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On the Railroad Again

by Rindis on September 4, 2026 at 12:00 pm
Posted In: D&D

The third Avatar module came out three months after FRE2 Tantras. Anyone running it at the time might have been stuck for what to do during that period, though I’d imagine at least a couple months to get through the first two adventures is possible, and there were suggestions for what to do while waiting (I’d take them over this).

In any case, the opening of Waterdeep skips any boring shopping around for someone willing to take the party across the Sea of Fallen Stars into the Dragonmere, and assumes that this was done and starts there. Not that there’s any decisions for the party to make here. They’re given as bound to Ilipur on the southern shore of the Dragonmere, but a fierce storm forces the ship north to near Wheloon in Cormyr. This is given as if it should be played out instead of just starting near Wheloon, and telling the players what happened like they are to be told they hired a ship.

All this is the start of an overland march with the itinerary set by the module novel. Like with the initial journey to Shadowdale, there’s not a lot of motivation to go to Waterdeep, but there are prophecies and such promising that it is the key place to be, which is still better stage management. Still, a lot of parties will probably feel like they’re flailing around. Everything possible is done to force the party down a particular path. There are two sets of bad guys each trying to get what they want out of the party herding them along. Like in Tantras, the novel characters are part of what’s going on, most notably Midnight, permanent NPC focus/MacGuffin of the party, and Cyric, who is now one of the major villains, while Kelemvor and Adon have gone back to being optional. I should also mention the physical presentation is the same as the first two adventures: a standard 48-page faux-parchment booklet with a three-panel detached cover giving the magical chaos tables, a section of the 30-mile map showing from Cormyr to Waterdeep, and a poster sheet with several maps (detailed later).

The first stop is nearby Wheloon, meant to let the party make sure they have any gear needed, and then moves to another charge of murder and attempted incarceration. This is is more meant for the players to escape the arrest attempt, but attempted capture of the party is beyond old by now. From there, its through Hilp to Suzail to sail across the Dragonmere to Ilipur again. Or not, as the various bad guys chase them away from Suzail, as the entire point is to force them away from the sea, and away from the regular caravans that travel to Waterdeep from Ilipur. (The fact that this is why the party keeps trying to get to Ilipur could have been stated better earlier. i.e., if you’re going with NPC Midnight’s plans for how to get to Waterdeep, have her outline them to the party…. Also, Ilipur has no entry in the Cyclopedia, so here’s a new lore detail for you.)

All this is to end up in Eveningstar, where everyone gets pushed west to High Horn. This is after being warned that the path west is closed, but that’s a further problem from Darkhold, another 3-4 days past High Horn, and not on any road, so this makes for potential confusion. At any rate, High Horn itself is one of the high points of the module. Bhaal catches up to the party at this point, and as the avatar of the god of murder, is going to be a tough fight. 84 HP, AC 0, regenerates 2 HP a round, and can possess as a new body anyone he kills (back to 84 HP…). If nothing else, that last will be trouble, especially as the DM should run him so as to make sure there’s plenty of bodies from the garrison around to use.

Oddly, there’s no map for High Horn itself, and its architecture is important to the encounter. That said, the important part is clear, it’s a good setpiece, and there is plenty of room for the players to decide on actions that will direct the fight. In fact, I think this is the high point of the entire set of modules, right here. It’s a pity there’s a long road left to the climax. The general idea is for the players to go through a gap in the Sunset Mountains, and eventually cross the River Reaching at Hill’s Edge, but there’s little reason why other routes might not work—other than more harassment from the bad guys. (Still, there’s a bit of description of the terrain around Yellow Snake Pass, for those interested in more lore.)

The harrying of the party continues, with progress towards Waterdeep, covering a number of locations not really seen before, but they don’t get much attention here either. Once the party does arrive (after more forced plot shenanigans), things finally start sweeping towards a climax… that is predictably overwhelmed by NPCs. We get the bad guys, the novel NPCs, Elminster, and Blackstaff Arsoun. Beyond other problems, the DM is going to busy with all his parts.

The initial point of all this is to get at the Pool of Loss (a portal to Hades), to get at one of the Tablets of Fate. This is part of a plan hatching all through the adventure, and instead (or, in addition) undead creatures are let loose on Waterdeep. This powers the rest of the climax, which brings together the party Midnight, Myrkul, Cyric, and Ao. There’s some decidedly clever bits, which the players may or may not ever figure out, and… even more waves of the new monsters of the module. I think the part would be largely exhausted of dealing with them by now.

The very end of the adventure finally gives answers for what the heck is going on. It was Myrkul’s idea to steal The Tablets of Fate, and use them to at least gain some power over the other gods, and preferably have the power to oust Ao himself. In the end… the plot is useless. They do have a fair amount of magical power, but not enough to challenge Ao, and do not themselves define the god’s jobs, instead just being a meant as a reminder of what the jobs are instead of being the definition. Ao expelling the gods to the mortal realms is to help remind them of their purpose, but has the side effect of widespread chaos and devastation in the Realms (heck of an object lesson there). A final half-page is dedicated to aftereffects of the Time of Troubles, including that the gods now must rely on worshipers for their power; something to be put in rule form in Forgotten Realms Adventures.

Conclusion

As covered in my review of part one, the entire series is extremely railroaded, and hits any magic-user or cleric characters with a large “I’m not that useful” bat for the entire experience. That’s okay in the novels, as clerics (Adon) are still second-line fighters, and Midnight is the focus of a lot of magical plot shenanigans that let her overcome some the problems with more firepower (she also levels up at an insane pace—presumably because of having the power of Mystra in her), while PC magic-users are likely to feel kicked to the curb the entire way. Basing the entire idea directly off of novels and then not letting the players be the main characters is an extremely bad idea, and my understanding is that TSR never made that particular mistake again.

The “good” news is that Ed Greenwood did the module writing, and some bits of lore work their way into the modules, particularly the last two. If you’re interested in pulling out tidbits of official lore that may come straight from Greenwood, that’s the only value I see in these modules. Looking around, what I can find of people who actually used this adventure say it was a horrible experience. The only exception is one person who went through the trouble to recast the entire situation to directly involve his players, tossing the entire NPC cast in the process.

If you are interested in the lore, there’s not much in Shadowdale, a few interesting bits with the Ashaba River in Tantras, and some notes about Ilipur and a few places along the route here. More concretely, a few towns get all-new maps with keys giving names of a few establishments, much like the maps from the Cyclopedia (again, Shadowdale lacks this, just having color versions of existing maps). The poster sheet for Waterdeep is broken into seven segments, so at that point I’d rather have seen a small map booklet which would be handier to use than laying out an entire poster just to look at one small part. There’s new town maps of Wheloon and Eveningstar. There is a much-reduced version of the standard map of Waterdeep, two small floorplans of the Roosting Griffon Inn (a ruin found on the road to Waterdeep) and Dragonspear Castle, a partial map of Blackstaff Tower (Waterdeep key #32), and floorplans of the Lonesome Tankard Inn (in Wheloon). There are two new monsters in the back (both used extensively in the adventure) which are in the format of, and could be transferred to, the Monstrous Compendium.

One complicated bit: Ed Greenwood had a megadungeon underneath Waterdeep, and the Pool of Loss is actually in Undermountain. Like any self-respecting overly large and sprawling dungeon, there’s portals to all sorts of places in there, and the portal used from The Yawning Portal (Waterdeep key #4) is the second(?) one from there into the place; this one was added purely to keep from having to burden this adventure with all that, and get them to a place that already existed there. I assume; the version of Undermountain published a year later has little to do with Ed Greenwood’s version.

As a final argumentative point, lore wise, I will note that current chronologies of the Realms place the Time of Troubles in 1358 (I think this started with the 3rd Ed campaign setting). That’s the year just beginning in the original boxed set. There’s a dearth of dates in most early products, but those that exist conflict with that, and other problems have cropped up making it all fit. TSR never said anything, but I get the idea that they roughly figured one year of real-world time would imply one year advance in their new setting. FR5 The Savage Frontier (1988) was published a year later, and has a new set rumors/events for 1358 in the region. That implies the Avatar Trilogy should be (counting months from August 1987) Eleint [September] 1359 DR. I suggest anyone working purely with early Forgotten Realms materials may want to work their timeline on that basis.

└ Tags: D&D, Forgotten Realms, review, rpg
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Leuctra 371 BC

by Rindis on August 31, 2026 at 12:00 pm
Posted In: Books

Murray Dahm bucks the general organization of Osprey’s Campaign series with this book on the Battle of Leuctra.

Notably, main section does not give one big description of the course of the battle; instead we get a fairly brief version of it, and the rest of the time is spent examining sources. The upshot here is that Dahm does not trust Xenophon, and is looking to other sources on the battle to give a general picture, which Xenophon can add to. This is seemingly the opposite of most reconstructions which start with Xenophon, and use everyone else to add detail.

Dahm paints Xenophon as a pro-Spartan Athenian, and more importantly, anti-Theban. I’m not really up on him, but that does sound right from what little I know. The other sources give Leuctra as a surprising, but hard fought victory for Thebes under Epiminondas, and as a result of a deliberate plan. Xenophon on the other hand doesn’t even mention Epiminondas, or any other Theban commander, and paints it as a battle Sparta lost, rather than one their opponents won.

Outside of the long-form argument that takes over the main section of the book, we get two very valuable discussions. The first is at the start of the book, and gives a good physical overview of Boeotia, Thebes’ position as the dominant city of the region, her role during the Persian Wars, the Peloponnesian Wars, and the Corinthian War. That role generally being second string to whoever could get into the region, starting with, infamously to other Greeks, the Persians.

This is followed by a six-page account of the Battle of Tegyra, which also gets one of the isometric maps showing the area of the fighting, and a two-page spread color plate. This is something of a practice run for Leuctra, where a Theban force defeated a larger Spartan force after killing its two commanders. This led to the resurgence of Thebes, a new Boeotian League, and four years later the Battle Leuctra seems to follow the same pattern. (And it is worth mentioning that Xenophon does not mention the battle at all.)

Past this, we have the usual Osprey Campaign sections talking about the armies and their commanders. Three good color maps of the region (one each for the routes taken to Leuctra and Tegyra, and one showing prominent Boeotian battle sites in general), lots of color photographs of the ground the battle took place on (generally from Getty Images this time), and photos of various contemporary artifacts.

If I had read other books talking about the battle, the detailed discussion of sources and the reconstruction here would be very handy, and I recommend this to anyone who has read such. Without that background, much of the main section moves towards the tendentious, especially for the usual Osprey audience. That said, there’s still enough value here, and the battle interesting enough that I still recommend it for the more general ancient military history enthusiast.

└ Tags: books, Campaign, history, Osprey, reading, review
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SL278 Foxes in the Henhouse

by Rindis on August 27, 2026 at 12:00 pm
Posted In: SFB

After defending central Italy, Mark and I moved over to Star Fleet Battles to get in a Y164 scenario, “Foxes in the Henhouse”. While it’s in Captain’s Log, it’s generally the scenario to show off the light monitor from R11. The Romulans are raiding a Gorn planet, and trying to knock out bits of infrastructure while the Gorn navy runs interference. The idea is the Romulans can send boarding parties down to the surface and get points for being there 33+ impulses to destroy something. The Gorns can send BPs after them (but there’s supposed to be a large number of potential targets, so they can’t go down ahead of the Romulans, they’ll just go somewhere else) to prevent this, and they get points if the Romulans abandon a BP on the surface. (Note that if the Gorns kill the BP in combat after they complete their mission, the Romulans get the points, and don’t have to pick them up….)

But… it’s also a Modified Victory Points scenario, and there’s enough ships to generate sufficient VPs to not need to worry about the planet so much. Once that was realized, attention reverted back to defeating enemy ships.

The Romulans have a WE, BH, and two SN-As. With WS-III, I came in at high speed (for first-gen Romulans). Mark had the Gorns with the LMN (speed 4), and two FFs, going speed 18. I cloaked out (the Snipes paying off of battery), and he kept a bare handful of lock ons thanks to range. The FFs turned off partway through the turn, and one of the Snipes turned to follow them. Turn 2, the Snipes slowed to 8 and started recharging batteries, and the WE slowed to 5 to power an enveloping R. As of the start of the turn, the LMN was still headed for her, and 10 hexes away. The slowdowns shook some of the sensor locks, and on impulse 2, the BH (at range 5) started decloaking. On 4, the LMN launched two plasma-Gs, with an F launching the next impulse.

On impulse 7, the BH was fully decloaked and launched her two plasmas, which prompted a wild weasel launch. The BH turned off and start cloaking, but the plasmas caught up on impulse 9, and did 26 internals through the #5 shield, taking out two warp, half the weapons and almost the entire impulse deck. The wild weasel exploded from two real Gs hitting it on 12, and two impulses later the WE started decloaking. By the time that was finished, the explosion period had ended, and the enveloping R was launched at range 7. It impacted on impulse 26 for 89 damage after the LMN’s phasers were finished with it. This didn’t penetrate, but put every shield below half strength.

Right after that, Snipe #1 started decloaking.

That finished and the Snipe launched on impulse 32. The Gorns sped up for turn 3, while the BH went down to speed 6 (and started repairing impulse), and the Snipes went down to speeds 4 and 2. The plasma torpedo hit on impulse 6 for 5 damage thanks to the LMNs phasers and batteries having a chance to cycle. The FFs finally got back into the main fight as everyone was fading out again, and plasma bolts missed while phasers did seven damage to the WE’s #1. The main difference on turn 4 was the FFs dropped to speed 15. One of the FFs overran the BH for nine damage to the #4. The other one eventually got a shot at the down #5, but only did a point of damage. The first one had also retained lockon to a Snipe and fired the torpedo at it, and thankfully the fire adjustment table (for being cloaked) reduced it to 10 damage on the #3.

Towards the end of the turn the WE decloaked again, and on impulse 4 of turn 5 she launched a regular plasma-R at FF #1, who emergency deceled and launched a wild weasel. The weasel was caught in the FF’s hex, causing 7 collateral damage to her. On impulse 22, Snipe #2 started decloaking, but faded back out after a couple impulses when the other frigate turned in towards her. In the middle of next turn, the FFs had roughly traded positions, and FF #1 overran the Snipe, doing three damage (after bad fire adjustment rolls) to the #1. The LMN overran the other Snipe at the end of the turn, doing… four damage after disastrously bad ph-3 rolls and fire adjustment.

Snipe #2 decloaked on impulse 4 of turn 7; the closest target, FF #2 immediately E deceled. The Snipe fired phasers for a couple points of damage, launched the torpedo to blow up the shuttle, and cloaked out again. However, FF #2 was sitting still, and the other Romulan ships were closing in. The LMN retained lock-on and launched a plasma-F at her. The BH decloaked on 27, the F hit on 29 for 8 damage, and the BH was clear to launch her torpedo on 32.

Mark figured it was targeted on FF #2, which would have sprinted away, but was under acceleration limits. The torpedo was actually on the LMN, which E deceled and launched a weasel as it approached. Meanwhile, the WE was right behind the frigate and decloaked, launching the R on impulse 9; it impacted on 11 for 31 internals, leaving her with 5 warp and little else.

Afterword

That actually ended up being the last real action of the scenario. Somewhat uniquely, it is limited to ten turns, without requiring anyone to disengage. It just stops at that point.

Mark looked at getting a final pass at me in, but I’d finally put my ships back in supporting range of each other, so he did not commit to it. I was ready for a final run myself, but at my speeds couldn’t force the issue, and the Gorns were outside the range I cared to use plasma torpedoes in.

Both the BH and FF #2 were crippled, awarding 50% points for them. Amazingly, no other ships took internals, though some shields were getting very shot up. I did successfully get three missions off on the planet. So that’s 15 VP + 22.5 VP for the FF. Mark gets 42.5 for the BH. (Actually, he should get another 16 for 4xT-bombs I took, but I don’t know Mark’s purchases.) That’s 37.5 to 42.5, or a Marginal Gorn Victory. Given about another turn or so, I probably would have forced internals on the LMN, which would turn that around; I needed a little more aggression.

The Light Monitor would be more accurately named the Early Monitor. By the description, this is the original monitor design, developed in Y130, while the more familiar version is a later (Y140), bigger version of the same idea. Certainly, it’s a good concept, though I have some quibbles. Notably, there’s no ‘early’ weapon listings for it, and the Gorns get swivel mounted plasma-Fs on the engines. Strictly speaking, swivel mounts shouldn’t exist on a cheap unit in Y130. But, not really worth worrying over either. On the positive side, it’s nicely bulky enough to not be hopeless defending a system against light forces.

This is my first time using a Snipe. It was a very eye-opening experience. I can’t think of any other move cost 1/4 ships (possibly the Federation Corvette, but I don’t have the official release of that), and at a total of 9 power, everything hurts. Three batteries help it out once, but I was struggling just to get fractions of points back into batteries. They seem to be a fire-and-forget weapon. Fire the G once, and forget about the ship. The eventual Snipe-B gets two more power, which should be an embarrassingly big help. Power was bad enough that I actually dropped a charging plasma torpedo at one point (to go speed 12), and then started the arming cycle all over again when there was a little power again.

Something that startled both of us was realizing that all the early Romulan ships are turn mode D. A 1/4 MC, nimble, ship with turn mode D. They still get to move last thanks to being nimble, but it just feels very odd.

As for tactics… Mine were not bad. Certainly, the one-two of lure out the wild weasel with the BH and then slam the LMN with the WE worked. The easy antidote to that is to have more than wild weasel ready to go at a time, but there’s only four shuttles on the LMN, so that invites losing them too fast. It certainly isn’t going to outrun plasmas. It does have four each LS/RS ph-3s, and keeping the FFs nearby would have helped a lot (possibly at the cost of a FF…). My initial spit up certainly wasn’t the best as a Snipe went a couple turns trying to find a position from which it could decloak and launch, and not get killed in the process.

Neither of us are used to multiple plasma-ship tactics. I leaned on the cloaking device, and Mark should have tried for more overruns.

└ Tags: gaming, SFB, Y164
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Damiano

by Rindis on August 23, 2026 at 12:00 pm
Posted In: Books

R.A. MacAvoy’s Damiano alternates between philosophy and travelogue.

Set in a fantasy version of the Italian Renaissance, Damiano receives the call to adventure when his city/town is taken by condottiere with ambitions. As, basically, the leading citizen, he attempts to treat with commanding General Pardo, and finds out he just wants to loot the place (preferably repeatedly) instead of welding it into a bigger state.

Damiano is enthusiastic for his city, and thinks it can be more than a sleepy little place at the foot of the Alps. It can certainly do better than to be looted semi-regularly. So he refuses to help Pardo, and goes to help the rest of the town, which has fled into the hills.

Damiano starts this journey quite naive, and without a well defined goal. He wants something more for his city, he wants peace, but he’s not sure what that would look like. And that is the philosophical side, as he struggles with what he really wants. His quest takes him all over northern Italy, and he puts himself into the path of temptation—and he turns it down, determined to find something better.

I have a couple of problems. The plot is a bit thin for my tastes, as all the energy are on character and philosophy. And after everything else, the ending both makes sense, and is out of character for the rest of the book. It’s good, and I want to read the rest of the series, but neither am I  in a big hurry for it.

└ Tags: books, historical fantasy, reading, review
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11 Desperate Measures

by Rindis on August 19, 2026 at 12:00 pm
Posted In: Boardgaming

Had Jason over this last Sunday. Plans vibrated back and forth, so we ended up not quite as prepared as we could have been. At any rate, we ended up playing Last Hundred Yards. Jason had been working with a larger scenario from the initial set, using four maps, multiple complete companies, armor, and a fair amount of support. Thanks to the lack of prep, we had a slow start, and didn’t get that far into it, but it was nice to see the system handling a larger situation.

I took the Americans for “Desperate Measures”, and worked out my groupings for the various halftracks, machine guns, bazookas, and such, while Jason worked out the German defenses, which are spread out across three boards, including a hilltop fortified point, and reinforcements showing up twenty minutes into the fight.


↓ Read the rest of this entry…

└ Tags: gaming, Last Hundred Yards
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