Thursday, December 19, 2013

Marmot Soap Angst

This is my obligatory anagram post. I've been listening to Rabelais again on audiobook in the forest and it got me onto a blog called Six Degrees of Thomas Urquhart, which is nice and allows me to indulge my logofascination, the which indulgence is one of the primary reasons for the existence of this blog (no secret really). So Zak brought up this site which I've been in love with before and I allowed myself the writing of this little post in which I mess with anagrams and mediaeval monotheism.

I also now have a tumblr; http://verminprong.tumblr.com/ onto which I dump lots of inspirational imagery for Middenmurk.


On a hunting trip in celebration of the achievement of her majority, the fourteen year-old Countess of Feigned Irony was seen to clamber through the summer air to impossible distance while waiting attendants shuddered in dumbfounded fear and watched her dwindle in the sultry heights. In the balmy evening among dancing fireflies she came down like an elegant meteor, incandescent and terrible, and devoured the entourage with celestial fury.

Thence in a crater of her newly-attained radiant selfhood did she tarry a while in contemplation of universal mysteries that had suddenly revealed themselves. And a heresy was born for many holy heads did joyously avail themselves of such an opportunity to grasp from the universe the offered semblance of righteously embracing of a truth 'twould topple the highs and mighties of others whose truths were long-enshrined in cathedrals of historicity and rivers of scribed ink.

Such is the way among the holy, holiness itself is not enough, furnished as it is with burthens of chastity and self-denial most galling to bear, to be holier than was the utmost aim and gilded with innumerable admirations. So tramped they hither and builded shrines nigh unto the abandoned pavilionade while summer faded. Imprecations were pronounced and theology woven from whole cloth, disagreed upon, torn apart and patched together on the crater's rim. The boldest heretics would venture into the burning pit to prostrate themselves before She who waited like an ember in the centre but her mystery was unfathomable, mortal minds could not conceive of it. Thus were they made into torches and became burnt offerings to that which cannot be conceived. Thus was this practice deemed unholy save for upon the feast day of the Aphasic Ladder.

The predictable ossification of the once-fluid theological debates occurred under the stifling influence of Einhardt, the Scalded Pariah. From this does his title derive: while circumambulating the crater on pilgrimage he was caught in the first of the boiling rainstorms that derive their heat from the celestial firestorm of Her ardour. He was burned but in his pain did he speak in the tongue of angels, others heard and were smote deaf by its purity unmerciful. His revelation was then agreed-upon as unnassailable Truth, a cyst builded for him of grey stone upon the crater's brink and daily would stone-deaf acolytes attend to him and bring his scrawled parchments of dogma to the hastily-constructed scriptorium.

The sacred texts out of the scriptorium are bound in leather and marked upon the cover with an Heraldic Spada, for so is named the langeschwert in Southering provinces and thus also 'mongst the delineators of blazonry. It is deemed a solar sigil and emblematic of her cutting disdain for perfidious backsliders and the likesuch unholy. Of these revealed parables are three held most high;

I. A Caliph's Adder tells of the serpent of an Orient potentate that bade him glut too eagerly of his concubinage and with intemperate zeal indulge in correction of perceived transgression and how this did see that fatuous magnate die by a virgin's razor.

II. Another text tells of how the Sesquipedalian Apocrypha of Balthasariandromachus was only partially correct about the flight of Aethelfleda, that the sentries upon that desolate hillside revealed she Hid a Paled Scar beneath her cowl, indicative of her persecution during the terrible Plaid Charades.

III. Redcap's Dahlia is a text that describes the most perfect blossom grown in the garden of a petty-noble by the boggle-bairn who was resident there and how this noble's expressions of gratitude manifest in such a manner as wounded the little gardener and turned his dedication to service into black loathing for light and life and keenest desire to defile reality with merciless abandon.

Otherwise the heresy is utterly orthodox in its heterodoxy. Nettle-scourging and ritualised starvations and kneeling penitences and bewailings of untranscendable materiality abound by the great cloud of steam that veils Her perilous beauty and fills the crater like a cauldron of curdled milk .
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Chaotics will be destroyed by spontaneous immolation upon setting foot into the crater.

Neutrals are assailed by steam and boiling rain -1d6 dmg to reach the centre but numb amnesiac stupefaction prevent any meaningful perception of her glory.

Lawfuls may pass into the centre and behold her as a pillar of fire, white-hot and terrible, and a roaring in the ears like constant thunder. They may ask questions that may resolve the occurrence of this bizarre theological anomaly but the answer to the fourth question is always ultimate destruction.

Should they ask the right questions they will learn of the whereabouts of Bartholomaeus Crumpe* and that he should be brought before her that he may seek forgiveness for his sin prior to his transcendence of materiality. This done she ascends, bestowing a seraphic ikon upon the souls of those petitioners who secured the transgressor.

_The Ikon is a whole 'nother experience level, contingent upon the maintenance of purity and avoidance of shellfish and young cabbages, upon consumption of which it is irrevocably lost.
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Sometimes when I feel like I am being coy and flippant with enormities I remind myself that other people eat the furry people with whom I hold inane one-sided conversations in paddocks sometimes, that aesthetics is abstract and most of my neuroses ain't got nothing to do with much in the real world. Anyways sorry if'n you is offended.


* As it happens, Crumpe has appeared before, what a fortuitous coincidence.


Saturday, December 14, 2013

Miscellany and Iambic Doggerel

So it has been a year since James Maliszewski's last post at Grognardia and the OSR is still a thing. Still no Dwimmermount, though. I read a lot of forgettable nonsense at Grognardia over the years but he was nothing if not consistent. In the interim I've largely stopped reading all the blogs as they generally shit me to tears*. Zak has perceptive things to say, of course, and I love Scrap and Patrick dearly for burrowing fearlessly into the living heart of the mystery. There is also a small knot of crazies including Logan and Arnold and Jack Mack and the gloomtrain kid and Pearce Shea that will be important in years to come. There is a trigger-happy quality to some of the newer stuff (esp. Logan's body-horror stuff) that makes me think the most influential texts of the OSR might just be Carcosa and LotFP. I am guilty in this regard also, I think Weird means surreal juxtapositions with no concern for politeness.  Original Weird was somewhat inspired by the erosion of the prevailing paradigm by the discoveries of deep time and space and the deep subconscious (makes me think the genre should be called Deep).

So, yeah, flirting with taboos - there is potential artistic material to be mined from a setting in which the awful prejudices of historical people are represented and exaggerated**. I'm particularly fond of dystopian nastiness and have a peculiar distaste for Flintstones settings where contemporary values prevail and whatever handwavium the setting runs on is responsible for the production of a contemporary standard of living.
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So I sicken of the way I've been writing my setting material and yearn for an easier way. I therefore attempted to exorcise the mawkish verbosity and faux gravitas that infects everything I write by writing a dungeon in blank verse. This didn't work. I've never actually written any subterranean stuff for the setting since I made peremptory stabs several years ago. In my mind, the underground is the Middenmurk proper and needs to be magnificently weird and horrible and possessed of a Northern Renaissance quality of flamboyant chimerical madness tempered with claustrophobia and disassociative feelings and it's too much and I daren't venture in. Patrick's Veins of the Earth setting captures the level of weird difference-from-the-expected I want to achieve while being, of course, different in its specifics.

Miltonian similes represent dangerous tangents to the inexperienced pentametrist. You are going off in one direction when you take the opportunity to describe something by saying what it's like then you plunge merrily into that comparison. Sometimes you forget where you are and start up another simile inside the simile, which is fucked. Aside from that I've clumsily allowed the structure to dictate the flow and struggled to not use single syllable words at the start of lines because the initial iamb demands an unstressed syllable and polysyllabic words in English tend to stress the initial syllable unless it is a prefix in which case it isn't stressed most of the time but sometimes is. I haven't actually written anything deliberately iambic before but have carried around bits of Paradise Lost in my head for decades so should have done better. Blame Patrick for the impetus. I'll do Anglo-Saxon alliterative couplets next.



The Sump of Gremory

And lo! Of how in ancient North did stand
Beneath a tinker-beaten pewter sky
The fellest manse of man's untimely fall
I here will tell to those who hearken near
On moor where malice makes her lonely home
Abandoned to the centuries and rot
A piled keep of dismal disregard
Umbrageous and repugnant borehole fane
Looms dark in dread defiance of His law
Above a shaft of seven hundred feet
That into deeply dolven dark did pierce
From which do noxious vapours issue forth
That carry the asphaltick reek of pitch
As like the odious breath of titan worm
That in its fretful slumber is disturbed
By dreams of plund'rous interlopers bold
Descending they the longest ladders down
Into those shadow-haunted Upper Hells
Where black in gilded gulches wallow foul
Th'accursed Elder Dragon's fearsome brood
That gloat and dream their phantasies of greed
And stoke in furnace-bellies the fires of hate
That when the oldest prophecies bear fruit
Shall all the waking world to cinders burn

So thither then do trudge the lowly few
Such bastard sons of those ignoble knights
Whose harness goes to rust in dusty vaults
Who quail to face the paynim's crooked sword
Such bastard daughters fled from whoredom's yoke
Who'd fain stick poniard into noble loins
And brave the heartless northern demon night
As bear the weight of drunken tyrant lust
To bear more bastards destined for the chain
Of servitude and labour until death
To fill the coffers of unworthy kings
These few and dastard folk in hardihood
In dire desperation snared and bound
Whose legacy unjust abandonment
From ruinous Empire is - Untimely flung
Unto the world's daemoniacal maw
Where hopelessness might hide the final hope
That from the Clootie-Man might gold be won
And wrastled from his avaricious grasp
Might all the hundred grails sacred be
That touched the lips of all the hundred Christs
And all the sacred pikes that speared them dead
And verdigris-encrusted crowns of kings
Who long have lain beneath the patient sod
Since giants overthrew their vaunting pride
Who rode against the titans of the dawn
And made the skies resound with heedless war

They gird their dauntless loins these feckless brave
They take up pitted hunting-knife and adze
And don their pilfered siege-caps 'gainst the stones
That faceless fiends who haunt the lonely ways
Oft hurl to dash out such unwary brains
As might not think to watch o'erhanging crags
They trudge the northward furrows gone to weed
And ravens follow them who kestrels are
Who bear a taloned will inside their breasts
And though in tattered fustian and hide
Do bear themselves like lion-mantled braves
That in archaic epochs did contend
With gorgon-whelps and fearsome anvil-kine
And vanquished with the thighbone of an ox
Entire armies clad in brazen scales
The slaughter-hungry fierce onrushing hordes
Like waves against unyielding rocks did crash
To dash themselves to ruin 'gainst such strength
As only in the dreams of man survives

To Empire's tattered brink they northward go
To hamlets made of wicker and of dung
And memories of the words of ancient law
That undefeated legions did enforce
And banners bright declaim and harpers sing
So tender were the rituals then and fierce
The shepherds of all souls to souls' reward
Did then enact that now all men forget
They caught the piercing beauty of the sun
To weave such webs of words that praised a truth
That held imperial majesty most high
And banished into darkness heathen things
But all are lost in echoes and the night
That follows after zenith - Now in dank
And furtive squalor do these pilgrims preach
Another revelation to the low
That nevermore would armies of the south
Give succor to those dwellers of the pale
Instead a slow retreat from northern climes
Would leave them lying naked in the storm
Had not a hundred omens come that told
Of doom unleashed from yonder darkest throne
Of prodigies that walk beneath the sky
That never should have woken in their tombs
Crops lost to blight and hexing-hags at play
And bargains made at crossroads with the damned
And only bitter will and sinew strong
And iron sharp and brightly burning brand
Borne into chasms 'gainst the hateful dead
Might win the precious plunder- Gleaming gold
And talismans of heathen sorcery
The keys to mighty kingdoms yet unfounded
Sequestered in the labyrinthine dark
Await the time their secrets are revealed

Then go they forth across the dismal fells
Through shattered principalities of stone
And tumbled wrack of bastion and fort
And harrowed by the desolation vast
Do stumble on through numbest grey fatigue
Arriving at the last to dreary ruin
Where yawns the portal odious and dark
That seven hundred thousand souls consumed
Who swindled to their deaths by charlatan lies
Must swell the ranks of legions of the damned
And count the gold and centuries of dark
In endless thraldom to His endless reign

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*But not your blog, the other blogs.

**Why not have pseudo-historical settings with derogatory racial caricatures and slavery and noxious gender politics? The prevailing orthodoxy that equates artistic investigation of problematic issues as problematic in itself deserves to be ignored and/or ridiculed.

Two posts in a week? I've cut down on coffee so am less insanely anxious and depressed and slightly more productive.

To both of the people who read this far, thank you kindly, it means a lot to me.

Sunday, December 8, 2013

In the Fæcce-Wold





Over the hills and afar and away beyond the Tame-Woods there are many and despicable a copse and grove and spinney accursed and bewitched. Dead willows rot by sluggard brooks, all that grows is omened and poisonous, hemlock and henbane, thornapple and nightshade tangled and drear. Morning glory out of the lost lands chokes the trees in thickly shrouds and blooms its evil purple blooms. Underneath in the beetle-haunted mould grows mandrake and destroying angel and the sanctified elf-cap, even such that of old grew in cromlechs on the putrefying flesh of kings and granted them a peculiar apotheosis in druidic rites, feasted upon by scions who claimed it was godflesh took them into the radiant night beyond the black earth's pale.


The fæcce-wold is not a real place but a forest grown in mockery of another forest now cut down chopped up and burnt in the hearths of those whose kingdom lies in ashen wrack since twenty-seven generations gone. It grew out of the reflection on the waters or out of a mirage or out of alien soil where bad seeds took terrible root. It then proceeded to fall into disregard, the wholesome songbirds flew away south and the boobries came and pale efts. Its name fell away as no more were there lungs and voices to give it throat and it became brooding sullen and fey, resentful of intruders that were thus subject to the exhalations issuant therefrom.


Those who are taken seem to mumble incoherently and stare at nothing and snatch at their clothes but are lost in fog and the wildering dark. Out of this amnesiac null-space come fragments of terrible light.

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Everything is phantasmagorical and can be said to be happening only to one (whoever fails the first save vs. poison) but others are along for the ride as phantasmagorical companions who are reincarnated in each chapter of the journey while in reality they watch the victim mumble and drool. The choice of form and second-person narrative is obviously gamebook-related as is the dreaded 14 (from Grail Quest). 


I never took scolopamine- or hyoscyamine-containing plants but by all accounts the experience of these deliriants is confusing and horrible. There is a long history of associations with witchcraft and divination going back at least to Ancient Greek times. Muscarine is similarly steeped in esoteric tradition and also somewhat weird and scary, or so I'm led to believe.


There is the chance of losing lots of XP here. This is cruel and unreasonable but I like it. Harrowing experiences lead directly to the dimishment of competence, shellshock is like level drain, amnesia entails the loss of the matriculation into the fabric of the world that is precisely what power is. Once upon a time you were somebody now you just sit and stare. Also, I love wights.


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1. Three Paths


 The forest is alive and sinister and beautiful. You vomit and weep and fall and are yet still standing. Three paths lie before you.


The broad road, go to 2.


The narrow path, go to 5.


The ferny brae, go to 8.


2. With Harrow and Switch


 A white donkey in a ditch with a cart deeply bogged and a man beside himself with fury flaying it and it is crying and it won't move and the man's eyes are yellow. Accosted, he declares that this time round the Pale Messiah has come asinine into this world yearning to be cleansed with harrow and switch, that no other thing could account for this occurrence upon the day of Gringenschlacht and that redemption can be found in his nearby swill-bucket for a half-groat. The bucket contains the world, the moon and the wheeling heavens of night.


Beat the donkey, go to 12.


Strike the man, go to 19.


Climb into the bucket, go to 7.


3. Prickly Witchery


 Waking under the eaves of an apple orchard long abandoned where struts a cockerel coalescent of moon-wisps and wyvers webs all a-glimmer in the slanting light of eventide. All about it thrums with a prickly witchery as crawls beneath the skin. It fixes a hard and jeweled eye upon the interloper. It crows and the four horizons resound with its awful majesty.


Beyond is an urn carven from jet that is burnished to a sheen and immaculate, within is a leathery patch of skin. It comes from the heretic pseudo-saint, Drimmerthrinde the Abhorred, who was torn to pieces many years since and his mortal remains scattered far and yet he lives.


The Gossamer Cockerel has stats as a Cockatrice save that instead of petrification a kind of sublimation to vapour results from which there is no convenient return.


Should you defeat it go to 16. Otherwise go to 14


4. More Black Apertures


 Crawling through choking darness with the knowledge of low and looming ceilings of stone and the sense of crushing deadfalls and doom. The air is warm and close and there is no promise of ever getting out but of a sudden the tunnel opens into a dimly phosphorescent chamber with a vague and sinister sense of anatomy about it and three more black apertures.


The first leads to 3.


The second to 5.


The third leads to a slimy chasm of great depth and thence to 14


5. Imminent


 Everything seems as normal but the inescapable revelation that those that surround you and have posed so cunningly as your companions are right now just moments away from falling upon you, bearing you down and enacting such tortures as their vicious minds can imagine. Everything they do is encoded with subtle signals that presage the imminent attack.


Save vs. Paralysation: Should you succeed you cannot but attack them with everything you have. If you kill them it's off to 4. If they kill you it's off to 14.


Should you fail the save you run blindly through the forest to 8.



 6. Tide of Moss


 Here with Catfish Pucks in soggy jerkins you are playing at knuckly-bones in a lichyard gone long ago beneath the tide of moss. An ill and penetrating damp hangs in the air as besmirches the soul with a sick foreboding. Nigglespraint and Malcrux play hard but fair but Cunny-Whelk is almost certainly cheating. 


The outcome may be altered by playing cunningly or intuitively or bombastically should any INT, WIS or CHA bonuses offer advantage but the player must declare their intent to implement such chicanery. Roll 2d6 to determine outcome modified by ability bonus/penalty; 


less than 3: You forfeit an internal organ you never knew you had (your subordinate quellmilch) to Nigglespraint - lose 250 XP. 


4-5: You lose the possibly inauthentic Trout-Mask you've inexplicably acquired - lose 100 XP to Cunny-Whelk


6-7: You lose a wager with Malcrux that requires you to wear the invisible Crown of Disgust for the rest of your days; -1 penalty to reaction rolls, +1 bonus when dealing with icthyoid entities.


8-9: From Malcrux you win an article of scrimshaw depicting the Otter of Vehemence -gain 100 XP.


10-11: From Nigglespraint you win a phial of turbid river-water upon which fishy witcheries have been bestowed - as a Potion of Water Breathing.


12+ Somehow you've bilked Cunny-Whelk out of everything she has and in a rage she hurls a hex which, unjust as it is in the circumstances and bound as her pishogue is by the archaic Law that governs such things, rebounds to her ruin and she becomes a walnut tree in autumnal splendour that you may climb to 20.


Otherwise, excess consumption of Poppy Wine drags you off to 9.


7. Swift River


 A dark-haired woman, fierce and fair, carries the bones of her three dead husbands in a great bundle across a windswept waste. A swift river runs before her and she weeps because she knows it will sweep her away but she cannot but try to cross it. A burning sign hangs in the northern sky.

You may;

Watch her drown, go to 4


Help her cross, wisdom check to succeed in crossing to 6.


Should you fail, go to 14.


8. Brambly Fields 


You are stumbling with your companions to the festival in the village across brambly fields in the autumn drizzle. Of a sudden it becomes apparent that they all carry upon their back a wretched shape like a wizened and owlish crone that gnaws merrily upon their head while they walks on oblivious. It comes to you also that there is a lip-smacking sound close by your ear.


There is one for each of you or at least four. Strigoaicăs have the stats of stirges but carry the ague (Ague: Fever, sweating, cramps, headache. Save vs. poison or lose 1d3 points of constitution per day and suffer -2 penalty to actions for 1d8 days, after which constitution returns at one point per day) This will persist in the real world.


Should you overcome them go to 10. otherwise go to 14.


9. Bronze Knife


 In a mossy trench of masonry and sod you bear a torch and follow the footsteps of men and women mantled in black wool and wearing red paint upon their faces. Ahead in the flickering light upon a bier is the naked form of an aged chieftain with silver torc and talismanic glyphs daubed upon his scrawny frame. The bronze knife is given you and the others step back to allow the body to flounder and writhe in death throes from which can be deduced omens of the coming age.  The tongue in which the words are spoken is harsh and sibilant but the accompanying gestures leave no ambiguity that the old chief is directing precisely how he is to be eviscerated.


Should you eviscerate the Chief a roll of d6  plus wisdom modifier will determine the manner of his thrashing. Otherwise they kill you instead, go to 14.


- Less than 1: Woe betide, the tallest tree will reach the sky and the Moon will clamber down to wreak unmitigated odiums upon the folk of Earth. You are slain immediately, go to 14.


- 1: Ill news, crops will fail and milch-cows bear abominable prodigies, blaming the messenger, they carve from you a portion of your essence -lose 2 CHA permanently, go to 11


- 2-5: The throes are ambiguous, requiring the people to blunder blindly into the future, go to 2.


- 6. Good tidings, the Chieftain writhes into sacred shapes presaging the return of bountiful harvests, go to 10.


- 7+ An expert slaughter, guts are spilled and blood pours forth into glyphic puddles in which the 

Chief flounders and gasps. The performance is doubtless a sign of the return of the Prodigal Turbot and subsequent conquest of the hated enemy. You are crowned with ivy and allowed to walk skyclad upon the frozen lake by starlight. Go to 20.

10. Querulous Poesies


 You are climbing through a precipitous forest of spindle-pines clinging against a great grey void. Here mossy green brocks crouch in hollows and brutal silence reigns. They leap up and accost interlopers with accusatory cries. The Mord-Lark will come flapping out of the upper airs to perch upon a branch and warble gruesome and querulous poesies in the Fowl Tongue. It is blind and bygone and stinks for it roosts among poisonous stars.


Should anyone be able to understand the words of the Mord-Lark's poems (and the Fowl Tongue is known to most wysards and spae-wives) horrendous revelations will whelm your mind. go to 14.


Otherwise, the brocks come (3d8 of them, stats as Giant Rats) to bear you down and eat your face. Should you survive you wake up at 17.


11. Uncanny Weird


A  weir of dark water and black stone  with a sunken village within and bells tolling down in the deep. After the bells there are lanthorns in the deep and Aelfrick the Weirman emerges with lungs full of water to burble his uncanny weird.


He speaks in the language of the dead and is also well-nigh incomprehensible. Should one who comperehends hear the doom he pronounces they'll gain 1000 XP but lose 1 point of wisdom and know the answers to all the riddles of the Drazack of Grimblecocke.


Afterwards there will be an urge to follow the Weirman back into the black waters of 14 (WIS check to avoid). Otherwise wander off to 18.


12. Reeking Hollow


Awakening in a reeking hollow, you realise that bloated and bristly maggots are chewing contentedly upon your skin. A furious buzzing heralds the arrival of an Awfish Croggan like unto a loathsome horsefly as big as a bulldog, glistening iridescent and foul. It immediately sets upon you, trying to hold you still with serrated limbs that it may deftly puncture your abdomen with its ovipositor.


Stats as a Giant Robber Fly. Should it kill you go to 14 and erupt with broodlings 3 days later in the real world for 2d6 dmg.


Should you kill it. Swoon with horror and wake at 13.


13. A Handful of Silt


You are staggering through a rainy  place of deep defiles with cataracts rushing down the flanks of slick grey stone, fell runes of great antiquity are graven in the walls. Intoning the words will call three tall grey man-things of awful formlessness as old as the bones of the earth who will rise from the clay to bear witness


Archaic Witness Reaction Table:


2 They frown grimly and ceremoniously deliver fragments of chalcedony and lead and the bones of a cat and a handful of silt - gain 100 XP

3-5 They face to the east and begin to chant in a elder tongue
6-8 They listen and wait
9-11 They rise to a great height and brood hideously, brandishing their great hard hands
12 They attack eyes ablaze with fell light and hooting like infernal owls 
Stats as wights. Should you survive,pass on to 17. Otherwise, 14 it is.

14. Grey Stones


 You are on the road and a fiendish drear seeps from the grey stones as ceaseless sleet and ceaseless trudging on becomes a heartless grueling travail of bitter endlessness. All things are galling, the unrelenting indifference of the bony hills and the piercing wind and the spoilage of food and the bleak brown emptiness. Day is but a pallid night, grim and interminable.


You lose 100 XP, now roll d20 and go there.


15.  A Gimlet Eye


Through a black skeleton-forest in a valley of stone six turbaned Janissaries of the Incarnadine Umbrage come with bows drawn. They are accoutered with crimson and lemon-yellow kazaghands of outlandish design and speak baleful heresies against the northern world. Their leader is a leathery hawkish murderer with a gimlet eye. He seeks gold and elf-blood and holy vengeance.


-Leader (Vranmathoome): F3 AC: 5 (kazaghand, shield) Dmg: 1d6 (shortbow) or 1d8 (yataghan) hp 15

Booty:  Paynim Canon,  exquisitely adorned - 200 groats, 26 silver basilika (1 basilikon = 10 groats) - 460 XP, all treasure evaporates but the XP sticks.
-Janissaries (5): AC 5 HD 1 Dmg 1d6 (shortbow) or 1d8 (yataghan) hp 5 each

Should you survive, go to 16.


16. Blue Honey


In the golden gloaming at day’s break comes a grey bear like a man with the beard of a man and a glorious voice like sunlight and smoke. He speaks of the wondrous realms that lie beneath the skin. He wants a companion to follow him into the east to seek blue honey in the farthest lands.


Save vs. spells or succumb to his charms and go with him to 14.

Otherwise fall asleep and wake again at 15.
Should you wish to fight him he is a Bear. He has a small jar of blue honey, it tastes like 19.

17. Preposterously Prodigious


A trumpeting shivers the twilight air and preposterously prodigious and wonderful beyond imagining comes a yellow olifant vaster than a Donjon-Keep, adorned with majesty and splendour. It tramples the forest about and gleefully tosses great trees cartwheeling high into the air. It trumpets again closer and the sound seems to set the air afire with its power. The trees burst into blossom as they are smashed into kindling. The earth quakes beneath him.


Save vs. Dragon breath or be destroyed and go to 14. Otherwise faint with awe and wake at  19.


18. Ferny Cleft


 In a dewy morning ferny cleft where the cuckoos cry incessant, where umbrageously enclosing bole and limb of vastly ancient trees arch up overhead there comes a harsh and braying sound and a creaking and a crashing. Down the cleft in idiotic frenzy comes clambering and bellowing the Grune Aiten like a man-tree uprooted from sorcerous soil and sent blundering after the hapless fleshly-frail.


It has the stats of a Treant times three and ought not be recklessly engaged. If it destroys you, go to 14. If you somehow destroy it go to 19. If you are sensible and flee into the forest go to 11.


19. The Navigator


A Langshippe, worm-prowed and sleek, stripy sail all a-tatter, perches high in an ancient oak. Upon its deck stands a man with one leg, raven-bearded, lugubrious of countenance and hard-eyed. The Navigator, for so he is known, curses the indifferent cosmos for its lassitude and sells maps to the constellate heavens and the rifts of Domdaniel and a hundred other places.


Wherever you need to go, pick a number, 1 to 20, you may go there for a shekel (12 groats)


20Wake


You wake in a pile of leaves and vomit is spattered down your front, your throat is sore and you can't see straight. Forever after it seems something returned with you from that terrible place, a thing of shadow and forgetfulness that wears your face but remains always just out of sight. Nothing is certain anymore but that the thing that followed you will come one day into the real and walk with you under the light of day and that it means you harm.




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Any allegations that I am recycling fragments from abortive blog posts will be strenuously denied.









This is pretty.