Showing posts with label X4. Show all posts
Showing posts with label X4. Show all posts

Monday, August 14, 2023

Recommendations: X4 Master of the Desert Nomads and X5 Temple of Death

This post is tagged as “Recommendations” because I recommend the two modules named for anyone running an old school D&D game and because I will offer advice on how to use them well.

In my conception, the two modules comprise four main parts, none of which neatly fit together. This disjunction might be regarded a deficiency, but also offers more opportunities for customization. The first part concerns an overland journey, and is composed of a number of compelling encounters, roughly stitched together. Yes, these modules are very modular, and the rough stitching makes it easy to move the pieces around.

Perhaps my favorite element of the first part is the hook—the party is connected to an army with a mandate to repel mysterious invaders, led by an ominous “Master” before these invaders reach the civilized lands. But it’s not like a modern army with documented protocols, written orders, and a clear chain of command. And so the PCs get left behind. Thus the first part is all about the party trying to catchup with the “main army.”

But, when you give this hook some serious thought, there are some problems. A small group of PCs with magical advantages typical of their level should be able to easily catch up with hundreds or thousands of foot soldiers, camp followers, and a baggage train. The module provides a flimsy premise for traveling along a sluggish river, with the plan of meeting the army at a rendezvous point. My players had a large number of characters available so my solution was to split the party, with one group going overland and the other by barge. Each player had one PC with each group. This approach made it feel less railroady and we collaborated on reasons why each route had potential merits and why certain approaches made sense to each group. We settled on the need to deliver a message; splitting the party ensured that at least one group would reach the intended recipient.

And again, there were great encounters along the way. The barge made for a great setting with enemies on either side of the river. The overland group did meet with a large contingent of friendly soldiers and together fought an advance party of raiders.

One very interesting encounter that deserves additional thought is the “swamp curse.” It’s a very atmospheric trap with no enemy to fight, and only one “book” solution, which is to cast Dispel Magic. One of my frustrations with newer D&D is that it can feel like Magic the Gathering. (“Ok, the DM played X spell which is a fire type, so I need to counter with a water type.”) To my mind, magic should not be the main way to solve problems, but a fall back for when things go wrong. So, having PC survival depend on knowledge of the rulebook and being “right” about how the designer would interpret it (not to mention having a cleric of a high-enough level) is too much. If you don’t think this one out in advance, there will likely be an argument, followed by disgruntled hand-waving.

There are some other silly things to mention such as the plot coupon under a hydra. And there are also some more weird cool things like a unique buzzard-headed monster and tombs half-buried in the sand.

The final question about this part of X4 is what to do when the party successfully rejoins the army. In my case, the “message” was that the Master’s armies had found another way to attack the civilized lands and so the army should return to defend their homes. The published adventure uses another pretext for sending the party into the lands of the Master alone. As I describe below, I’d recommend delaying this final confrontation and all of X5.

The second part of X4 is the “Evil Monastery.” I ran this as a separate adventure, an interlude between invasions, without any direct connection to the X4/X5 campaign plot. Because even though a run-down mountain monastery inhabited by corrupted monks enhances the vibe, I couldn’t make sense of the supposed agreement between an evil genius and the buffoonish cannibals who were supposedly “guarding” the entrance to his domain. (He has an army, with juggernauts.) Among the library of moldering scrolls, I dropped some clues that the Master had been at work over centuries, harassing good people. So the monks were just a casualty of his past depravations.

Removing the direct connection provides a great stand-alone adventure. What makes the “Evil Monastery” component so good is the suspense—the gap between when the players have a hunch that something is amiss and the moment when the monks’ true nature is revealed. So plan to stretch out the suspense and then wrap things up quickly once the fighting starts.

I used the Evil Monastery together with some more recent “OSR” adventures* to draw out the war between the “Master” and the “Empire” that the PCs were defending. Some of these adventures involved repelling the Master’s lieutenants while others dealt with local troubles within the Empire. But the Master was always in the players’ imaginations, and always suspected (often wrongly) to be the one pulling the strings when things were going wrong, whether the trouble was bandits or a bad harvest. Anyway, when a map turned up that seemed to permit the PCs to confront the Master on his own turf, the PCs were ready.

The two parts of X5 do work together. Part one is the land of Thule (which I renamed Hunza) where the Master’s people live rather normal “D&D land” lives. Markets, taverns, minstrels, puppet shows. But in place of the typically bumbling town watch, you have heavy-handed enforcers on the lookout for wrong-thinking. If you have something to say about global pandemics, misinformation, disinformation, or misinformation, here’s your soapbox. Also, learn what the robe colors mean, it will be important later. White robes are for peasant-level initiates. Yellow robes are for middle management. Red robes are for the “muscle” which doesn’t just mean fighters. Many wield magic. Likewise the purple-robed judges count some retired but capable warriors among their numbers.

The second half of X5 is the actual Temple of Death, which is the Master’s lair, and feels more like a palace, with a succession of ornate buildings, each having more restricted access. Most all of the occupants are robed humans who come in one of the four colors described above. There are also some monster guardians and other NPC villains. This is a well-organized cult headquarters, so combat should be limited if you value verisimilitude. I’d recommend having a plan for how the complex activates if the PCs become openly violent.

There are many ways to avoid open violence. Most will probably involve appropriating sets of robes from the peasants who work the fields around the palace and then trading up to the high-status colors. There are a number of short cuts to victory, which, to my mind, are fair game. Yes, PCs can defeat the Master by destroying his glass coffin, which is in plain sight. Yes, PCs can use the teleportation room to go directly to the Master’s chambers if they saw him in the magic mirror in X4. Yes, PCs can charm a high-ranking enforcer and ask him for an immediate private audience. Yes, PCs can exploit their opponents’ cultish groupthink to avoid combat. But sometimes shortcuts go wrong. Encourage your PCs clever ruses, but be ready for what happens when their plans hit a snag and the cult members realize they’ve been infiltrated.

OSR D&D is not like a video game and so the final boss fight might be a little anticlimactic. My party got the jump on the Master and took him down in one round. If he doesn’t get taken down at once, he has a number of escape plans. (Including the ability to return to life in a new body.) The module doesn’t really explain how the cult members will respond if the Master’s current body is destroyed so give that some thought as well.

I found this pair of shambolic modules a lot of fun to run, finding in their numerous gaps and a rather abstract villain, plenty of room to add additional material and create a long and multi-threaded story arc. Comments and questions are most encouraged.

* The OSR adventures that I used were Valley of the Five Fires and The Northland Saga Part 4 Blood on the Snow. Wow, in finding those links I realize those adventures are over 10 years old. And yes, the first is based on Mongols and the second on Vikings. X4 and X5 are stylized as West meets East. The campaign also works as Far East meets Central East. And Vikings are Mongols with boats and trashy blond hair.

Tuesday, January 24, 2023

The End of the Master (by Tetsukichi)

"In my latest adventure, l joined Bojing’s campaign against the Master. After witnessing the havoc wrought by his armies, our group resolved to tackle the Master in his home country of Hunza. After some disorienting encounters with the brainwashed population, we were taken by surprise by a young thief named HuFei. He had a great deal of inside information about the Cult of Knowledge and the Master and shared our desire to bring an end to both. With his help, we were able to make our way to the Master’s temple without attracting the attention of the watchful Guardians, who according to HuFei, were aware of our mission.

"The Temple of Death was under extremely close observation, but our party was able to enter either disguised in Guardian’s robes, invisible, or miniaturised. As we made our way through the Temple, Guardians questioned us suspiciously, asking us to dispose of the agricultural offerings we had brought as cover for our mission. Armed guards threatened us, but we managed to fight them off, with Mustapha’s shadow monsters serving as a distraction. We reached a large room referred to as the Hall of Law, which contained glass coffins of former Masters and their remains. Ryu and Bojing, who had researched the Cult of Knowledge, recognised the name of the current Master, Hosadas, on one of the coffins. This surprising development altered our view of the nature of our enemy. We were attacked again, but Bojing was able to use his special abilities to transport us to the Master’s lair.* Once there, most disconcertingly, we were confronted by a creature resembling a handsome young man. As we attacked him, he started to float away. HuFei grabbed his foot and then we were able to finish him off.

"The Master’s lair contained magical items, which we gathered up and shared between us.** Next, we returned to the Hall of Law to destroy the Master’s remains. I wore the Master’s platemail armour, so the Temple acolytes naturally assumed that I was the Master. As we were closing in on the Hall of Law, Bojing started to behave oddly, as if he were someone else entirely, claiming to be the Master! Salt used her magic missile to raze the coffin and instantly Bojing dropped dead! It turned out that the spirit of the Master had co-opted Bojing, asking if he wanted to become the new Master. From the moment he accepted this role, Bojing effectively ceased to exist. Miraculously, Bojing came back to life sometime afterwards and is fortunately himself again, not the Master, although much more subdued in disposition.*** So the Cult is finally destroyed and Hosadas is defeated."

* "Tetsukichi is unsure of the exact nature of these powers, but he is grateful for them." (In fact, this was not a matter of any special powers belonging to Bo-Jing. The part found a secret room that facilitated teleportation to any place that was known and named. Bo-Jing remembered seeing the Master through a magic mirror. Playing D&D with Stuffed Animals: Master of the Desert Nomads Part 6: Invitations (dndstuffedanimals.blogspot.com). Bo-Jing remembered the room in which the Master was standing, and named this as the place he wanted to go.

** Bojing chose the levitation boots, Tetsukichi the platemail armour and magical war hammer, Salt and Nekhil got an intriguing ‘room of requirement.’

*** Bo-Jing had previously done a great service for the "King of the East"-- rescuing the demi-god's daughter and also returning to him the magical coin that bore his visage. Playing D&D with Stuffed Animals: The Most Fortunate Khatun (dndstuffedanimals.blogspot.com) As Bo-Jing accepted the offer from Hosadas, the King of the East intervened, warning him that there are no short cuts to righteousness. Bo-Jing's life was restored, but his horror at his mistake left a mark. Gone was the easy confidence that he had known since birth and that had been only been enhanced by his many successes. He came to know that he was fully mortal and vulnerable to the same temptations as anyone else. While he lost the aura of invincibility, there were a few who appreciated his new depth and sense of humility. 

Monday, August 19, 2019

Master of the Desert Nomads Part 5: Lost and Found

Meanwhile, Beatriss, Hyamsam, and Temur had little difficulty finding the Salt Swamp. After parting ways with Kalashar, they pointed their horses north and after a few hours saw the white flash on the desert before them, comparable to a mirage that stretched along the horizon. As they drew closer, they were nearly overcome by a brilliance in which the horizon virtually disappeared. Everyone used their cloaks to shield their eyes and those of their horses. Beatriss covered her own sensitive eyes and face completely.

Towards nightfall, the soft desert sand gave way to salt crystals that crackled loudly under their horses’ hooves. There was a pungent smell and unfamiliar birdcalls. Beatriss unwrapped her face and stared into the swamp, but saw nothing alive. They decided to camp and make plans in the morning. Ju-Mei refused to sleep and spent the night softly chanting and burning incense.

They woke early and in the morning light were happily surprised to find a long, flat-bottomed boat, painted a bright sky blue. Hyamsam elected to guard the horses on shore, along with the soldiers of Fitar. Beatriss, Temur, Ju-Mei, and Naron rowed the boat into the swamp.

Ju-Mai sat in the prow of the boat while the others paddled. This was the place of his nightmares. He urged his comrades to paddle and push forward, guiding them through a maze of strange trees and salt-encrusted mudflats with uncanny confidence. As night fell he did not waver, and continued chanting, until he suddenly interrupting himself, “There!”

Ahead of them they saw a flickering light. Soon they heard moans mixed with shouting, mixed with incoherent babbling.

Ju-Mei chanted in a low whispered and directed his companions to pilot the boat toward the light and the voices . . .

-------

For those in hut, the whispers from the darkness seemed to be drawing closer. In time, Bangqiu noted something moving through the water. Those who were fully coherent looked forward to a direct confrontation with whatever had been tormenting them. Al-Fitar loaded his crossbow. Tetsukichi stood on the dock with his sword. Bayan tried to rally the sohei and soldiers. Bangqiu strained his eyes against the darkness, seeking a target for a blast of magic missiles. The shape moving through the water glided into a patch of unobscured moonlight. It was a moved, filled with several people. One of them stood up. “Bangqiu! We found you!” It was Beatriss. At once, the whispers rose to a single loud chant of several voices. The people in the hut responded with a deep sigh and rushed toward their friends in the boat, some clambering down the ladder, others jumping down onto the dock or even into the shallow water. Bayan guided the catatonic soldier down the ladder. By the time he reached the boat, he was sobbing but fully alert. Ju-Mei, while continuing to chant, lit candles and hurled them into the hut and on the dock. Once everyone was safely on the boat, Naron and Temur turned it around and those who were able helped to push and paddle it away from the swamp. Ju-Mei ordered that no one should look back at the hut. “If you cannot move the boat forward, pray with me! If you cannot pray, close your eyes and sleep! If you cannot close your eyes, stare up into the sky!”

Amidst the darkness, there was no way to measure their progress. In time, morning broke and far ahead of them, through the screen of reeds and sickly trees, they saw solid land, and the figure of their friend Hyamsam waving and shouting encouragement.

Friday, August 16, 2019

Master of the Desert Nomads Part 4: The Salt Swamp

Tetsukichi, Bayan, Bo Jing, and Bangqiu continued their way up the river. The river became wider, and more shallow. They pushed their way forward, their poles sinking into the soft brown mud. The air was thick and still and the smell of salt burned in their nostrils. Whithered palms and dry reeds were covered with brownish white crystals. As the day progressed, a salty film settled on their eyelashes.

Everyone was hungry and thirsty. The water was teeming was pale, sluggish fish. Damai speared one. When he cut it open, worms burst out and he flung the gooey mass back into the water. The water of course was undrinkable.

The sunset and as the swamp darkened, the party noticed a light a head of them. They pushed their raft forward, sometimes slashing through reeds and even knocking down small rotten trees.

The light came from a wooden hut, raised on high stilts with a dock at the bottom. A ladder led up to a doorway, covered by a rough curtain, glowing with light from within the hut. The travelers tied their raft to the dock. Bayan volunteered to climb the ladder. Reaching the top, she called out. Receiving no reply, she drew her sword and entered. She found a small, bare room with one window looking out on the dark swamp. There was another room, its doorway curtained, and the source of the light seemed to be within this inner room. Pushing the curtain aside with her sword, she peered in and found another small empty room. She went back and called for the others to come up.

A cool breeze stirred the air outside and rain had begun to fall. Within minutes, the light wind and rain had turned into a fierce storm. The hut was cramped, but no one wanted to stay with the raft. Without bothering to set up a guard, everyone lay down and slept.

Bangqiu woke up hot and sweaty and began yelling at the others. Tetsukichi and Bayan woke up. It was hot and bright again, maybe close to midday. Everyone had experienced terrible dreams. And one of the soldiers would not wake up completely. He opened his eyes and rose and followed simple directions, but he wouldn’t speak and couldn’t be distracted from staring at nothing—or something that no one else could see.

Damai wanted to explore the hut. He found no end to the chain of small rooms with curtained doorways and became absorbed in looking for small differences between them, mapping the design of scratches in the floor.

Tetsukichi went outside. The raft was gone. And most of the remainder of their provisions.

Bangqiu announced that he could assume the form of a hippopotamus and ferry everyone to shore. But first he would take on the form of a bird and find the way to shore. The day was cloudy and didn’t thin out as Bangqiu rose higher. Flying at a lower level, several feet above the turgid water, he weaved through the vegetation toward the horizon. He saw some kind of structure ahead of him and flew faster. As he drew closer, he saw the already too-familiar shape of the hut.

Bayan led efforts to rebuild the raft, and began by tearing off the planks of the hut.

Everyone was nearly overcome by hunger, thirst, and fatigue and the day passed in slow misery. As the sun began to set, someone raised the question of whether it would be safe to sleep, nodding towards Nayan, the catatonic soldier who had spent the entire day standing at the window. A good question, but not one that anyone had the heart to answer.

Then they started hearing whispers out in the swamp . . .

Thursday, August 15, 2019

Master of the Desert Nomads Part 3: Ju-Mei's Fortuitous Nightmare

Meanwhile, back in the Happy Valley, Ju-Mei was troubled by strange visions; he convinced Beatriss that her friends were in danger and that she should go their aid. Tetsukichi’s protégé, Temur was glad for an opportunity to prove himself by coming to the aid of his master. And the always unpredictable Hyamsam agreed to accompany them.

Beatriss, Hyamsam, and Temur (leading a few soldiers from Fitar’s army who had remained in the Happy Valley) reached Pramayama to find that both their friends and the army had already departed. A few stragglers explained that Tetsukichi had traveled up river by boat while the army had ventured overland. Based on warning from Ju-Mei, Beatriss decided that they would take the overland route. All were mounted, with at least one spare horse, and they made good time, following the tracks of the army of Fitar.

After about a week of travel, the party spotted a large encampment. Beatriss and Temur discussed whether this would be soldiers from the army of Fitar, enemy soldiers, or someone else. Hyamsam volunteered to investigate while the others found places to hide on a rocky ridge. He became invisible and approached the encampment, making a beeline for the largest and most elaborate tent. Spotting a pair of guards just outside the entrance of the tent and hearing voices inside, Hyamsam found a place outside where he could listen to the conversation. To his happy surprise, they were speaking Findi, his own native tongue. They were two men, a merchant named a Kalashar and his assistant, discussing what sounded like a familiar debate—whether the way ahead of them was becoming too dangerous. As other merchants had been frightened off by stories of attacks by savage bandits and monsters—or simply never returned, the money available to those still willing to travel the “Dark Northern Mountain Way” seemed too good to pass up. Anyway, it would never do to back out on this contract with an army. Nevertheless, this time would be the last time for sure.

Hyamsam returned to share the news. Merchants sounded harmless enough, but which army were they supplying? Beatriss and Temur had found a small cave to spend the night. Better sleep on it rather than make a rash decision unnecessarily.

But then the party heard the sound of hoofbeats from the other side of the ridge. A large group of horsemen were gathering and seemed to be planning an attack on the merchant caravan. Hyamsam demanded that his friends assist him in protecting the merchants; Beatriss and Temur agreed that it was the only honorable course of action. They led their horses quietly down the ridge and then rode quickly toward the merchant camp. When challenged by a guard, Beatriss answered that she has a warning for Kalashar, that the camp was in danger. The guards asked the party to dismount and then led them into the camp.

Kalashar was surprised at the news but had little time to question it. They all felt the ground shake with the sound of pounding hoofbeats. Kalashar called for his guards and their captain, Khel, who sent his men to four defensive positions. Beatriss and Hyamsam joined the guards in front of Kalashar’s tent. Temur, plus Fitar’s soldiers took a position with a group of archers at the front of the caravan.

The attackers proved to be bandits—brutal in their tactics, but most intent in making off with camels and cargo. With a magic blast of steam, Hyamsam broke the charge of the fiercest bandits who had attacked Kalshar’s tent directly. Beatriss and her henchmen dispatched the others of this charge. At the front of the column, bandits from behind rocks and guards from behind a wagon, exchanged missile fire. Temur broke the impasse, leading a group of Fitar’s soldiers in a swift flank attack on the surprised archers. When the heroes of the Happy Valley turned their attention to the other parts of the battle, they found the caravan guards in a bad way, overwhelmed by sheer numbers. But when the bandits saw the magician and the warrior woman coming, they took what they could and fled. Beatriss decided that they should not pursue them, but instead stay and help the wounded. Roughly a third of the caravan guards, plus several drovers had been killed in the battle. Nevertheless, Kalshar thanked the strangers for their help, fully realizing that he too would have been killed if it weren’t their surprise assistance.

The party traveled with Kalashar for several days. He cautioned them against exploring the Salt Swamp, advising them that few who ventured within ever returned. “Centuries ago, a terrible witch lived there. She made men mad and devoured their minds. Nothing good lives there now.”

These warning echoed the dreams that troubled Ju-Mei and reinforced the party’s commitment to rescue their friends. The day came when it was time for the party to part ways with Kalshar. He indicated the way he was headed, pointing out rough mountains to the west and a dark spot before them that he said was an oasis. “We will rest there for a few days. If any mortals can venture into the Salt Swamp and return, it would be the ones who stand before me now. May we meet again.”

Wednesday, August 14, 2019

Master of the Desert Nomads Part 2: On the Asanda


Over the next several days, the raft continued its way up river. One day, they met a group of soldiers who confessed that they had deserted from Fitar’s army. With encouragement from Bo Jing, they agreed to redeem their army and join the party. During the day, they saw deserted and destroyed villages and one day encounter two rafts filled with refugees making their way downriver. During the nights, the party saw many strange sights including fire-breathing dogs.

One day, sailing up the river, the party found themselves in the midst of an army camp, with about 20 horsemen on one side of the river and 30-40 infantry on the other. They were spotted almost immediately and soldiers from one side of the river challenged those on the other to a contest of target practice. But before anyone from either side could score any points, Bo Jing put the contest to an end. With two quick shots from his own bow, two of the cavalrymen were shot dead. Most of the others fled for cover in the underbrush. The infantry archers on the right bank were more disciplined, but their aim was poor. Most everyone on board the raft took cover and rowed harder while the leading warriors took well-aimed shots at their enemies. Tetsukichi instructed Mustapha to use his best illusions; moments later a second, larger raft appeared behind the first. The enemy captain orders the archers to train their arrows on this second raft while he and his bodyguards charged out onto a sandbar and intercept the first raft. Bayan and Tetsukichi were glad to join in melee combat against these over-confident foes, cutting them down as they tried to reach the raft. The sohei and the reformed deserters did their part, slaying those infantry soldiers who escaped the flashing blades of Tetsukichi and Bayan. Bo Jing challenged the cavalry Captain to enter the water if he dared.

At this moment, two enormous tigers came charging out of the infantry camp and flung themselves onto the two rafts. One of these rafts proved to be a product of Mustapha’s illusion and so one tiger found himself splashing foolishly in the middle of the river. The other, however, landed in the middle of the real raft, testing the courage of the inexperienced soldiers. But this beast was the challenge that Bo Jing had been waiting for. He leapt into combat, putting himself at risk of the flashing claws and powerful fangs of the feast and then finding the right moment to strike with his katana of fire. The beast howled in pain and the other soldiers chose this moment to strike with their own swords. But for nought! The brilliant orange and black coat deflected their blades better than any armor. Only the gift of Saradin could harm the unnatural beast. Bo Jing ordered the soldier and sohei to protect Mustapha and to assist the other leaders in fighting their human enemies while he fought the tiger. The blow of a single claw sent him sprawling to the deck. The tiger pounced and clamped his jaws around Bo Jing’s forearm, the strong fangs barely repelled by the the steel of the warrior’s armor. And now the second tiger proved to be very comfortable in the water; it swam after the first raft and with one motion, climbed on board. Al-Fitar, fighting side by side, turned back in time to see the brave young noble in peril. Clutching the hammer passed down to him from generations of honorable warriors he threw himself into battle against the two beasts. With one blow, he stunned the first tiger. Bo Jing wrenched his arm free of its jaws and found his feet. Al-Fitar struck the second tiger, knocking it off the raft. Bo Jing stepped backwards and let the first tiger come to him; he struck at the moment when the tiger pounced, slitting its throat open wide. As the tiger fell dead and slid into the water, its body changed to that of a man. The second tiger was not deterred by the fate of its brother, but jumped back onto the raft, as hungry for battle as for the flesh of the men it would consume if victorious. But now the odds were against it. As Bo Jing had struggled to fight two tigers, now the tiger struggled to fight two powerful men. Convinced of unnatural wickedness, they would not let it escape, but fought the second tiger until it too was dead and had resumed its human form.

During the course of this battle with the weretigers, Tetsukichi and Bayan, assisted by man brave soldiers and sohei fought and killed many of the enemy including the cavalry captain. While many of the heroes suffered grievous wounds, none were killed. They rested for the remainder of the day, allowing the light wind to catch their sail and take them further up the river.

Tuesday, August 13, 2019

Master of the Desert Nomads Part 1: Tetsukichi's Choice


After a few years of quiet, repose, and fatherhood in the Happy Valley, Tetsukichi received word tales of his valor had spread far and wide. He had taken on a seemingly thankless mission to seek out Governor Kawabi and succeeded where others had failed, opening up trade routes between the Empire and such far-flung settlements as Quitokai and Pasar. He had defended his adopted clan the Sansars from the threat of Sakatha, the undead lizard king. And through it all, he had shown himself a loyal friend to Al-Fitar, treating the foreign hireling as a brother, sharing equally in danger, glory, and treasure.

An imperial representative was on the way, requesting that Tetsukichi return the jade sword that he had received from the Emperor when he located the lost city of Tempat Larang. This was not an insult, but a coded invitation for Tetsukichi to come to Khanbaliq, deliver the sword personally, and so demonstrate that he could be trusted with the Emperor’s full confidence and welcomed at court.

The elders of the Sansar clan advised against this. The Emperor was plotting against them and knew that Tetsukichi was their brightest hope for the future. He should simply relinquish the sword. His help was needed in the Valley of the Five Fires. If he succeeded in driving the bandit marauders out of the sacred valley, the Sansar clan might join this group of ancient and honored clans—with Tetsukichi named its Khan.

Finally, Al-Fitar had a request. Or two. A group of three dozen ragtag soldiers, men from his father’s kingdom, far to the west had arrived in the Happy Valley. Strange marauders from the mountains threatened the realm of Fitar. Al-Fitar begged Tetsukichi to return with him to the West and help defend his family. Barring that, he begged Tetsukichi to release him from his service so that he might join his father’s army.

When the imperial envoys arrived, Tetsukichi relinquished the jade sword and departed with Al-Fitar. He was accompanied by Bangqiu and Bayan, and by various hirelings.

After a fortnight of hard riding, they reached Pramayama, a once squalid and benighted village on the banks of a muddy river, now reduced to an even lower state by the mysterious marauders. A part of Fitar’s army was using the village as a base and they welcomed the volunteers, especially the renowned Tetsukichi. (For reasons unknown, Al-Fitar kept his own identity a secret.) After a few days in the village, Tetsukichi met a bedraggled man, pursued by a shadowy, hissing, monster. After Tetsukichi slew the monster, the man thanked him with the gift of a map. The map indicates a Temple of Death that most be destroyed—by Tetsukichi as the new owner of the map.

The local commander is interested in the map and Tetsukichi’s encounter with the monster. This seems to confirm a plan that he’d already been considering. It’s time to go to meet the main army. The quickest way is by water, the Asanda River. But there’s only one poor raft in Pramayama and there aren’t resources available to build enough to accommodate the local forces, plus their mounts and supplies. So, the main force will go overland while Tetsukichi and his friends are to travel up the Asada River to the salt swamp and find the main army near there. Give them the message that more are coming.

The Commander set out the next day. Bo Jing found the raft in need of repairs and so the departure of Tetsukichi & co. was delayed until the afternoon. As the repairs were nearing completion, Bayan noticed a large creature circling in the sky above them. Bangqiu, assuming the form of a falcon, flew into the sky for a better look. The creature was some sort of two-legged flying reptile (a wyvern, Bo Jing would explain, based on this description). And there was a man riding on its back. Bangqiu blasted the man with a bouquet of magic missiles. He fell to earth and the wyvern flew away. On the body of the man, Bangqiu found a claimed a skull amulet. He tried it on for a moment and then put it in his pocket.

The raft sailed upriver day and night under Bo Jing’s watchful eye. The second night on the river, the raft struck a sandbar, and three giant crabs scuttled onto the raft. Bayan, Tetsukichi, and Bo Jing killed them and drove off an opportunistic crocodile. Knowing that they well spend the next several weeks eating hardtack, the party decides to live up to its name and have a crab feast. (“Watch the shirt-tails flapping in the wind!”) Their fire attracted visitors, a mysterious pair of adventurers, one a woman, who wore her face completely covered and spoke with a strange accent similar to Beatriss’s. When Bayan questioned her about this, the woman acknowledge that yes, she was from Cynadecia. Although she carried a sword herself, she claimed not to know Beatriss or any of the members of the warrior women’s society. Soon it emerged that this pair was part of a larger group of adventurers, who were invited to join the feast. Their leader was a slow-moving priest whom Al-Fitar identified to Bayan as a “demon worshipper” based on his vestments. The priest mourned the fact that he didn’t have his spices with him so that he could demonstrate the right way to prepare crab. He made strange remarks about the party’s “innocence” in the face of the dangers that lay waiting for them upriver and suggested he might accompany them “for the right price.” His followers took turns remembering the fine dishes he had prepared for them. Tetsukichi and co. listened politely and encouraged their guests to take some food and be on their way.