Monday, January 19, 2026

Star Trail: Road Warriors

In real life, maybe wait a few minutes before concluding that there's "no hunter or predator anywhere."
         
Based on comments from the first entry, I decided to start this game with the new characters I previously rolled. Thus, the next step was to see about my equipment and explore the starting town, Kvirasim, which unintentionally rhymes with the name of my Thorwalian and looks like it rhymes with the name of my warrior, Xamidimura, which the game abbreviates.
   
We start our explorations at the Lovely Meadow tavern, which probably offers more options than any other tavern in RPG history. The player first has to decide where to sit (at the bar—always my preference, at an empty table, or at an occupied table), then what to do there, including ordering food, ordering drinks, buying a round for the house, or performing feats of music or acrobatics for money. Add a little more complexity, and you could make an RPG set entirely within a bar.
      
Just like my first visit to a British pub.
      
I can't say I accomplished much. Talking to the bartender, Gilbert of Norburg, brought us to a full dialogue screen, but he had nothing to say about any of the keywords, and he ended the conversation after three of them. Most NPCs do this, making it all the more annoying that "Salamander Stone" and "Salamanderstones" appear as two separate options. We bought a round of drinks, which earned us some temporary good will but no intelligence. Toliman made back some of the money by doing somersaults or whatever. 
   
As we headed back into the world, I noted that the automap automatically labels commercial establishments, although apparently only if you've gone inside or faced the front door or something. Still, it's a nice feature. The player can write his own labels for other locations, including key NPCs. The detail of the automap meant that I didn't feel compelled to make my own map.
       
A shop labeled by the automap.
      
It was dark when we exited the tavern, and most businesses were closed, but I still made a circuit of the town and tried to enter each building. Some notes:
    
  • Most houses are occupied by generic NPCs who dismiss you with comments like: "Go visit some inns and taverns and leave me alone!" or "Go look somewhere else." What I like is that the images of these NPCs depict them as confronting the party at the front door. The party is just knocking, not barging into their houses. 
  • There were a couple of frames indicating uncompleted houses under construction.
  • A harlot propositioned us randomly. We said no. 
  • Fladim Peterman: "When Elves and Dwarves are fighting, there will be Orcs delightin.'" Sounds prophetic.
        
You're a poet, and you were not aware of this fact.
       
  • Marje from Thorwal: Bring a net when you go into swamps. "You can catch all sorts of things in swamps."
  • There was an inn run by Mariaka Windbreker. I didn't get anything out of her. I was going to stay the night, but the interface suggested that the rest periods were in 24-hour blocks, which would have left me no better than when I started, timewise.
  • Daleone Moringdew, the healer, agreed to treat us, but "it'll cost you more if you still want to be treated at this late hour." Fortunately, we didn't need anything.
  • Asgrim Kollberg: Suggests we hide out from the evil in the mountains.
  • Eida Matjus: "Anyone who's allied with Rondra need fear no Orc in the long run." Rondra is the goddess of battle in Das Schwarze Auge setting.
      
That's quite a difference between the large screen image and the mini-portrait.
     
  • Heralja Olafsen: "The Elven king will come to our aid. But will even his power be sufficient against these Orcs?" 
  • Rumhild Rohalsdottir: Suggests we prepare for bad weather lest we get diseased by it. 
  • Ingram Son of Utzlesch: "It's always better to spend the night in an inn than under the stars." Amen. I haven't been camping for a single night in my adult life and have no interest in doing so.  
    
We had to wait until morning for Jadwina Greenston's general store to open. Each character started the game with a blanket, a waterskin, and two ration packages. Gnomon (dwarf) had a prybar and a hammer. Remembering the "environmental simulation" aspects of the first game, we loaded up with additional rations, waterskins, oil, a key ring, a net, two coils of rope, a rope ladder, a mattock, charcoal, a few torches, a fishing hook, a shovel, a whetstone, writing utensils, and a grappling hook. 
       
Trying to plan for every contingency.
    
If there was an armory in town, I didn't find it. I was a bit disappointed, as I wanted to swap out some of the default weapons to better match the skills I had given each player. But finding no such options, we exited the town, which in this game you do by walking into a signpost.
    
Travel in Blade of Destiny was handled by selecting a destination from a menu, much like Curse of the Azure Bonds. In the sequel, the party moves across the landscape in segments, either by planning a route in advance or by handling it one segment at a time. The manual curiously makes this choice about gender: "Male characters do not need to [plan in advance] because they always insist they know where they're going." I think this is probably just a joke, but in a game that makes distinctions between "warriors" and "she-warriors," you never know. In any event, even though a woman leads my party, I did the stereotypical male thing and chose to do one segment at a time, even though you really don't have any choices: only one road leads out of Kvirasim.
       
Being a man, I simply commence marching.
       
No sooner had I pressed the direction for south than a special encounter game upon me: the sounds of fighting from "somewhere to the left of the road." We chose to investigate, and found a priestess of Rondra beset by five orcs. We had options to intervene (even though she explicitly did not ask for our help) or let her fight alone. We chose the former and soon found ourselves in our first battle.
     
The battle starts well enough.
       
Combat is mostly unchanged since Blade of Destiny. Both games use a turn-based system on a tactical grid, rotated 45 degrees and inclined, a perspective almost unique to British games until Arkania. Characters act in initiative order and can move, guard, attack, cast a spell, and change weapons. One significant improvement between the games is that missile attacks and spells no longer must be targeted along direct lines (which in Blade was impossible if another character stood in between). They work from anywhere.
    
Combat options (from a later battle).
      
I used the occasion to try out a couple of spells, like "Lightning" (which is not the lightning bolt of D&D but rather a blinding spell) and "Iron Rust." But the battle overall went mysteriously horribly. My warrior and Thorwalian, with the highest strength and highest scores in their chosen weapons (which they had equipped) couldn't seem to land an attack to (literally) save their lives. Gnomon the dwarf, meanwhile, did the most damage despite being equipped with an edged weapon (a mace; we'll talk about whether that should be an "edged" weapon later) and not his favored axe. Toliman the elf did respectably with his bow, until an orc decided to make him a target. 
   
Overall, my first battle ended in a full-party death, which is accompanied by a cute poem.
         
That is some nice artwork.
         
On a reload, I decided to see what the computer would do. The game has several different modes of computer-controlled battle. You can put individual party members under the computer's control, deciding as you do so whether they will use magic. You can also have the computer fight the entire battle in front of you, controlling every party member. Finally, you can have the computer engage in a kind of "quick combat" on a summary screen.
       
Options for computer control.
      
The computer prioritized different spells, including "Evil Eye" (turning one of the orcs to my side) and "Fulminctus" (an attack spell). It seemed to have more luck with melee attacks, so I'm not sure what I was doing wrong there. But Gnomon was still killed, a fact I didn't notice until after I had spent a good 20 minutes manually leveling my first two characters' skills. I killed everything and started over.
   
On the third attempt, I used the "computer combat" option, and it delivered a victory with no party members lost, although my warrior was at death's door. The only lesson I can take from that is that in the aggregate, my party should have done well, but my particular tactics just sucked. I'll try to get better. I've used auto-combat occasionally in Gold Box games when the outcome was inevitable, but using it too often feels like abdicating a responsibility. I might as well just let the computer play the whole game. (The issue becomes confusing with games that have scripts, like the Infinity Engine titles, but that's a problem for Future CRPG Addict.)
      
The "computer combat" option.
      
We tended to the priestess after the battle. Some god or supernatural entity spoke through her, noting that we had proved our courage but had little experience. "You would be going to your death," it said, "But we cannot allow this to happen to such upstanding heroes." The spirit then "loaned" some of its experience to us, enough to raise us to Level 3.  
     
Some gold would have been nice, too.
        
It would have been nice to save after the computer-controlled "victory" and then try it a few additional times the long way, but Star Trail follows its predecessor's policy of immediately leveling-up characters who have earned enough experience in the preceding combat. This means if you bollix something during the allocation of skill or spell points (which isn't hard to do when leveling six characters in a row), you either have to suck it up or kill the game and fight the battle again. I didn't feel like going through the leveling process twice, so I sucked it up and accepted the victory. It took me almost an hour to then allocate all the spell and skill points across six characters for two levels each.
      
That seems low, but I'm not going to fight the entire battle again just to get a better roll.
      
We kept marching south after the encounter. I was prompted to camp three times in a row, each time restoring a few hit points and spell points. The morning of the fourth day, we encountered a man laden with all kinds of weapons. His name was Iwain Basiliskslayer. He had a few things to say about elves (they've been driven into the Salamander Stones by orcs) and dwarves (they have little influence on the north), but nothing that explained his load of weapons.
         
I expected more from this encounter, especially given his name.
      
After the encounter, the game said we'd reached the next crossroads. The road continued southwest towards the city of Gashok, but there was a path to the south heading towards a river, which I took. A number of messages popped up indicating that my characters ate and drank; I guess if you don't feed them manually, they'll handle it automatically eventually. I was alarmed to find that our water skins were mostly empty already. I guess maybe I needed more than two each.
  
I played with some of the camp options, which include hunting (Toliman found some water and game) and foraging (Lyra found a few herbs). Lilii Borea treated Xamindimura's wounds. 
      
Isn't that cute?
     
The next day, we continued to follow the river. The game noted that we filled our waterskins, which is a nice touch of realism. Then, we were attacked by a dozen goblins, and I had my second chance at battle. This time, I experimented a bit more with spells. "Acceleratus" turns out to be a nice buffing spell, and "Evil Eye" (charm) works better here than it ever did in a Gold Box game. "Fulminictus," a damaging spell, is so effective that it's hard not to cast it exclusively, though it takes a lot of spell points. Anyway, goblins are a lot easier than orcs, and it wasn't long before I was mopping up the dregs. It felt good to win a battle legitimately. They dropped a bunch of sabres. I didn't lose many hit points, though almost all my magic was gone.
     
Towards the end of the goblin battle.
     
I continued following the river even though the map suggested it was going to dead-end in the mountains, and I might have to trek all the way back. Fortunately, an unmarked western path took us towards the road again.
   
After a few more days of rest—over a week on the road at this point—we came across a bear cub playing in a field. We had options to kill it for food, capture it to sell in town, or leave it alone. I left it alone. I wonder if these little encounters are location-specific or drawn from a random pool.
       
Which of you sociopaths would choose the first two options?
       
Toliman contracted a disease at some point (I didn't notice), but Lyra was able to heal it. Gnomon caught another disease getting his feet wet while crossing a brook, but Lyra was able to heal that, too. By now, I had rested about six nights since the goblin fight, and the characters were still recovering hit points and spell points from that fight. I'd better learn potions, and fast. 
       
A couple of my characters are a bit cuddlier than I would have desired. I guess we'll say that's Toliman and Lilii?
       
I had been hoping to find the so-called "Dwarven Pit" during my explorations; it's still possible it's in those mountains. There was an eastern path I didn't take. But by now, I was anxious just to get to the next town, rest up, and hopefully find some weapons and armor. By taking the river route, I think I missed some towns on the main road. The next big town on the map, at a major crossroads, was Gashok. 
   
A wounded antelope came bounding from the trees and collapsed dead in front of us. Thinking waste not, want not, we gutted it. This put us in battle with three forest lions. I blinded them with "Lightning" and did my best. I got through it, but my warrior fell unconscious and contracted some disease, and my druid suffered significant hit point loss. My spell points, never recovered from the last battle, were almost gone. Xamindimura lost 2 strength points from the disease, which I trust isn't permanent. The next night, Lyra was able to heal the disease (rabies). I hope we threw away that antelope meat.
       
Could armored warriors prevail against lions? Discuss.
       
A few more nights of this, and we finally reached Gashok, where we were "greeted" by a crossbow bolt, fired from an ambush, that halved Toliman's hit points. But overall, I was happy to be on safe ground again.
      
It's almost like we admire the guy who fired it.
     
This session reminded me that traveling between cities in the Arkania series is a frightful undertaking in which all kinds of horrible things can happen, and you'd better be prepared. I think I did all right with my equipment purchases overall, but I needed to bring greater quantities of food and water, and I need to learn about herbs and potions sooner rather than later.
   
Hopefully, someone in this town will know about that Dwarven Pit.
   
Time so far: 6 hours 
     

26 comments:

  1. I'm sure someone has made an idle game set entirely within a tavern. And of course, there's Papers Please for a game made entirely of sitting in one spot and reacting to your patrons. You might be able to do a full RPG set in a tavern if you do the Bard's Tale thing of having cellars under it.

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  2. The burning question here is of course whom did the harlot proposition to. One character, all the males (A she I take it?), the whole party?!

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    1. These random encounters that pick a particular character typically go by some stat, probably the character with the highest charisma here

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  3. Oh man, yeah, I also remember the battles being rather brutal in this game. Save often!

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  4. Remember to use a wet stone on all weapons used in combat to reduce wear and tear and prevent them from breaking. This really helps to extend the weapon's life. As I remember from the time I obsessively played this game in the 90s, each item in a save file has one bite tracking the item’s wear and tear, and using a wetstone substantially reduced the combat impact, especially when you parry a lot.

    Hunting and foraging for food is important. With a good hunter, you will never starve. It will take you some time and luck to find the endless pouch if water, so until then, you need to send someone to look for food and water. I also remember that there was the endless bag if bread in game resources, but I couldn't find it in the second part. I believe this bag can be found in the first part.

    And finally, a druid with strong herbal and alchemy skills is a powerhouse of finding herbs and making potions. I remember, some poison (kukris?) applied to blades was a potent way to overpower enemies even when outnumbered.

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  5. The frames were probably at this time unmanned market stalls. They should have openend in the morning of the second day in game and once in a week. There is a weapon seller.
    Marje spoilerd something.
    It should be possible to rest less then 24 h at Windbrekers hostel ?! Strange...

    Daleone Moringdew is, by the way, the far most skilled and cheapest healer in Star Trail - unfortunately very remote.

    Acceleratus is indee a nice buffing spell. Fulminictus goes right trough every amour the victim wears.

    Iwain Basiliskslayer would have starte a long monologue if beeing asked about "Star Trail", which was no option, because your party lacked an encounter in an inn till now.

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  6. Missing a lot in combat seems normal for how the system works at low levels. That makes many initial combats quite random if played only via melee. It will get better and coating your weapons with poison is a massive boost (if you can). Spells also, as you noticed the damage ones really hurt, but astral energy regenerates painfully slow, so buffing and debuffing are a bit more sustainable.

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  7. Hi, for reference on level ups if you don`t know already:

    You get 1D6 hit points for non casters, mages get 1D6 for HP and Astral Energy, but can meditate for 1D6+2 extra energy points for the cost of 10 level up points for skills/spells (absolute no brainer, has to be done). Other casters get 1d6+2 for both, so you should always aim for 5+ on the D6 rolls. And that is the most annoying part on level ups...

    The stats of your Warrior are bad, his base attack and defense are 1-2 points lower, than they could be. I don't know, if the formulae is shown ingame, as they differ to the current edition. its 3 stats divided by 5 (Courage, Dex or Agi and Strength for attack and afair Agi, Intuition and Strength for defense. Someone please correct me.

    And please, if you are in town, take off the trousers, shirt can work as well I think. :D

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    1. As a inveterate min-maxer (to a point), I'd love to aim for 5+ LP on level ups. However, since characters level instantly upon gaining the XP necessary, which is usually through combat, that's kind of a nightmare. I love high health, but I love not having to re-do combat (and potentially more, if one is only saving in Temples to preserve said experience) over and over even more.

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    2. The warrior looks perfectly fine to me. If that is after one level-up, he's only 2 attribute points off the perfect attribute combination for maximum AT-base, which means AT-base is 0-1 point lower than it could be. Not every player mix-maxes, and the game doesn't require it.

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    3. The penalty for saving outside of temples only existed in Blade. Also, it was broken in the English version anyways, the penalty should be 50x higher than it is.

      That's due to the XP inflation in the english version, they forgot to adjust the penalty as well...

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    4. Thanks for the clarification, Paul. (Although I'm actually playing Blade at the moment - trying to catch up to Chet sometime before he finishes Star Trail.) I still don't think I'll save outside of temples in Blade - any XP deduction feels painful. Even without it, though, one would still have to replay the combat over and over to get all good LP boosts - extra painful if all 6 characters go up at the same time.

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    5. I know, that you don't need the optimal stats for the game, but for non casters they are much easier to achieve than spellcasters during creation who need 13 in every stat along one or two 12s and a 14 in Courage or Charisma, although it did not take longer than 30 minutes total usually or 45 back in the day. It was not like trying to get Wizardry 7's Fairie Ninja for the Cane of Corpus, although multiclassing made getting one much easier and was far superior anyway.

      Leveling up though. Yeah, I remember that pain having to redo all again, when the 6th character failed on a stats raise or rolled low on points. Not that you needed to do it but, hey, back in the day that pain was part the fun... :D

      Imagine playing a modern game like that whether PC or Pen and Paper. Sorry, you rolled 1 on your HD, failed to raise you main stat AND did not increase you most important skills...

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  8. Good point, Lutscha!

    The formulars from the then pen and paper-ruleset are:
    Base Attack: (Courage+Agility+Strength) /5
    Base Parry: (Intuition+Agility+Strength) /5
    Base Ranged Combat : (Intuition+Dextery+Strength)/4
    But (Wisdom+Dextery+Strength)/4 was used in the previous ruleset and in this game!

    A key ring is also useful equipment.

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  9. I did not know there was a hint about bringing a net to swamps in the very beginning, I don't think I ever noticed that. Nice.

    Did you buy a sleeping bag/bedroll (or whatever it's translated to)? Lack of that might explain some of the diseases your party caught.

    About the weapon seller in the first town: it would have been on the market (the "construction" sites/frames you saw) that only opens one day a week. Some NPCs can tell you which day is market day and you can check the day of the week by clicking on the day/night/sun position indicator thingy.

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  10. "Could armored warriors prevail against lions? Discuss." I guess the real question is: How many gorillas does it take to defeat 3 lions. Now, assuming that a silverback can deadlift - at least - 1650 pounds and all lions depicted here are males (unrealistic, as the females typically take care of hunting, but let's just go with it :rolleyes:), the ideal strategy for the lions would be

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    1. Great non-sequitur.

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    2. They're Aventurian lions, who says that they have the same social structures as Earth lions? ;)

      The real question is if the Svelt valley isn't a bit too far to the north, even for Aventurian lions.

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  11. I think you misunderstood the inn interface: You book a room for a number of days, but it doesn't mean you sleep all this time. It works like a real-life hotel: you simply gain access to that room for that number of days. Within that booking period, you can sleep for any number of hours, leave and come back any number of times, do other things for which you need peace and quiet (brew potions, perform wand rituals) etc.
    You actually need to stay at an inn a couple times to trigger some major quests (one of them should be in Gashok, the other, IIRC, can be at any town).

    The main tactic for melee in RoA is surrounding: since a character can only parry once a turn, the second and further attacks have a much higher chance to connect.

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    1. Also: do more foraging and experiment with herbs. Some of them restore hit points when eaten. While no herbs restore astral points, you can then use meditation to convert hit points to astral points and then heal the loss with herbs.

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    2. It is also good for making money. Sell them while haggling for extra 30-40%, which might take some reloads. It was funny how all those backwater markets have more money, than your average community combined. :Dadeptus custodesdann die kampfIt is also good for making money. Sell them while haggling for extra 30-40%, which might take some reloads. It was funny how all those backwater markets have more money, than your average community combined. :Dund die hier It is also good for making money. Sell them while haggling for extra 30-40%, which might take some reloads. It was funny how all those backwater markets have more money, than your average community combined. :D

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  12. Leaving the lonely cub to fend for it self, is probably also a sociopath decision because it would not have a high survival chance on its own trying to fend of other predators interesting in the game. The lack of a "care for the cub" option disturbs me a little.

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    1. I think "There is no sign of its mother anywhere" is RPG code for "the mother is lurking nearby and will maul you the moment you approach the cub".

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  13. Hi there, German TDE/DSA player here!
    Der Salamanderstein => Salamander Stone
    Die Salamandersteine => Salamanderstones (or Salamander Stones)
    The first one is the single artefact you are searching for.
    The second one is a big mountain range in Aventuria where many elves live.

    This is easy to mix up and I don't know if they were able to keep it consistent in the translation of the game.

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  14. Just a reminder: the go-to cure in RoA is not potions. It is a herb, I think four-leaf cloverberries (or something like that).

    It is reasonably cheap and stacks well.

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  15. Based on your character's stats, I think you badly underutilized the whole "buy 1 positive attribute for 2 negative attributes" mechanic of character generation. I would also say that your starting characters are pretty bad, based on your fighter.

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