RogerBW's Blog

Notes on Mongoose's Bayern 13: Tides of Blood 14 October 2026

This is part of an ongoing series about the preparations I've made to run Mongoose's revised edition of the Bayern campaign for 2300AD. Spoilers for Interlude 7.

I have given up believing the MET numbers. I'll put together my own table as part of the inevitable "Bayern Companion" document (which will otherwise be, mostly, these blog posts in a single convenient place).

I found this section surprisingly hard to run. What is powered and what isn't, and what's the basis for deciding? Is there any way in the adventure as written to get in without completely compromising the atmospheric pressure? It doesn't help that the one illustration of the facility shows it raised out of the water in a way that the text makes it clear that it isn't. I ran it with power still on for the lifts, which I think does no harm, but manually rotated airlocks on a double-sided cylinder design. At the very least, with water leaking in, there must be pumps running to keep the situation stable.

But first we have the descent from orbit, and I'm inclined to expand this a bit: never mind the "now or later" decision (and why not wait eve longer until the next daylight landing opportunity, there's no time pressure that we know of?), I think there should be more things to dodge on the way down than just the Raider ship. Let the heroic pilot do some heroic piloting. (All right, the heroic pilot for both my groups was the NPC Yvonne Rourke, because "there's always time to be scared later if you need to" and she's happy to sit in the lander working out how to do something incredibly dangerous with it while the party goes off exploring.)

Also, the water hunters… just aren't terribly interesting. Yes, they're carnivores you can't easily see coming because they're in the shallow water of the flooded base (shades of Deep Blue Sea) but what else? They don't have an interesting life cycle, there's no reason not to kill them, they're effectively an environmental hazard. (But, to be fair, I tend to feel this way about a lot of animal encounters in classic Traveller adventures, so it's probably not fair to blame this adventure specifically.)

Where I will blame this adventure specifically is that there doesn't seem to be a model of how the base worked. There's a passenger tram system, which could have been very Black Mesa, but… the longest trip you can take on this system is 600 metres end to end (and it's a military facility, so they might have something like fitness standards). Was this really worth installing a whole transit system for? Even if you had heavy things to move around sometimes, surely electric buggies or something that could run on the normal corridor floor would have made more sense than a whole dedicated marshalling yard and track system.

Thinking about heavy things, how were the surface-to-space missiles got into the silos? Given that this thing is only 15 metres below the water surface (probably a bit less in its day given the flooding on land), I suspect the best bet would be to attach a cofferdam over the launch hatch, pump out the water, and then lower the missile from a surface ship via crane. Which means even less excuse for the transit system: you might need to bring in compressed gas and whatnot for maintenance, but you shouldn't need to shift missile bits through the base itself.

It is unlikely that anyone will shut down the power plant, but enough flooding could do it (such as from a grenade in just the wrong place, ahem). At that point the pumps will stop and the water level will gradually rise.

The Random Builder Artefacts table is dispiritingly mundane. I mean, I realise that's the point, but it's two pages of "stuff that doesn't work even if you can make sense of it".

See also:
Deep Blue Sea

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