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Elminster on Moonshae

by Rindis on October 27, 2013 at 1:57 pm
Posted In: D&D

When TSR adopted the Forgotten Reams as it’s new main setting in 1987, the Moonshae Islands became one of the most prominent locales in the setting, absorbing along the way the Korinn Archipeligo, which had been the setting of module N4 (which had not been tied to the Forgotten Realms at the time). The first Forgotten Realms novel was Darkwalker on Moonshae, which was successful and turned into a trilogy, and the second Forgotten Realms setting supplement (FR2) released shortly afterwards was all about the islands.

Generally speaking, the setting echoes strongly Dark Ages England, with the islands split between the generally Celtic Ffolk, and the obviously Norse Northlanders (I will note that the Ffolk are decidedly Welsh rather than Irish, though the Norse never settled strongly in Wales as they did in Ireland and Germanic-dominated England). A truly interesting wrinkle of the setting was that the Ffolk had a strong druidic tradition worshiping the Earthmother, which was a Gaia-like goddess of the land, rather than the standard Greco-Roman style anthropomorphic deity of D&D mythos.

Sadly, the Goddess was killed off in Darkwell, the third novel of the trilogy (sorry if that’s a spoiler), needlessly reducing the interest of the setting. Since that time, there has been one adventure set there (Halls of the High King), and one further set of novels set there (the Druidhome trilogy), neither of which I am familiar with, and no new supplements focused on the area.

The module itself followed the usual format of the time of a 64-page book printed in the usual Forgotten Realms brown ink with faux-parchment pattern background, with a detached cover. Since there’s no printing on the interior of the cover, and this isn’t an adventure where the cover is separate to act as a DM screen, this is just useless force of habit. There is also a double-sided poster map, with one side depicting the Moonshae islands in the same 30-mile per inch scale as the smaller scale maps of the original boxed set, and is meant continue those maps one panel to the west. Since the isles only take up about half the map at that scale, the reverse is a beautiful map of the Moonshaes at a 20-mile per inch scale. (It should also be noted here that TSR changed color schemes at this point, with much darker colors here and all future FR-series maps than what the boxed set had used).

About half the book is dedicated to an area-by-area description of the islands, broken up by the small kingdoms that exist in the isles. These use the same ‘At a Glance’, ‘Elminster’s Notes’, and ‘Game Information’ format as the original Cyclopedia in the boxed set, but this time Elminster’s notes are the tales of his journey through the islands about a decade previous, and take up the bulk of the section. In fact, the book is dominated by pure fiction, with Elminster’s voluminous tale, and parts of Darkwalker on Moonshae used to introduce all the other sections of the book. This is fairly effective at communicating mood and feel, but is inefficient at getting anything else across, and there there is a dearth of real NPC information, or other detail. In fact, there is but one detail map in the entire volume, a small map of Synnoria, the hidden vale where the Llewyrr (Moonshae’s own offshoot of the elves) live.


Region the FR2 map covers, showing its overlap with the gray box’s detail maps.

That said, the book starts with a decent overview of Moonshae, including availability of races and classes in the region, common conflicts and dangers, a section on trade routes through the area, and what each area produces. There is a section on weather (rainy—almost always), and discussion of the various types of terrain seen in the isles, including random encounter tables for each terrain type (I’m a bit surprised to see Ki-Rin—oriental-style unicorns—showing up in Welsh highlands though). There’s some new magical items at the end of the book, which all make sense for the setting (though the Cauldron of Doom is an obvious, and apropos, shout-out to the Black Cauldron of Chronicles of Prydain fame), and a sparse page of adventure ideas.

Between the fiction and several pages with leftover space, this is the least information-dense setting supplement I can think of. There one real layout disaster, where one section lost some text (it begins in the middle of Elminster’s story after a previous page finished the At a Glance cleanly; there’s some empty room on the previous page that could probably have taken what’s missing), but otherwise no editing problems came to my attention. George Barr does some very nice graphite illustrations for the book, though that too has a problem. A picture of what seems to be Caer Corwell does not follow the description, and is just bad siege engineering to begin with (which is a problem TSR had in general).

In all, the setting is a great idea, the book shows how it is a great idea, but doesn’t do much more than give the barest of starting points for exploring it, though it is good for establishing tone and mood.

└ Tags: D&D, Forgotten Realms, gaming, review, rpg
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The Age of Religious Wars

by Rindis on October 24, 2013 at 8:37 pm
Posted In: Books, History

Part of the Norton History of Modern Europe series, this is a good introductory history of a fairly turbulent period written in 1970. I’ll note that the series was apparently reorganized later, as there is a 1979 version of the book that runs to 1715 instead of 1689.

The book starts with the end of international conflict, and runs through the internal crises that beset most of Europe in the later sixteenth century. In so doing, it lays some groundwork that would have helped me with parts of Braudel’s Mediterranean in the Age of Philip II. It spends a fair amount of time showing the evolution of political structure, with the rise of absolutism in France, the failure of absolutism in Spain, the rise of constitutional government in England, to the dissolution of central power in much of Central Europe and Russia.

Despite the title, there’s not a lot of warfare here. Everything from the Hugenots to the Glorious Revolution is discussed, and gives a fairly solid understanding of why things happened for such a small volume. There is a good chapter on the limitations of pre-modern production, and how it limited the economy, and the end of the book gives a whirlwind tour of the trends in art and evolution of the sciences.

In all, if this is a period where you don’t have a lot of background knowledge (and it was never a popular period in my classes), this is an excellent and clear place to start.

└ Tags: books, history, review
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Combat Patrol

by Rindis on October 19, 2013 at 10:19 am
Posted In: SFB

It’s been entirely too long since our group has managed any Star Fleet Battles, so Patch and I started a game on-line a while ago. Our current play-date is concurrent with the short Gorn-Federation War, so we used the excuse to actually use the Gorns and fast seeking weapons. We tend to prefer battles with more than just one ship per side, so the Gorns got a CA and CL (a good pair), while I came up with a few possibilities for the Feds. Either a CA and DD or CA or CL would about right, BPV-wise, but both the CL and DD are somewhat odd ships. The last possibility was a CC and FF, which would leave quite a gap in sizes, but are both solid Federation ships.

Patch took the Gorns, which left me to choose which set to take, and I settled on the CA+DD. I’ve always like the DD, and I had no compunctions about keeping a couple photon tubes empty to speed it up. We set up in the standard Patrol scenario locations, and rolled randomly for Weapon Status. Zero. That hurt both of us, since Patch was going to need three turns to get his heavy weapons ready, and I didn’t have anything pre-loaded, including overload energy. The CA started warming up a wild weasel and suicide shuttle while the DD just kept up at speed 16. Patch only went speed 8, despite having plenty of power, with the plasmas on the cheap turns and no phasers to arm.

I reduced speed to 12 for the second turn as I struggled to get a pair of photons overloaded, and loaded a second pair as proxes. Patch had ECM up, and I missed through a +2 shift. We began turn 3 at a minimum range of 13, and headed in for our first firing pass. I boosted slightly to speed 14, while the Gorns split at 12 (CA) and CL (15). His extra power and moderate speeds added up to heavier EW than I could afford.

Combat Patrol 1
The first two and a half turns.
↓ Read the rest of this entry…

└ Tags: gaming, SFB
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Frederick the Good Game

by Rindis on October 15, 2013 at 10:23 pm
Posted In: Boardgaming

Mark made it over last Saturday for a little FtF time. It was his pick, and he wanted to try out Frederick the Great, which both of us have been interested in since we started seeing some interesting reviews of it a few years ago.

I didn’t have any real knowledge of the game going in, and Mark had to leave a couple hours early, but we still finished off the initial 1756 scenario quite handily. Mark took Frederick, while I fumbled around with the Austrians. Both of us had trouble getting anywhere, thanks to the fact that it just takes a long time to set up a siege, and had to set up depots to extend supply range before we could even get to that point.

Frederick himself begins just outside of Saxony, with a very large force. However, the closest Saxon fortress is six hexes away from his supply sources (supply range is five…), so he had to spend a couple turns creating a depot, before starting the siege, which also takes a couple turns (since you go through the ‘create a depot’ to do that).

Meanwhile, the Austrians have some local superiority to the east, and I slipped one army through the Carpathians before realizing that my goal was out of supply range, and the army wasn’t large enough to create a depot. The other (bigger, better led) army hesitantly moved forward and camped in the Carpathans. Since this was a learning game, Mark attacked it in the defensive terrain with his local army, and lost fairly handily. Worse, his available leader wasn’t very inspiring, and the Prussian army stayed under a demoralized marker for the rest of the game (rolled three different ‘5’s when he needed a ‘6’ though…). I set up a depot there, and moved north, kicking his army out of a depot it had created, and back into a fortress.

Frederick finished his siege and moved east to repair the situation. I gathered my available forces together to force him into a poor results column, and Mark thankfully did not roll very well, with 3 to 2 losses. As it turns out, the winner of a battle is determined by comparing each side’s commander’s initiative plus the enemy’s losses. Since my leader only had one initiative less than Fredrick’s, and he took one more loss, the battle was tied. The two armies stayed there for the next couple turns, attacking each other, and grinding down in a number of tied battles. Eventually, winter kicked in and we went into winter quarters, finishing the game.

Thanks to the relative losses, and the prisoners I had taken in the early battles, I had a decent lead and managed to pull out an Austrian win (I forget what exact level).

It’s a fairly nice system, though it does get a little gamey in a couple places. My main concern/question is with sieges. The chart goes from 0 to 6 (with ‘2’ listed twice), and the labeling on the chart says there should be modifiers, but we couldn’t find them in the rules. Our guess is that you’re supposed to compare leader initiatives. There’s no errata for the chart either, though I wonder if it supposed to go from 0 to 7 (allowing modifiers both ways), though since the top few entries are identical, it wouldn’t make a difference.

└ Tags: FtG, gaming
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Forgotten Reams—The Beginning

by Rindis on October 12, 2013 at 9:11 am
Posted In: D&D

Since playing Neverwinter, I’ve been thinking of the Realms again, and just got through re-reading the original box set I got back in ’87.

This served as the introduction to a new setting for the 1st Edition Advanced Dungeons and Dragons game. One booklet held general geographical and cultural information on the Realms, and the other was oriented to use by Dungeon Masters. Two of the maps joined together to give an overview of the setting as a whole (an area about twice as large as the United States), while the other two joined together to give a more detailed look at the main area of the setting. Many further ‘FR’ series modules included more maps as the reduced scale that would fit with the pair here.

Forgotten Realms was far from the first RPG setting produced, and not even the first from TSR, but it set a new bar in presentation. The two-booklet, multiple-map box set would be re-used several times by TSR. This is marred by some poor editing with typoes and mistaken word choices abounding and some missing illustrations in the second booklet. One gets the sense that this was rushed through editing and proofing in a big hurry.

But the real value comes from the Cyclopedia of the Realms (the first booklet), which lists scores of places in the Realms and gives some description of them. Unlike the earlier Greyhawk set, which tended to be dryly biographical, the Cyclopedia helped instill a sense of the lore and history of the Realms with descriptions that often give a bit of history and some of the important people. While some of the book can go into a bit more detail than a player should probably know, it is still pretty safe for a player to read through, and will not spoil any big secrets that the DM may wish to keep.

The DM’s Sourcebook of the Realms (the second booklet) is a little more disappointing, with about half the book taken up by descriptions of various spellbooks known to be wandering around the Realms where adventurers might come across them (this is actually a good idea, and helps add some more flavor, especially with the histories provided, but a quarter of the available page count in the introductory product is a bit much). Important sections include two years of ‘rumors and events’ (tavern talk), which help give a sense of recent events and the Realms as a place where things are happening, and fuller descriptions of several NPCs already met in the first book. Rounding it out are some DM advice, and a couple small sample adventures (one merely okay, and one with some real possibilities).

└ Tags: D&D, Forgotten Realms, gaming, review, rpg
1 Comment
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