Friday, April 3, 2026
Thursday, April 2, 2026
Yirith Campaign Retrospective, Part B
Behind the Screen
Mistakes were made.
Spoilers for “Well of Frogs” are below.
Campaign Prep
I skimmed dozens of adventure modules. I read or reread plenty of fiction: (parts of) the first pair of Fafhrd and Grey Mouser White Wolf omnibuses; the first three Thieves’ World volumes; [listened to] The Hammer and the Blade; (part of) The Lies of Locke Lamora; (part of) Gentlemen of the Road; The Daughter’s War and Between Two Fires; all but one story in The Dying Earth; many Clark Ashton Smith short stories; a few Conan tales and “The Moon of Skulls”; a pair of sword and sorcery anthologies, from which Saunders’ “Gimmile’s Song,” Cook’s “Soldier of an Empire Unacquainted With Defeat,” and Pollack’s “The Red Guild” became an immediate source of borrowing for the campaign. I searched up some sword & sorcery playlists on Spotify and created streamlined versions that got rid of undesirable songs. I watched Conan the Barbarian (1982) again, of course, quite possibly for the tenth time.
An unfinished map of Yirith was made to accommodate the modules selected, with several lightly-described areas to allow space for future incorporations. Lots of toponyms were borrowed from Clark Ashton Smith, some via the world of Xoth, and some from Black Sword Hack. I included on the map the polities/regions of the Northern Raiders [“Reavers”], the Golden Archipelago, the Merchant League [“Hundred Taikuns”], the Eastern [“Northern”] Principalities, the Land of Black Pyramids [“Black Archipelago”], the Theocracy [“Caliphate”], the Dust Empire [defunct, ruled by the Mad Pharaoh], and the City of Thieves. Political leaders were given general titles, and for most, this was their only existing characteristic: “The Nizam”; “His Dread Majesty”; “The Readers.” A partial calendar was created, a “Year of the Fish, Moon of the Frog” model, and the set of moons (which maybe made the previous calendar nonsensical) were taken from Harth. An “innumerable” list of gods with generic names was added, including “Lord of the Wastes,” “Goddess of Oblivion,” and the “Frog God.” I did not develop these very deeply, either, hoping they would be malleable enough to fit into the pre-written modules, and flexible enough for player desires. The City of Thieves, intended to be the players’ (first?) base, was lightly developed, with 24 guilds (mostly criminal organizations). The city was an amalgam of (or, a series of plagiarisms from) Lankhmar, Camorr, Adrilankha, Well of Frogs’ Cassidium, Sanctuary, and Eversink. I wrote two (local and long-distance) 20-item rumor lists, mostly hooks or previews for different modules, with a dozen replacement rumors for each. I rewrote my 200-entry carousing list to be Yirith-specific, and changed the rewards to fit Black Sword Hack (since it doesn’t have traditional xp to be a reward).
Session 0
The players (and the GM) were introduced to the system via character rolling. I had expanded and made world-specific the three PC birth circumstances lists, and added a random starting possession per origin. We did not roll up the Black Sword Hack world together; I’m of the camp that collaborative world creation ruins some of the suspension of disbelief, takes the player (me, at least) out of the game. (This was also partly because the results of the worldbuilding tables 8.4 are very uneven, for all the coolness contained within.) Still, we did roll the legendary weapons for the campaign. I planned to start dropping clues toward recovering (fighting against) them around level five for the PCs, but that was deferred for too late, and didn’t happen. The players were introduced to BSH pricing, and grumbled.
Session 1
Players were set in media res as caravan guards for a merchant who had a secret destination in mind (using the PCs to help fight through some ape-men occupying a buried ancient temple, so that he might raise a snake godlet from the earth). A planned encounter took place to introduce both BSH fight mechanics, and Ty Pitre’s Nested Hit Dice. The fight was poorly designed in that the creature had a number of mezzes (three of the four PCs were stunned in some way in that first fight) and I didn’t do enough telegraphing of the monster’s different parts. None of the players were used to hp as anything other than a single pool. NPCs died but also finished the fight, their attacks rolled by the players with mezzed characters. I abandoned nested HD immediately after this, having stupidly not realized that the simplicity of BSH monsters was one of its best features.
The brief dungeon delve–the session was set up to be self-contained–paralyzed an incautious PC with a (randomly-rolled) curse. Two others caught diseases. Reasonably, though, the adventurers fled the snake godlet, meant to show that powerful forces were at work, and that they might encounter unbeatable monsters. I made an error in not making the villain of the session trackable in subsequent sessions.
Phase 1: City of Thieves (Sessions 2-6.5)
Nearly all the characters would continue to be beset by diseases, leading to the most momentous choice of the campaign: leaving the City. The persisting disease issue came about due to layers of poor dice luck: small chances of contraction actually happening, failed saves, failed cures, fighting a mummy. The sicknesses (rolled on tables) were less interesting in practice than they sounded in theory, but did help drive the action. The party delved repeatedly in the City sewers (drawn by rumors and NPC talk), based mostly on the material in “Well of Frogs.”
To make sure I didn’t put my own thumb on the scales during a moment of urgency (a character got poisoned, the PCs burgled a guild’s treasure room, and then left bodies in a public square during the escape), I wrote a small table to determine when upcoming events would be resolved:
1d6 hours til Saartu succumbs (one is almost over) [4, so 3 left]
1d6 hours til Literati stage attack [2] (4 thugs)
1d6 hours til Literati clean up (remove) ink treasure [1]
1d6 hours til Literati re-staff brothel [4]
1d6 hours til Barbers/Flesh-Tailors reach out [2] (5 thugs)
1d6 hours til Watch arrives in square [1], 5 soldiers
The players got drawn into organized crime by their actions, so I prepared “Lounge Temple of Asvraki,” “Grave Matters,” and “Temple of Lies” (two drug/cult fronts and a weird heist), but then the PCs left the city to save themselves from mummy rot and did not return. The hook that worked was the tale of a curative temple on an island, Brad Kerr’s “The Sunbathers.” A weather roll (the main rains of the monsoon arrived) altered that scenario substantially.
Mechanics and Mechanical Errors
I realized that in BSH hordes of low-HD creatures are extremely dangerous (with average abilities meaning players were hit about 50% of the time, even by weak creatures). I added the house rule (explicitly rejected in the BSH rulebook) that PCs with higher level than HD, also got a bonus to hit equal to the difference, although this was tricky to work in the VTT as a roll-under system, and sometimes I forgot to apply the modifier.
I mixed up from time-to-time during play auto-degrades and roll-to-degrade for Doom dice, and forgot to have Doom rolls during fumbles. I also sometimes rolled what should have been player-facing dice. (27 years of rolling for monster attacks is a hard habit to break!) I altered rules about demon- and spirit-summoning and then reversed myself, but this didn’t really matter, since none of the continuing players had those backgrounds. Because of all the missing that had occured in combats, I buffed the character generation stats, which roughly meant +1 to each ability. I composed a 900-word email explaining the rules-changes and the math. Maybe that was why the second player left the campaign….
Downtime and Reputation
I used Gearing’s Reputation system (d20 for the City of Thieves, a new d20 for a region when the PCs left and hung around elsewhere, and a d10 for a subsequent village). The first table was about half-filled by the time the party left, and less-significant events were slowly greyed out.![]() |
| City of Thieves Reputation |
Carousing failures gave PCs a step bonus to the doom die, but the only failed carousing roll was by a player that dropped out. I was sloppy enforcing the BSH rule of two actions per downtime, and downtime was often not simple, as the sessions ended in a way that had no in-world break before the next action.
Missed Opportunities
The characters almost defeated a mummy at low level–the opportunity was there–but they ended up fleeing and missing out on grabbing a relic. Another pair of opportunities went wanting: a death-minstrel offered to produce commemorative doggerel if they were to die spectacularly, and gave them a sample (a hook to Hyena Child, set in the home city of one of the PCs), but survivors never returned to get his remembrance. I wrote a list of 24 romances, adventures, and treatises–just the titles–to serve as interesting library finds, hooks and helpful lore, but no libraries were investigated. One character tried a drug that led to a vision that was an obscure hook. I probably didn’t make the cults interesting, life-like, or deep enough to draw in the players.
Fronts
For a while I kept track between sessions of “off-screen” materials: the snake godlet’s movements, the freed mummy’s actions, the relative struggles of the crime-guilds, and the City of Thieves cults the players had interacted with (or been part of). This was done with a summed 2d6, with 6-8 being a status-quo type roll, and a 2 or 12 equalling great disaster or success, respectively, up to my interpretation. After it became evident that the party was straying further and further from this base, I grew lax in this recordkeeping/mini-game. Once the players became itinerants, I rolled for a few more new “off-screen” actors, but those were never revisited either.
Sunday, March 29, 2026
Yirith: Campaign Retrospective, Part A
The Yirith: Age of Low Adventure campaign ran almost weekly from 9 August, 2025 through 21 March, 2026, concluding with the twenty-seventh session.
Campaign Goals
- So many good modules, and I bought ‘em. (Also, some not great ones.) Put ‘em in a sandbox, make a cool world like this. Let the players experience ‘em.
- Play leaning into sword and sorcery, pushing myself to be a little more gonzo. Try a system that supports that. No elfs, dwarfs, dragons, or D&D humanoids.
- Succeed at the challenge of running an open-table sandbox, stitching together the modules.
Here’s what I wrote to the invited: “The campaign should be somewhat variable in format session-to-session, with dungeon-crawls, city intrigue episodes, wilderness treks, and social encounters, depending on what the players or their avatars push for. Hopefully a decent set of stories emerges from this picaresque, with some continuity, without being overly troubled by foolish consistencies, as pulp-era authors seemingly weren't.”
Actual session types, approximately: vibe-setting, system-learning dungeon plunge (1 session); sewer-crawls & city intrigue (5); temple explorations & cult fights (6); hex-crawl (1); social explorations & negotiations (2.5); village defense & dungeon raids (4); surreal dungeon crawls (6.5).
Setting, Themes, & Vibes
My invitation included the following scene-setting: ‘Between the epochs of long ago, when the clouds screamed with Angelim and floated with Leviathan, the Caecilian Colossus strode the land with cities ‘neath its feet, and the Jade Empire of the Serpent-Men was cast into ruin, and before the Immortal City passed unto death, the Fourth Moon fell from the sky, and the Nameless God was Named, there was an age of Yirith yet undreamed of, an age of Low Adventure. … The theme will be sword & sorcery, familiar D&D world stuff for sure, but with an emphasis on sinister cults and jewel heists, frog gods and serpent men, thieves’ guilds and dark sorcery, Law and Chaos, mighty thews and unfathomable beasts, sweaty jungles and desolate wastes. … The particular “Appendix N” for this campaign includes: “Tower of the Elephant” and “Lean Times in Lankhmar”; Clark Ashton Smith with the solidity dialed up and Jack Vance with the goofiness dialed down; Orientalist oil paintings and Frank Frazzeta’s art; the first Conan film and some scenes from Bakshi’s fantasy animations; the Thieves’ World series and the introduction to Nifft the Lean; Gentlemen of the Road and Between Two Fires; the Hound & Arya’s fight for chickens and the violent bits of The Northman; Egil & Nix, Logen Ninefingers & Ferro Maljinn, and the black-tongued thief & Locke Lamora. I will probably straight up “borrow” many of the geographical and cultural names from these works, maybe even lift mini-plots wholesale if they seem good game-material.’
Major themes that actually played out: reptilian & amphibian threats, insect infestation, diseases & cures (& drug use), organized crime & cults, death, and eggs & pregnancies (& births).
System
As my Advanced OSE Xyntillan campaign was ending, I polled players in my orbit. A number (none of whom had played it) were keen on Black Sword Hack, as was I. It seemed obvious for the setting.
House Rules
- Regular combats were too long (rough math is most beginning BSH characters do around two points of damage per attack, vs. monsters beginning with 5 hp, rising to 10 hp soon after, with not so many options for characters scaling up). So, I made hits more likely with inflated stats. I reduced the effectiveness of shields (gave enemies disadvantage on damage), so that they wouldn’t be a “must have.” Enemies rolled dice for damage, rather than dealing fixed amounts.
- I rewrote several of the backgrounds to improve the desirability of some, although two of my players generated their backgrounds randomly. Some flavor was changed to fit Yirith. I speeded leveling by ruling experience gained through sessions survived (2 to make level 2, 5 to make level 3, &c.).
- I added a slot system for encumbrance, the number the average of STR and CON scores, plus six ready-slots including two hands, and the remaining “pack” requiring dig out time (equipped armor could be in the pack).
Numbers
The campaign stretched 33 weeks with 27 sessions held, including a session zero.
There were probably 4 cancelled scheduled sessions, and a few weeks that I didn’t offer to host, mainly because of American holidays. The campaign was run online in Roll20 and Discord, as the players and GM are in greater Philadelphia, Toronto, Indiana and Iowa, North Carolina, and Australia. (Invites additionally went out to Virginians and a Milwaukeean.)
Sixteen players were invited initially and six joined the campaign. One played 1 session (the first) and dropped out. One played 2 sessions, (1st & 3rd) and dropped out. The other four played 25, 17 (joined at 5th), 15, and 13 (dropped after 16th) sessions. The average attendance was 2.8 players per session. I didn’t hold a session if only one player could make it. Attendance after session 20 was 2.2 players per.
There were 9 PCs rolled; 3 were killed along the way. The lone TPK was one of the duo sessions. There was, however, also a TPU (total party unconsciousness), where three PCs went to 0 hp, and were captured by a cult (who very much did not want to kill them). One character at the conclusion of the campaign was fifth level, and the other three still in were fourth level (two replacement characters included).Those killed died at third or fourth level.
My Favorite Moments, Fiction-Wise
- Player reactions to the numerous eggs and pregnancies
- A PC drinking sewage from a goblet
- The creation of the Ink Knight (tripping a black boiling ink trap)
- A PC’s inner and outer bones (and the concern of the Grinding Nightmare’s request)
- The panicky murder of a harmless old woman
- The pledge to the meat-sphere
- The beach escape from the oblivion cult
- Dinner with a cannibal
- The long conversation with the ersatz Amazons
- The escape from the space-worm’s gut
- The snooty Orangutan’s disgust with goatsmilk drinking
- The nudities at Quiet Lake
- Rescuing the wrong woman
- Blasting apart the Bachelor with a firelance
Modules Deployed (in order of play)
- Vault of Yigthrahotep (small portion deeply rewritten)
- Well of Frogs
- The Sunbathers
- Bad Myrmidon (rewritten substantially)
- Agon 2: Kryos
- Parallel Dungeons
- Quiet Lake (Reach of the Roach God)
- Lorn Song of the Bachelor
- Upper Heleng
Published Tables Used for World “Fill”
- &&&&&Treasure
- Harthbreaker
- Heavenly Bodies (art)
- Hyperborea (name lists)
- Kal-Arath Weather
- Lesser Key to the Celestial Legion
- Nocturnal Tables
- Swords of the Serpentine
- Tales of Argosa
- Thieves’ World (Chaosium)
- Weird North
- World of Xoth for Low Fantasy Gaming
- A Wicked Age
- Yoon-Suin
Modules partly worked up for play but unused
- Curse of the Maggot God
- Deluge at Drizzle Distillery
- Gardens of Ynn
- Grave Matters
- Jewels of the Carnifex (altered)
- Lounge Temple of Asvraki (altered substantially)
- Spider God’s Bride (reduced substantially)
- Temple of Lies
- Tomb of the Bull King (reduced)
Modules Rumored (so at least a read-through on my part), unpursued by players
- Acid Metal Howl
- Agon: Soros & Ion
- Anthropophagi of Xambaala
- Battle for Carrion Vale
- Carcassay Titan Rat
- City of Tears
- City of Vultures
- Cloister of the Frog-God
- Darkness at Nekemte
- Forgotten Fane of the Coiled Goddess
- Grave Titan Harvest
- The Grotesques’ Grotto
- Hyena Child
- Isle of the Sea-King
- Lions of Tel-Arn
- Pestilence at Halith Varn
- Qelong
- Queen of the Black Coast (Hyborian Adventures)
- Rats of Ilthmar
- Red Prophet Rising
- Scourge of the Tikbalang
- Shadows of Forgotten Kings
- Song of the Beast Gods
- Spider God’s Temple (Reach of the Roach God)
- Stirring the Hornet’s Nest at Het Thamsya
- Temple of 1000 Swords
- Undying Sea
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| The first version--more were added |
Tuesday, February 17, 2026
Play Report/Review: On the Hill
When one or two of my weekly sessions get cancelled (usually for attendance reasons) I get antsy, and I like to run (or join) a one-shot. In my experience, most "one"-shots are instead short-shots, so it's difficult to find a satisfying module to fill one evening, but no more, since open-table two- or three-shots scattered over weeks, if not months, is just not something I want to try. After purchasing a couple duds, I found the much more appealing (from a reading standpoint) "On the Hill." The adventure is a modern "twisted" re-imagining of B5 ("Horror on the Hill") deploying the Liminal Horror rules. Importantly, the module seemed finishable in three hours. Reader, it was (two-and-a-half, actually).
Liminal Horror (a Mark of the Odd type) is really good for these sorts of things, since the only explanations needed to TTRPG-familiars are roll-under, "hit protection" vs. hit points, slot dynamics and fallout, damage-only rolls, and ability score damage, a five-minute explanation tops. I used Cairn-style initiative and Critical Damage rather than Wounds because I forgot the Liminal Horror rules were different. I also forgot the best-damage-die-of-multi-attack rule during the boss fights (this really only mattered twice). The "Voidcrawl" procedure at the center of the adventure will be familiar to any GM that haunts the OSRsphere. (I don't love the neologism "Voidcrawl," but the module's usage makes more sense than the original game's.) Each exploration turn consumed by the players requires a d20 roll, which mostly then requires a subsequent roll if the result is Omen, Monster, Horror, or Clue. The "plot" is there's a haunted state park, and once the PCs enter, they must perform some tasks and defeat a pair of monsters to escape.
Preparation
Play Report
The Great
Adjustments I'd Make
Wednesday, February 4, 2026
The Bachelor
The fifth phase of Yirith: Age of Low Adventure
Sessions 22-26
Session 22: "Sounding Out the Gleaming Fins"
The next morning, a day’s row upriver, Dungan could not smell anything, even though the riverbank stank for everyone else. He could feel his body, though. Salome remarked that she had heard river eels were delicious, and hoped to snare some for one of the day’s meals. Monkeys screamed, birds chittered, insects swarmed. One of the children sobbed.
On the second and third days, Dungan was blind. He could smell the rot, hear the jangal cacophony, feel his muscles pull the oars, and taste how the last of Jinta’s gruel was spoiling, but he could not see. It was especially alarming, then, on the third day of the journey, when Salome reported that a boat was trailing them, and gaining. A large boat with many oars and a single sail.
The vessel was almost certainly run by the Hundred Taikuns, the merchant league that dominated the Inner Sea, and reportedly had warehouses in all of the Seven Cities. Dungan, with relative accuracy, blamed them for the destruction of his people’s ways. Salome knew them to be dangerous for independent operators like herself, and had no love for them either. The choice was made to hide the canoes in the mangroves around a bend, and let the company ship pass.
From between the mangroves the refugees from Quiet Lake watched the Taikuns’ ship pass by. It had a dozen oars and rowers, and another dozen men with staves topped by pottery, smoke issuing forth from the bulbs, even in the light rain. One of the men aimed this device toward the far shore at a passel of monkeys in the canopy, and a flash, and thunder rolled across the water. One of the monkeys fell from the branches and the others scattered, shrieking. The soldier who had fired the weapon laughed.
“THEY ARE TRAVELING TO GLEAMING FINS TO GET THE DREAMING AGARU,” Musun said, more noisy than any would have wished.
“Incense-mongers,” growled Salome.
On the fourth day, Dungan felt better. The light rain continued and he was happy to feel it on his skin, see the grey clouds, taste the smoked fish. When Musun told them they were close to the village, the rowers in the three canoes all felt a lift and increased their efforts. The pros and cons of tattoos and skirmish paints were discussed.
“No, really, I feel great now,” Dungan claimed.
“Terminal lucidity,” Salome quipped.
“We should probably warn the village about the roach situation.”
“And get these Quiet Lakers set up with a home.”
The conversation was cut short by the appearance of a corpse in the river, drifting downstream toward the flotilla. A human, face down and waterlogged seemed to be aimed right at them. Salome grabbed an oar and skillfully used it to flip the body.
What had seemed to be a corpse spoke as its head came out of the water. “Where am I?” it exclaimed, garbled, water bubbling out of its throat. Somebody shrieked because a fish with whiskers was clamped on the groin of the body. Salome, who had wanted to pull the corpse aboard, swung the paddle hard onto the fish, splattering blood and water everywhere. It opened its mouth, full of hooked teeth, exposing a ruin between the man’s legs, and tried to bite the oar. Salome yanked the paddle back, and the wounded fish dove beneath the water.
“I guess I was hungry,” Salome excused her actions.
“Is that one of the jangal leeches everyone is talking about? Anyway, probably good we didn’t pull that into the boat,” Dungan responded.
“Who would do such a thing? Let’s be more discerning about the fish we catch,” Salome said.
“We wouldn’t want to get catfished.”
The river took a sharp bend to the left. High above was a pointy rock, jutting out over the water. Musun told them she had heard male singers up there on one of her journeys.
The river bowed back toward the right, making a wide lagoon up ahead. A few huts on stilts marked the curve, a pair of boats tied up, muscular men, wiry and stout, loafing on the piers. Strangely, a rock monument jutted from the center of the waterway, and it was revealed to be crudely but accurately carved into the head of a snarling eel. Salome raised her eyebrows. The men seemed to be expecting something, staring at the Quiet Lake flotilla, but the party just rowed on by. Musun noted they would see the Gleaming Fins’ village any minute now.
The settlement seemed huge after Quiet Lake’s miniscule affair. Dozens of canoes and some larger boats, including the Taikuns’ craft, were tied up to docks and pilings. A long house stood at the top of the hill over dozens and dozens of huts. Small stupas poked out here and there, and sturdy log buildings stood at the far end, where the company ship was.
“So let's warn the chief about the roach situation…”
“...and see if our refugees can make a home here.”
As they tied up, the refugees noticed pilings were carved into scales, fairly recently. A stooped man with knobby hands, sweating even through the drizzle made his way toward them. Like everybody else they could see, he had gills tattooed on his neck. On his sun-browned belly, there appeared to be flaming flowers inked. Dungan approached with all the politeness he could presume.
The man’s name turned out to be Liga si Liga, and he was a pepper farmer. Surprisingly, the old fellow had known Ran wa Ran and was saddened to hear of her death, as well as surprised that walking, talking roaches had played a role in her demise. The farmer told the exiles that they might build their own homes from the bush at the edge of the village here. There was some discussion over Salome and Dugnan’s roles as spice merchants, with Liga si Liga being disappointed that he hadn’t found a new buyer for his crop in the two. Their resources were too limited at the moment. Dugnan asked about the Bachelor, and the peasant said that the crocodile was so cruel that it had buried victims’ remains in pebbles on the riverbank. The chief, though, he had gotten away from the monster … at great cost.
The pair moved toward the chief’s longhouse, assured that they might gain audience. The residence was staffed with half-a-dozen guards outside, blades at their sides, long blowguns in hand. The tattoos on their chests were menacing, sharp: teeth, horns, spikes. They agreed to bring Vartu si Vartu to the front, warned of his fearsomeness.
It was unclear if the heavyset man that showed up had tattoos, for virtually his entire exposed skin was covered in silver paint; equally remarkable was the fact that his left arm was a stump (silvered over). A single servant accompanied the chief, holding an umbrella in one hand and having the other (silvery one) free to dip into a slung pot of paint for reapplication when the chief got smeared.
“WHO ARE YOU, AND WHY DO YOU ENTER MY VILLAGE, HUH?”
Dungan launched into a spiel about the roach threat, but Vartu si Vartu interrupted him. He yelled about the danger of the Bachelor being much worse than some insects, HUH. His two visitors were certainly not brave enough to attack this beast like him, WHO DID THEY THINK THEY WERE TRYING TO SHOW HIM UP, HUH? His belligerence continued, unabated, for some while, before Salome got the nerve up to ask for permission of the Quiet Lakers to settle.
“We… uh, they are but humble refugees.”
“WILL THEY WORK, HUH? WHY ARE YOU HERE?!”
“Um … yes, uh merchants, we are–”
“ARE YOU WORSE THAN THE TAIKUNS’ MEN? WHAT DO YOU BRING TO SELL, HUH?”
“We came to buy … his majesty’s friendship. We want to help your village…”
This gave the chief pause, even though logically pursued, the whole idea might not make that much sense. He pointed to his servant where he had sweated off some silver, and the man dutifully reapplied the paint.
“THEY ARE CONFUSING ME, QAT! HOW WILL YOU HELP?”
“The crocodile.”
“YOU ARE GOING TO KILL THIS BEAST, SOMETHING VARTU SI VARTU, THE MIGHTIEST CHIEF FOR FIVE DAYS’ TRAVEL, COULD NOT DO?! HE TOOK MY ARM! WHAT HAVE YOU DONE?!”
“We have slain monsters–”
“CENTURIES OLD?!”
“Hundreds of … days old. Look, they were tool-users, these roaches … made their own weapons, here look.”
“THAT LOOKS LIKE A SINGLE TOOTH OF THE BACHELOR! HE HAS THOUSANDS!”
“They speak, the roaches, work together, walk on two feet–there are thousands of them, they are a threat … and we killed many. But there are many, many eggs. Which we were unable to destroy. Unfortunately.”
Eventually it was agreed that the adventurer-merchants were allowed to delve into the monkey ruins, where the Bachelor might live. They were told again that no one returns from the rubble of the ancient empire. Dungan was obsequeious once again as they departed the chief’s audience, thanking him for the few small rights that they had gained in Gleaming Fins’ territory.
“Do you smell coffee?’
Dungan breathed in deeply, happy to have his nostrils working. The two wanderers found themselves at a coffee house with two other customers. A muscular older woman wearing a chartreuse skirt covered with a riotous pattern of locusts drank solemnly from a cup. Ink demons cavorted among the criss-crossed patterns that covered her sagging breasts. A middle-aged man with a big nose and a twelve-winged eagle on his chest, tail expanded on his belly pot, was the other occupant.
The duo spoke with the grim-faced woman, Liga wa Liga, whose eyes were sunken and watery. She wondered aloud why foreign merchants would offer to buy her coffee, but soon was taking an order for a skirt with silver zig-zags, which she said would be perfect with Salome’s complexion. The price was forty coins.
“But it may take a while. I have not woven in a while. A harvest dancer has not possessed my body since my son was taken.”
“The Bachelor?!”
“He was foolish enough to sail to the Old Ruins.”
“Is that where the Bachelor strikes?”
“He strikes anywhere. You are mortals, right? Then don’t go to the ruin.”
“As far as I know … but I have not died yet, so I may be immortal,” Salome said.
“Somehow … I feel like I have come back from death twice,” Dungan spoke, staring at nothing.
“What about this dreaming incense … maybe we could see whether we will die or not in the remains of the Monkey Empire.”
“Well it just so happens that I can sniff that out,” came a raspy voice from behind them.
The man had been eavesdropping. Mira si Mira was his name, and he sold what he harvested deep in the forest at a pittance, he told them. The company was really the only buyer in the area. The party quickly arranged a down payment so that he would harvest them some of the dreaming Agaru. He took the money and ordered the biggest meal on the menu.
“Do you know anything about the Monkey Empire’s ruins … like treasures within?” Dungan was getting worried about their growing debts.
“Oh, it’s loaded with ancient treasure. But. Don’t take any of the monkeys’ trinkets.”
“Why?”
“They cut off their own paws, tied them to strings … and when people got wrapped up in these contraptions, they just disappeared. Never came back. Fucking monkeys.”
“Wait, is that an action or a profanity?”
“A profane utterance. And another thing, people are stupid these days–they allow monkey people to become monks in the Valley of Shrines, not five days’ buffalo ride from here.”
Now that their bellies were full and their pockets were nearly empty, Dugnan and Salome made their way to the edge of the village, where Lura, Musun, and the others were setting up crude lean-tos. During the construction, they regretted having left Iba and her axe-arm back at Quiet Lake.
* * *
Thunder woke them. Clouds brooded in the sky. Dugnan could not feel the rainfall that was leaking through the leaf roof. They decided to visit the “Auntie” they had heard about, as she might know something about curing the sorcerer’s roach malady.
A thin, shimmering curtain covered the door to the midwife’s hut, and the sound of recurring whacks came from inside. A tiny woman, as wrinkly as they’d ever seen, crouched next to a cutting board while green fireflies illuminated her work from above. She brought her cleaver down hard, creating another slice of eel to go with the pile she had already created.
“Hi, um, hello,” stuttered Salome, “I was wondering if you were in the business of cures.”
“You’re impotent?!” the woman shrieked, “I didn’t know that was possible!”
“I’m not impotent, it’s my friend who–”
“It’s a coin per dose, it’ll be back to working as normal in a day or two.” She slid one eel slice toward Dungan.
“I’m not impotent, either. I have a caught a disease from a roach. A big roach. Can you cure it?”
Auntie admitted that perhaps the herbalists at the stupas of the Great Mother might have the right concoctions. These oozy eel slices were painkillers, though. Salome bought five and wrapped them in a cloth. The midwife groused about the chief, and answered their questions about the Old Ruins.
“There is death there–it is where the Bachelor lives. Don’t expect to come out of there with your mind whole.”
“I’m not sure mine is whole even now.”
“We’re not sure we’re powerful enough, but we want to go there.”
“Woman! Do you agree to let this man talk for you?! Are you his wife?”
“No, just friends.”
“Ah, working on it. Anyway, I heard a foreigner made a down payment on a wedding skirt,” she winked, barely noticeable through all the wrinkles. “Would be a shame to get lost in the Ruins so close to the nuptials.”
“We shall make a trail to find our way out.”
Auntie laughed. The fireflies above her head arranged themselves in the Monkey constellation. “If you find yourself impotent on your wedding day, you know who to see, ha!”
At the temple, Dugnan ate three crickets, as he was told they “might” heal him, a bug-on-bug remedy. He couldn’t feel the insects crunching between his teeth, but he could certainly hear and taste them. Horrid flavor. He promised donations, should he recover anything from the ruins. Salome received a pod of poisonous beans, with the instructions not to feed them to anything that wasn’t evil.
As they walked toward the company compound, a crust began to grow on Dungan’s body. He couldn’t feel it, but it was a bit harder to walk. It was not a cure.
A warehouse, a bunkhouse, an office, and a shisha den comprised the Hundred Taikuns’ outpost here. Non-natives (but Naruan speakers, just a different dialect) stood guard with firelances, and seemed surprisingly welcoming to the two armed individuals that approached. A dizzying smoke issued from the den.
“That may be something we need to hit it up after we take down the Bachelor.”
“Soldier, can we partake of the hookah in there? I may need to calm my nerves right now.”
They were allowed in, and Salome was willing to trade her coin for tokes. As she settled into the cushions, she noticed everything getting sharper in focus. Poor Dugnan couldn’t feel his skin and here her senses were growing keener. Why, she could no doubt hit targets at a distance. If she only had such a weapon. She decided to look into acquiring a blowgun.
Back outside, they watched through a window the chief officer of the company count with his abacus. He was from some distant land, and the first two fingernails on his counting hand had been replaced with or were covered over by jade.
“You think we’ll ever be that cool someday?”
“No.”
“You know, we could join the company, but I don’t particularly like them.”
“Maybe take them down from the inside?”
“I dunno about that.”
Still high, Salome spent the rest of the day listening, watching, telling stories. She heard people warn about the kingfishers. “Those are the Bachelor’s eyes. He’s always watching.” She learned that when the chief fought the Bachelor, earthquakes had shaken the village. She was informed that the company was trying to use local customs to justify seizing pepper farms. Everyone agreed that the Taikuns had made the village poorer. This informant whispered that many Gleaming Fins had begun to worship the crocodile, and hoped he would eat the company’s ships and men.
The foreigners brought in the curious and desperate. Hearing that the adventurers were headed to the Old Ruin, a knobby-kneed shamaness named Oppu wa Oppu volunteered her assistance. It seemed like she glowed from her star and crescent tattoos. A glaring man, his eyes as intense as the owl tattoo on his chest, offered his spear to an expedition. His name was Wat si Wat and he spoke in a monotone, barely exposing his filed teeth, bragging about how he did not fear the river, or anything in it.
The next morning Dungan could not hear. He could feel the sweltering heat, though, and that his skin was no longer encrusted. Amazingly, shortly after they’d finished their breakfast, Mira si Mira returned with the dreaming agaru. They paid him, nearly emptying their personal treasury, enclosed themselves in a heavy leaf shelter, and burned the incense. The visions that overtook them were intense.
Salome smelled rainy wind, was underground, but the color of her vision was inverted dark things were light and objects normally light, dark she stumbled over pebbles on the floor, heard a woman sobbing for a key she looked at her own dress, changed radically, heard monkeys screaming and cavorting and blood was running down her arm, found herself walking through a doorway that was a yawning crocodile mouth and led into a pale lake where kingfishers circled in a white sky which filled her vision which then evaporated.
Dugnan breathed in the aroma of cloves, felt that he was inside a fine longhouse, silvered fixtures inside he stepped and felt the floor crunch under his feet–a smashed-skull carpet the corners of the room held two impossibly tall stacks of teeth, just teeth it smelled of meat here, and his stomach grumbled even though he saw the mummified remains of a pair of people lay between the toothy columns, a man and woman with a kingfisher atop them, opening its beak, though Dungan could not hear any noise shadows cast from above flickered across his vision, and then he came to.
“Even though we’ve been warned against it a dozen times, I think we must go to the monkey ruins,” Dugnan said.
Salome assented, even though her partner could not hear what she said.
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| Map of Gleaming Fins Village and Environs |
Session 23: “In the Belly of the Old Ruins”
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| Recovered Map |
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| Mapped Exploration |
Session 24: "Pebbles vs. Teeth"
Session 25: “Bachelor, Your Reign Has Ended!”
After fortifying themselves, the adventurers–Dungan and Salome only, for Suroga had somehow slipped away in this dream-like place–decided to try to proceed through the misty tunnel, after lighting the fire lance lent by the company man. Wat si Wat again argued that they head toward the pond in the interior valley to find the key to Vung si Vung’s headspace, since things tend to move downhill. Dungan and Salome disagreed, deciding to search the other unexplored passage not far from the entrance, on the other side of the fog. Oppu wa Oppu and Dwayne remained silent on the issue.
The misty, hissing passage had a new inhabitant. What looked like crustaceans with translucent whorled shells now clung to the walls, dark gobs moving inside them. Touching them seemed to draw blood from the prodder’s body. The party ran through the tunnel, not exactly escaping unscathed, but mostly so. The branch beyond sussurated warm air across the adventurers’ faces. A shaft at the end of this passage dropped straight down, all tangled wires and broken boards, some catastrophic mess at the bottom. The sound of numerous birds’ chitters issued from the pit, a low roar not unlike the swifts’ cave over Quiet Lake.
Clambering down found a floor crawling with guano-eating insects–no roaches at least–and an arched hall where the kingfishers roosted, eyes glittering on the ceiling like hundreds of jewels. A large, misty orange form–it seemed to take a human-sized kingfisher’s shape–”flapped” down to greet–or castigate–the newcomers.
“Stupid humans. Hahahahahaha. You are trapped here. Funny funny. Take off your shinies!”
“But I like my shinies!” Salome replied.
This was Sikkukurut, with staccato speech and a shrill laugh. She complained of her boredom in the place, and the party inquired how they might help her, hoping to receive something. Tricks! Treats! She said, and Dungan performed shenanigans that only embarrassed all involved. When Salome pantsed him, however, the kingfisher godlet cackled uproariously. Wat si Wat’s expression changed to mortification, and he clutched his own trousers.
When told that blood-pockets were delicious, the party retrieved them for the bird-creature’s gullet. She told them that the key they sought might be down in the cloaca–the pond beneath the tail. Wat si Wat’s glare grew a little more intense, and the faintest trace of a smile crossed his lips. “Where shit goes,” Sikkukurat chuckled. As if to demonstrate, she sprayed pink excrement onto the insect carpet writhing beneath her..
“Do you have any advice?”
“Do not take monkeys’ offerings! Hahahahah. Get out through poo hole. If you come back, bring funny.”
“What’s funny?”
“Once Vung si Vung, took all teeth out of crocodile!”
Without too much delay, the adventurers learned how to pilot the clouds along the mountainside down to the pond village. The place was full of fully-dressed, if water-logged, zombies, who shuffled amid crudely built huts. Wat si Wat moved to hug one–his dead brother, swallowed by the Bachelor some time ago. The clear leader of the motley settlement wore the type of clothes Salome remembered from her youth, a sailor’s uniform. She, Grimkin San Mor, asked what the party might offer, and whether they might join her family, down here. The party asked her for the key to Vung si Vung’s stupa.
She agreed to give the adventurers the key if they would bring Vung si Vung’s unconscious body to her village. They must also promise to kill Inna wa Inna for her, for the lady made catfish soup. The party stated that they would do so in order to get the key. Grimkin talked wistfully about the river above, in some distant time before the Bachelor. The party took her for a long-ago riparian pirate.
“If you are killed,” Grimkin said, “You may join us here, in the cloaca.”
On the journey back, via cloud and tunnel, Wat si Wat suggested burning down the hut of Inna wa Inna. The belly remained opened onto the woman’s pebble pile.
“We aren’t going to kill her.”
“There’s no point in weakening ourselves before we take on the Bachelor.”
“Grimkin said we must,” Wat protested.
“She’s been nothing but nice.”
“She fed us stew!”
“She did not feed me that evil stew. She should die.”
“She’s already dead. She just wants to … to be buried.”
They negotiated passage with the three surviving albino crocodiles, who shared with the party the sentiment that they desired no more exchanges of pain. An impressive brass representation, obviously of the woman beyond, decorated the door at the conclusion of the passageway. The portal opened into a rustic scene inside a cave, with light somehow, the pleasant odor of fish stew, a waterfall, and Inna wa Inna’s hut, where she continued to weave textiles and smooth pebbles.
The party rested in the comfort of Inna wa Inna’s sanctuary. Wat slept in the pool of the water fountain. Dungan could no longer smell the stew when he awoke. Salome appliedn her paints. After the rest, they proceeded back to the belly, but it was still opened into the loop back to where they had just come from. The pebble. They returned Dwayne and his controlling stone to his “mother,” and then the belly changed. Now the arch led through monkeys to the piles of merchandise. No gravel golem searched through the goods this time.
The adventurers located a man-catcher inside among the junk, an amazingly lucky find, perhaps just the tool they needed to retrieve Vung si Vung for Grimkin. Salome found an intact mirror among the broken things, and frowned at her make-up. How to return to the proper belly, though? Ah, her ears had been bleeding the first time through, pecked by the kingfishers. She scratched herself in the outer chamber, and the arch transformed to be crocodilian in relief. The interior night sky loomed over the temple island and the lake. The clicking crocodiles were no worry now.
The rotted boat got them to the shrine’s island. The brass key got them through the stupa door. The passageway inside got them to the longhouse room.
Dungan had seen this place. The crushed bone “carpet,” the teeth golems, the desiccated meat on the dais between them. Shadows had moved above in his agaru vision, and he glanced at the rafters. A bestial man moved there on all fours.
>BLAM<
Salome had pulled the release on the fire-lance, and now one of the golems was in flames, its many molars blackening, many others scattered across the floor. Both began displacing themselves in the weird way that particulate constructs “walked” (a shame that Dwayne wasn’t here for this). Dungan stepped onto the sharp, skeletal floor.
>BLAM<
Now both golems were reduced and burning, but came forward implacably.
“Fuck the gods!” Salome belowed and fired again, breaking the first target to bits. Maybe this was her calling.
The beast-man, whose open mouth showed teeth filed like Wat si Wat’s, and was surely Vung si Vung, ran down the ladder head first. Dungan had been waiting for this moment. He called his mightiest curse, and the firefly that had been faithfully orbiting him beelined toward the Bachelor’s ancestor, its germ. Vung si Vung fell from the ladder, and crumpled into a ball on the shards of bones.
>BLAM<
The second golem was down, the room filled with smoke, and the fire lance’s pot still had fuel! Salome lowered the bulb toward their foe.
“Grimkin say bring back alive!” Wat held the mancatcher poised outward.
>BLAM<
The lower half of Vung si Vung’s face vanished and reappeared as a spray on the wall. Everything shook. An earthquake! Now?!
“Your reign is over, Bachelor!”
Who could even tell who screamed that in the chaos, smoke, and flame. The room was on fire. Dungan scooped up the human remains. Everyone ran for the ladder. Up they went, squeezing into a cave with two glass windows. Smoke poured in through the trapdoor.
Dungan hastily searched the floor, finding a cracked spyglass against the wall. The windows looked out over the river they knew. They smashed at one until they could get out. Dungan peered through the spyglass at the valley, but could see nothing. However, he heard the river flowing, monkeys howling, the jangal birds squawking.
The party crawled out onto the moutaintop they had seen from their canoe, when they had been below. The ridge in front of them, the one that created the bend in the river, had collapsed. The forest there was on fire, and the river was flooding into the fissure.
Session 26: "After All, We Are Merchants"
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