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Lese-Ansicht

Sails of Glory – Mediterranean Campaign – Play Report – Part 3

How a beer-and-pretzel naval wargame achieved passionate significance

In part 1, I explained our set-up, while part 2 gave insights into some NPC ships’ logs. Now let us examine how the players fared.

The unwise vice-admiral

During preparations, the British admiral developed some doubts concerning his vice-admiral, and informed me (the referee) he would place a reliable man in squadron Alpha to inform him independently of the vice-admiral. I decided this would be the first officer on the flagship HMS Queen Charlotte (100), writing a private logbook and sending reports home to Gibraltar whenever possible.

Logbook of HMS Queen Charlotte (100 guns) and squadron Alpha, GB, turns 0-2

turn 0

SQUADRON ALPHA (A)

Commanded by Vice-Admiral O.

HMS ROYAL QUEEN CHARLOTTE

HMS Spartiate (74)

HMS Leopard (50)

in port of Gibraltar

turn 1

Leaving port

A0

Suspicious sails sighted near the African coast.

The commodore does not change course to investigate.

turn 2

Stormy weather.

A1

HMS Cleopatra (32) reaches Alpha and Bravo.

She brings news of War with Spain (since turn 1), and hands over orders to vice-admiral O.

The orders carried by HMS Cleopatra (32) were the following:

Admiral’s orders to v-a O.

signed turn 2, for transmission by HMS Cleopatra (32).

》》》 the Spanish have declared war upon our Great Empire. Intelligence suggests that their Atlantic armada may well encircle us at Gibraltar.

Orders as follows:

You are to take this messenger frigate into your squadron and swap it for the HMS leopard, which is to return to Gibraltar to defend the realm.

Continue with your orders to capture MINORCA in haste.

Send your scout vessel ahead to scope out target landing site. If you contact Spanish Ships, destroy on site. Do not chase Spanish vessels in flight. Maintain course.

Once MINORCA is captured send word immediately. You should receive word from our merchant vessel re: the situation in the Sicilian Straight upon your arrival. You are to use this vessel to pass on information to me immediately.

Further, HMS Cleoptara (32) relayed to the vice-admiral’s squadron a copy of her log, which contained the observation of the Spanish heavy squadron on A0, right between squadron Alpha and its home port Gibraltar:

Logbook of HMS Cleopatra (32 guns), GB, turns 0-2

turn 0

lying in port of Gibraltar

waiting for orders

turn 2

News: Spain in war with GB since turn 1!

Admiral’s orders: deliver message to vice-admiral O.

Leaving port. Stormy weather.

A0: sails sighted near African coast.

Approaching to investigate or take prizes.

Spanish squadron encountered! Consists of Santa Ana (104), Real Carlos (112), Heroe (74)!

These ships could easily block our home port, were it not for the stormy weather driving the Spaniards eastward into the Mediterranean.

Too formidable a foe for a frigate. Must retreat to dutifully follow my present orders.

A1: Meeting squadrons Alpha and Bravo.

News and message delivered to Admiral O.

Strangely, the vice-admiral player heeded neither the warnings from HMS Cleopatra nor the orders given by his vice-admiral. Unbothered, he proceeded as follows:

Logbook of HMS Queen Charlotte (100 guns) and squadron Alpha, GB, turns 3-6

turn 3

HMS Cleopatra (32) is sent to scout seas spaces ahead of the squadron.

Alpha and Bravo reach A2.

turn 4

Alpha and Bravo reach A5.

HMS Cleopatra (32) meets us in A5, as ordered by v-a O.

Bravo proceeds with discharging troops to Minorca, while Alpha patrols the sea.

Fairy (14) and HMS Terpsichore (32) return from A6, where they fought a Barbary corsair.

turn 5

Bravo finalises the landing at Minorca. It is ours! Leaving port, A5.

Alpha patrols A5.

HMS Terpsichore (32) leaves for Sicily, carrying a message by v-a O. to commodore Se.

HMS Cleopatra (32) sails to A6 to scout and meet Alpha the following turn.

Fairy is sent to Gibraltar, with the order to immediately return to O. in case she sights enemies. And indeed, she returns, having sighted the Spanish heavy squadron in A3, failing their fight against the winds and unable to reach A5 this turn.

Another sighting: Sails in Northern direction. At that moment, we lacked frigates to scout the stranger, who retreats, likewise without further reconnaissance of our area.

turn 6

Vice-admiral O. orders Fairie (14) and Bravo to return to Gibraltar.

Alpha sails to A6 to meet HMS Cleopatra (32) and to proceed to Sicily to support Commodore Se.

A6: HMS Cleopatra (32) at rendez-vous point. No notable observations.

Situation in the Southwestern Mediterranean, at the end of turn 4, as seen by the referee only. Some ship icons represent squadrons. Coloured lines are plotted courses for certain NPC ships.

During turns 3-6, we role-played (in written form via Discord) some interactions with NPC captains and lietenants receiving his orders. Some protested politely, or seemed irritated by his orders. The Spanish squadron observed earlier by HMS Cleopatra was mentioned once. Of course, the junior officers did not wish to be accused of insubordination, and were careful in voicing their concerns.

Normally, according to my plan, the Spanish squadron in A3 would have reached Minorca in A5 in turn 5 and clashed with British ships after unloading the land troops. However, the random winds were unfavourable for their advance (1 movement point only), and the Spaniards could not proceed until turn 6.

In turn 6 then, the British vice-admiral gave the fateful orders to NPC squadron Bravo to return home, via A3. He was sending the squadron, consisting of 2 ships-of-the-line and 2 transport (hired merchant) ships right into death’s maw. The NPC commodore turned pale, then, as honour required, merely replied “Sir, all men will fulfil their duty.”

After the orders were given, intrigued by the player’s carelessness, I checked the Discord messages on his phone. Indeed, on his iPhone, the attached text messages containing logbooks and orders were visulised in a much less conspicuous way than on my Android device or on a laptop! He had simply overlooked all of them, and left puzzled by all this hints about doom and danger!

O. realised his vice-admiral character must be an unreliable drunkard, and would certainly be court-martialed upon return to Gibraltar. He still could, somewhat, defend honour by defeating the French in combat, in the East.

Indeed, in turn 4, via the frigate HMS Terpsichore (32), he had received a message from his fellow players Se. and Ji.:

TO: Vice Admiral O., Flagship HMS Royal Queen Charlotte (Minorca)

FROM: Captain Ji., HMS Defence; Captain Se., HMS Royal George (Squadron Charlie)

VIA: HMS Terpsichore (Squadron Echo)

DATE: End of Turn 3 / Start of Turn 4

SUBJECT: SQUADRON CHARLIE LOG & INTELLIGENCE REPORT

I. CURRENT STATUS (Start of Turn 4)

Location: Sea Area B5 (Strait of Sicily Approaches).

Condition: Squadron Charlie operational. Heavy storms encountered in sector B.

Disposition: HMS Royal George, HMS Defence, HMS Zealous concentrated. HMS Terpsichore detached to Minorca with this dispatch.

II. OPERATIONAL LOG

* TURN 1:

* Movement: Squadron Charlie deployed from Minorca to A6. Squadron Echo (Scout) advanced A6->B5.

* TURN 2:

* Movement: Squadron Charlie attempted to move to B5.

* Incident: Adverse winds forced the heavy line to abort and hold position in A6.

* Encounters (A6): Sighted HMS Concorde (Squadron F).

* Origin/Heading: Arrived from West (A2), proceeding East toward B5/Naples per standing orders.

* Status: No distress. Proceeding on mission.

* TURN 3:

* Movement: Squadron Charlie successfully entered B5.

* Rendezvous: Reunited with HMS Terpsichore (Echo).

* Echo Report: Terpsichore engaged and chased Barbary Pirate sloop Thorn (14) from B7 into B5. Pirate dispersed.

* Intelligence Handover: Terpsichore transferred logs obtained from scout Fairie.

III. INTELLIGENCE ASSESSMENT (CRITICAL)

Based on logs from Fairie and Terpsichore:

* Enemy Force: 4 French Frigates (Hermione, La Concorde, Courageuse, Unité) and 2 Sloops.

* Location: Sighted in B5 (Turn 2), heading East.

* Projected Target: Malta (B8) through Sicily (B6).

* Threat: High probability of enemy landing operations in Malta.

IV. STRATEGIC INTENT (Turn 4)

Squadron Charlie will immediately advance to B6 (Sicily).

* Objective: Intercept and destroy the French Frigate squadron.

* Contingency: If the enemy will enter B6 until Turn 5 again, we will fight and destroy them. If they don‘t enter B6 (Sicily), they are either stuck in B8 (Malta) due to heavy storms, or they try to sneak arround us through B7. Moving to B8 (Malta) is a no go, since it would us get stuck and would us cost at minimum 2 turns to get back to Sicily. In summary: We will stay for Turn 5 in B6. If we do not encounter any enemies in B6 after Turn 5, we will move back to B5.

Your Servants,

Cpt. Ji., Cpt. Se.

HMS Defence, HMS Royal George

The message vice-admiral O. sent in response, in turn 5, carried by HMS Terpsichore (32), comprised his logbook and the information that he would catch up with Se. and Ji, to reinforce their position at Sicily. Little did he know that this message, as we will see in part 4, would never reach its consignees.

Meanwhile in turn 6, at the border between sea spaces A3 and A5, a vicious battle took place, which the NPC commodore relates as follows in his log:

Logbook of HMS Impétueux (74 guns) and squadron Bravo, GB, turn 6

turn 6

Vice-admiral O. orders Fairie (14) and Bravo to return to Gibraltar.

Alpha sails to A6 to meet HMS Cleopatra (32) and to proceed to Sicily to support Commodore Se.

England expects every man to do his duty, and so we shall. Clearing for action. The Spanish firepower is about twice as strong ours, but our sailors Englishmen are worth 3 Spanish sailors each!

Balearean Battle (off Ibiza)

Squadron Bravo: flag HMS Impétueux (74), HMS Goliath (74), commissioned merchant ships Castor and Bellona. The latter were ordered to remain at distance, at lee, while tempting the Spanish ships out of their line formation.

Enemy Squadron: Spanish flagship Santa Ana (104), Real Carlos (112), Heroe (74) in line formation.

British flagship HMS Impétueux had the weather gauge and opened the battle by placing a broadside into the Spanish flag’s bow, fire broke out. Then:

Santa Ana fired a broadside into HMS Impétueux, causing fire and a leak.

HMS Impétueux fired at Santa Ana, causing more fire!

Real Carlos fired at HMS Impétueux, with little effect.

Santa Ana came alongside HMS Goliath,

Santa Ana, engaged by HMS Goliath, firing broadsides at close range at each other. HMS Goliath prevented the Spanish attempt to board her.

Real Carlos took Santa Anas place alongside HMS Goliath, causing another mutual exchange of capital broadsides. Again, HMS Goliath prevented the Spanish attempt to board her, but the ships’ riggings got severely entangled.

Bellona fired her weak guns at Heroe, with no effect.

Castor fired her equally weak guns at Heroe, causing a mast to break!

Heroe fired at Castor.

Real Carlos and HMS Giliath exchanged another couple of close range broadsides.

HMS Goliath was sinking, dragging Real Carlos with her. Only at the last moment, the rigging snapped, and Real Carlos popped up to its natural position again. She must have taken quite some water through her gun ports.

Bellona wisely fled, after Heroe had gracefully not fired at her in retaliation.

Santa Ana meanwhile had stopped emitting clouds of smoke, and her crew seemed to ready to battle again.

HMS Impétueux fired at Santa Ana, alas with little effect, and veered to leave the lost battle.

Santa Ana fired a broadside at HMS Impétueux, breaking a mast.

The heroic merchant ship Castor, trapped between three menacing ships-of-the line, struck her flag.

Read on, next time, about an awful lot of bloody action in the central Mediterranean!

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Cauldron Con 2026, a true account of some occurrences witnessed or directly caused by your humble narrator

Our fourth Cauldron OSR Euro Con is over. We had 4 days of merry gaming, playing OD&D, AD&D, B/X, Chainmail and derivations, with 86 participants from 14 countries on 2 continents. Der Eisenhofer’s continual miniature painting workshop also attracted attention. This year’s generous sponsors were Drachenland Verlag, Gamer’s HQ, Lamentations of the Flame Princess, Melan and dreadlord, providing us with fanzy DSA maps, a hoard of miniatures, exquisite modules and referee books and the rare Beneath the Black Pyramid fanzine.

(c) Bestia ex machina

First Chainmail World Championship

Eight two-player teams from Europe and the USA played on 4 parallel tables two rounds of Swiss tournament, then the umpire Settembrini (shall we call him Sett-Umpirini?) determined the finalist for a third battle. The four available scenarios were known in advance so that players could train for the competition. The infatiguable Sett-Umpirini, lkh and dreadlord had spent the weeks before the event to frantically compile a first version of Sarissa, the Chainmail rules interpretation for competion play, brilliantly illustrated by Andrew Walter. A printed pre-version was available on site. I teamed up with my trusted comrade dreadlord from UK to scare the hell out of our opponents as TEAM DREADGHOUL.

(c) Bestia ex machina: Team Fight on! sending their troops into our crossbow-men’s range.

Scenario S1: A lawful Lord tries to stop a horde of brigands on meadows subdivided by hedges and other annoying terrain. Players can secretly choose special items or abilities for the scenario. Our opponents were Team Fight on! Ignatius Umlaut knew the scenario well, but could not resist the temptation to experiment a bit. He picked scouts, so that we had to set-up our troops first and he would exploit our weaknesses. There weren’t any. We peppered the lawful troops in ranged combat across the pond and were ready to charge across walls and hedges (we had the ability to let them crumble and whither). After the loss of two entire units versus not a single figure from our side, Team Fight on! honourably conceded victory to Team Dreadghoul.

(c) Bestia ex machina: Meanwhile, other teams clash in the Underdark.

S2: Battle in the Underdark. Undead hordes led by a necromancer attack a mindflayer outpost and their minor minotaur (“minor taurus”) minions. Team Berlin played for fun, and failed to use the labyrinth as the main advantage of their minotaurs. As our skeletal riders defeated the mighty purple worm, the path to the illithid tower was clear, and our opponents conceded.

(c) Bestia ex machina: Operation Desert Breeze, other teams.

S3: The jakal men guard a holy site giving them anti-magical powers against a dehydrated hobgoblin army that has crossed the desert. This was our weakest scenario preparation-wise, and in the finale, we played the jakals without a good plan to give us full confidence. Team Blubba & Lubba Mix was our brutal adversary. Our scorpion queen pinned the thirsty warg riders at the oasis, but our precious jackal warriors were obliterated by a death cloud we failed to counterspell. Our jackal hero made a desperate attempt to reach the hobgoblin sorcerer to best him in melee, but the latter had superior movement. Our lines were broken, the path to our obelisks could no longer be blocked. Blubba & Lubba Mix are the undisputed world champions of Chainmail. Exhausted but happy, we were handed the silver trophies.

(c) Bestia ex machina: Swamp medusae archers climb the hill.

S4: Bullywugs and elves fight for the control of a sanctum on a hill. A highly challenging asymmetric scenario involving hopping attacks, frog shamans and swamp medusae. Our team didn’t play this one during the tournament.

Lamentations of the Flame Princess: Magician’s Ascent

Baexta ran his own campaign-based module using LotFP rules. I enjoyed a lot exploring that whack and weird wizard castle in the high mountains. We were successful in our quest, and I hope the comet won’t destroy our planet.

Blackrazor Cup tournament module: Nightmare Realm of Death

I was one of 8 DMs running Blackrazor’s Dragonlance-inspired tournament module using AD&D rules. Reading the module, it seemed more or less straighforward, but for players, much depended on the circumstances hwo they approached encounters. Impredictable for the referee would be the use of two wishes contained in a luck blade.

My group triggered the DMG overland evasion procedure, as their two scouts had to shake off four mad treants. The group then ran into a dozen more angry ents, as they thought to cleverly avoid the encounter on the road. A first wish calmed down the treants, but their council was too slow and meandering for the players to attend long. Later, they met a dragon, fully battle-ready with spells cast in advance. Its breath killed three party members, before the creature could be slain. The elven king, sorrow-ridden over the death of his daughter (re-vived by a wish spell for a few seconds, but having failed her resurrection roll, her spirit irrevocably moved on), he only granted the player characters access to the known royal vault, not the secret one. The ingratious PCs stole his crown.

I hope it felt like victory, as the group would only get the sixth highest score (for treasure of course). Two groups had suffered a total party kill, while five groups cashed in big, on both vaults and many a side treasure.

The Hermetic Crusade naval battle

My Advanced Naval Tabletop Instructions (ANTI) unify rules of Chainmail, OD&D and AD&D for combat among galleys and sailing ships. I refereed a battle to solve a situation from our ADDKON online campaign, where a high-level player character’s dark machinations had triggered a holy war between the Hermetic temple of Onnwal and the Hecate temple in Elredd.

Forces available for Hecate: 4 large galleys, two small galleys, a blue dragon, a wizard (pc Ahriman), a sorcerer, a hero and a superhero (pc Gerdrick supported by pc Malik).

Forces available for Hermes: 6 large galleys, the mascot Onnwhale, a wizard, a warlock and 3 heroes (NPCs, one having a magic arrow and one a non-magical bow).

As the battle started, dashing from the line of Elredd galleys was the mighty Fate of Disobedience, a first-rate sexireme having once belonged to Onnwal and still commanded by her old captain. Unfortunately, she was sunk by multiple boulder hits of Onnwal ships, some of which were captained by vengeful masters eager to see the traitor destroyed.

The Hermetic wizard tried to counter the approaching dragon by an air elemental, which soon was banished by the Elredd wizards.

More hurled boulders were also exchanged by warmachines of the other vessels, and the sudden appearance of the Onnwhale, which rammed a liburna, caused a brief shock among Hecatists. However, with determination, the poor animal was scorpioned, scorched and pierced until it perished.

The dragon’s fear aura and an approaching Cloudkill fog doomed the Hermetic invasion. The light quinquireme Sailor Swift turned to flee, but could be taken by the liburna Spear. Meanwhile, the dragon secured the quinquireme Messenger Divine and began devouring its crew. In an act of exceptional heroism, as the trireme Wrath of Hermes was engulfed by the death cloud, the quadrireme Guile of Hermes twice rammed her sister ship to perish in the same fog, the Guile being stuck in the sinking Wrath and dragged down to the bottom of the sea. Thus, two out of the four then remaining ships could not be taken as prizes by the victorious Elreddian Hecate fleet.

AD&D: Jewel of Demogorgon

I finally managed to play a game refereed by Blackrazor. After lulling us with some easy encounters, we were nearly picked apart like noobs by a flock of vicious vrocks! It is a long time since I have ventured in the Abyss, and Blackrazor seemed particulary to enjoy telling me how certain of my spells failed on the plane of evil. Luckily I remembered NOT to cast True Seeing in the Abyss! Still, we ventured forward deeper into Demogorgon’s palace, and my comrades would continue their quest for riches during the following block, without me.

Auction

The live auction again was a blast. I came home with a pristine black cover copy of module G1-3 and the huge chest filled with dungeon tiles my wife had forbidden me to purchase (honestly, I just wanted to drive up the laughable price a bit).

AD&D: Slay the Minotaur!
This was my own deadly level 1 AD&D module I had so anticipated to run. While my exhaustion increasingly was taking its toll, I managed to stress the players with the minotaurs heavy footsteps reverbating from the labyrinth walls, as the characters, Athenian sacrificial youths, had to navigate through the unknown with severly limited light sources and adventuring equipment. Two were slain by the bull-headed Asterion, who in return fell in their third bloody encounter, under the blows of a heroic Athenian wielding the Club of Periphetes and protected by the Shield of Scyrion. Played by intrepid Andrew, he later sacrificed himself so that the others could escape the dungeon, alas without locating the minotaur’s hoard.

(c) Bestia ex machina: Prestigiuos awards.

The Award Ceremony

Criteria for “best” awards change every year, so that one cannot easily perform for the award. Gaming is gaming, and the award is a fun addition, no more.

The Cup of Demise went to Svante, who is renowned for his serially dying characters.

Most Valuable Player award: Niklas.

Best DM: Melan, who runs glorious campaigns connecting convention sessions and home game.

The Blackrazor Cup was scored and awarded by the man himself.

Gold medals were awarded to Oger’s group, the most pedantic looters of all!

Silver went to the group of refereed by Danger Is Real.

Bronze was earned by Elderthing’s group.

The Chainmail World Championship trophies had been handed out the day before: Gold to Blubba & Lubba Mix, silver to Team Dreadghoul and bronze to The Ogre Magi of the Jade Road.

The End

And it was over.

My regrets: missing out on 3 gaming blocks because of BBQ duty, sleep and leaving early for the long drive home (for safety reasons interrupted by a short restorative nap), not having played under all the other brilliant DMs, not consuming more of the legendary cloister beer, not tasting Fraiseberry’s Chartreuse (la prochaine fois, j’espère). The fact that my beloved wife only could attend a small part of the convention.

My satisfaction: Having met old and new aquaintences and friends, having run my games, having played, having braved the Sarissa / Chainmail world cup and learned some valuable lessons from the gold champions. Having contributed to Cauldron’s success.

Read here how other participants experienced Cauldron Con 2026:

Attronarch 1, 2, 3

Blackrazor 0, 1, 2

GoldDigger

Hangyi

der Oger

the Prince of Nothing

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Sails of Glory – Mediterranean Campaign – Play Report – Part 2

How a beer-and-pretzel naval wargame achieved passionate significance

In part 1, I explained our set-up. Now let us take a look at some NPC ship logs from the actual game, before we move on to see what the players experienced.

Logbook of Bonhomme Richard (40 guns), USA

turn 0

Cyprus

turn 1

D6

turn 2

D0

turn 3

D1 (Crete port)

turn 4

leaving port, D1.

Approached by two French ship-sloops: L’Alligator (14) and Le Fortune (14).

The young French commanders quite enjoy wine and Virginia tobacco – a good investment on my part.

It appears they landed a French expeditionary corps on Rhodes.

Will avoid that island. Hopefully there will be business opportunities on Sicily and the Balearic islands. The French commanders feign ignorance of conditions in the Western parts of the Mediterranean Sea.

However, they warn us about a Muslim corsair, Thorn (14), seen in turn 2 South of Sicily (B6).

turn 5

C7

turn 6

C3

turn 7

B6, intercepted by HMS Cleopatra (32). What a beauty!

Into Sicily port.

turn 8

B6, leaving port.

Heavy British presence: Ships-of-the-line HMS Queen Charotte (100), HMS Spartiate (74), HMS Leopard (50) and frigates HMS Cleopatra (32), HMS Meleager (32), HMS Terpsichore (32).

turn 9

Vice-admiral O. of HMS Queen Charlotte is very civil, makes generous offers. However, we have sufficient protection considering our 40 guns. Also, we have a schedule, which will lead us to Corsica and the Baleares. Vice-admiral Oliver aks me to provide a message to his patrol at Corsica. Out of curiosity, and to check whether we are still within our bounbds of neutraliyt, I opened it. It reads “On our way to Cyprus, there to await our landing troops. V-A O. [undecipherable sigil]”.

B5

Sails sighted! Approached by French sloop L’Alligator (14). What a joy to meet my old friend, the commander of L’Alligator! We exchange news, and toasts to the freedom of our Nations.

turn 10

B7 (Corsica).

As a neutral ship, Bonhomme Richard did not get involved into battle, had early news of a landing, and got fed false information in turn 9 to fool the French.

Yes, I wrote logbooks for every ship, or at least for every squadron. I also made copies of logbooks, when ships had the opportunity to exchange news. For example, in turn 7, HMS Ceopatra received a logfile titled log_bonhomme_turns0-7.

More action was experienced by the barbary corsair.

Logbook of Thorn (14 guns), Barbary states

turn 0

Benghazi

turn 1

C6 C4 (adverse winds)

turn 2

B8 (Malta)

B6 (Sicily), we encounter French squadron Hermione (4 frigates) and 2 ship-sloops.

Withdraw to B8!

turn 3

B8

B7: chased by frigate HMS Terpsichore (32)

B5: shaking off the frigate. A squadron of what appears to be British ships-of-the-line sighted.

turn 4

A7 (Corsica)

A5 (Minorca): investigating ships – more Brits! Frigate HMS Cleopatra (real beauty, though too strong to be subdued) and little sloop Fairie (14).

Running from the Brits. As expected, Fairie is moving faster than the frigate, we draw her out into A6, where we will try to take her!

African Skirmish (t4):

While enganging Fairie (14), frigate HMS Terpsichore (32) approached from the East!

Fired many broadsides against all Englishmen, then escaped with the help of Allah.

Hull 5X/6

Crew 4X/7

Repair stock: 1/2, spare mast.

Fleeing from A6.

turn 5

to Algiers (A2) for repairs.

turns 6-7

repairs.

turn 8

Re-fitted.

A2, A6, B7.

turn 9

B9

C4

C6, Benghazi port.

turn 10

C6, C4 (unfavourable wind in B8).

The corsair encountered many Christian ships, and got caught in quite a dangerous situation, from which escaped by a mixture of aggressiveness and luck. In the end, however, he could not take a single prize. For the English, Thorn would also have been a valuable prize, as their fleet comprosed only one fast sloop. How could Thorn escape from being cornered by two Royal Navy vessels? Fairie’s logbook contains more detailed notes of the “African Skirmish”.

Excerpt (turns 0-4) from the logbook of HMAV Faire (14 guns), Great Britain

turn 0

B8 (off Malta)

turn 1

crossing B6,

reaching B4

turn 2

B5: 2 groups of sails sighted, identified as:

4 frigates: Hermione (34), La Concorde (32), Courageuse (34), Unité (32)

2 ship-sloops: L’Alligator (14), Le Fortune (14).

Attempting to fight the sloops without the frigates, to no avail, they stay under protection.

Tailing the French squadrons. They seem to be heading towards Sicily (B6).

Second sighting: HMS Terpsichore. No news.

A6

Third sighting: squadron Charlie and HMS Concorde (32), hampered by adverse winds.

Trying to reach A7, beaten back by the wind.

turn 3

A7 (Corsica)

A5 (Minorca)

Sails sighted! HMS Cleopatra (32) – what a beautiful ship she is!

Exchanging news. Apparently we are at war with Spain since turn 1!

turn 4

Cruising in company of Cleopatra, waiting for the vice-admiral.

Sails sighted from North-East! It is a vile Barbary pirate, Thorns (14), hunting for Christian slaves!

Cleopatra is too slow to chase those rascals, but we will put an end to their dirty business.

Finally, in A6, we get into fighting reach. All hands on deck, clear for battle!

The African Skirmish (t4)

Thorn made good use of the weather gauge, outmaneuvering us and firing vile broadsides.

To the East, a frigate was making haste to join the battle – HMS Terpsichore (32).

Our aim was to dismast the pirate and take his vessel into the service of our King.

While Thorn was evading our boarding maneuvers, we could force her into the wind and pin her until the arrival of HMS Terpsichore.

However, our starboard roundshot broadsides were too weak to affect Thorn’s masts, and she never came into range of our larboard guns, which were loaded with chain.

In the end, the vile Thorn escaped to the West. Our final roundshot broadside, larboard, missed her by a few yards only [i.e. mm on the gaming table], but the veering for firing allowed her to escape unheeded, though badly damaged.

It was a close call, and this fact saddens my heart all the more for failing against a mere pirate.

Damages: hull 3X/6, crew 3X/7

Repair stock: 1/2, spare mast available.

Return to rendez-vous at Minorca (A5).

Squadrons Alpha, Bravo, Echo; HMS Cleopatra (32).

Bravo is discharging landing troops.

Next, we will take a look at the most valiant exploits of a British NPC light frigate, which significantly affected the outcome of the campaign.

Logbook of HMS Meleager (32 guns), Great Britain

turn 0

in port of Gibraltar

turn 1

Leaving port in company of HMS Concorde (32)

A0

A1

turn 2

stormy weather

to A3

return to A1 for rendez-vous with squadron Alpha.

unknown sail sighted, approaching for investigation

neutral Spaniard opens fire – not so neutral after all!

Mahonesia (34) taken under heavy losses.

Too few men standing, barely able to bring home our own ship.

Set fire to Mahonesia – she is destroyed.

A1

Meeting Alpha, Bravo and HMS Cleopatra (32).

State of Meleager:

Hull 4X / 8 boxes

Men 8X / 9 boxes

Repair materials 1/2, spare mast still available.

turn 3

A1: sails sighted. As is our duty, we investiagte despite the damaged state of our vessel.

As expected, there are the Spaniards, East-bound: 1st-rates Santa Ana (104), Real Carlos (112), 3rd-rate Heroe (74).

Magnificient they may be, they are easily outmaneuvered by a frigate.

A0, return to port of Gibraltar.

turns 4-5

Repairs at Gibraltar.

turn 6

Orders by Admiral Dreadlord:

“So Meleager will take the diplomat to Venice Via Minorca, A0-A1-A2-A5. Mission: discover if MINORCA is captured. IF TRUE: deliver message to Vice-Admiral: STATUS UPDATE TO BE SENT TO GIBRALTAR IMMEDIATELY. Then the Captain is free to navigate to Venice. Pass information on if ships are encountered. If Sicily or Malta are captured by the French, then Captain should make an executive decision to either turn back to Port with news, or send news to powerful allies recently encountered. SICILY CANNOT FALL! This diplomatic mission is to avoid combat where possible.”

Diplomat boarding (33 VP).

A0, A1.

Sails sighted: Fairie (14), homebound. Exchanging news.

Sails sighted: HMS Concorde (32), homebound. Exchanging news.

turn 7

Based on the news provided by HMS Concorde, the admiral’s orders must be re-interpreted. It is within the spirit of Sir Dreadlords orders to progress East on the quickest path, to catch up with vice-admiral O.

A2

A6

turn 8

B7

B6

Multiple sails sighted:

– squadron Alpha.

– French frigate squadron Hermione (32), La Concorde (32), Courageuse (34), Unité (34).

– HMS Terpsichore (32).

The French outmaneuver Alpha to engage us. We retreat, giving Alpha the opportunity to engage.

The French are decisively beaten, only Unité (34) escapes.

Further ships present:

– HMS Cleopatra (32), denied passage to French sloop L’Alligator (14), which tried to sail North.

– Bonhomme Richard (40), armed merchant, American, neutral. Has observed French sloops operating in the East.

The admiral’s message is delivered to vice-admiral O.

turn 9

Vice-admiral O. intends us to remain with his squadron heading to Malta, which would delay us by sereral weeks!

In a heated discussion, I manage to convince him that admiral Dreadlords orders allow for no delay.

Off we sail to C3.

While struggling against the winds toward the Adriatic, sails are sighted!

It turns out to be a French squadron: Généreux (74), Aquilon (74) and the transports Commerce de Bordeaux and Bertin.

We must retreat to protect the envoy. A frigate is no match for two third-rates, even French ones.

Sails, in pursuit!

It turns out to be Embuscade (32). Ready for action!

We make good use of the weather gauge to circle the beating Embuscade and shower her with roundshot, then with hail.

Alas, to no great effect, and she answers with double-loaded guns.

After a few exchanges, we are grappled and boarded!

The fight on deck is fierce, but as Embuscade re-fires roundshot and we retailate with more hail, the tide turns.

The French start piling up on deck, and somehow, our last men keep fighting.

One last volley of bullets from our brave marines in the tops decides the battle.

Afterwards, an extra portion of rum is served to convince the hands that they can run Embuscade home, as a price.

This time, no burning of a precious conquered vessel!

It turns out, that Embuscade also had a diplomat on board, who had hoped to land in Constantinople. He is now my honoured guest.

turn 10

The prize Embuscade (32) will try to make it home with her skeleton crew.

C2.

Summary and comments:

  • In turn 2, Meleager (32) encountered the heavy Spanish frigate Mahonesia (34). This was the first battle of the game, the NPC frigates played by the youngest players of the group. Against all odds, Meleager (with her measly 2 hull points) defeated Mahonesia (4 hull points) in a dramatic melee. As Meleager only had one crew square remaining, no prize crew could be detached, and the potential victory points for the prize were wasted as she had to be burned. However, the message carried by Mahonesia failed to reach the French admiral and left him unaware of the Spanish heavy squadron until the end of the last game turn, when they reached Toulon. The young player of Mahonesia was saddened by having failed the frigate’s mission, but I assured him this was exactly how a Spanish captain would have fought, in the spirit of honour and glory.
  • The British admiral learned of the Spanish presence in turn 3, and was greatly worried of a potential attack against Gibraltar.
  • In turn 3, as scheduled events, I had a French diplomat appear in Toulon and a British diplomat in Gibraltar, the first wishing to serve as an envoy in Constantinople and the second in Venice. Both would be worth 36 victory points for their respective Nation, but they would lose 3 VP every turn they were confined to their home port while pestering the admiral. The British diplomat was placated by the prospect of sailing with the heroic Meleager after her repairs, and lost only 3 VP. By sheer chance, in turn 9, they encountered French frigate Embuscade (32), which carried the French diplomat who also had been delayed, and won the “diplomatic battle”, this time securing the prize and the corresponding victory points for the admiral. No diplomatic VP were scored, as the game ended before Meleager could reach Venice.

With the French unaware of their Spanish allies, and the massive British landing troops accessing Minorca unhindered, how would the French fare around Sicily and Malta?

Further reports will follow in time, and we will examine how player decisions and mishaps affected the game in terms of victories and catastrophes.

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We got a baby, and it’s … a grell!

Spectacular news: Cauldron – The OSR Euro Con – has successfully spawned another OSR convention: Grellcon London! Indeed, Grellcon was conceived at Cauldron 2025 by Andrew W. in the heat of discussing the intricacies of AD&D in-between early-edition gaming sessions.

Sadly, I could not attend the very first of hopefully numerous Grellcons yet to come, as I already had purchased some festival tickets for that date. Therefore, please read how the dread Lord and the prole experienced the newborn grell.

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