Tag name:rpg

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.

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 ↩

D&D Session 15

First published 5th July 2026


A map of the area around Neverwinter showing the coast north and south of the city and the lands to the east.

Map of the lands around Neverwinter

Not too later. the main party arrive (absent 1 member) back in Phandalin, greeted by Tremen who is surprised to see them so soon, as the trip to Neverwinter is a good few days there and back.

The party assemble for a catch up on the events that each group has faced, at the inn. Information is exchanged with all the party, minus one, which nobody seems to register. Tremen surmarises the information he & Tarqual have gathered.

  • Thundertree is located west of Neverwinter Wood, North of the river that runs within the woods down through the town of Neverwinter.
  • Owl Well is located on the eastern side of Neverwinter Woods.
  • The Banshee mentioned by sister Garaele, is somewhere north east of Phadalin.

Tremen seems to be the only one to offer options for the party consideration. The main one being we explore up the Triboar trail, whilst the rest of the party sit quietly pondering, Tremen is approached by Qelline, who offers the use an ox & cart, then informs Tremen that a quiet word has been had with Carp whom as agreed to give up his horde of looted treasures from the cave, which will be passed onto the party. Tremen thanks him & leaves the inn to check the provisions & loaded cart, before retiring for the evening.
Tarqual slips out for an evening walk, heading towards the shrine of luck before retiring himself. Tharbin & Crom settle down at the bar, and partake in a FEW beverages. The rest of the party (minus 1) eventually retire for the evening.

The following morning members of the party go about preparing for our departure. Some items are purchased By Bluebell from the local herbalist. Members of the party go about preparing for our departure. Some items are purchased By Bluebell from the local herbalist. Eventually the party meet Tremen whom is patiently waiting with the ox & cart. His impatience with the party clearly visible. The party set off with on foot with Bluebell driving the ox & cart.

A map of the Triboar trail. The map shows Neverwinter Wood to the north of the trail, a range of hills and then mountains (including Icespire Peak) to the south of the trail and another range of hills called the Starmetal Hills to the east of Neverwinter Wood

The Triboar Trail

We travel north out of Phandalin towards the Triboar trail before turning eastward up the trail. We travel for a good few hours before Fiorana, who was scouting ahead, signals back to the party that she has found a suitable stop for lunch. The party stop and consume lunch & Tarqual enlightens the party to his last chat with Sister Garaele, she needed an intermediary to deliver a suitable gift – before handing me a jewelled silver comb & then went on to say she was originally tasked by her superiors to get information from the banshee about a spell book that belonged to a legendary mage named Bowgentle & its location. She had underestimated Agatha's wrath and fled for her life. She believes that anybody who pays obeisance to her might be able trade the comb for an answer, but warns me that we may only ask one question of the banshee, so to choose carefully. She offered 3 potions of healing as payment, which are distributed to the party.

After lunch we set off again, continuing up the trail for a few more hours before stopping at a suitable campsite as evening light draws in. The party set up watches with Fiorana & Tharbin on first watch, and settle down for a meal and retiring for rest.

A little later during first watch, Fiorana & Tharbin are surprised by the sudden appearance of Silanne, and startled by Silanne's stern warning, put that fire out, there are mobs in the woods as she kicks out the campfire and says goblins, orcs & all manner of other creatures have been seen by her in close proximity to the campsite.

As each member awakens for their watch, they are a little surprised to see Silanne with a black wolf by her side, some of the party glance around to locate Bluebell, before seeing her in human form. When the party is fully alert Silanne asks for an update & informs the group of her observations whilst scouting – she mentions a Tower to the south east of our campsite and indicates a large number of mobs have been seen by her to the north of us in the woods and to the south up in the hills. The party decide to investigate the tower, but will split into 2 groups. One group will accompany the cart, whilst the other will approach more stealthy along a different path.

Traveller Session 24

First published 5th July 2026
Game Date
299-1105
Location
Datrillian → Elixabeth
A map of the local jump map around Datrillian

We have completed 8 weeks of education. I managed to level up my Engineer (Power) to 2. Two study periods completed. will need 3 training sessions for next level. My next study period will be in Gun Combat (slug) for level 1.

Cyn chats with his patient to try and get some more information, he is willing to share some information as recompense for the care she provided him.

We emerge into the Datrillian system and run a passive scan, there is the Gas Giant + 3 ships in system. We plot course for Gas Giant for refuelling and our sensors pick up nothing initially. We get into range for collecting our fuel and this time sensors pick up something else in the outer edge of the atmosphere, it is less than 100 tons but it is maneuvring. We have gone as deep into the atmosphere as we are prepared to go, Masuyo asks me to speed up the process, I am not successful this time. But I will continue to work on it. If I fail it will lengthen the refining time by number of dice roll x 1 hour. Scooping is going well with only 20 minutes left. Fuel collected.

A backlit gas giant. A few bright points of light can be seen above the clouds

Departing the gas giant

I finally manage to reduce our refining time to 18 hours. so we determine that we need 12 hours more in Gas Giant before leaving atmosphere to head for jump point. Some of us decide to rest while fuel is refining. The strange vessel is apparently shadowing us and is transmitting data, it managed to somewhat catch up to us but our pilot has managed to out maneuver it among the moons around Gas Giant. A faint dot remains behind us and I have a vague memory from my naval career that gas giants can be mined by mineboats, 50 ton ships which are armed with sensor suites, weapons and are unmanned, working in concert around Gas Giants. We can jam it's comms, but it will give away our position. What can we jettison to cause a sensor confusion to aid our escape if necessary? The Vodka & air raft scrap are prepared by the airlocks for potential jettisoning. All non required crew work on this.

Chase does appear to be keeping ahead of the object enough that it cannot get a targeting solution. How close does it have to be to get a lock on us? As we are most of the way to the jump point hopefully this precautionary measure will not be necessary. We are managing to keep ahead of it. We make it to the jump point and successfully Jump to Elixabeth. (Jump 2).

The Jump to Elixabeth and our exit for Jump are both smooth. Two Imperial ships are near High Port. We comm them re Invasion, but they inform us we are not able to land, but they do appear to be concerned about our report. The Anya Vaaska (3,000 ton) asks us to bear on a 260 heading. We are to be boarded. We need our passenger on bridge ASAP. We rendezvous with the shuttle which docks with us and we welcome crew aboard, we all take them to the common room while others search ship. They wish to verify our ID's which all marry up. Nothing flagging up wrongly. Navy guy is searching for contraband but they find none aboard.

We are ordered to pull up alongside the destroyer while inquiry carried out. Viscount Lim needs the information we have for him ASAP this matter needs dealt with now. Navy Lt comms the Cruiser Zairlur and lets us know that we will get him transferred. The inquiry will be carried out here also. We scrape some paint from the cruiser as we pull up alongside it, the Zairlur is 54,000 tons.

Traveller Session 23

First published 5th July 2026
Game Date
283-1105
Location
567-908 → Bowman
A map of the local jump map around 567-908

Most of us continue with our studies while in jump space

Our paranoia is high throughout our jumps due to the nature of our departure from the invasion zone. We all take up appropriate stations as we approach our exit point. Masuyo hears comms from another scout ship the Ready Reckoner which is about to take off, she contacts them and asks for a meeting asking them to stay for a while and wait for us, but another ship enters system. A system wide announcement from the Zhodani ship, This is Fleet Courier Sovereign Sentinel, this system is now under the protection of the Zhodani protectorate, all vessels are to please land on the planet for inspection. or some such.

Zhodani ship firing three missiles on a scout ship

Long range view of the battle

We are too far away for them to wait so we tight beam a package to them as they take off and threaten the Zhodani ship, Tharbin surreptitiously asks if we should tell them where we are going? No. There are two ships on planet and the 400 ton ship that just entered behind us. The new arrival runs an active scan and we also run a scan back. The Ready Reckoner and the Zhodani ship begin to trade fire in an all out space battle.

Can we go under water, if so how far and for how long? We can but only but to about 6 feet or so, we debate our options. Hide in the ocean, pose as Merchants or hide in asteroids. We opt to skim the ocean then head for the asteroids to refine fuel then jump 1 for Bowman. We cut our skim time to 45 mins.

The fight between the Zhodani & Ready Reckoner continues and we make our way toward the asteroid belt. After a while the Ready Reckoner is disabled and lies dead in space.

Captain has been sent an email1, x2 from Scout Service & Anders Casari, and an email to Junebug re Thaddeus Kessler:

View of a distant asteroid belt with a larger asteroid in the foreground

The bowman system has five asteroid belts. This image shows one of them in the distance while the asteroid used as cover is visible nearby

Bowman is our destination We use the asteroid field to help disguise our departure, we wait 8 hours for star port to get around the terminator of the planets rotation then we make our escape. The passenger demands to know what is happening and is promptly told to sit down and shut up and not ask questions. He is not happy about it.

Junebug is composing emails, I would like to resume training.

Marines aware of a connection between Kessler & Vexar. Data Drive has a personal appeal recording from the Viscount. The other half of the data is about the state of Imperium of Spinward Marches & Darrian Confederation, Sword Worlds, 5 sisters & District 268.

Engines are in good condition. We approach our exit point, we emerge successfully, around 30 mins from gas giant Bowman Prime, passive scans, we tight beam the Scout base with our information on Zhodani Invasion and send them the info. No refined fuel available for us as the belters bought it all up. Masuyo warns them about possible Zhodani ships entering the systems due to what happened at 567-908. We plan to refuel at the Gas Giant and to Jump to Datrillian, then on to Elixabeth. Refuelling complete, we plot our course and enter Jump Space. We let our passenger know that we are now heading directly to Elixabeth as his info is now considered vital at this point.

Footnotes

  1. GM Note: Having thought about it, emails are carried by specialised equipment on both X-boats and scout service vessels (including detached duty vessels such as the Vagabond's Hope). Once a jump is completed (and assuming radio silence is not in force) e-mails are automatically exchanged with any similarly equipped vessels and starports (basically all starports including Class E starports include the technology). This equipment is one of the most widespread uses of TL15 technology across the Third Imperium ensuring that the emails are kept encrypted using end-to-end technology in a small hardware and software package that is easily installed (by the scout service) in even the 100 ton Type S Scout ships. ↩

D&D Session 14

First published 15th June 2026


A map showing the route between Phandalin and Neverwinter. The main road goes south from Neverwinter and after 10 hexes or so a side path leads off to the east that leads to Phandalin. To the east of Neverwinter a river winds it way down from the mountains (off map). To the south of the river and east of the road is a large forest called Neverwinter Wood.

The route between Neverwinter and Phandalin

After securing the prisoners and collecting supplies for the journey to Nerverwinter. Cromagon, Silanne, Tharbin, Bluebell & Fiorana are seen off by Tarqual & Tremen, who remain in Phandalin. As usual Silanne takes the lead and scouts ahead, whilst Fiorana takes on the duty of driving the cart, with Cromagon beside her to watch over the prisoners. Tharbin follows up on foot to the rear of the cart. Silanne casts longstrider and the team reaches the high road in good time.

A map of the central part of Phandalin showing the Town Green

The centre of Phandalin

Meanwhile, back in Phandalin, Tremen requests a meeting with the townspeople. He is aided by the remaining town guards who ably spread the word to assemble at the shrine of luck. He informs the people of the town that Harbin was discovered to be a doppelganger and they would need to select a replacement. Meanwhile Tarqual mingles with the towns people engaging in general chat and registers from what is said, that the people of the town noticed a change in Harbin’s behaviour just after we arrived. It is also suggested that information about Gragmaw castle might be available from the residents at Edermath Orchard & Alderleaf farm.

A closer view of the high road showing Silanne just off the road

Silanne's position scouting the road

Back at the High Road, Silanne scouts along the coastline side of the road, looking for a suitable overnight campsite. As the light falls, Silanne signals back to the cart to slow down and approach cautiously. Something has caught her attention, she cautiously approaches an occupied campsite ahead with a wagon sited in a clump of trees. She observes several guards dotted around the campsite and silently slips back to the rest of the party & reports her observations She indicates that it is her belief they are city guards, and the party discuss their options. Eventually it is decided Silanne will approach the campsite with Fiorana following cautiously behind but staying hidden.

A close in view of the map showing Alderleaf farm in the west of the view and a wooded area to the east of the farm

Alderleaf farm and wood

Back in Phandalin, Tremen continues to help the townsfolk organise & complete their civil duties in electing a new town leader. Tarqual meanwhile heads off to Eldermath Orchard, where he garners from Daran Eldermath (a dark elf and resident of Phandalin) some worrying information about some curious old ruins, where workers excavating Owl Well being chased of by some undead. Tarqual then proceeds to the second location of Alderleaf farm, where on arrival he finds it empty. He takes a quick look round before exiting and spots in the corner of his eye a familiar character off in the distance heading off to the woods along the route to the Red brands base.

Tremen meanwhile has overseen the selection of Qelline Alderleaf as the new town leader who is a resident of Alderleaf farm. He escorts her to the town hall where he proceeds to question her for any additional information on the location of Cragmaw Castle. She mentions a druid named Reidoth who may know of the location, but was heading off to the ruins of Thundertree, approx 50 miles in the Neverwinter Wood. He continues the questioning and asks about the banshee mentioned by Sister Garaele, and is given a vague indication of a location somewhere to the north east of the town.

Tremen & Tarqual reconvene at the end of the evening and exchange their information and ponder on their next plan of action.

Meanwhile back on the High Road, Silanne approaches the campsite and carefully announces her presence to the nearest guard, who is a little startled at first. Silanne informs the guard who she is, about the incident at Phandalin, and her party’s mission. The guards inform Silanne that they were ordered to Phandalin to deal with the Redbrands. Silanne informs the guards that that has been dealt with by us, and coerces a payment from the guards, which they seem very happy to oblige with, as they themselves were not keen on the long trek and task given to them. The rest of the party join the campsite & the prisoners are handed over to the guards & everybody settles down for the night.

A map showing Tremen and Tarqual about to enter the wood next to Alderleaf farm

Tremen and Tarqual being overly brave!?

The following morning Tarqual & Tremen, having decided to err on the side of caution the previous evening, head off towards the Redbrand's base taking the path to the caves. As we enter the familiar cave Tremen takes the lead & it isn't long before he spots the familiar figure of a halfling. He calls out what are you up to Carp but receives no reply. Tremen & Tarqual are led a merry chase as we track Carp dodging & darting through many corridors & rooms.

Tremen and Tarqual in the southeast corner of a 20 foot by 30 foot. There are three sarcophagi in the room with them

Tremen and Tarqual discover an even riskier room

We eventually catch up with Carp and end up in a largish room in which to our surprise we discover the missing townsfolk imprisoned. We immediately set about releasing them and discover a very feeble figure whom we identify as Harbin. Tremen aids the people whilst Tarqual ferries them to the surface for return to the town centre.

Meanwhile back on the High Road the campsite stirs and the parties prepares to go their separate ways, Silanne cast long strider for the journey back to Phandalin, and notices not too soon after setting off some tracks indicating a lot of traffic on the south road. She hones her tracking abilities and concludes that the movement of the unknown traffic is heading a little down the road towards the south, but east off the trail. Silanne follows whilst the rest of the part continue on route to Phandalin.

Cyberpunk Session 26

First published 10th June 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

The following morning we check on Tharbin. His condition is improving although he is still out of it to a large degree.

Wakiya decides to explore the village while Shadow decides to head out down the track towards the sea. Nameraka, Spooky and Ricky, seeing a small fortification in the distance and on the hillside above the village decide to explore in that direction.

Tremen decides to remain at the hostel and gossip with the hostelkeeper. He reveals that the Gaijin are Portuguese and Tremen gets the impression that he (while being entirely proper and polite) doesn't like them. The hostelkeeper did mention the name of the prefecture which does exist in our original time and is not far from the location of what will be Kobe. The exit of the temple does seem to be in the exact same spot as the Warehouse (where we entered the temple).

Wakiya and Spooky wander down to the market. This is mainly occupied by the stalls of fisherman selling their catch of the day. However across a bridge there are rice farms and after buying a succulent looking fish they also buy some rice and seaweed. The only other stall is a small clothier's stall selling similar clothing to that we're already wearing. The overall mood of the villagers is that life is hard - but not uncomfortable - they are not starving for example. Again they are entirely proper and polite; but again the impression is gained that the Gaijin are annoying

Shadow heads down the track and, after ½ to ¾ of an hour he arrives at a bay. The only thing in the bay is the ship of the Gaijin. This is a two-masted vessel with sails furled and with a brown wooden hull1. Shadow returns via a slightly circuitous route (to disguise the fact that he wanted to get eyes on that vessel). On that return he doesn't see anything unusual2.

Ricky, Spooky and Nameraka head down the road and explore towards the fortification they can see on the hillside. They do get close enough after a mile or so to see some details before the trees surrounding the road encroach close enough to block the view. It's a small fortification with its site allowing it to overlook both the village of Uragami and the road leading away from the village. They can see that the fortification is occupied by at least a couple of people since they can spy those two in one of the corner watchtowers.

As it's getting late after all this exploration we regroup back at the hostel. Luckily there is a food preparation area out the back and we actually manage to have a half decent meal of sushi (Wakiya's preparation of the fish is excellent, the rice is boiled nicely by Spooky and the veg is, at least, somewhat cooked.

We all go to bed about an hour after sunset (the only light once the twilight is spent comes from a candle or two. However half way through the night the rest of us (apart from Ricky) are awoken by a loud male scream. In the male dormitory someone is thrashing around - Shadow is the first to react and finds that Ricky is the one causing the disturbance. Shadow tries to stop Ricky's convulsions and get a punch to the face as a reward. This does however wake up Ricky who denies having a nightmare or even a dream. Nameraka lights a candle so we can dimly see what is going on. Ricky is visibly shaking and sweating profusely despite his denials. His blanket is soaked with sweat and has a couple of big rips in it as if rent by some creature. Tremen calms Ricky down and Ricky now recalls that he felt as if he was being persued and there was something with hot breath around his neck - he doesn't have a good night's sleep!

The next morning Wakiya wakes up as fresh as a daisy having heard nothing during the night (Spooky did, but being in the ladies' dormitory was only disturbed by the noise). We check on Tharbin who also didn't hear anything overnight and is now well on the way to recovery.

The overseer we met when we left the temple visits us at the hostel to put our services on hold for at least today given that he needs those who dug out the tunnels to double check the stability of their work. He apologises but it could be a couple of days before those checks and fixes are completed. After we inquire he will allow us to visit the site if necessary - but would be much happier if we don't.

Reviewing our situation after he leaves we recall that Newport City is3 is in the Kansai region on the north side of Osaka Bay while the temple/warehouse is on the other side of the bay. Wakiya recounts that the carved mural was exactly where the portal was. The central area of the mural where the portal isn't carved and is painted red while the surrounding area is both carved and painted in different colours. Looking at the countryside we discern that the time of year matches up both here and in the future when we entered the portal (about august/september time).

We do notice a man armed with katana visit the temple - he looks like he may have come from the fortification. His visit also makes us pay more attention to the temple itself. It is more of a small shrine and doesn't have any monks in attendance. The carved Torii in front of the temple has the wooden effigy of a fox on its crossbeam indicating that the fox is the local spirit. We also recall that the word Kitsune (狐) means fox and can also refer to the fox spirit. We also note that (despite the construction of the underground complex) there is no visible sign of Christian activity within the village.

We continue our thoughts and discussions throughout that day4.

Footnotes

  1. Slightly bigger than a Caravel ↩
  2. Other than the fact this is clearly in the past and he'd quite like his equipment back! ↩
  3. or will be ↩
  4. i.e., the players concluded we needed more thinking and/or plotting time and so the session ended here ↩

Cyberpunk Session 25

First published 20th May 2026 (Last Modified 9th June 2026)

The crystal shattering started from the interior and then slowly spread to the surface. Once there it appeared to get sucked back into the centre and then appeared to warp and twist outwards again.

As we progress (on the train) down the tunnel strange cracks appeared in the tunnel walls in which creatures can be seen appearing and disappearing (staying inside the purple energy field effect). At their appearance Tharbin feels truely nauseous and sick. He is able to attempt to treat himself using his medical supplies but this has no effect (could he have forgotten to pack the anti-nausea pills?)

A fierce looking quadruped

The fierce beast appearing from the strange cracks in the wall

The creatures are not affected by the purple energy field and begin to follow us as the energy field continues expanding and following us down the tunnel. As we reach the lift we all pile into it and press the up button. Both the purple energy field and the creatures follow up the lift shaft with the creatures climing the walls of the shaft with ease. The lift reaches the top of the shaft and we move into the corridor that led to the top of the lift shaft with some jostling to determine the party order.

We reach the living area and proceed towards the entrance area. Shadow closes the door between the living area and the corridor that we just left. However energy field flows through the door and the creatures follow it through the closed door. This leads Shadow to abandon his attempt to rescue those in the dorm rooms.

We get back to the portal well ahead of the energy field but by the time we help Tharbin to enter the portal the energy field is catching up with us. This time the trip through the portal is different to our earlier experiences - normally the trip is characterised by a sense of the colour of the portal (in this case red) as the short transistion is made. However this time the transistion feels to have taken longer than before and there is a brief sensation of purple in the middle of the transistion1.

The room we arrive in looks the same - but different. We are all each confused by the six people around us - we're all now wearing simple linen clothes and with simple tools (stone mason tools for the men and artist brushes and paints for the ladies). The room is now lit by candles and the walls of the crypt are now just stone work (i.e., there are not lined as before). The portal has been replaced by a bas relief of a basilica on the wall which has been painted to show red doors.

We are, at least, all mutually comprehensible. We return back through the corridor to the large room. This room too is now lit by candles. Shadow is the most conscious of us in that he's very aware of losing his weapons. Taking the lead Tremen moves towards the corridor leading westwards. It seems that the layout of the underground complex is the same as before - even if the decor is both newer and older (newer in that there is less sign of wear and tear but older in style). Some of the cells that previously contained sarcophagi are now empty (but some of those nearly the entrance to the surface are not). Tremen hears voices ahead - european in sound but not english. It's a pair of male voices - one of whom seems to be expounding on some topic or other while his companion sounds more disinterested. After waiting quitely at the dogleg in the corridor two figures can be seen further down one of the corridors. They are wearing metal breastplates and have rapiers at their hips. They continue their journey through the complex - luckily taking a route which means we can continue to leave the complex without having to pass them.

A jetty showing three small rowing boats and japanese style wooden buildings across a small lake

The view arriving at the jetty

The exit is now up a flight of stairs (rather than the ladder and trapdoor we originally used to enter the complex). At top of the stairs the sun is shining and it's quite warm. We're clearly somewhere still under construction. The immediate area is surrounded by a wall and leads to a small jetty onto a lake. On the opposite side of the lake is a small asian-style village. There are three boats tied up to the jetty. Two of them look in place, matching the style of the village across the lake while the third looks out of place. As we board the two boats that look in place, the two figures arrive behind us. One of them asks, in halting Japanese, Are you finished for the day?. Tremen replies, bowing low, Yes sir but doesn't elborate. The two gentlemen board the third boat and start to row to the stream that exits the lake. Looking in that direction we can see a ship and smell the scent of seawater.

We row across the lake (Shadow doing an excellent job in one of the boats, while Namerake is less so in the other boat). Looking back at the construction site we see that there is a christian cross painted on the archway over the jetty. When the boats get to the village side of the lake we disembark. As we do so we get glances of a mixture of curiosity, attention and disapproval2 for a few seconds before the onlookers look away. That said our style of dress does fit in with the locals.

A man in a slightly smarter looking set of linen clothes bustles up to us and asks (in Japanese) if we're stopping for the day and if so why. Shadow explains that Tharbin suffered an accident in the complex. The man3 hands Shadow a small pouch that chinks with the sound some coinage and says that he will speak with the gaijin4 about the need to prop up the dangerous piece of construction. He also says that he assumes we'll be in the hostel down the road. We agree!

At the hostel we are housed in two dormitory rooms (one for the men and another for the ladies). These are communal with other guests at the hostel. This does mean it is tricky to get a chance for the seven of us to have a discussion about the situation but, by discussing over the wall dividing the communal garden, we do make some tentative conclusions:

  • We're probably in Japan's past - presumably several hundred years5
  • Assuming Kitsune is immortal 6 perhaps our best hope is to figure out how to get in contact with her in this time - that's going to take thought!

Also on Tremen's mind:

  • Is claiming that there's a dangerous part of the complex going to cause trouble with the european gentleman or the foreman we met?

Footnotes

  1. Experience points were awarded at this point and could be spent on skills ↩
  2. There is a suspicion that the combination of the ladies clambering out of the boat and the lack of assistance from the men of our party may be the cause ↩
  3. presumably a foreman of some sort ↩
  4. 外人 in Kanji, meaning outsider or alien ↩
  5. The players can guess it's the late 1500's - after Portugal discovered (by accident) Japan and after the Jesuits then started to spread christianity. The characters, without any history skill, probably can't ↩
  6. An almost reasonable suggestion given our prior interactions with her ↩

D&D Session 13

First published 10th May 2026


A map of the area around Neverwinter. Neverwinter lies on the coast with the sea to the west. To the east of Neverwinter is a river that flows from the Neverwinter woods (beyond which are the starmetal hills. To the northeast is a mountain range topped by Mount Hotenow. To the southeast are the Sword Mountains. Phandalin lies at the foothills of the this mountain range

Click on the map to see a bigger version

The party continue to battle with the doppelgangers, Tharbin wields his great battle axe dealing dwarfing justice to one of the creatures, Fiorana succeeds in hitting another with her trusted short bow, Tremen continues to fire guiding bolts to equal success, Crom hits out as his rage consumes him, but he fails to hit anything. The battle in the main chamber swings in our favour & Tremen closes on one of the remaining creatures and swipes with his mighty mace, but swings wide and misses.

Silanne pursues one of the creatures into the jail area and continues to inflict more injuries with her crossbow. The battle comes to a halt, the chamber is a mess with injured town guards all over, eventually order is restored to the main chamber. The party take a moment to collect themselves, Tremen begins to examine papers on Harbin Webster desk and identifies some maps/papers that mention Magraw castle.

A lone figure gracefully enters the town chambers and asks if anybody requires medical aid, Tremen responds by stating all is in hand, however the local town guards may need aid. The lone women that stands before us exudes an air of calm and grace & looks familiar to some of the party, she is eventually identified as Sister Garaele who has a place at the shrine of luck in the town centre.

The party is distracted by this exchange and the sounds/screams that emanate from the jail go unnoticed. A short time later Silanne exits the jail and enters the main chamber. There is a wide grin on her face & she announces she has questioned the prisoners, Sildar & Iarno Glasstaff Albrek, and identified a possible base north of the town.

Hearing the name of Sildar seems to grab Sister Garaele attention, She informs the party that she has known Sildar for a very long time & vouchers for him. As a precaution Tremen casts a spell & detects no evil from Sildar.

Plans are discussed to check the villagers, to ensure there are no more doppelgangers. Sister Garaele interjects that she might know somebody who might know where Gragraw castle is, but they may be a bit on the dead side. She names them as Agatha, a banshee. This raises a few eyebrows in the party.

A map showing more details of the Triboar Trail. The trail lies between a range of hills and then mountains (including Icespire Peak) to the south of the trail and Neverwinter Wood to the north of the trail. The trail leads east-north-east from the T junction that connects the trail to Phandalin

Click on the map to see a bigger version

The plan formulated as myself & Tremen remaining in the town, whilst Bluebell utilising her speaking to animals to ask them to scout ahead for the rest of the party that will escort the prisoners to Neverwinter & hand them over. Bluebell will travel with the party part of the way before returning to the town to keep an on1. The prisoners are prepared for the journey and are shacked together on short chains & Crom throws them onto a cart for transport.

Footnotes

  1. I'm not sure what Suds meant here - and my memory was that Bluebell was going to scout the area along the north of the Triboar Trail to the northeast of Phandalin - that said Bluebell gets to choose her own path! ↩