Tag name:rpg

D&D

First published 1st April 2025 (Last Modified 14th August 2026)

We're also now playing a D&D campaign on Fantasy Grounds Unity. Some notes that have been taken are:

Traveller Message Tracker

First published 2nd August 2026 (Last Modified 9th August 2026)

Loading and Computing routes


DJV's Traveller Message Tracker Plugin Version 3.360.0. For details on the assumptions made by the tracker see the description at Traveller News/Email tracker Plugin Details.

Traveller News/Email tracker Plugin Details

First published 2nd August 2026

Description

This plugin adds a shortcode to allow a user to save messages sent from a system in the Spinward Marches and to display what messages have arrived at the same system. The messages are saved in the user's browser and do not leave it.

The following assumptions are made:

  • Only covers the Spinward Marches (plus Capital and Zhdant)
  • X-boats jumps take 7 days, but don't jump further than the next system on the route even if a further system is within Jump-4
  • If two systems are Jump-3 apart then add together the population stats from their UWPs. If the total is more than 17 it's a day for a message to find a ship making the jump. If the total is more than 13, it's 23 days to find a ship and otherwise these systems only get a ship once a year. (It's worth noting here that we ignore travel code status (assume that the ship is a supply vessel of some sort) and the value of 14 allows Andory and Candory to be connected to Wonstar.
  • If two systems are Jump-2 apart then again add together the population stats from the their UWPs. Between 15 and 20 it's a day to find a ship. Between 11 and 14 it's 8 days to find a ship and otherwise it's 53 days to find a ship. (if both systemss have an A class starport that overrides the population total and we assume it's a day to find a ship)
  • If two systems are Jump-1 apart then yet again add toegther the population stats from their UWPs. If the total is more than 10 it's a day to find a ship, if the total is between 5 and 10, it's 8 days to find a ship, and otherwise it's 23 days. However the starports are also checked. If either starport is an X class starport it's 83 days to find a ship and if that's not the case but one of the starports is an A starport it's just a day to find a ship.
  • Once a ship is found it takes 7 days to make the jump and transfer any messages
  • Capital is 500 days via X-boats from the Trailing edge of the Spinward Marches. Zhdant is 255 days from Errere
  • Version: 3.360.0
  • Author: David Vines
  • Last Updated: 2026-08-16T08:46:16Z
  • Requires WordPress Version: 4.0 or higher
  • Tested up to: 7.0.4
  • License: Contains materials from Mongoose which are used by following the Mongoose fair use policy. The code elements were written solely by myself.

    The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2024 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/files on this site cannot be republished or distributed without the consent of the author who contributed it.

    In particular note that this page explicitly does not grant consent to republish or distribute this plugin.

Change Log

3.360.0 - 16 August 2026

If the received times are equal sort by sent times

3.357.0 - 09 August 2026

Bug fix - Broken message saving!

3.356.0 - 09 August 2026

Bug fix - ship jumps cause loop when calculating route after the initial starting point for a message

3.355.0 - 09 August 2026

Ensure all possible jumps are recorded (Some systems in the left (spinward) side of the map weren't correctly connected)

3.354.0 - 09 August 2026

Allow a Jump-3 once a year - normally this will be overtaken by Jump-1 or Jump-2 ships but some worlds have only Jump-3 neighbours - this connnects those worlds as well

3.353.0 - 09 August 2026

Add support for player ship jumps that also take messages (and can overtake the normal message transmissions)

3.352.0 - 08 August 2026

Code rework, Add edit button (Can only edit the body of messages, not the subject), rework route finding

3.351.0 - 04 August 2026

Bug Fix

3.350.0 - 04 August 2026

Add Egyrn and Pax Rulin subsectors

3.349.0 - 03 August 2026

Add XBoat skip routes in the Sword Worlds as well. Change time for Zhodani, Darrian and Sword Worlds XBoat routes to a total of 8 days since, technically, they are just trade routes rather than XBoat routes

3.348.0 - 03 August 2026

Adjust styling and add Xboat routes that jump intermediate stops (but still limited to Jump-4 of course)

3.346.0 - 02 August 2026

Fix slug

3.345.0 - 02 August 2026

Initial Version - pre-alpha


The information on this page was retrieved by Plugin Information Version 3.282.0.

Traveller

First published 22nd May 2000 (Last Modified 2nd August 2026)

Character Generator

In preparation for running a new Traveller Campaign, The GK Strategem, I've created a Mongoose Traveller V2 Character Creator and a Trade Calculator. This new campaign will be in an alternate universe to that described below (mostly because my memory of those campaigns has faded to the level of mostly gone!)

Other tools I've created

I've also created two other tools:

Timeline

I have, on and off, over the last couple of decades run a traveller campaign. Some players have expressed an interest in the timeline, so let's see if I can reproduce it from my limited memory.

Approx -300,000
Ancients abound developing many weird and wonderful devices and ships. It is rumoured that one or more of these still exists and that the vessel concerned is capable of Jump-6 without the aid of 60% of the ship being devoted to fuel.It is also believed that the computer system fred dates from this time.
1109
Date of my first campaign. A group of merchants and friends attempt to make a living in the spinward marches. They soon misjump and crash land on a remote system. They only escape when their cargo forces them to repair their 200-ton trader (after which it becomes a 150-ton trader!).
1110
Fifth Frontier War begins. The Zhodani launch a surprise attack on the Imperium aided by Vargr and the sword worlds.
1111
The Zhodani capture Regina, the Spinward Marches sector capital
1112
The capital of the Sword Worlds (Gramm) is devestated by a huge explosion. Riots ensue after it becomes apparent that the rulers cared more about protecting their main computer complex (which survived the explosion) instead of the inhabitants of the surrounding city (which didn't!).
1113
Imperium suffers a major reverse when a dozen stars spontaneously turn in supernovae. Although Darrian action is suspected (and the Imperium breaks off all treaties with the Darrians) nothing is proven. One of the systems lost is the Glisten system which was a major imperial starship construction facility (capable of constructing TL15 ships)
1114
The Zhodani capture Rhylanor, which had only recently become the new sector capital. The Imperials sue for peace with the Zhodani, who agree to sign a new peace treaty. The Imperium moves considerable deterrent force into their remaining portion of the spinward marches and a cold war begins
1119
The Zhodani launch a covert mission into the border worlds on both sides of the imperial/zhodani border. It disappears (although an internal zhodani report suggests that the use of people from planets which had been imperial might have a contributory factor, and certainly was very foolish).
1121
Unusual activity is seen around the ancient sites in the Five Sisters subsector including the recorded disappearance of a merchant vessel
1150
A passenger liner jumping between xxx and Trin's Veil fails to arrive on schedule

Notes on the timeline

As should be noted I run with a different universe to that of either Traveller or MegaTraveller. In my universe the Zhodani won the fifth frontier war and the Civil War never happened (and neither did the virus). I have used the virus as an alternative universe (unsurprisingly the players had needed some encouragement to do the 'right' thing!)

At the time of my latest campaign (dated 1150), the Zhodani/Imperial cold war was just beginning to end. Some more normal contact was being resumed between the Zhodani and the Imperium and there were those considering resuming a 'normal' postal service.

The Vargr were being their usual nuisance to all concerned.

The Sword worlds were worried that they were about to be abandoned by the Zhodani.

The Darrians have had a problem for the last thirty years. How do you convince someone that you didn't blow up twelve stars when your entire defence strategy depends on your enemies knowing that you can!

More and more Aslan have begun to be seen in the Spinward Marches after decades of absence. They pointedly kept out of the fifth frontier war and appear to want to take advantage of the trade possibilities of being a neutral player between the Zhodani and the Imperium.

The fred computer system

An important element in at least two or more of my campaign has been (and may be still is!) the fred computer system. Fred comes in a 20-ton cargo package. Intelligence reports that it contains a TL20 sentient computer system and packs some pretty impressive systems:

  • Fusion Gun ('Man' Portable)
  • Gauss Rifle and Pistol equivalent
  • Black globe generator (although to be fair this needs to be connected to a ship's jump capacitors to be generally useful in ship combat).
  • Self repair capability

Last updated: August 2, 2026 at 15:37 pm

The GK Strategem

First published 18th November 2024 (Last Modified 30th July 2026)

I'm running a new traveller campaign - pages about it can be found here:

Cyberpunk

First published 31st July 2023 (Last Modified 28th July 2026)

This is a collection of notes and other details from and about Neil's cyberpunk game:

Cyberpunk Session 28

First published 28th July 2026
Kitsune showing her form as the nine-tailed fox of asian mythology

Kitsune, as seen by Tremen when he was giving his report a long time ago

Out walks Kitsune wearing the same Kimono as we've seen her before. She is in her full human form. She speaks with the Tanuki who replies Again, old hag? If you do this again there will be ... repercussions....

Kitsune tells us that she had hoped we would get here sooner but we now need to get away from here as soon as possible in order to get away from those following us. She says that she is working on a way to do that by shifting planes. In the meantime she will arrange for us to get us food & drink and healing. She then leads us into one of the temple buildings. The Tanuki is sitting to one side together with a couple of robed monks.

When we ask for more information she does say that there are six chasers and yet there are seven of us. She informs us that we need to get the six followers to encounter us one at a time so that those not in immediate danger can handle the follower (the one being chased will be unable to help). She says that hand-to-hand should work, maybe?

After a discussion Kitsune does offer us one weapon from the temple's armoury. We choose:

Tremen and Shadow
Spiked Club
Tharbin
Will stick with Aikido
Spooky, Wakiya and Nameraka
Will stick with Brawling
Ricky
Spear

Kitsune says that preparations are still under way; just waiting for a ship to us from the mainland.

After a couple of days we are summoned again and told we will leaving soon. About 12:30am we hear a crashing sound from outside and see a bright flash. A blue shockwave travels over the temple. We go outside and see that the main temple complex gate burst inwards and one of the creatures1 can be seen through the smashed gates. It scans the scene and, on sighting Tharbin, it tries to enter the grounds of the temple which clearly has some kind of protection as it is unable to cross the threshold.

Tremen and Shadow charge across the shattered gate and attempt to attack the creature. Although they do manage to make their clubs connect with the creature they seem to have little effect on the creature2. Ricky moves to place himself between Tharbin and the creature. Kitsune then passes by the reminder of the team and starts to form into her demi-human form while chanting. Tharbin is visibly shaken and the colour drains from his face.

As Tremen and Shadow continue to try to attack (or, at least, distract) the creature, it moves towards one of the doorposts. Wakiya senses that Tharbin is undergoing some form of shock and Spooky tries to find blanket to try to treat the shock.

Kitsune finishes her chant and looks directly at Tremen and Shadow. Get Inside. Now they both hear even though Kitsune is not speaking. In response they return to Tharbin and Kitsune puts a hand on Ricky's shoulder to encourage him to also return to Tharbin. Spooky locates a blanket from within the temple building, returns to Tharbin and wraps him in it.

The one-legged torii gate to the Shinto shrine at Sanno, Nagasaki. The gate was 800 metres from the epicentre and the blast destroyed one of the legs, leaving the rest of the gate standing. The photographer, then TX3350 Private Allan Clifford Chick, 2/40 Infantry Battalion, was in prisoner of war (POW) Camp 14 Nagasaki at the time of the blast.

A view of the approach to the temple complex after the attack by the creature

Kitsune now backs away from the gateway as the creature reaches the gatepost. It briefly disappears and the appears on the temple side of the gatepost within the temple complex's magical barrier.

Kitsune whispers I wish I had more time and a purple cylindrical light washes upwards over us. Ricky is completely disoriented by the effect as is Tharbin while Tremen and Wakiya are somewhat affected (Shadow, Nameraka and Spooky are unaffected).

When we can see again we're in a wooden room. It is smallish with bunk beds together with a couple of posts from which hammocks could be hung. There is a single door, table and cupboard in the room.

Nameraka tries to open the door but finds that it must either be locked or bolted from the outside. Time passes....

Tremen hears footsteps outside of the door - a metal bolt is thrown and stood in the doorway is a figure with a black hooded cloak. While he notices the state of the room (We've been unable to clean up the mess that Ricky's disorientation has caused), Ricky & Tharbin notice a hoof from under the cloak. The figure welcomes us onboard. He asks us not to go below this deck or disturb the crew, but we are welcome to leave the room and to go topside. He expects the journey will take two or three days of travel. He then leaves, leaving the door open. Ricky notices that the room was dampening the sounds from outside. He can hear a rhythmic sound as if of wood on metal and the sound of movement through water3.

A 'view' of the vessel - the oars are missing but does suggest that the party is perhaps less tidy than perhaps they should have been!

Nameraka heads towards topside to find a mop while Shadow heads towards topside just to get some fresh air. Our room is in the centre of a long corridor and the sounds of wood on metal appear to be coming from the centre of the ship.

Most of the party also heads to the top deck. Once there and looking over the side they can see and hear thirty oars propelling the ship through the water. The top deck is lit by torches spread around the deck. The ship does not have a mast but does have a ship's wheel, at which is the figure that welcomed us aboard, but there is no else on the top deck. The sky is almost black with no stars visible.

As Nameraka didn't find a mop on his way to the top deck, Tremen decides to explore the deck that includes our room. There are several other doors on the corridors of the deck. Checking those doors reveals rooms very similar to the one we arrived in - including the fact that they are empty of inhabitants. On opening the door to one room in the centre of the deck Tremen is hit by an horrendous smell that causes him to slam that particular door closed again without him getting so much as a glance within.

On the top deck Ricky sees that the oars are rhythmic but not mechanical and that the ship is going at a reasonable rate. Possibly inspired by the rhythm of the ears, Ricky takes out his flute and makes a reasonable good tune.

Spooky feels that the ship is somewhat similar to a Roman or Greek galley of antiquity (although those would have used paddle rudders rather than something controlled by a ship's wheel). However there is no sound of drummers to time a set of rowers nor any sound of whips or similar mistreatments - also the rhythm of the oars shows that the rowers cannot be amateurs.

When we return to the room it has been cleaned and there is food available. After two days the figure appears again and says We've arrived.

Footnotes

  1. See Cyberpunk Session 25 for our first sighting of the creatures
  2. It does very briefly look at them, and does shake them off with relative ease
  3. Ricky also observes that the wood is NOT from any Japanese tree.

D&D Session 16

First published 28th July 2026

Bluebell & Tharbin volunteer to take the ox & cart back to Phandalin, but before setting off, a long-strider spell is cast on the ox by Bluebell to expedite their journey. Sometime later as as they travel along the trail, Bluebell spots a light off in the distance that appears to be coming towards them, as the light gets closer they make our some sort of object in the form of an orb, that is being carried aloft by some ungodly creatures. The orb appears to be emanating light from storks extending off the orb, Bluebell & Tharbin air on the side of caution and take the cart off the trail and hide as daylight draws in. Bluebell dispatches her familiar to observe the mob from above, & sees through her familiar that the mob are carrying weapons that emit a green glow. They remain hidden until the mob has past by, before continuing with their journey.

A small ruined castle looking at a two storey tower that is mostly intact. In front of that is a medium-sized tent and to the left (and closer still to the viewpoint) is a well complete with rope, pulley and bucket.

Ruined Castle on the hill

Meanwhile the rest of the party follow Silanne along an off beaten track, up through the hills to our south. Silanne takes precautions in concealing herself as she approaches the ridge of the hill ahead of our position, the rest of the party follow a little further behind whilst trying to keep eyes on Silanne, as the light falls around us.
With my night vision I observe Silanne peering down from her position ahead of us, & a short time later she signals by hand for me to bring the rest of the party up towards her position, before gesturing to stop 20 feet away from her. She makes some hand signals that I have no idea what they mean, but Fiorana appears to understand as they immediately respond by carefully approaching the ridge of the hill where Silanne is positioned. A short time later Silanne signals for the rest of the party to follow and take positions along the ridge of the hill. As the party get close we all have our sense of smell assaulted by some foul stench.

A map of old owl well, the ruined castle on the hill. The well has a diameter of five feet. Fifteen feet north of the well is a fifteen foot square tent. Thirty feet to the Northeast of the tent is a forty foot diameter small tower.

Old Owl Well

Silanne & Fiorana than communicate that they will head down the hill towards the tower walls we observe from our position on the ridge. Silanne & Fiorana successfully reach their positions on the north & west walls respectively, before signalling to us to make our way down as they slip inside pass the walls. Fiorana moves to the west wall of the tower & Silanne moves to the north wall of the tower, than signals to the rest of the party to make our way down just outside the walls, before they both disappear inside. A few minutes later Silanne reappears and whispers towards Tremen Psst there are undead in the tower, who then proceeds to enter the tower. Not unexpected it is in complete darkness, so Tremen lights his lamp, I can only guess what look on his face was - one of surprise & apprehension, as he saw rows on rows of undead. Fortunately we hear that the undead almost immediately drop to their knees. We learn a little later that Fiorana has discovered a wizard in the tent to the south west, that appears to know of us and our movements. She informs us that he is wizard of necromancy, which raises a few concerns within the party.

Traveller Session 25

First published 21st July 2026 (Last Modified 23rd July 2026)
Game Date
307-1105
Location
Elixabeth
A map of the local jump map around 567-908

Naval Intelligence Investigation Report

NI-EB-DF-0067 Vagabond's Hope
Subject Response(s) Observations & Comments
Review Panel Commander Sir Aanshake, Lt Commander Naiide, Lt. Shukash Commodore Farris also attended the investigation panel
Identity Vagabond's Hope The Vagabond's Hope is a damaged 200 ton Type K Safari Ship owned by the Imperial Interstellar Scout Service (IISS). The ship shows signs of having been struck by one or more missiles in the recent past
Crew
  • Captain Dumarest
  • Lord Tharbin
  • Lieutenant Fiorana (Retired)
  • Masuyo Ryujin
  • Chase Stormburg
  • Sergeant Junebug (Retired)
  • Cyndariel

Also aboard is Kimbley, a somewhat tame and shiptrained creature that is, apparently, the ship's mascot.

Destination None planned at this point, but did offer their services Suggest flagging this vessel for tracking
Recent Jump History

Date in System

(All dates in 1105)

  1. Datrillian
  2. Bowman
  3. 567-908
  4. Debarre
  5. Iderati
Zhodani attack on Iderati occured on 267-1105 - so the Vagabond's Hope was present
What really happened at Iderati Lord Tharbin led the description of a terrorist attack at Iderati Highport followed by a dramatic escape from the Highport. They report seeing a space battle on departure but were more concerned with escape than recording details See attached detailed logs and report attached
Was there any warning of imminent attack? Crew reports there was no warning. Revealed that they had been visiting Sir Mamon Wakisha to report on a mission he had given them. Sir Mamon Wakisha is the head of the Imperial Naval Liaison at Iderati
Nature of mission assigned by Sir Mamon Wakisha Crew explained that they had been assigned to explore/review survey data anomalies at 886-945. They showed ship's log of their investigations into a pair of crashed ships on the surface. One was a modified Type S Scout, the second is a 200 ton Zhodani scout/courier. They were unable to enter the Type S scout and unable to approach the Zhodani ship. The video evidence shows them firing at some kind of invisible creature after a body crashed to the ground from the top of the Zhodani vessel Recommend sending a follow up mission to 886-945 as soon as practicable
What was the enemy force strength Estimated that the attack was from a third or fourth rate squadron but unable to provide a more detailed estimate Their video/sensor logs suggest their estimate is reasonable, although other reports we have (see associated reports) are contradictory
Other Notes Crew did request that their ship was repaired Explained that as their ship is managed and operated by the IISS, it is the responsibility of the IISS to maintain and repair their vessel. In any case we do not have the spare capacity to conduct repairs at this time.

Personal Notes - Aurelius Cassian - Valet to Viscount Iim Davide Urast of New Rome

Visit of Lord Tharbin and the crew of the Vagabond's Hope as guests of the Viscount

Viscount1 is disappointed that both Masuyo Ryujin and Lieutenant Fiorana were unable to attend the meet & greet session on the Flag Bridge of the Zairlur but the other members of the crew of the Vagabond's Hope including Lord Tharbin and Captain Dumarest did attend2. Also present were Sir Hailei3 and her entourage, Sublieutenant Spencer and Doctor Vega (both crewmembers of the Zairlur), some NCOs (also crewmembers of the Zairlur) and myself.

Lord Tharbin caused a scene and embarrassment with Sir Hailei. Viscount was clearly annoyed that Lord Tharbin was unable to act gracefully to Sir Hailei's account of her departure from Iderati.

Captain Dumarest, on the other hand, was generally very helpful and supportive of the Viscount.

The Viscount asked Captain Dumarest for his views on three jump space emergences showing on the Zairlur's tactical display. Initially non-committal, the captain became very agitated when it became apparent that the vessels were 1,000 ton merchant vessels and when one of them started transmitting a Signal GK4 he immediately suggested that the Viscount needed to treat the vessels as a potential ambush. The Viscount ordered the fleet to prepare to approach the distressed merchant vessel. At this point the crew of the Vagabond's Hope returned to their vessel so that it could be undocked from the Zairlur.

A bottle of the Viscount's personal stock of best brandy together with four glasses has gone missing from those served at the meet & greet.

Footnotes

  1. The Viscount is a retired naval captain but is wearing a modified uniform of a Commodore. Commodore Ferris did not attend the meet & greet
  2. Chase, Cyndariel and Junebug did attend but are not mentioned by name in the notes
  3. Sir Hailei and Tharbin are rivals. Tharbin knows Sir Heilei as a jerk who was born into wealth and privilege and has known nothing else
  4. Emergency signal like SOS

Cyberpunk Session 27

First published 8th July 2026
A village scene. The village is clearly a rural Japanese village from the 1500's. The scene shows a dirt track leading off into the distance. On the left hand of the track are wooden buildings. Immediately to the right of the track is a small stream. In the foreground a small bridge crosses the stream and leads to a small temple. In the distance hills rise above the village. A small fortification can be seen on top of the hills to the left of the track,

A View of Uragami

Our thoughts and discussions point to two areas that could lead to more information:

  1. The Christian mausoleum1.

    The mausoleum's exterior is only about six or seven feet above the water level of the lake yet the interior (which will be below that water level) is not water-logged. In our original time the Warehouse that was over the underground complex was built on reclaimed land. We also note that the distant hills (which in our original time had industry built on them) seem to be a lot less eroded than in our own time.

  2. Kitsune's shrine

As both of these are of interest we decide to split our investigation. Shadow and Ricky will investigate Kitsune's shrine while the rest of us re-explore the Mausoleum.

Shadow examines the shrine in a respectful manner. The small shrine has very little ornamentation. There are small doors, about 1½ feet in height, on the shrine which are closed. Ricky circles the outside of the shrine noting that it is built on stilts. Shadow notices movement in the alleyway behind the shrine and our lodging and goes to check on it. While he doesn't see anything beyond the brief glimpse of what might be a small figure. However he does catch a faint sweet smell.

The rest of the party makes it back to the Mausoleum with no trouble and is able to re-enter without any problems (there are doors to the Mausoleum, but these were merely closed and not locked). We return to the Bas Relief and examine it in more detail. There are no words (of either Japanese or Latin scripts) and the Bas Relief (and the red painted surface in the centre of the design) is only thing that makes this room anything special (there are no fancy lights or sconces). Nameraka touches the red surface and determines that it is just a painted surface.

The rooms near the Bas Relief are empty (in our original time these had equipment in them) and the remainder of the Mausoleum is made from crypts - mostly only partially constructed but with some being finished and even smaller number, five, having closed tombs with plaques on them in both a European language and in Kanji.

Meanwhile back with Shadow and Ricky the lingering scent reminds Ricky of his nightmare in that he now recalls that the scent in his nightmare was of an iron taste. Ricky then returns to the street of the village and inquires where he can buy a small statue to leave as an offering at Kitsune's shrine. His correspondent is confused by his request and as Ricky departs he is obviously keeping his eye on Ricky. Shadow returns to the Shrine and examines it more closely while pretending to pray at the shrine.

Back at the Mausoleum we notice that another difference between then and now is the addition of metal barred doors. In this time period all of the crypt rooms have no doors at all while in the future they all have metal barred doors. Having failed to get any response from the red portal Nameraka now traces his fingers all over the Bas Relief that surrounds it. He determines that the Bas Relief was created by adding a layer of plaster to the stone walls and then carving into the plaster to create the Bas Relief.

On our return to the hostel we discover that Ricky shopping trip has not been a complete waste of time - he has acquired a flute which, to our surprise, he is actually quite good at playing. Before we settle in for the night Tremen prays at Kitsune's shrine, asking for protection.

A tanuki statue on the Philosopher's Path in Kyoto.

A tanuki statue on the Philosopher's Path in Kyoto.

Overnight2 Nameraka, Ricky and Shadow have a restless sleep while, around Midnight, Tremen is woken by the sound of a chink and then the sound of a liquid being poured into a cup. He sees a small3 figure in the dormitory wearing a straw hat and in monk robes and is drinking from a cup. He says words to the effect of About time you woke up. I've been told you need help and I've got the job. Come along then!. Tremen recognises this as a Tanuki and, after waking all his colleagues we follow him out into the garden and over the fence into the alleyway (The Tanuki seemed to shimmer and transform into a human sized figure to get over the fence). The Tanuki leads us off into the woods with a sweet smelling scent lingering in the air. We hear, in the distance, the sounds of a commotion back in the village.

Wakiya attempts to strike a conversation with the Tanuki but seems to just annoy it (he does suggest that she is the Cat Lady. The journey through woods doesn't finish even when the sun comes up and eventually Tremen's stamina gives out and he has to stop. The exasperated Tanuki tells the party to stop and rest and he goes off into the woods. It returns after 30 minutes or so and force feeds Tremen with a couple of berries. This rejuvenates Tremen dramatically.

The Tanuki then resumes our trek through the woods and onto a road. There are occasional other travellers on the road which, somewhat surprisingly pay us little attention. He then leads us onto a side path that goes up a hill. By the time evening arrive we finally arrive at our destination - a temple.

Honden (Main Hall)

A modern view of the temple

As we enter the temple compound, Wakiya notices that (a) there was a slight tingle as we entered and (b) there is a tortoiseshell cat there as well. Wakiya makes a beeline for the cat and immediately makes friends with it.

The Tanuki heads off to one of the buildings of the complex after telling us to rest and wait at the entrance (Nameraka needs persuading by the Tanuki to remain with us). The Tanuki shimmers as it enters the building.

After a short while a couple of monks at the temple bring us food and water and we all start to recover from the long day on the road.

There is a some kind of commotion from the building that the Tanuki entered and as the commotion subsides the Tanuki returns to us looking even more pissed off than before!

Footnotes

  1. It's of European style on the inside, but the outside is definitely of Japanese style
  2. or least the first part of the night
  3. About 2 to 2½ feet tall