Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (496)
  • Comics (10)
  • Gaming (915)
    • Boardgaming (672)
      • ASL (154)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (49)
    • Anime (47)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  • Iron Triangle #2: Sequence of Play and Decks April 29, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Colour & Old School Blue Maps April 30, 2026

RSS Quest for Fun!

  • Remotely Managing Your Brick-and-Mortar Hobby Game Store: A 5-Step Guid April 18, 2026

RSS Bruce Heard and New Stories

  • Preview: The Iron Queen February 9, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • Arena: Won! May 1, 2026
SF&F blogs:

RSS Fantasy Cafe

  • Women in SF&F Month 2026: Thank You and Links April 29, 2026

RSS Lynn’s Book Blog

  • Update: I haven’t disappeared April 15, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones May Scenario GJ160 Hugo Primozic Living the STUG Life May 1, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • GURPS DF Session 222, Felltower 140 - Second GFS Assault, Part II April 27, 2026

RSS Gaming Ballistic

  • Let’s Get This Started Again: Mission X updates coming soon May 2, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #4: “Picnic! at the Disco” April 5, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

UR1 Y78 Planets of Tripoli Region 5

by Rindis on August 18, 2024 at 3:00 pm
Posted In: SFB

This report has sat for way too long, but Mark and I got to the Region 5 battle in our SFB campaign a while back; this is the primary base battle, where I am attempting to clear one of the two YDKs on defense line 2. I had stuffed as much into my fleet as I could, leading with one of the WDNs, and using two CAs, a CL, and two DDs. USS Mare Serenitatis had taken two hits last year, damaging two out of eight armor, but USS Ney was a just-built destroyer leader, equipped with an extra point of armor as well as two cargo and an extra transporter, and USS Solek has a pair special sensors (unique to Vulcan ships in this era), to combat the EW abilities of the base.

Mark’s fleet wasn’t as heavy, but the YDK is quite large and has a BPV/EPV rating approaching double that of my dreadnought. However, Wolfbite lost all eight of its armor last year, and Glory Seeker had taken heavy damage and is permanently out three hull and the auxiliary bridge until it spends a year getting repaired. The important consideration for my tactics was that the YDK’s disruptor cannons, surprisingly, have a maximum range of 22 hexes. It’s more than large enough that I figured they’d have the full 40-hex range, but this leaves me a fair amount of the map where all the YDK can do is electronic warfare and shots with four banks of three phasers each (which is potentially dangerous enough).


Mark got a good roll for setup, and his ships started at WS-III (the attacker’s ships are always at that for base battles; they know they’re about to show up). I lined up at the range-35 limit and proceeded at speed 10, while Mark started stacked with the base and went speed 12. During the turn, the Carnivons broke into two stacks, and on impulse 24 WCA Wolfbite and WCL Rain of Terror launched death bolts. After that, I turned off of a direct attack run towards the YDK, and headed (roughly) to intercept the enemy fleet. On impulse 29, YDK Bowl of Meat (A2B2) fired 6xphaser-1s at WDL USS Ney (SF-96), doing three damage at range 26.

Turn 2 saw similar plots to the first turn, but Ney slowed down to speed 8 to start repairing the #2 shield. By impulse 6 the entire Carnivon force was running on a parallel course to me, but much closer to the base, ahead of me, and faster, and by impulse 16 had turned off completely, orbiting the base at range 12, before turning in even closer in the second half of the turn. The death bolts came into range on impulse 24, and WVC USS Solek (SF-62) used her special sensors to break the lock-ons of two of them.

At the very end of the turn, I turned in, and declared speed 1 for everyone on turn 3, as I was just outside the range-22 limit. In return, Bowl of Meat fired 6xph-1s at WVL USS Stalwart (SF-65) on impulse 32, doing 2 damage to the #1 shield after reinforcement. This set me up for a potential bombardment of the base if the Carnivon fleet continued to stay away, or a combined bombardment of everything if the Carnivon ships sat close to the base. Without proximity photons, this was unlikely to be a winning strategy for me, but I figured lucky photon volleys could force Carnivon ships off the line, while I could hopefully take the ph-1 bombardment for a while.

As it was, Mark launched a full volley of death bolts on impulse 9, Solek used one channel to break a lock on from the first volley, and Stalwart shot down the remaining one on impulse 21. The Carnivon ships turned to approach around mid turn, and on impulse 25 he fired all the ph-2s and 6xph-1 at WAD USS Breaker (SF-77), doing 2 damage to the #1 after the low speed ‘brick’ and batteries. Bowl of Meat tried again with another 3xph-1 two impulses later, but couldn’t hit. On impulse 30, Breaker and WCA USS Mare Serenitatis (SF-25) fired 2xph-2 each at WCA Wolfbite (201) for two points that did not register on the shields. On impulse 32, I sideslipped to maintain range from the base, and the Carnivon fleet started turning off. Ney fired 2xph-2 along with WDN USS Venus’ (SF-38) 2xphasers and three photon torpedoes at Wolfbite, doing 1 point from poor phaser and photon rolls (taken on battery).

With the Carnivon fleet headed away again, I stuck to speed 1 and a bombardment profile for turn 4, while Mark slowed to speed 9 (7 for Rain of Terror). The base put another three ph-1s into Breaker on impulse 7 but missed (all 3s at a range where damage requires 1s and 2s). The fleet then turned in, and started approaching the Star Fleet force again. Solek turned off two death bolts from last turn’s volley, and the Carnivons got to the oblique around impulse 18, and turned in on 22. USS Breaker fired her photon on 25 and hit Wolfbite (in the lead) to take out nearly half the #1. Bowl of Meat fired three more ph-1s at Breaker on impulse 28 doing 1 point to the #1 on much better rolls after batteries. On 31, the Carnivons launched another full volley of death bolts.

On impulse 32, part of my fleet turned to face the Carnivon ships (Breaker did not to keep the weakened #1 away, and Solek did not as her special sensors didn’t require it). The Carnivons volleyed 6xph-2 at USS Breaker (two from Rain of Terror from outside range 8), and 6xph-1s and 2xdisruptor cannons from Bowl of Meat (she had just hit range 22, and these were on the #1, while the fleet was hitting #2) to do 8 points each to two shields, collapsing both for no internals. Meanwhile, Star Fleet answered with five photon torpedoes at Wolfbite, hitting with two to punch three internals through the #1, including a warp and phaser.


Beginning of Turn 5, showing movement through Turn 4.

For turn 5, the Carnivons sped back up to speed 12 or better, while I went speeds 8 or 9. Breaker and Wolfbite both turned fire control off, and Bowl of Meat lent ECM to Wolfbite and Rain of Terror (for a total of 5 on each). The first part of the turn was nail-biting for me as while Breaker had repaired a box of the #1 shield at the end of the turn, #2 was down, and she had to turn that shield past the base, or go charging into the middle of a bunch of death bolts. Thankfully, she was near a shield boundary, and hit that an impulse before the base’s pre-rotation, giving it a shot at the #3 instead.

Solek managed to turn off two of three of the death bolts in the best position to impact, and on impulses 8 and 9, USS Venus fired, hitting with one photon through a shift, and doing three more damage with phasers, just knocking down Wolfbite‘s #5. The rest of the turn was fairly calm as I worked by the death bolts, and ranges opened up again. Four shields had gone down across two ships, but only three internals had been scored.

I split up to avoid the death bolts, and the Carnivons headed back towards the base, both fleets turned clockwise in the second half of the turn, with Wolfbite continuing towards the base. The Carnivons slowed to speed 6 (except for WFF Sharp Claw (25) which went 9) for turn 6. I spent the turn getting Solek back to the rest of the fleet, turning off a couple death bolts (I continued to succeed about 1/3 the time) as she came back into range. The bulk of the Carnivon fleet followed at a distance, and Breaker was still headed away, trying to get two shields repaired.

I went up to speed 11 for turn 7, and the Carnivons went back to speed 12. As I started clearing impact range of the death bolts, I turned back, eventually aiming towards a range 9 pass at the base, and the Carnivons paralleled me at about range 15+. I got into range on impulse 30, and Bowl of Meat fired the disruptor cannons and 2xph-1s at USS Solek, hitting with one cannon and one point of phaser damage (largely ‘middle’ rolls again, not good enough here), for one point to register on the #1 after batteries.

Turn 8 was much the same, I was slowly heading in for my run, while the Carnivon ships ducked behind the base and headed away. Bowl of Meat and Sharp Claw launched death bolts on 23, and 3xph-1s fired on 27 to do a point of damage to USS Ney‘s #6 after batteries. The turn ended with my main force 11-12 hexes from the base, and speeds went all over as I arranged for photons and everything else to be ready. The Carnivons stayed at 12, with Sharp Claw going 15, and Wolfbite turning off fire control to go 14. On impulse 6, rotation effects let Bowl of Meat fire everything (short of ph-3s) at USS Ney (range 11 down the chord), hitting with one disruptor cannon and good phaser rolls to do 25 damage, punching through the #6 and armor for 14 internals, taking out three power and phasers #1 and #2; leaving the 360 mount, photon and 7 power.

On impulse 9, USS Mare Serenitatis slipped into range 8 and hit with a photon and decent phaser rolls to do 14 damage, 4 of which registered on shield #6. On 13, Venus got into firing position and hit with two photons, with poor phaser rolls to do another 22 damage, bringing shield #6 down to four boxes. One of the latest death bolts caught up to Venus on impulse 28 and hit for six damage on the #5 (after batteries). The other was apparently after Mare Serenitatis (three hexes further away), and the one from Sharp Claw was turned off by Solek (taking all three attempts from a channel).

This largely ended the “active” portion of the battle. Ney turned off after getting pounded, and spent time putting the #6 back together while repairing the #2 phaser. Breaker was trailing well behind the rest of the fleet, and worked on rejoining them while photons rearmed, and took fire from Bowl of Meat at the start of turn 11; both disruptors missed, and the #6 shield took 2 points from phaser fire, and another 3 on impulse 6 as the next bank rotated into arc. The Carnivons had also split up, with Sharp Claw separated from everything else and running ahead of my main force. I determined to run her off the map at the very least, and she exited the map at the very end of turn 10. The rest of the Carnivons were in the upper right corner, and also headed for the map edge, with Wolfbite disengaging on impulse 16, and the rest at the end of turn 11.

After this, Mark gave me notes on the base, and I ran the siege solo. My first job was to collect my scattered forces back together for a more concentrated burn-down. On the other hand, Bowl of Meat was making good progress repairing the #6 shield, undoing what little I had done. A YDK generates 28 power, but also has 10 batteries, which is great short-term, but means power is a problem once its gone, since housekeeping plus shield repair and EW comes to about 2/3rds the power generation. Add in phasers and disruptor cannons, and batteries might become a luxury. As usual with a base, a Power Assist Module can be a great help.

At the start of turn 12, #6 was still down 20 boxes, batteries were nearly full, but there was only 3 power in the capacitors. Bowl of Meat tried a phaser volley on Mare Serenitatis for one damage (bounced off her brick). A long range photon volley got lucky (1 hit out of 5 while needing 1s) to suck down 8 batteries. Follow up phasers from USS Venus did 4 more to do two more damage to the #6. Bowl of Meat ended the turn up one box (from repairs), but with drained batteries and 5.5 in capacitors.

Turn 13 was quieter, with the disruptor cannons firing at USS Breaker for one hit doing 2 damage to the #4. USS Stalwart hit with one photon to mostly drain the batteries again. Bowl of Meat ended the turn up one box (all it could afford), two batteries, and 6 in capacitors. Turn 14 saw Venus and Mare Serenitatis‘ photons online, and a hit drained most of the batteries again, letting Bowl of Meat repair two more boxes and get up to 6.5 in capacitors.

The problem with this bombardment was that I didn’t have the firepower needed to do more than slow the YDK down at this range. With proximity photons, damage is halved, but the odds of hitting are tripled, so the average damage would work out much better. Here, I was getting lucky, but not getting anywhere. On the other hand, there’s not much going on the EW front as once Bowl of Meat announces something, Solek will just counter it an impulse later. Extra EW would kill the budget on batteries, and Solek doesn’t have to do much else, so she can out-loan the base right now. I had also been planning on holding out for Breaker and Ney, but it was taking them forever to rejoin the fleet while repairing shields (at speed 3, they’d need another seven turns), so it was time to engage the YDK more closely.

Not that you could tell on turn 15, with everyone going speeds 2-3. Stalwart got lucky again with one photon hit, and Breaker turned in for distant fire support, and Bowl of Meat fired the disruptor cannons at her (following a strategy of getting rid of the more fragile ships first), and hit with one for 2 damage to the #6. Bowl of Meat ended ahead another two shield boxes and with 7 power in capacitors. Turn 16 saw very good rolls, with two hits from the every-second-turn volley of five photons, to do six damage to the #6 after all batteries. The bombarding force started getting to the 13-15 bracket this turn (no help on photons until 12, but phasers get better), and another set of good rolls did five damage to the #3 shield near the end of the turn. After repairs, batteries were out, and #6 was down four boxes.

During turn 17 Stalwart hit range 12, and fired near the bottom of the turn, hitting with one photon (absorbed in batteries again) thanks to the better range bracket. A phaser-1 missed, and Bowl of Meat‘s two disruptor cannons missed, with a bank of ph-1s only doing one damage (absorbed on battery). Turn 18 saw more good luck with 2 out of 5 photon torpedoes hitting, and two more damage from phasers to do 8 damage to the #6; Bowl of Meat switched from disruptor cannons to increased phaser power, but could not punch any damage through.

Turn 19 was when things finally went wrong for Star Fleet. Both of Stalwart‘s photons missed, as did the ph-1. Meanwhile, with ships in about one-turn travel range of the base, Bowl of Meat fired off a pair of death bolts, with an assumed target of Stalwart. Since I was soloing this part, I rolled at various points to see which way they went, and learn about actual targeting that way, and they went after USS Breaker, just entering the area. She also was a lower shift for the dock, so phasers fired at her, doing three damage to the mostly repaired #6 after batteries at range 13. USS Venus expended 3 phasers killing one of the death bolts (the main point behind this…), leaving one for cleanup by Solek; on impulse 32, the death bolt hit range 10, and she had an unused (and powered) channel which turned off tracking.

Not getting the batteries drained let Bowl of Meat start charging disruptor cannons while nearly filling the phaser capacitor, and self-loan a fifth point of ECM. The latter was immediately countered by Solek loaning extra ECCM to Venus and Mare Serenitatis. Turn 20 saw 1 of 5 photons hit, despite USS Venus firing from range 8. Phasers did another 6 (taking four off the #6, three of which were repaired; at this point there were only 5 boxes left), while Bowl of Meat fired on Mare Serenitatis at the end of the turn, when she slid into range 8, but the low-speed brick blocked almost all of it.

Bowl of Meat unleashed everything it had on Stalwart near the top of 21, hitting with both disruptor cannons and decent phaser rolls to punch 5 internals through the #1, some reinforcement, and batteries to take out a phaser and a warp. Breaker had finally come up, and added her photon (which missed) to Stalwart‘s volley, with a great phaser roll and one hit to get 2 damage past batteries, beating the one box repaired. The main three were all sitting at range 8 now, so Stalwart tacked a fresh shield right after taking damage, though the base was shot out.

The top of turn 22 saw the main volley do well (four photon hits, plus good phaser rolls) for 42 damage that translated into 18 internals after armor, generally hitting fluff, but getting the two special sensors. A follow-up phaser volley also rolled well for another 10 internals, taking out a phaser, death bolt launcher (empty, but being reloaded), and disruptor cannon. Turn 23 saw the base fire 9xphaser-1s at USS Stalwart through a +2 shift for 7 shield damage, while the bombardment did just enough to drain batteries. Turn 24 saw the main volleys do 19 internals, still mostly the insane amount of fluff (but center hull did run out), but got three phasers and the remaining heavy weapons.

Turn 25 was less active. USS Ney and Breaker stood in for Stalwart, but at slightly longer range, all they did was four damage taken on batteries. Bowl of Meat tried a heavy shot at Ney, but only did 1 damage. Turn 26 saw Ney take a point of shield damage, but despite only hitting with two photons, and a brick from leftover power, phasers got in for another 18 internals, including three phasers (which were now disappearing quickly from the front side of the base). Turn 27 saw 5 shield damage to USS Ney, while Stalwart and Breaker managed to get one internal past batteries and the regenerated shield.

Turn 28’s bombardment saw four photon hits, and solid phaser rolls for a total of 38 internals. This finally ran out the repair, and started taking out the cargo (there had been an amazing dearth of 7s, and everything else was a hull hit which translated to repair after that was gone), and allowed the first power hits—2 APR. USS Venus had been moving slowly forward, and was now in the 5 range bracket of phaser-1s, so Bowl of Meat turned its attention to her, but couldn’t get through the brick plus batteries. Turn 29 had Stalwart and Breaker get one more internal through.

By turn 30, USS Venus was re-parked at range 3 on one of the chords. This meant an intact weapon pod could target her at the top of the turn (usually Bowl of Meat had to wait on the even turns for them to swing around), and at range 3 the three ph-1s got through the brick and forced use of two batteries; at the end of the turn the other pod came around and did 6 shield damage. Meanwhile Venus and Mare Serenitatis hit with three photons, and had mediocre phaser rolls to do 36 internals. This finished off the cargo, which exposed the batteries to damage (three were hit), the lab started going fast, and another six APR were destroyed, along with all the L+RA phasers.

Afterword

I called it after that. The point was to see how much damage I’d take in the process of beating the base down, and with 3xph-1, 1xph-3, and a steady loss of power, the writing was finally on the wall. Only Wolfbite, Stalwart and Ney had taken internals; the first two could repair everything (that hadn’t already been destroyed), but Ney was out both cargo, three hull, a lab, a transporter, auxiliary control and the armor after repairs.

In general, firepower in the early era is lower compared to defenses later. And this showed it off well, the YDK has a lot of bulk, and is something I’m not likely to be able to deal with as long as there’s a friendly fleet in the area. I’m not looking forward to taking on the four other docks that exist. It is under-powered, but give it a couple turns and it can get everything up and going again, which is why the constant bombardment was important. I got very lucky early on with more photon hits than the average. Once I settled down to the siege, it was more a case of how long would it take to get the couple of lucky turns needed to start breaking it apart. And then it still took forever, because outside of the once only hits, DAC rows 3-6 and 8-11 resolve to hull, meaning there was 22 hull and 40 repair to break through before a power generation hit was possible. 7s aren’t any better, as they start with cargo (20 internals), and then go to hull.

I could have run the base better. I kept in passive ‘turtle’ mode, but switching things up with occasional 0/4 EW to blast something without a shift would probably have caused more casualties. But the base would take more unshifted phaser shots in return. The real problem is doing that part solo, I don’t outguess myself easily. And the WVC could handle most anything the base did (especially late, it was close enough, and should have just loaned 4 OEW to the base). Sitting nearly still Solek could self-generate 4 ECM, power both channels, and have a full pool of 8 EW to loan.

I think Mark could have done more in the early fleet action phase of the battle. However, I did get the lucky photon hits, leading to Wolfbite taking internals and losing two shields. Without a heavy cruiser present he was at a decided disadvantage, and having it there meant she would likely take a lot more damage, and probably leave the map nearly crippled. That said, accepting even that battle could easily have done enough damage to me so that I couldn’t take on the dock.

All my ships did fairly well, though Ney took serious damage early enough to not have done much. The extra armor and cargo on the leader variant helped at that point. The WDN is an amazing ship for the period, Venus was generally keeping an 8-point brick up for the entire bombardment.

└ Tags: gaming, Planets of Tripoli, SFB, Y78
 Comment 

Wedding of the Waters

by Rindis on August 14, 2024 at 12:00 pm
Posted In: Books

For a long time, waterways were the only meaningful passages from one place to another. Roads might do in a pinch, but water was much faster and easier. Canals have been used throughout history to get this fact to work for you when nature had been ungenerous. The Erie Canal is one of the more spectacular successes of these projects, and important in the early history of the United States. Bernstein’s Wedding of the Waters is a good popular history of the creation of a 363-mile long canal through upstate New York.

He starts out with lots of background, including the general mechanics of canals, how and why locks work, and various high points in the development of canals, including the Manchester Canal in England, which inspired a lot of further canal building at the time. This section is definitely appreciated, but I wished for more. There’s a good map of the canal, and a side elevation of the canal showing how it goes up and down, and where the locks are, but that is it. No general diagrams of a section, or the locks, or illustrations/photographs of some of the more impressive features. And some of it is really hard to picture on your own.

After the introductory parts, Bernstein starts talking about the idea of a canal linking the East Coast with the interior, namely the area across the Alleghenies. The Founding Fathers, and Washington in particular were aware of a need to tie the economy of the area to the east so that there would not be a drift toward independence, or dependence on whoever held the Mississippi. Washington tried a scheme to clear the Potomac towards such a goal, but did not get far. Meanwhile, the fact that there was a practical route across New York to the Great Lakes was becoming more obvious. An initial attempt was to clear the path of the Mohawk River westwards, but the Western Inland Lock Navigation Company soon found it was spending all the money it could raise on trying to keep a relatively short section of riverbed clear. (There was also a Northern Inland Lock Navigation Company to improve conditions between Albany and Lake Champlain, but I can’t find any mention of its fate.)

These false starts, thanks to a number of influential people, fail to stop all support for such schemes, but instead focus support on the most ambitious option of all: Building a brand new waterway the entire length of modern New York state. One of the nice parts of the book is the earlier sections talk about the evolution of these ideas through colonial times as well as post-Revolution. Bernstein even talks about the initial exploration of the Hudson (which was part of looking for the fabled Northwest Passage). But of course the later parts get more detail and attention, as they focus on the actual subject of the book.

Bernstein also points out that there was no one in America at the time who could be termed a Civil Engineer, even by the standards of the day. Other than the politicians working for budget appropriations, everyone involved in the project is an amateur. A number of different technical problems are discussed, and some of them were solved by workers on site, and we’ll never know who came up with the idea.

There is, of course, a lot of discussion of the politics involved. New York had the most developed political scene of the era in the US, so the infighting was also more developed. First, fighting over the proposal, and if it should be funded, then when things went well, fighting over the credit, and who is in charge. As I have been reading a few other books on the era, there are names who appear elsewhere, especially De Witt Clinton, who was the person who pushed through plans for the canal.

There’s also a good amount of material on travel through the area before the canal, and what travel on the canal was like. Finally, there is discussion of the financial implications. The entire motivation for the canal was of course financial, so a good accounting of its effects is essential. Like the technical side of the canal, this is limited by its broad-market aims, and the relative lack of records of the time. There’s good discussion of the flow of goods along the canal, and the fact that England started importing food from the Midwest in a major post-Napoleonic economic shift.

Overall, it’s an informative book, but I did find it lacking, especially on really showing the physical side of the canal. It left me wanting more, which is often a good thing, but here I really felt I’m wanting things that should have been in the book.

└ Tags: books, history, reading, review
 Comment 

Where Are We?

by Rindis on August 10, 2024 at 12:00 pm
Posted In: RPGs

The second Avatar trilogy module came out about a month after FRE1 Shadowdale, and naturally picks up right from the end of that. The party is imprisoned in Shadowdale and accused of murdering Elminster (don’t worry, he’s back as an excessively annoying deus ex machina by the end of the module).

It of course starts with a needed repeat the general information and plot of the first module, including the magical chaos tables, as magic users are still as much a danger to themselves as anyone else. Also, as before it’s a heavy-handed railroad, though there’s a bit more lore this time. The big change that the entire cast from the novels are now important to the module. FRE1 only used Midnight, with the others as backup for small parties. Now they’re all used to move the plot forward. Without the players getting to interfere. Notably, each chapter has “offstage events” to tell the DM what’s going on away from the tracks he’s in charge of; this is nice as it lets DM have these events in mind when these other threads catch up to the players later.

Back to our plot, things start very poorly, with all of Shadowdale baying for the PC’s blood, leading to a kangaroo trial of the PC’s being guilty for being on the scene and a lack of other available suspects. It would be better if the text pointed up that emotions are running high, and everyone is being carried away on a wave of hysteria, including Mourngrym, who should frankly know better. Something about how any explanations the characters try to give get shouted down and “refuted” by emotion. (Also, just how is a party in the 5-8 level region supposed to have killed 26th level Elminster and cleanly disposed of the body….) But no.

So the second real event of the module is two of the novel NPCs helping spring the characters before they can be executed in the morning, and they (hopefully) flee the area on boat going down the Ashaba River; and this trip then consumes too much of the module. Railroading is in full force here, all attempts at alternate plans the PCs may have are smashed away. Now, fleeing by boat is about as logical an idea as there is going to be, since the speed of travel won’t be bad, and the river won’t get tired. I’d think with a bit more work (and page count, admittedly) you could schedule out just how the Shadowdale militia tries to cover the various places the PCs could head for, how long it’d take for the militia to get there ect, and set up a game of cat-and-mouse for this part. Past the immediate ‘get out’ motivation, it is assumed the party (prodded by Midnight, if nothing else) will be hunting the Tablets of Fate, one of which is thought to be in the city of Tantras.

Wait, where?

Tantras is a town on the east shore of the Dragon Reach, just shown on the detailed maps of the original grey box. But there is no write up of the place in the Cyclopedia of the Realms at all. Compared to the instantly-recognizable locales of Shadowdale and Waterdeep for the other parts, why here? Well, a partial answer is that this part was originally meant to go to the city of Ravensgate, just down the coast, but that had just been handed over to the RPGA for development, and wrecking it would be a no-no. That said, while Ravensgate is larger… it also has no entry in the Cyclopedia so it still doesn’t fit with the other two locales. Admittedly, no other cities (as opposed to regions/countries) had any ‘name recognition’ at this point.

To get there, the general idea is the party should go down the river to the port of Scardale, and then cross the Dragon Reach. And despite all the railroading, don’t worry about if they go there, because some high-power assassins show up on pegasi, and there is a forced capture of the party. The assassins then take the party to… Scardale. So the party is imprisoned again, and aided in a jailbreak again, and sneak around an occupied town looking for a way out. (Looking for a way in—to get at a ship—would have also been a good direction. Just sayin’.)

At the end of Shadowdale Bane was “killed”, and now he’s taken over Fzoul Chembryl of the Zhentarim, and is back to plan A: recover the Tablet of Fate he hid in the Temple of Torm in Tantras. To do this, he (as the God of Assassins) kills every assassin in the Realms to power himself up into a kaiju and go stomping off to Tantras. (This is part of the point of the series, as there were to be no assassins in 2e, and instead of just waiting for PHBR2 The Complete Thief’s Handbook next January—with an assassin kit—TSR killed them; in the Forgotten Realms at least. No mention of what to do in the case of one of the PCs being an assassin is made….)

Torm’s avatar is in Tantras, and has his followers power him up for big kaiju fight in the bay (according to the wiki, this kills Torm’s followers, but I didn’t note this being mentioned in the module). Leaving the party to sneak into his temple and find the Tablet of Fate, and then go ring an ancient bell to put up a barrier around the town just as the two kaiju destroy each other in a massive explosion (was TSR getting summer blockbuster envy?).

There’s about two thirds of a page of suggestions on what to do next. The end of it suggests a number of threats to Tantras and how the party could work to keep Tantras an island of stability during the Time of Troubles. Frankly, that sounds more interesting; there’s a lot of work a team of intermediate-level adventurers could do without being bludgeoned onto the tracks every step of the way.

Lore-wise, there’s more here than in Shadowdale. A few locations along the Ashaba river are described, including the Pool of Yeven (marked on the original maps, but given no entry in Cyclopedia of the Realms) which gets some background that I would take notes on for possible use in a regular campaign. We get a map of the Temple of Torm in Tantras, which isn’t a great design, but it will work for the module, and gives an idea of more normal times in it. Two new spells (one unique to Elminster, but it is neat), three new magic items, and one new monster. The poster sheet has a full 3D map of the Tower of Ashaba, and maps of Scardale, Ashabanford, and Tantras (the former two got a column the Cyclopedia, but no maps). They should probably have indicated the limit of the barrier that protects Tantras from being blown away.

Finally, a major problem with this series is alluded to in my previous review, but I only realized while writing this that what was happening is that TSR was in “NO SPOILERS!” mode with DMs here. If elements of the overall plot were not introduced in the equivalent novel, they weren’t revealed in the modules either. This means that a DM running these as they came out had to run them blind (I think the novels were generally simultaneous releases); no knowledge of the overall plot, who’s important, and the actual scheme of the bad guys is given. In Shadowdale, we get told the effects of the Time of Troubles, that the Tablets of Fate were stolen (which list what the jobs of all the gods are; still no idea if you could sneak in some “corrections”, or if it mystically does it automatically, or why there isn’t a backup). Bane is the bad guy, but we don’t find out until Tantras that yes, he did steal them, instead of just taking advantage of the chaos. And we still don’t know the plan. Did he expect Ao to toss everyone to the mortal realms? Is he trying to “edit” the tablets? What’s his goal beyond being an evil bad guy?

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

The Circus of Dr. Lao

by Rindis on August 6, 2024 at 12:00 pm
Posted In: Books

This is a bit complicated.

First, at a hundred pages (plus an appendix that really is part of the novel) this is pretty much in novella territory. Really though, it’s a jumble of short stories with the same inciting event.

This is contemporary fantasy (keep in mind, “contemporary” when it was written was 1935), while the Hollywood adaptation The Seven Faces of Dr. Lao was shifted to western/fantasy. (Given everything, it was probably a lot easier to do it as a western than set in 1935 for ’60s Hollywood….) The movie adds an overall plot to tie things together, and sadly, you see all the stitches of the graft clearly, as it feels foreign to a lot of the other incidents that come from the book. But, I’m a very plot-centric person, so I actually do appreciate that attempt.

That makes this a really hard book to talk about. Dr. Lao’s circus arrives, seemingly out of nowhere, in a small Arizona town, various people decide to visit this small show, and react to what they encounter there. That’s nearly the entire book. The secret is what all those interactions are, and frankly, few of them have any kind of closure, making much of the book to feel like jumbled incidents.

It does seem like Finney had a few things to say, but I’m not entirely sure what, though much revolves around the inability to recognize the fantastic when it comes knocking on your door. A screed against a lack of sense of wonder in this materialistic world.

└ Tags: books, fantasy, reading, review
 Comment 

Dungeons & Sorcery Spells 15

by Rindis on August 2, 2024 at 12:00 pm
Posted In: GURPS

Here’s the fifteenth set of spells for Dungeons & Sorcery. The main classic spell this time is Dimension Door, but there’s a number of good ones here.

Confusion (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
53 points + 17.5 per level
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range: 100 yards
Duration: Special

This spell causes everyone in the target area to potentially become confused. This only works on sentient beings, which have to take a Fright Check with effects from a failure going to the confusion results (P85).

Magic resistance grants a bonus to the check, and every time a victim is subject to this spell within a day grants a +1 to the roll. Anyone who passes a Check is immune to this spell for the next hour. Extra levels of the spell penalize the roll by –1.

Terror (Confusion; Accessibility, Only On Sentient Beings, –10%; Area Effect, 4 yards, +100%; Ranged, +40%; Requires Gestures, –10%; Requires Magic Words, –⁠10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [1.75×30]. Additional levels add –1 to the Fright Check [1.75×10].
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
 Comment 
  • Page 32 of 312
  • « First
  • «
  • 30
  • 31
  • 32
  • 33
  • 34
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑