Ruins of Adventure, this is runable without a bunch of extra prep work. However, it also requires much more player buy-in. Beyond that, however, it comes down to whether the players would rather stay in one place and see it improve as their efforts pay off, or if they’d rather be more of a wandering band seeing the sights (and there are a lot of sights to see in the Forgotten Realms). In both cases, they are built around a fairly episodic structure with an overarching campaign behind them.

└ Tags: D&D, Forgotten Realms, gaming, reading, review, rpg
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