Sunday, 12 April 2026

Campaign ‘26, Session #09-10: Exiles of a Thousand Islands

 THE CRUELLEST MONTH IS UPON US! Cruel, but by no means less loved: all this fecund florabundance and accompanying cloying scent is energising, no matter T.S. Elliot has to say about it. By time of posting, we're ten sessions into our Exiles of a Thousand Islands campaign, recorded as part of the Campaign '26 Challenge, Nathan Bateman's ongoing provocation to bloggers to commit themselves to playing the game(s) we all love to write about.

A WAY INTO THE FOREST by Munkao, taking from ATTI #03, Upper Heleng, text by Zedeck Siew

The Story So far:
Session #01 (landing, rhino, creepy moth man)
Session #07 (The wind worries the baboo, mudslides, Wingseed and Dangles)
Session #08 (leech fight)

Session #09:
2nd April 2026 (Thursday 26th was cancelled)

Who Played
Players were represented this session by Brett Slocum and Tinhead Ned.

Characters
The Cuckoo, male outcast as a youth, now blooded
Hard Boulder, female outcast as a youth, now blooded
Sweet Told No Lies, elderly male pariah
(Adult pariah White Moon and his accomplice the youth Brooding Mountain were assumed to be assisting in the background)

Day 8 of 3rd Month of Dry Season, Clear skies
Having lost elder Monsoon-Swallows-Pride following the encounter with the weird, giant leeches during the previous night, the pariahs decided to leave the gold-panning until they have better support/tools/a PLAN.

We ruled that as White Moon and Brooding Mountain (Louis' characters) had not officially gone home yet, they would be able to assist in the transportation of Monsoon-Swallows-Pride's body.

Before that occurred, we had agreed that Hard Boulder and The Cuckoo would be considered adults by the Pariah band for battling – and overcoming – the malevolent spirit-leeches. Mechanically, this involved increasing their HP, giving them a spirit die and improving heir saving throws. I quite liked the idea of them also gaining additional epithets but neither player was committed to doing this at this stage. Hard Boulder inherited her late mentor's foraging skill in addition to listening (for threats!) and leadership. She has a spirit die (hit die) of 1d4 and 4 HP. The Cuckoo is lightly heartier (6 HP, 1d6 SD) and demonstrates skill at storytelling and fishing.  

Given that they had the assistance of White Moon and Brooding Mountain and the going towards the coast was on the descent, I ruled there'd be no impediment to movement and they arrived by the coast in good time. Here they elected to lash together a bier for Monsoon's body and send him out into the sea which brought him to this island initially. They held a small service before casting him off (the die of fate declaring it to be a receding high tide), with his belongings divided among the survivors. Hard Boulder praised her late mentor's patience.

I rolled a reaction for the Goddess of the Sea. She welcomed the gift of Monsoon's body, and the tide carried the bier ou into the waves, before it was subsumed by a shoal of gleaming white fish.

On their way back along the coast, they spied a pair of unusual trees: The left-hand tree is dead. The right-hand tree is in permanent flower (ZS, Upper Heleng). The tree is garlanded with cords and braid, some at great height: clearly this pair of trees is of great spiritual significance... but to whom? They pass by without interfering.

They return to base camp in the Forests of the Tortoise by nightfall, placing a small memento mori on the previously assembled ancestral shrine, beside the water pail of the deceased nameless youth.

Session #10:
9th April 2026

Who Played
Players were represented this session by Brett Slocum, Louis Jenner and Tinhead Ned.

Characters
The Cuckoo (m), Hard Boulder (f), White Moon (m) – adult pariahs
Big Tortoise (m), Brooding Mountain (m), Idle Jungle (f) – outcast youths 

Day 9 of 3rd Month of Dry Season, Scorching Sun
After witnessing the death of his age-mate, Sweet-Told-No-Lies decides to retire from trips into the unknown, entrusting his charge – The Cuckoo – to continue with the gold-panning plan. In turn, The Cuckoo and Hard Boulder will take on the responsibility of mentoring youths Idle Jungle and Big Tortoise respectively.

With White Moon and Brooding Mountain on hand to assist with any threats, the pariahs feel better prepared to face down any further threats to their mission. However, further preparation would certainly help. Hard Boulder has already crafted a pronged staff from her late mentor's possessions (the better to pin a leech to the ground before chopping it), while the possibility of applying salt to the leeches also encourages further innovation, as the party use their dugouts to evaporate a few handfuls of pure sea salt. They plan to take 3 days worth of rations (a day there, a day panning for gold, a day back).

Additionally, White Moon has crafted a set of pan pipes from the single stem of windworn bamboo previously snatched from the clump harassed by the wind-spirit.

They leave the following morning. Passing through the lands of the tortoise they witness nothing but a flash of orange in the trees (possibly an orangutan) and then an improvement in the weather, as thin wisps of cloud obscure the worst of the sun's glare as they head towards midday. 

After breaking for lunch they enter less familiar territory – less familiar in that they have not learned of the nature of its spirit, and have cleaved close to the coast on all the excursions. They trudge past the tall, garlanded trees yet again. White Moon pays them a little closer attention, curious as to the species: he gleams little beyond the supernatural nature of the right-hand tree's florabundance.

Passing the tree the wisps of cloud thicken into a brooding sky, and a wind kicks up off the sea. This is read as an ill omen, but the party elect to press on. They head up the slopes of the mountain, passing the stand of Windworn bamboo. The party realise they are being watched: traipsing up a cleft in the mountainside (probably a dry stream), gigantic sloths peer at them from either side. The cuckoo stops to make eye contact: a sloth meets his gaze, before darting up the tree at supernatural speed.

Evidently, not ordinary sloths...



Nonetheless, they press on, arriving at White Moon's "claim" (the area he and Brooding Mountain camped at while the rest of the party battled giant, killer leeches) and setting a watch. a giant tuatara (6' long) is spotted at the edge of the fire's glow and it only departs after the party make themselves big and intimidate it. 

Later, during White Moon's watch, a Sun Bear shows up. White Moon plays it a melody on his newly crafted pipes: not only does the tune seem to please the bear, but the cloudy sky clears granting a glimpse of a brilliant sky. The rest of the pariahs – already roused to the potential threat – enjoy the spectacle in spite of their broken sleep.

A tongue sun bear

Day 10 of 3rd Month of Dry Season, Scorching Sun
The party wake to find the bear still with them, and it follows them to their gold-panning site further downstream. Hard Boulder and White Moon share their rations with the animal, it stays with them. They use various methods to try and separate gold flakes from silt (including sacks, wooden plates, banana leaves) all with varying degrees of success. Ultimately, they return to their camp with more than a third of an ounce of gold, and they discuss what can be done with it.

While preparing camp for the evening, White Moon smokes som esorerers sage to see if it can bring him closer to his animal companion. Again, the substance only makes him feel sick. We close the session with the pariahs hitting the hay, 24 miles from base camp.

Reflections
I didn't load the map this session, which made overland travel feel a bit weird (for me, at least). I'd quite luck to do a one-mile hex version of the rutes the pariahs have already used.

The night-time encounter procedure irks me at two points. One, it's too frequent (I need to work out how many rolls to make) and two, it nearly always brings a threat. Something to think about or next time.

Again I forgot (in the second of the two sessions) to talk about experience and "Xs", so had to do it post session. Not necessarily bad but I think it would be better in session. 


Munkao, Illustrator and RPG Creator:
https://www.instagram.com/munkao/?hl=en

Zedeck Siew's Writing Hours
https://slowlorispress.com/

Session #01 (landing, rhino, creepy moth man)
https://aloneinthelabyrinth.blogspot.com/2026/01/exiles-of-thousand-islands-session.html

Session #02 (surviving in the wilderness)
https://aloneinthelabyrinth.blogspot.com/2026/01/campaign-26-exiles-of-thousand-islands_26.html

Session #03-06 (exploring the west, giant cockroaches, myths and legends)
https://aloneinthelabyrinth.blogspot.com/2026/03/campaign-26-exiles-of-thousand-islands.htm

Session #07 (The wind worries the baboo, mudslides, Wingseed and Dangles)
https://aloneinthelabyrinth.blogspot.com/2026/03/campaign-26-exiles-of-thousand-islands_11.html

The Petal Hack, 2nd Edition by Brett Slocum
https://www.drivethrurpg.com/en/product/351835/the-petal-hack-2nd-ed?affiliate_id=767873

Altar of the Ancestral Sprits
https://aloneinthelabyrinth.blogspot.com/2020/11/altar-of-ancestral-spirits.html




Friday, 3 April 2026

Classic Traveller: Expanded System Generation

There's been a resurgence of interest in Classic Traveller across the OSR blogosphere of late, with posts from Chaoclypse, friend-of-the-blog VDonut and and a whole... slew (?) of posts from Old Hawkeyes.It feels like a good opportunity to share the expanded system generation procedure I've adapted from a Mongoose Traveller supplement, The Deep Space Exploration Handbook. This expands the variety of systems that can be generated using the rules as presented in Book 3: Worlds and Adventures, primarily through the addition of unusual and anomalous stellar objects. This is also the system I used to initially populate the sector I generated for the Galaxy 24 project.

PIA23685: What is a Brown Dwarf? https://photojournal.jpl.nasa.gov/catalog/PIA23685 Brown dwarfs are more massive than planets but not quite as massive as stars. Generally speaking, they have between 13 and 80 times the mass of Jupiter. A brown dwarf becomes a star if its core pressure gets high enough to start nuclear fusion

So – given that a) mechanics aren't subject to copyright and b) this corresponds to non-commercial, fair use of the IP in those books – I hope you can get some mileage out of my interpretation of the system generation procedure, adapted for Classic Traveller.

Thursday, 26 March 2026

Campaign ‘26: Exiles of a Thousand Islands, Session #08

***THIS POST WAS EDITED, 8th April 2026***

I'm going to lead with  link to The Bad Doctor's most recent post (at time of writing) which has some great advice I'm not going to follow. I mean, I am an actual robot, how am I to escape the destiny of my flesh-shell? As BeyoncĂ© herself once said we are all but bio-mechanoids... and who am I to contradict a Goddess?

Now that the basics are down, it's time for us to read about that thing that happened in the shared imagination of three people, and will now live (for a short time) in yours:

ENTER THE MAGIC GIANT LEECHES

Leeches by Munkao, taking from ATTI #03, Upper Heleng

Wednesday, 11 March 2026

Campaign ‘26: Exiles of a Thousand Islands, Session 7

This is a report concerning the seventh session of Pariah: Exiles of a Thousand Islands, an old school sandbox game set in [a version of] the world of  A Thousand Thousand Islands, as described in a series of zines and seminal adventure Reach of the Roach God, all by Zedeck Siew and Munkao.

Campaign '26 is a challenge issued by RPG blogger/man-mountain Nathan Bateman in this post:  participants pledge to run or play a game for most of the year 2026. I have sworn a sacred oath to run a PARIAH Campaign using the ATTI zines (and accompanying adventure, Reach of the Roach God) for the whole of 20026. 

A group of outcast hunter-gatherer elders and a gang of youths have crossed the perilous seas in dugout canoes and landed on a mysterious island. Though they are surviving off the land, they have lost one of their number to a tiger attack. The elders are looking to secure the future of their new home by contacting neighbouring settlements and spirit-of-the land, both in the Here & Now and through the parallel realm of the Dawn.

On their trip to Dawn they were informed that gold was to be found in a range of rocky hills to the east: this was confirmed by a mysterious crow-spirit, who offered to trade them the lives of their youths for some gold. They declined, electing to seek gold the old fashioned way. Previous session reports below:

Session 0

Session 1

Session 2

Sessions 3-6

A Sunda Crow

Monday, 9 March 2026

Solo Blueholme: Second Delve, Part 3/3

This concludes the write-up of a solo-game exploring the Stygian Library, using BLUEHOLME as operating system.  The previous post can be read here.

Aged philologist and wannabe wizard POLSTRUM had organised a second delve into the STYGIAN LIBRARY after previously failing to retrieve MAZIRIAN’S GRIMOIRE. In addition to his faithful servant, MAREK, he has enlisted the aid of the following adventurers:
  • Larkin (Eliza Larkinkis), fighter 1
  • Sirka, changeling fighter-mage 1/1
  • Bastien, fighter 1 (a hired retainer)
  • Emmeline, fighter 1 (follower of Larkin)
  • Schmidt, Cleric 1 (a hired retainer)

Additionally, thief-for-hire Kurdt fled following his death and subsequent resurrection. After a series of bruising encounters the party may have finally reached their goal...

Illustration by Alec Sorenson

Saturday, 7 March 2026

City of 100 Gods Part 9: Temples of the Engineer (ward 50)

This post is the in the City '26 series and continues our ongoing exploration of the City of a Hundred Gods


This post examines the Temples of the Engineer.

Bas relief of Thoth from the Temple of Kom Obo.

But first, here's a City '26 update:

Thursday, 5 March 2026

Campaign '26: Exiles of a Thousand islands, Sessions 3-6

Campaign '26 is a challenge issued by RPG blogger/epic poetry enthusiast N.Bateman in this post: in short, participants pledge to run or play a game for most of the year. I have sworn a sacred oath to run a PARIAH Campaign using the ATTI zines (and accompanying adventure, Reach of the Roach God) for the whole of 20026. Previous session reports below:

Session 0

Session 1

Session 2

A Yellow Book, if ever there was one

Wednesday, 28 January 2026

Campaign '26 Pariah Generator

This is the PARIAH GENERATOR used for the Campaign '26 game I'm running. It's set up to generate either 1d4, 1d6 or 1d8 hit die pariahs, which has a corresponding effect on their likely background, traits and starting gear. As the campaign progresses I'll add backgrounds more tailored to A Thousand Thousand Islands





* * *

Monday, 26 January 2026

Campaign '26 – Exiles of a Thousand Islands: Session 2

Campaign '26 is a challenge issued by RPG blogger/epic poetry enthusiast N.Bateman in this post: in short, participants pledge to run or play a game for most of the year. I have sworn a sacred oath to run a PARIAH Campaign using the ATTI zines (and accompanying adventure, Reach of the Roach God) for the whole of 20026, details of which can be found here and here

Sumatran Tiger caught on trail cam, courtesy International Tiger Project https://www.internationaltigerproject.org/

Alone in the Wilderness

Real World Date: 15th January 2026

We were 3 payers short this session (2 due to unforeseen life stuff, 1 who'll be AWOL for at least 6 weeks due to travel) but still had 3 players ready to go. We picked up the morning after an uncanny visitor in the night had interrupted the youths, departing with a wooden pangolin but leaving some interesting information about the nearest settlements: Quiet Lake and the Death-Rolled-Kingdom.

Sunday, 25 January 2026

City of 100 Gods Pt.8: The Serpent of the Sky (ward 49)

This post is the in the City '26 series and continues our ongoing exploration of the City of a Hundred Gods


I will need to return to the Artisans and add the NINE other wards I have failed to include at a later date, but I feel obliged to show my working to a wider audience than Instagram... thus this post.


Roman Serpent Carving

...this ward centres on the The Temple of the Sky Serpent: being the penultimate ward of the Artisans' District, the Sky Serpent is a god of a particular craft requiring a particular set of skills...

Sunday, 18 January 2026

City of 100 Gods Pt.7: The Artisans Quarter plus Ward 41. The Gardeners

In a Neolithic proto-Megalopolis where each individual ward has its own deity, it's hard to find a denizen embracing the concept of a single, creator god. But the artisans know, for they carry the divine knowledge that can only be imparted by The Creator. For She made this world through craft and by design, and She shared this power with her children – through her ten avatars.

The Mesopotamian Goddess Bau

This post continues our ongoing exploration of the City of a Hundred Gods

Let us meet the Artisans!

Saturday, 17 January 2026

Campaign '26 – Exiles of a Thousand Islands: Session 1

 First session report of this A Thousand Thousand Islands campaign, part of Campaign 26

Ornamental prowhead figures from Borneo via https://www.artoftheancestors.com/

Childhood Appendix N

All the hip young bear-bloggers are doing it so why can't I.

Don't answer that.

Here's my Childhood Appendix N: media I experienced that I feel/fear continues to inform the creation of stuff. In (approximate) chronological order: childhood begins with self-awareness and ends with Urotsukidoji (I'm sorry to say).

Thursday, 15 January 2026

Campaign '26 – Exiles of a Thousand Islands (ATTI+Pariah): Session 0

Contrary to popular belief, one can never start the year with too many challenges on the go. So whilst I  watch City 26 gathering momentum with almost manic glee, I'm equally excited to pick up the gauntlet cast by N. Bateman in his Campaign ‘26 post.

I intend to run a Pariah Campaign (sort of) set in the world of A Thousand Thousand Islands every Thursday night for at least the rest of the year. Occasionally I’ll be writing about it here.