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USS DETECTOR CREWCREW MEMORIES I was on the commissioning crew and still have my "PLANK OWNER CERTIFICATE," and pictures taken of the commissioning ceremonies. We had a fire during sea trials in the engine room, and from reading the various reports of her history down through years this was a reoccurring problem. I remember Lt. Com. Tingle he was an ex tin can man from W. W. II who was torpedoed twice in the Atlantic. He hated sharks as he had seen his mates killed in the water, and every time sharks were spotted at sea, he would break out small arms and we got target practice. He left the ship in '5.
PETROS BOUROVILIS Publisher & Editor-in-Chief Creative Art Director KONSTANTINOS VAVILOUSSAKIS Managing Editor IRA SINIGALIA Exclusive Photos for Mykonos Confidential. Dedicated to all Paratroopers. All our sites are Picture intensive. The planes,Jumpschool, WWII and Korean Combat Jumps, and Just great Airborne pictures. USS DETECTOR MSO-429 CREW LISTS The Goal is to Locate as many Ex- Detector Shipmates as Possible, Gather as much Memories, Info and Photos we can and preserve them on.
- 29 Jun 02 Robert Arizona Gwin robertgwin@webtv.net. Hi: I was on Operation "Short Spurt" May-Aug 1963, & re-enlisted at LAON AB, France, I was in the Medical Squadron.
- Wolfgang Baur & Steve Winter WOTC D&D 5E Levels 1-7. In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay.
- PAGE 4. ROME NEWS MEDIA LLC. SEPTEMBER 2016 ¶3HJJ\ 6QHDG· 0\WK DQG IDFWV %\ -2+1 %$,/(< UNRAVELLING THE TRUTH They were powerful men — men in FROM THE LEGEND of.
Pentagon, and we got a real Capt. Queek as his replacement. I left the ship for civilian life in '5. I met my future wife in Charleston while on the Detector, we recently celebrated 4. For those of you who served, here is why the ship's bell was chrome plated. When first commissioned, the leading CPO had us polishing that damn bell twice a day as it was brass.
I bought a pair of Beats 3 earbuds on July3 from Timonium store and they were dead by July 13. I was going to take them back for replacement but traveled.
One night in Long Beach, the bell disappeared, next morning it was back in place Chrome plated, never to be polished again. Another story, In Charleston 1.
Ensigns went sailing beyond the sea buoy and a storm came up. One was the son of an Adm. We were ordered to sea to search for them with the usual weekend crew aboard about 1/4.
Along with other sweeps we looked for 3 days, finally we found the sailboat upside down with a preserver, but no bodies. We grapalled for the boat but it sank, we got the preserver with the name "ONDINE." THAT ENDED THE SEARCH after we notified Hdq. We later received a note from the Adm. I got about 6 hrs. I was the only qualified radar operator on board, everybody else was ashore.
I didn't even have weekend duty, I just got caught on board. Don Prosser SO3 1. Pro. 06. 01. 57@aol. COM I was on the Detector in 6.
IC2. made first on Detector. I was there for 2 1/2 years. Captain Hanigan LCDR . LCDR CD Collis.. I loved that ship. I spent a lot of hours stringing those hammer boxes and acoustical devices. I saw where the ship was sold for just over 2.
I made a med cruise on Detector. We refueled from a LST.
George L. Cleveland IC1 USN Retglleve. During the med cruise of 1. Detector hit a reef or rock or ran aground while picking up practice mines off the coast of Malta. Divers found that the hull and the port variable pitch propeller were damaged.
We went to Naples Italy for repairs. The ship was put in a floating dry dock. Workers started the repairs and things seemed to be going nicely. One morning about a week later, the crew was awakened to abandon ship. The dry dock had started to sink on one side and the Detector was still on it. The weather was cold and the crew was dressed from just under ware and blanket to full uniform.
Everyone made it off and the shipyard workers took us to warm buildings and fed us and gave us booze to get rid of any chill that one may have or may want to get later. The yard workers sank the other side while some of the engine room crew went aboard and replaced sea valves. The ship was safe once more and repaired in a regular dry dock. Charles "Chuck" Critzer EX EN3 1. FUEL & OIL KING".
I'm a Detector shipmate (ENS, later LTJG USNR, 1. Naples and the sinking drydock.
It's all correct except for one thing - - we were minehunting near Sardinia. I remember because the exec had a chart of Sardinia he was concerned about the accuracy of - - and the ledge we hit was marked somewhat inaccurately. I was on the bridge at the moment we hit, and the skipper (Marvin Hanigan) said, God damn it, Chris [to Chris Robbins, the XO] - - we've run aground!" All the rest of your story is right on the money. I abandoned ship in my skivvies and bridge coat along with everyone else. Charles Collis, the PCO, had reported aboard and they had started the turnover of command process. Hanigan said to him, as they stood on the seawall in their blues on that chilly looking at the poor MSO cocked at a high angle and taking on water, "Sure you don't want to relieve me right now?" I love the website. Glad you sent in that story.
I'm writing a book about that Med cruise! Art Norton ENS 1. After enlisting in Oct. San Diego, Gunners Mate schooling in Great Lakes, I reported to the U. S. S. Detector for my sea duty. I was on the Detector for two Med. Carib. I left the ship just before she went to Charleston in 1.
I had some medical needs to take care of before my discharge. I remember running aground during our combined training off of Sardina. I was below in. the forward compartment at the time and remember the shudder when we ran aground and again as the ship would be lifted by a ground swell then set. The Capt., as I understood, gave the order to back off and we did. We usually carried a few underwater dem. Watch Mostly Ghostly: Have You Met My Ghoulfriend? Online Full Movie there.
I can remember the die floating in the water from, I was told from the Sonar dome. Any way, we went back to Naples on one screw to the floating dry dock, the abandon ship, very early in the cold cold morning, the breakfast, the booze cart etc. I remember people were in all different stages of dress, depending on how long they decided to take to get dressed after the watch came through telling everyone to get off the ship and the angle of the deck when we rolled out of our bunks. I was the sea detail helmsman and was on the helm when we went into the Naples harbor on the one screw.
I was also on the helm when we ran aground while we were leaving Little Creek, just before we cleared the breakwater. Any way lots of memories. Gary Johnston. Gunners Mate USS Detector MSO 4. Having only served a few months on the Detector from March till the end of August 1. I served with. lol. That was long enough for me to just get aboard..
Med cruise and get back in time to be discharged after four years in the Navy. I wasn't the only short- timer.. An RM2 was also getting out in a short time. So before we got back in port from the Med cruise, the Captain wanted the passage way and steps painted between deck levels outside of the radio shack as I can remember. So I talked it over with the short timer.. Navy. We used white, red and black paint to accent everything we could fine. And as a last finishing touch..
This may be the only time a Navy ship had pink railings. We knew quite well what we were doing with the detail colors..
And as far as the pink railings would go.. But as luck was not on our side, the Captain, after looking at that pink for three days.. Frank ex- RM3 There are many memories I have taken with me from the Detector. The most impressive part of her was how she brought all of us together as one. She was small enough to know everyone, yet Mighty enough to successfully complete any task given.
I fondly recall the many days in Radio while underway. It was tight as we were undermanned, we were working port and starboard watches and the workload was pretty intense, yet with RM3 Johnny Adams, ET2 Kevin Harrison, and the rest of the crew. It was always as if we were working alongside family. With nothing much to do on our free time while underway, we always seemed to gravitate towards Radio. Always working on something or other whether on duty or not. I recall the many liberties in Charleston, The Overhaul just before Decomm, Climbing up to the Bridge in the dead of night, in a storm off of. Hatteras to deliver Message traffic.
I fondly Recall that ET2 Kevin Harrison had a remarkable scense of Humor and an incredible selection of music to listen to. I remember MANU DEBANGO (SP) LOL. Johnny Adams actually took leave and came to my Wedding in New York! I can never forget SM3 Al Mathis and our long discussions on the signal bridge, I recall fondly the beautiful clear blue waters of the Carribean, The hammerhead sharks and dolphins running along the side in our wake, The picture perfect sunsets at sea and the movies on the fantail on warm summer nights.
Hoard of the Dragon Queen [5e]Wolfgang Baur & Steve Winter. WOTCD& D 5. ELevels 1- 7. In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun.
To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate. This is an 8- episode adventure that is, generally, not very good. It’s not the episodic nature, that I can accept. WOTC wants to run D& D at game stores every week and to do that they need episodic content.
I get that. I might quibble that they could do better at the episodic nature and making it feel less railroad, but I get it. No, the adventure is of lower quality because it feels like a 4e episodic adventure. Here’s a monster. Go fight it. Next! A potentially exciting and dynamic environment is introduced! And then they screw it up with the details … or lack thereof. As a DM & player you have a lot choices in what system you play and which of the tens of thousands of published adventures you play.
There is no reason to play this except for “it’s what everyone else is playing at the game store on Wednesday night.” That’s a shame. I see a few major issues with the adventure. First, it’s generic. It’s very non- specific, so much so that it seems like the designers are actually afraid of offering details. They will provide reams of data on the over- arching story and plot but then when you get to the actual adventure there are words like “throw a couple of encounters at the players” … with nothing else present. Or they clearly have an idea of how the adventure should proceed, like with the lizard man allies in episode 6, but are terrified of being accused of railroading.
This extends to the descriptions, which are almost universally uninspiring. They feel flat and boring. The magic items are completely generic “ 1 sword”, and the titular HOARD of the Dragon Queen is actually abstracted throughout most of the adventure. The text does not inspire you, the DM, and that may be the most important sin. It is very rare for me to complain in a review about formatting I care much more about the content and the imagination present in the adventure, but this time I feel I need to. They have chosen a very conversational style that contributes to a Wall of Text issue. There is not enough use of offsets and bullet lists and the like to allow the DM to reference important information quickly.
This conversational style confusion tends to mix with some some poor choices for organization of text. In episode 8, for example, the first part involves getting in to the castle, but this information is scattered throughout the text of the first part. Three ARE issues with railroad, with lack of player agency, with villain monologues and “pass a skill roll if you want to go on the adventure”, but these are minor and more easily fixed, both by the DM and by the designers in the next adventure. Episode 1 – Town under Siege. While pursuing the most generic hook known to man: caravan guard. In the first 2 D& D products that’s twice now that it’s been used.
Time to maybe branch out and try a hook with some life to it? And both times it’s been a complete throwaway. The hook is literally “maybe the players are caravan guards.” That’s pretty lame. So lame that it makes me think they are pushing some kind of agenda. Idle speculation is idle though; in the end the hook is lame and reflects badly … but accurately foretells what it to come. Generic Lameness.
You come upon a town being looted by monsters! Mercenaries, kobolds, and a dragon zoom about through the streets! Oh’s No’s! You’re then presented with 8 little encounters to run, one of which should be done first. The first is a family being chased by kobolds. The goal is to rescue the family and then they’ll tell you to take them to the central keep, where in you can pick up the rest of the missions. The kobolds ignore you, thinking you are their allies.
If you escort the family to the keep then you are the last ones through before the gate is barred right before the keep is surrounded by enemy forces. It all smacks me as a little … forced. Look, yeah, I know why. You want to give the players missions to do. But there should be LOTS of ways to do that without forcing them in to the keep and setting up some kind of EPIC MOMENT when the gates are barred behind you. What about the same thing in the church? Watch A Walk In The Woods Online Etonline on this page. Or a family in a cellar?
Or any of a dozen other things that could have been added? But no, rather than the thing being run as a dynamic environment with brief suggestions it instead has to be run as a railroad. BULL. SHIT. Like I said earlier, I could quibble with the nature of how the episodes are done, and make comments on how they could be less railroady … but … ok, I guess I just did. The GENERIC content though is what breaks this. There is something that quite literally looks like a skill challenge. To sneak through town you need to make stealth checks. Riding In Cars With Boys Online Putlocker more.
For every two you have a random encounter. Ok, that’s not bad. It even makes sense! But then the encounters … ug! That’s what passes for CREATIVE CONTENT from Wolfgang & Winter. Seriously? You get exactly one interesting option: 1d. That’s it. That’s something a DM can work with.
But just a generic list of monsters? Why the hell did they even both?
Give the thing some life! How about those 6 kobolds have a wagon piled high with bed frame and dressers? Of the bandits are rolling some kegs of ale down the road? It wouldn’t kill you to add a single sentence each and it would do WONDERS to help bring the scenes to life. This same thing is the problem with the rest of the first episode. The encounters are presented as generically as possible. Yes, the DM must bring the encounter to life, we all know and accept that.
But the designers job is to give the DM the tools to do that. To help them. This don’t do that. The vast majority of the text is spent on bullshit superfluous text instead of communicating an evocative and dynamic encounter.
The Cult of the Dragon led by d. KJSDFKHD KDFgwk. DGF the high K: WDH: KE: H of K@WGKEGKE@ is …” Ug! How about instead you tell me that the encounter with the dudes at the stream bank has them about to drown a group of townsfolk? That would be cool! That create something to work with! The issues extends to the maps, or lack thereof. The church, mill, stream bank, are all supposed to be exciting encounter locations.
I can understand not want to enable the tactical miniatures boardgames crowd, but it wouldn’t kill you to provide a small map of the environment with some interesting shit on it for the players to key off of. Reeds to hide behind!
Slippery bank! Steep dropoff! Pile of hay, smoldering!
If you put “the party will encounter 3 groups of kobolds on the way to the inn” in the adventure then that is exactly what is going to happen in AP. The asshat DM is going to say “ok, you encounter kobolds, Roll init” and then they are going to say it twice more. I know the rules can’t cure stupid, or a bad DM, but you can at least give the tool something to work with. You encounter a group of kobolds rolling ale barrels down the road.” That provides SO many more options! You get glimpses every now and then that they are trying. The Governor, wounded, trying to marshall a desperate defense … but it’s just a glimpse and then it’s gone. Rather than coming across as a desperate town under siege with a beleaguered leader instead you get generic- ville, population YOU.
I don’t get it. Standards & Practices maybe? I’m not asking for full on gore mode but there’s hardly any flavor here at all. Oh, wait, wait, I forgot. Governor MORON gets pissy at you if you’ve done something that caused the death of one of the townsfolk.