HMS Ravager was an Attacker class escort carrier that was used for deck landing training for most of its service career. She was built by the Seattle-Tacoma Shipbuilding Corp, launched in July 1942 and completed in April 1943.On 2 July 1943 No.846 Squadron and its Avengers embarked on the Ravager in the US, then escorted an eastbound convoy across the Atlantic, arriving in late July. Ravager then spent some time in a British port being modified to Royal Navy standards.
The Ravager began its career as a deck landing training carrier in the third quarter of 1943, operating alongside HMS Argus in the Clyde. The quarterly reports on Naval Aviation produced for the War Cabinet recorded the numbers of pilots who had qualified in deck landing or who had undergone refresher courses from then until the end of the war, although don't distinguish between the various carriers used for the role.
November 1943-January 1944
Argus, Ravager, relieved for short periods by Trumpeter, Khedive, Rajah
Argus, Ravager to mid September, then Speaker, Ravager
November 1944-January 1945
Speaker, Slinger, Ranee, Trouncer, Ravager
Ravager, Smiter joined by Battler towards end of period
Ravager, Puncher, Battler, Premier
A number of squadrons were officially based on the Ravager to carry out their training, including No.835 (Sea Hurricane) between September and November 1943, No.1833 Squadron (Corsair II) in November-December 1943, No.1834 Squadron (Corsair) in the first half of February 1944 and No.1771 Squadron (Fairey Firefly) during the summer of 1944. Other pilots trained with No.761 Squadron, the advanced training squadron of the Fleet Fighter School.
The Ravager was returned to the US Navy on 27 February 1946 and sold off as a merchantman.
The Sea Hurricane IIcs of No.835 Squadron's fighter flight were detached to Ravager from Battler at the end of September 1943, but were gone by mid-November.
No.846 Squadron and its Avenger Is embarked on Ravager on 2 July 1943, disembarking on 28 July in the UK.
491ft 7in to 496ft 1in oa
16 July 1942
26 April 1943
Returned to US
Contents"This ship… is it his weakness? It should not exist, yet it cruises the darkness between the stars. He tore it from the mass shadows of Malachor, along with his fleet… that is a measure of his power." ―Tobin — Listen (file info) [src]
The Ravager was technically unspaceworthy and, under normal circumstances, would be impossible to pilot or live within. Its hull was broken and blasted open with holes, dents, and other places where it was torn apart by Mandalorian guns. Damage had been caused when it was crushed by the Mass Shadow Generator and further strained when drawn out of that gravity field. The infrastructure was exposed in many places where the outer plating had been torn off. Parts of the vessel were missing and the original color had long faded, replaced with the burn marks from its last battle. Sparks leaped across the hull at intervals and pulsated along the surface. The starship was open to space in many places, with Darth Nihilus allowing the particle shields to contain only a minimal atmosphere. However, despite these problems, the flagship proved itself powerful in battle. The ship was held together by Nihilus's power and will, making it comparable to the ancient tales of ghost ships held on many worlds. ΐ]
Visas Marr's meditation chamber
Within, the ship was in no better condition than the exterior. The halls had not seen maintenance in years, with dust collecting across the dead computer readouts and the empty mess halls. The lighting was dim and yellowed, near-orange in places, and then only where the lighting still worked. Sparks flew from the walls and exposed piping and wiring as they too malfunctioned and shorted out. The worn metal floor was rusted as were the control panels on the walls. Bare power stations stood uncared for in years. The halls, with a rectangular or rhombic cross-section, wound through empty rooms, several leading out into nothing but space beyond broken walls. However, most of the doors still functioned and one small docking bay was in usable order. Armories still held supplies, though some of their contents had fallen into decay through years of disuse. Barracks contained beds and quarters although the beds were frayed and the lights were almost out. There was a single, inactive missile bay with one missile still in the tube. ΐ]
Visas Marr's cell was carved out of the rear starboard hull of the ship and was somewhat unique. It was dull and dim like the rest of the ship and consisted of a small bedroom quarter with two spacious living quarters, bare of any furniture except a table and several chairs bolted to the floor around it. A meditation room was adjoined to that and was unique in that it was roughly spherical and not squared like the rest of the ship. Rectangular pillars bent outwards along the walls, with blue writing adorning the sides that glowed at times. Torn banners hung between these. ΐ]
The bridge was also distinctive from the remainder of the ship. Behind the bridge proper was a command room whose middle was entirely dedicated to the deactivated computers, surrounded by dust-covered seats. Behind that were six other large rooms arranged in a tight, rectangular "C" shape, connected to the main level via a large, hexagonal elevator that still operated. The bridge was extremely long, with indentations along either side of the main pathway in which barely-living zombies, slaves of Nihilus's will, worked mindlessly at the ships controls. On the side of these were two other walkways. The bridge was lit dimly with red lighting and two glow lamps, shaped like thorns, rose to either side of the beginning and end of the center walkway. The bridge was mostly lit by the huge windows above it which made up most of the ceiling, though these opened into space in most places, with the infrastructure of the ship showing everywhere. The center of the ceiling was made of metal with most of the wiring and components hanging down precariously. A bare, clamshell-shaped command station stood at the end in front of a large viewport, void of any computer terminals. ΐ]
Article The “I”s Have It
TSR's first adventure modules appeared at the fourth Origins convention with the release of G1: Steading of the Hill Giant Chief (1978) and its brethren. In those halcyon days, TSR mainly grouped its adventures by thematic storyline and thus you had the "G" Giants adventures (1978), the "D" Descent adventures (1978), the "A" Slavers adventures (1980-1981), and others.
However as the '80s bloomed, this policy would change. In today's D&D Alumni, we look back at a series of adventure modules grouped more by level than connected storybut which included some of the more memorable adventures of the edition.
Intermediate Beginnings: 1981
I n January 1981, TSR published the second edition of the Dungeons & Dragons Basic Rules (1981), by Tom Moldvay, and first-ever Dungeons & Dragons Expert Rules (1981), by David "Zeb" Cook. Packaged with the latter was X1: The Isle of Dread (1981), the first in a series of Basic D&D adventures for intermediate-level players.
TSR was apparently struck by the idea of modules that were designed and packaged for intermediate-level adventurers, because they soon carried it over to their AD&D product line. The result was the "I" Intermediate adventure series (1981-1988), which was one of TSR's longest-running module lines. By the time it ended its run it contained 14 modules total, a number surpassed among adventures only by the 16-book "DL" Dragonlance series (1984-1988).*
A module series focused on level instead of any sort of underlying storyline could have been mediocre. Instead more than half its number was quite notable, while the sixth "I" adventure is arguably the most innovative and important adventure published during the run of AD&D 1e (1977-1988).
I1: Dwellers of the Forbidden City (1981), by David "Zeb" Cook kicked things off with a story inspired by the "Red Nails" (1936) Conan novella. While most D&D adventures at the time were dungeon crawls inspired by the primordial delves under Castle Greyhawk and Castle Blackmoor, Cook instead imagined a D&D adventure that was born of the pulp genre. Warring factions, jungle landscapes, and a lost city combined to create an original visionand an evocative adventure!
The Hickman Era: 1982-1986
I n the years that followed, one author contributed to no less than five "I" adventures: Tracy Hickman.
I3: Pharaoh (1982), I4: Oasis of the White Palm (1983), and I5: Lost Tomb of Martek (1983), by Tracy Hickman, Laura Hickman, and Philip Meyers, together constitute the Desert of Desolation trilogy, which takes players through an Egyptian-like desert. Though three authors worked on the series, Tracy Hickman is the thread that runs through them, and his design views are particularly apparently.
Those ideas about design originated at DayStar West Media, a small press that the Hickmans ran before Tracy Hickman joined TSR. There the Hickmans published two adventures, including the original edition of Pharaoh each adventure featured a short "manifesto" for adventure design. It said the DayStar West Media adventures would each include "dungeons with some sort of architectural sense" and "an intriguing story that is intricately woven into the play".
Both of these requirements were clearly met by Hickman's Desert of Desolation trilogy. The dungeons are beautiful designs that include occasional three-dimensional elements. More notably, there's an underlying plot about ancient empires, djinn, and efreets that runs beneath the surface of the whole trilogydirecting the story while still giving the players considerable free will within individual encounter areas. Looking back from 2013, these ideas might seem less notable, but back in the early '80s, they were wholly revolutionary. Hickman's design precepts were also very successful: they were at the foundation of TSR's best-selling Dragonlance saga (1984-1986) in the mid '80s, and they'd largely define D&D adventure design during the '90s.
The Desert of Desolation trilogy is also notable for being the first Forgotten Realms adventuresort of. The Forgotten Realms wouldn't arrive at TSR until four years later, but when it did TSR updated Hickman's three desert adventures for the Realms and reprinted them as I3-5: Desert of Desolation (1987). This anthology was one of the first two products published for the Realmsappearing the same month as the Darkwalker on Moonshae (1987) novel and a few months before the Forgotten Realms Campaign Set (1987).
I6: Ravenloft (1983), by Tracy and Laura Hickman, is largely considered their masterpiece it's also the "I" adventure that had the most impact on the future of both TSR and the industry. Its tale of a vampiric nobleman clearly matched the Hickmans' desire for adventures with story while its intricately connected multi-level castle, all drawn as a beautiful isometric diagram, was one of the most architectural dungeons ever.
However, Ravenloft is probably most important because it introduced D&D to yet another genre of gaming. Just as Dwellers of the Forbidden City mixed together the pulp and fantasy genres, Ravenloft similarly combined gothic horror and fantasyin the process, showing that D&D adventuring could be moody, dark, and even scary. This may have influenced D&D in the '90s nearly as much as the Hickmans' storytelling ideals did it's unlikely that settings like Dark Sun could have appeared without the dark fantasy that originated in Ravenloft.
Though Ravenloft had a sequel in the "I" seriesI10: Ravenloft II: The House on Gryphon Hill (1986)it expanded even more during the 2e era when it became its own setting. Ravenloft: Realm of Terror (1990) moved the story into a pocket dimension called the Demiplane of Dread and kicked off a product line (1990-2000) that lasted the entirety of 2e's run. Though the Ravenloft milieu has kept a lower profile in more recent years, it was nonetheless the inspiration for both Expedition to Castle Ravenloft (2006) and the Castle Ravenloft board game (2010). Meanwhile, the Demiplane of Dread was incorporated into the Shadowfell in D&D 4e.
Though the "I" series is full of memorable adventures, nothing else has had the long-lasting star power of Ravenloft.
Latter Days: 1986-1988
T he five Hickman modules set an extremely high bar for the "I" series, but there were nonetheless a few more modules of note in the series' later history.
I8: Ravager of Time (1986), by Graeme Morris and Jim Bambra, was the final mass-market adventure produced by TSR UK, the British branch of TSR**. They were best-known for their seven "UK" modules (1983-1985), but Ravager could easily have been the eighth in that series. Like its predecessors Ravager was heavy on storymuch like the Hickman adventures were. This one features a jury trial and the story of an evil sorceress who steals away the lives of others. Ravager is also dungeon-free, offering a very different sort of adventureand showing how much TSR UK was presenting its own take on D&D adventuring.
I12: Egg of the Phoenix (1987), by Frank Mentzer and Paul (now Jennell) Jaquays, was perhaps the most storied adventure published in the "I" series. It originally appeared as four adventures that were run as tournaments at Gen Con East and Gen Con XIV in 1981 they were then made exclusively available to RPGA members as the "R" series of adventures (1982-1983).
A few years later these legendary adventures were finally collected, fully linked together, and made available to the general public as Egg of the Phoenix. It's a wide-ranging adventurer that takes the players from battles with slavers to the lords of Elemental Evil themselvesoddly, matching many of the tropes of TSR's earliest adventures. The Egg collection was published as one of the "super modules" that were popular at TSR in the late '80s this one included an 80-page main book and a small booklet of maps.
The setting of the Egg of the Phoenix is also notable. The Union of New Empyrean that's at the heart of this adventure was part of Mentzer's Aquaria campaign. In the early '80s, Gary Gygax gave Mentzer permission to turn Aquaria into the eastern continent of the Greyhawk world, so this collection of adventures can be imagined as the only window on a lost Greyhawk land. One of the characters from Egg of the Phoenix later made the jump to the Forgotten Realms in FR5: The Savage Frontier (1988), also by Jaquays.
For those interesting in collectibles, the original "R" adventures are among the biggest collectors' items from TSR's official publications, while Egg of the Phoenix has long been the rarest and most of valuable of the "I" adventures.
I13: Adventure Pack I (1987) and I14: Swords of the Iron Legion (1988), ended the "I" series with a change of pace. Both books are anthologies that feature shorter adventures written by a variety of hands. Though TSR had experimented with the format as far back as B9: Castle Caldwell and Beyond (1985), it became very popular from 1987-1989 when anthology adventure books were published for many of TSR's product linesincluding Dragonlance, Greyhawk, and the Outer Planes. The "I" line may have been the only series that got two of them.
Swords of the Iron Legion was notable for another reason: It featured the Forgotten Realms logo. By 1988, things were changing at TSR all of the old module codes would soon disappear, to be replaced by module codes specific to the company's increasingly important gaming worlds. Thus the "I" code disappeared after Swords of the Iron Legion future Realms adventures would instead appear as "FRA" adventures, "FRE" epics, "FRM" missions, and "FRQ" quests.
The Rest of the Story: 1981-1988
F our other "I" adventures aren't quite as historically notable as those highlighted herein, but were nonetheless well received. These adventures are: I2: Tomb of the Lizard King (1982), by Mark Acre I7: Baltron's Beacon (1985), by Philip Meyers I9: Day of Al'Akbar (1986), by Allen Hammack and I11: Needle (1987), by Frank Mentzer.
Today, the fourteen "I" adventures still represent some of the best adventures released for AD&D 1e and offer a wide cross-section of early settingsincluding Aquaria, the Forgotten Realms, Greyhawk, and Ravenloft. As such, they're an intriguing slice of life from D&D's early history.
* The "GAZ" Gazetteer series of sourcebooks for Mystara (1987-1991) also contained 14 books the "MC" Monstrous Compendium set of monster books including 15 numbered volumes (1989-1993) and the "FR" Forgotten Realms series of geographical sourcebooks (1987-1993) topped out TSR's count with 16 entrants.
** TSR UK also produced ST1: Up the Garden Path (1986) around the same time for a festival in England, while their AC9: Creature Catalogue (1986) appeared later without the TSR UK logo, probably because TSR UK's creative department had been dissolved by that time.
Shannon Appelcline has been roleplaying since his dad taught him Basic D&D in the early '80s. He's the editor-in-chief of RPGnet and the author of Designers & Dragonsa four-volume history of the roleplaying industry told one company at a time.
The Red Ravagers were created by Maxine and Honda in May of 2020.
The opening event, held on 6/9/2020, maxed 12, making Red Ravagers an official army registered under Club Penguin Armies Media.
In June, CPAM closed down and became CPAH (Club Penguin Army Hub) and the Ravagers became an official S/M army registered under CPAH.
On September 17th, 2020, Honda stepped down from his position as Red Commander. On the 23rd of the same month, MermaidBri was promoted to Red Commander.
During her entire career, MermaidBri tried to quit several times but all of her attempts were foiled by the heroic RR HCOM. On December 5th, Maxine retired from her position as Red Commander. On December 21st, Neha was promoted to Red Commander, and was also inducted as a RR Hero. On the same day, BaileyBear was inducted as a RR Hero.
On January 13th, the Red Ravagers shut down in response to the dangers presented by the Club Penguin army community, continuing as a gaming community. The server was rebranded to Ravvy Hangout.
On February 9th, the leaders announced that the Red Ravagers army was being revived. Since then, we have been in action, making our server a fun, safe, and inclusive space for anyone and everyone.
Our editors will review what you’ve submitted and determine whether to revise the article.
Mwene Matapa, (Shona: “Ravager of the Lands”) also spelled Mwene Mutapa or Monomotapa, title borne by a line of kings ruling a southeast African territory between the Zambezi and Limpopo rivers, in what is now Zimbabwe and Mozambique, from the 14th to the 17th century. Their domain was often called the empire of the Mwene Matapa, or simply Matapa (or Mutapa), and is associated with the historical site known as Zimbabwe, located in the southeastern part of modern Zimbabwe.
Oral traditions ascribe the dynasty’s foundation to Mbire, a semimythical ruler of the 14th century. His great-great-grandson Nyatsimba, who ruled in the late 15th century, was the actual creator of the empire and the first to bear the title Mwene Matapa. During his reign the centre of the state was shifted from Zimbabwe north to Mount Fura on the Zambezi River.
In the 16th century the Mwene Matapa’s realm was invaded by the Portuguese, who moved in from the east coast beginning in the 1530s. When the reigning Mwene Matapa attempted to expel them in 1629, they deposed him and forced his successor to grant them extensive trading and mining privileges. By the late 17th century, the power of the Mwene Matapa was overshadowed by the Rozwi kingdom of southwestern Rhodesia.
This article was most recently revised and updated by Kathleen Kuiper, Senior Editor.
The Ravager community was divided into numerous clans, each headed by the captain of the clan's mothership. Although the clans largely operated independently of one another, they still shared a common sense of identity a business serving an exiled clan could expect to lose the patronage of all others.
Despite their shady line of work, Ravagers follow a strict code of honor. Those adopted into the clans had to swear to obey the Ravager Code. The details of this code are not well-elaborated Peter Quill claims it amounts to stealing from everyone (though as he was raised in the exiled Yondu Clan, his understanding of mainstream Ravager culture may be faulty). There are, however, crimes which Ravagers are forbidden to commit, such as kidnapping and/or trafficking children. A clan which broke the code would be exiled, no matter how popular or well-loved its members. However, the exiled could be accepted back into the community in recognition of heroic actions. Yondu, for example, was posthumously re-adopted by the Ravagers either because of his assisting the Guardians of the Galaxy in their battle against Ego or for sacrificing himself for his adopted son, Peter (or both).
The Ravagers seem to have their own religion with their own afterlife. Upon death, Ravagers would be disintegrated and their remains released into space while the ships of other clans released firework-like projections called Colors. Ravagers expect to see their loved ones again "among the stars," and to hear "the Horns of Freedom" upon death. Exile from the Ravager community apparently included exclusion from the Ravager afterlife as well, unless redemption was achieved.
Ravagers are often a belligerent lot. Many, though not all, members are either uneducated, dim, or both at once. These members form rowdy groups that enjoy drinking, whoring, and lowbrow humor. While some Ravagers possess loyalty and a personal code, many are pirates of the worst variety.
To lead such unruly crews, captains must possess strength. Strength among Ravagers means possessing combat ability, a strong temperament, and good political standing with other Ravager groups. Ravager captains are often intelligent, serving as the brain that guides their largely dim-witted crew. Captains who are seen as losing strength may face uprisings and need to employ a show of force to keep their crew in order.
-  Strength of One : Death Ravager slain
- The [ Ravager Cage Key ] can be obtained either from the related warrior quest, or from the other ravagers in the area.
- Ruada says that it has little armor but is resistant to most magic.
- After its color change in Cataclysm, it has a unique appearance.
The Ravagers are part of project ORACLE, the final line of defense against the crossout developed by the militaries of the world in case humanity could not survive or adapt to it. ORACLE was a Military project that involved digitizing a person's consciousness and transferring it into a storage drive. The ravagers were the bridge in order to do that, as their technology could theoretically absorb a person's consciousness out of their body. However, a software error resulted in the ravagers only being able to take and store memories, resulting in Anterograde amnesia in test subjects. The ravagers began to evolve sentience on their own from the memories the absorbed and began to seek out more information. These rogue programs latched onto military vehicles to become what is seen of ravagers in adventure mode.
Cauldron RHO is accessible in Horizon Zero Dawn as soon as you complete the Main Quest A Seeker at the Gates. You should also complete Cauldron SIGMA before you do this well.
RHO Overrides Unlocked:
Cauldron RHO - Video Guide
How to Find Cauldron RHO
can be found south of Daytower, on the other side of the gate in Carja territory.
Place a marker on the symbol to guide you on the way. Once you’re close, you’ll unlock the mission proper. Like with Cauldron SIGMA, a pack of Watchers are patrolling the entrance. Once you get rid of them, drop down to the cavern below in front of the door. Follow the path to the “back entrance” of the Cauldron. Luckily, there are plenty medicinal herbs growing right in front of the door. Pick them up before going inside.
Explore Cauldron RHO
Once inside, you’ll come to a ledge with no path to the other side of the room. Use the wheel rotating to the left to jump up and across to the other side. You must go up and over to utilize these machines.
Follow the path until you come to an open room with Watchers. Be careful, as there’s a Ravager here among them. Stealthily take out the Watchers, overriding one for help if you’d like, and lay down traps to take out the Ravager.
Head back to where you entered, and use the rotating wheel on the left to jump up to one of the magnetic rails passing by above, and let go when you see an override spot to your right.
It will unlock a bridge to the other side. Use the wheel there to progress to the next override spot, which will take down the barrier fields ahead.
Backtrack to the beginning of the room, and again use the rotating wheel to get up to the moving magnetic rails. Now, you can hang on through the new opening where the barrier was deactivated. Drop down, ignoring the other moving parts, and continue along the path on foot. Hug the wall left when the room opens up to find a small opening into another small room, full of supply boxes.
On the way, you’ll probably run into a few Watchers, but there’s nothing more. Back in the (new) main room, make sure to pick up all of the medicine and loot boxes scattered about, as the next area is full of machines. You can access this next area by overriding the locked triangle-shaped door in this room.
Inside, you’ll find Watchers, Longlegs, and Ravagers. Keep in mind that Ravagers mostly ignore shock damage and do not get stunned by Shock Wires. If you’re laying down traps, lay down Blast Wires. Ideally, you’ll be able to tear off the Ravager’s turret and use that to take out the rest of the machines.
Your goal is to get to the rotating wheel and catch a lift to the second level, but you should take out the machines first. Once you get to the second level, jump onto the magnetic rail. On the other side, you’ll find a point to override, which will create a bridge for you to the center. Overriding that takes down part of the barrier behind you.
Go through it, and use the two rotating wheels on the right to get to the other side. Follow the path to make it to the core.
Override the Core of Cauldron RHO
In the core room, try to override a Watcher for some support during the upcoming boss fight against the Snapmaw and Ravager. If anything, make sure to take them all out before laying down traps. Again, the Raveger isn’t affected much by Shock Wires, but Blast Wires do a lot of damage to them.
When you’re ready to engage, climb up the platform and override the point at the top to take down the barrier separating you from the Snapmaw.
After you’ve defeated the machines, make sure to thoroughly loot the room of supply boxes and carcasses before overriding the core.