The Editioning, AD&D 2nd Edition, Part 4

Investigations

I wrote a post a couple of years ago comparing a D&D mystery/investigation-based scenario to one for the Blade Runner RPG. D&D didn’t come out of that head-to-head too well. It was unsatisfying to create powerful, combat oriented characters only to be stuck questioning party-goers and looking for clues when your abilities were not really suited for that.

Sigil Skyline in sepia tones
Sigil Skyline in sepia tones

So, I suppose it’s a wonder that I chose an adventure like The Eternal Boundary for the AD&D 2nd Edition portion of the Editioning. But let me tell you the difference: the Eternal Boundary has a little bit of everything you could want as an introductory module to a Planescape campaign. Yes, the theme of the adventure is one of clues, schmoozing and sleuthing, at least in the first couple of acts. But, underneath all that, the players are discovering the dark of Sigil, its razor vine-choked alleyways, its legendary landmarks, its numberless portals and its ineffable nature. They’re hearing the chant on the streets of the Hive, from the barmies and the bubbers, out of the mouths of dour Dustmen, hopeless Bleakers and frenetic Chaosmen. As they try to find out what happened to poor Eliath, they visit the Mortuary, where they learn about the morbid philosophy of the Dead, they come into conflict with the Xaositects and discover they have no respect even for the order of sentences, never mind the universe. They hear that they should never cross the Lady of Pain and that even the gods have no direct influence on the City of Doors. They hear a lot and, as they get more involved and feel more like they belong to this bizarre place, they start to contribute their own two coppers to the philosophical undercurrent of the city’s discourse. Every session, our Dustman and our Sensate get into a blazing row about whose thinking is right. What a genuine joy.

The Lady of Pain - line drawing. The masked woman stands on her own in long robes with blades ringing her face.
The Lady of Pain – line drawing. Tony di Terlizzi.

Even though most of the adventure has taken place only in the Hive Ward, the PCs have been exposed to the bones of this city, and the major themes of the setting. The investigation is incidental.

Also, the investigation can be handled in any one of a dozen ways. So far the PCs have utilised deception, bribery, intimidation, local knowledge, ambush, kidnapping, false imprisonment, and they’ve done a “Weekend at Bernie’s.” And many of these instances could have been fights but they wisely avoided violence in most cases. The point is, they were presented with a mystery and were asked to solve it. They were never told they couldn’t do it the way they wanted to. That’s proper old school. And that’s where it differs most from An Unexpected Wedding Invitation (from that Investigations post,) which went out of its way to proscribe certain actions, avenues of investigation and even the freedom of PCs to go to certain places at certain times.

So, although their investigations are meeting with varying levels of success I think I can say with some confidence that the players are having fun anyway.

A meeting on the streets of Sigil
A meeting on the streets of Sigil

Finding Eliath

Class-based XP awards table
Class-based XP awards table

Before getting into our latest session, I had some admin to do. I realised that I had not been handing out XP at all. The poor PCs were not getting their rewards for all their clever little actions. I had to really stretch my memory muscles on this one, as we were talking about two sessions over the course of six weeks. The AD&D 2nd Edition Dungeon Master’s Guide recommends that you award XP at the end of every session, because, otherwise, you’re likely to forget what happened. The XP system in this game is extremely granular, with warriors, wizards, priests and rogues all getting XP for doing different things. For instance, warriors (fighters, paladins and rangers) get an extra 10XP per hit dice of creature defeated per warrior level. However, priests (clerics and druids) don’t get that. Instead they get an extra 100XP per spell cast to further their ethos and even more if they use one of their granted powers like Turn Undead. Rogues (bards and thieves) have it pretty easy since they get 2XP for every gold piece worth of treasure they obtain. But Wizards (Magic Users and Specialists) have it toughest in my opinion, they get a mere 50XP per spell cast or 500XP per spell researched. Now, sure, they can cast spells but only when the occasion arises, and as for researching spells, that is a time-consuming and expensive activity that there is not much space for in a short adventure. Anyway, they all also got some common awards for their investigations and a combat encounter. The combat XP is calculated in a fairly logical way using these tables from the DMG:

Dear reader, if you can’t remember what went before, frankly, I don’t blame you, so here are a few links to the other posts in this series:
AD&D 2nd Ed Part 1
AD&D 2nd Ed Part 2
AD&D 2nd Ed Part 3

Last we left our intrepid heroes, they were staking out the pub in the hopes they would run into their target, Eliath. They had rented a room and even stayed there for the night without the man in question showing his face. The second day, they decided to split up. Trance and Aurora would return to the Butcher’s Block, the Hive’s diviest dive, where Trundled Three-teeth, its stinking Ogre proprietor would hopefully have some information for them. Meanwhile, Devansh, the cleric and Glaermond, the Paladin continued the riveting stakeout.

After only moments back in the Hive, the first group heard sounds of a yet another attack in yet another alleyway. Aurora sent her goat familiar to scope it out. He is a very sneaky goat, ok? Kid spotted a group of men standing over another after, seemingly, killing him. They talked about leaving the poor bubber for the Collectors to find before scarpering. The goat got a good look at the ring-leader, a half-elf in a dark leather hood. Aurora, out Witch, examined the body and even cast Detect Magic on it. The man seemed completely dead, but was also emanating magic. They decided to take him to the Mortuary, where Aurora’s Dustmen buddies were sure to know what to do with him. So, she and Trance slung the body between them and pretended he was dead drunk, and not just dead, as they “escorted” him through the Hive. Unfortunately, their ruse was not sufficient to fool the Bleak Cabal gang that turned up. Turns out they were out looking for the berks who were putting their barmies in the dead book, and it looked like they’d just found their suspects. Some fast talking from Trance convinced the Bleakers that they were not the bashers they were looking for, by telling them almost the whole truth. Still, Derioch Ysarl, the mage in charge, demanded that, if anyone was going to take the body anywhere, it would be them. Derioch also used detect magic, and, at a higher level was able to figure out that the spell cast on the man was necromantic in nature.

Back to the Black Sail Tavern. Devansh and Glaermond ordered some cranberry juice and watered down wine and a couple of bowls of forever stew from Salja, the tiefling serving maid. They also purchased a hot bowl of information. She was able to tell them that, not only was Eliath in the bar right at that moment at another table, but also, that he had a room in the Black Sail. Rather than confront ELiath in the pub while he sat with a group of his fellow Doomguard, they decided to keep an eye on him and wait for the others to come back, when they would corner him on his own.

Meanwhile, Trance and Aurora were talking to Trundfeld. He gave them a bit of a run around, more-or-less telling them only things that they already knew. They didn’t trust him but they had little choice but to accept what he told them. So they went back to the Black Sail to meet up with the other party members.

That night, Trance took it upon herself to use the skeleton key Salja had kindly provided for the low low price of 1GP and enter Eliath’s room. She hid there under the bed for an hour or so before he returned. When he did, she leapt up and threatened to kill him if he didn’t co-operate. The others then helped her to kidnap him and take him back to their own room. Finally! They had found the barmy they were looking for! But he wasn’t barmy no more. He tried to tell them that he was a Clueless prime, only recently arrived from Toril when he was immediately recruited by the Doomguard. But when they pushed him he confessed that he had been in Sigil for fifteen years, most of which he spent insane on the streets of the Hive. He said that he had died there, a raving loon, but rather than being brought into he arms of his loving god, Lathander insatead returned him to life, claiming that for Eliath to join the Doomguard would be all he would need to do to fulfil his god’s wishes. He had no memory of a key to the portal they were looking for, though he did direct them to a wizard’s tower in the Lady’s Ward, which might contain the Rhaunades Collection, a library that may house the information they’re looking for.

The PCs felt they had run into a major roadblock in their investigations. Despite finding the man they were looking for, they were no closer to the information they needed, the key to the portal to the Isle of Black Trees was still a mystery and the Rhaunades Collection seemed like a long shot since there were a thousand towers in the Lady’s Ward and they didn’t know where to start. So they returned to their patron in the Society of Sensation, Bendon Mawl, for advice. On the way to the Civic Festhall to see him, they ran into another familiar figure, the Dancing Man who Aurora had encountered in the Hive. Another barmy turned sane. This time, they questioned him and when he tried out his cover story, one very similar to Eliath’s they found out that he remembered dying and being greeted Saint Cuthbert, who sent him back with the divine command to seek out and join the Society of Sensation to fulfil his wishes. The party began to make some connections. And when they went to see Bendon Mawl, he was very concerned about the possibility of some conspiracy between the Dustmen and the Doomguard, possibly at the expense of the Senates. He promised them some help if they would go and investigate this new threat. Even the Dustman on the team, Aurora found herself wondering if her own higher ups might have some nefarious plans she was unaware of.

They went back to their decrepit church to rest for the night and think about what they were going to do next but were rudely awoken by armed men busting down the door and attacking them!

Conclusion

The mystery has been preserved even after they discovered Eliath. They have unwound a part of it, of course, in finding him and the Dancing Man alive, but they don’t know the purpose of these “resurrections” or who is really behind it. Meanwhile, there are several factions in play and list of NPCs with their own agendas as well. It’s been low on action, but high on intrigue and that is suiting us just fine after the highly lethal, combat heavy OD&D and Basic.

Can’t wait to get further down this rabbit hole but I’m going to have to. I have holiday coming up so our next session won’t happen for a month! I’ll be back in the meantime with musings on other RPG-related things dear reader.

Stay Frosty, Forneus Research Base Review

Zero Prep

It’s the dream, wouldn’t you say, dear reader? Pick up and play. Many claim it, few deliver. One thing I’ll say about this Stay Frosty adventure, and, to be fair, any Stay Frosty adventure I’ve read (which isn’t many,) is that you can pick it up and play it with pretty much no preparation. I mean, that goes for Stay Frosty to a certain extent too. I discovered that when I reviewed the game itself last October.

The cover of Stay Frosty Remastered by Casey Garske. Space Marines fighting aliens/demons
Stay Frosty Remastered

But, of course, zero prep is not all you might want from an adventure. In fact, for some GMs, prep is as much fun as play. So what else has Andrew Walter’s Forneus Research Base got going for it?

Well, Tom, Isaac and I played it over the space of three sessions recently. In fact, we just finished it the other night. I have thoughts.

Action

There’s no fucking around with Stay Frosty, no long opening scene to allow for introductions of our characters, just a short summary for the PCs, of what they’re doing out there in space and an immediate crash landing at the eponymous Research Base. Oh, the crash landing was caused by black ooze exploding from the controls of their shuttle btw.

As I stated, there is a short read-aloud piece of text at the start. It explains that the PCs are private marines, employed by the United Universal Corporation to check in on its research colonies. As they are doing this, they are forced to crash land.

As I said, Stay Frosty is not really interested in your PCs feelings, unless they involve terror or going apeshit. At no point is anyone encouraged to take a moment to express their concern for their fellow marines or, for that matter, the colonists they were supposedly there to protect. This is a DOOM simulator. The PCs are there to shoot shotguns and blow up demons. And Forneus Research Base is all action from the get-go.

The Frostiness Tracker goes from Warm to Ice Cold
Frostiness Tracker

As soon as they emerged from the wreckage, the PCs realised they were not going to be able to take off again without significant work on the shuttle, so they decided to make their way to the base. Meanwhile, I’m rolling the Danger Die every time they move from one location to another, take a look around or stop to think, as intended by the rules. The Danger Die works a bit like a random encounter table. You roll a d6 and the result will give you one of the following:

  1. Encounter and Stress – i.e. roll on the relevant encounter table. Forneus has one table for the moon’s surface and one for inside the base. Stress is added to the PCs to build Tension. Tension also equals Frostiness. They higher the Frostiness level the better as it gives PCs bonuses like advantage on initiative and even extra attacks. But Tension can also explode. See below for more on that.
  2. In dangerous areas, Encounter, otherwise, Environment – Forneus has its own Environment table also. But this didn’t come up too often, to be honest.
  3. Environment – as above
  4. Stress – see point 1
  5. Entropy – for some reason, I rolled this one a lot and it had no effect. It’s only relevant if the PCs are using a thing constantly that has its own Supply die. For instance, if they are using Combat Drugs or Fuel when they’re driving a vehicle. The idea is that when Entropy is rolled, the Supply Die for that thing goes down to the next lowest die size. But whenever this was rolled, they had nothing to decrease.
  6. TENSION EXPLODES! – Only rolled this once. The idea here is that when this comes up, the PCs make a Willpower Save. If they succeed, they get to reduce their Tension by one. If they fail though, they take Tension x level damage and reduce their Tension to 1. Then they roll on the Going Apeshit table if their HP are reduced to 0 by the damage. The effects of this can be anything from getting Advantage on damage rolls but constantly rolling your Ammo Die (like a Supply Die for your weapons,) to Last Stand: going down mano-a-mano with your enemies. I actually adjudicated this mechanic incorrectly at the table. I didn’t allow them the Willpower Save, I just rolled the Tension damage and gave it to every PC. Also, this damage is not supposed to be applied to attribute scores when all HP are gone, as normal damage is. Only one PC had to roll on the Going Apeshit table. She ran for her goddamn life and they had to manacle her to the ATV to stop her.

(I only just realised I was calling this the Doom Die the whole way through our game. Oops.)

The Danger Die is the mechanic that really keeps things interesting in Stay Frosty. Many of the locations in the Forneus Research Base, for instance, have no pre-written encounters or much of interest at all, so the random encounters, environmental hazards and ratcheting Tension from the Danger Die are doing a lot of the work. This works fairly successfully but I found I was rolling up Encounters a lot, since a third of the possible Danger Die results give you one most of the time, and after a certain event in Forneus, you actually get Encounters on a roll of 1 to 3. So the marines were drifting from one Encounter to another with only cursory exploration in between.

At least the variety of enemies is suitably gristly, demonic and fun. You have the obvious demons, like the Black Leathery Imps, that used poison to make their enemies fire on each other. Then you have the basic cultists who just have guns, the mutated cultists who have been transformed to allow them to fly with their fiendish lord Xithrabla through the cosmos, sucking from his hellish teats and the Centiservitor who is a cultist combined with a centipede with a plasma cannon in its chest. On top of that you have the real horrors like the Cadaverous Persecutor, a giant cyborg corpse with a rocket launcher, and the Fledgeling Pest (The Final Boss,) a sickening, enormous baby’s head with a partially exposed brain and a vicious bite.

We found the lower level encounters were essentially just target practice. Since we only had two players, I gave them each three marines and decided to treat it a bit like a funnel. I think this was too many for this adventure. Four would have been a bit more balanced. The main reason I think this is because of the initiative roll in Stay Frosty. Whoever makes a successful Dexterity check gets to go before the enemy in this game. This generally meant that a significant portion of the six characters got to act before the demons and cultists. There were enough weapons between the marines that could do blast damage (flamers, grenades etc.) that they could wipe out the opposition before they ever got a shot off. It felt too easy at times. But, it also seemed to accurately emulate the feeling of playing a video game like Doom. At one point they were crossing a bridge over a chasm and being swarmed by imps and cultists. There were 26 opponents and the party defeated them in two rounds, just mowing them down in waves of gunfire and explosions. In only the second encounter, they came up against a group of six foaming cultists, one of whom was holding a grenade in each hand and standing near a leaky fuel tank. One well-placed shot from the grenade launcher took out the whole bunch with a mushroom cloud left in their wake. These moments felt hilarious, exhilarating and hilarious.

But when it comes to the more challenging opponents like the Centiservitor, the Cadaverous Persecutor and the Fledgeling Pest, I can’t stress how important it is to use the Powerful Opponents mechanic in Stay Frosty. That rule states that when there is a disparity on either side of a fight, the side with fewer Hit Dice, should subtract the difference between their HD and their Opponents’s HD from their attack rolls. For example, when my PCs were facing the Fledgeling Pest at the end of the adventure, the 1 HD/Level 1 marines had to subtract 3 from every one of their attacks against it because it had 4 HD. This meant that they were not able to overwhelm it by sheer numbers in the first round or two. Many shots that might have hit, did not, because of this nicely scaling rule. However, when they were up against the Centiservitor, I forgot to apply the Powerful Opponents rule and they slaughtered it before it ever got a chance to fire off its cool weapon.

My main complaint when it comes to the action in this adventure is that the Fledgeling Pest, labelled as the Final Boss, is quite avoidable. It is described as being attached to a wall by its very flesh in one of the Hangars, which have been converted to perform devilish rituals. But there is no reason for them to go to the Hangars in the adventure. I made one up, of course, to try and get them there. One of the NPCs they met told them there could be a working shuttle in one of them. This did lead them to the Hangars, but as soon as they got there, Tension Exploded and one of their number went running off across the moon’s surface so they hopped in the ATVs they had just found and booked it after her. After that, they decided to egg it as well. Since they had the ATVs, they were better able to make it back to their own shuttle. I had to think on my feet here or they were going to miss out on the best couple of encounters of the whole adventure. So, first, I had the Demon Arms (also restricted to the hangars) appear out of a hellish portal in the ground ahead of one of the ATVs, grabbing the driver and causing he vehicle to flip over. The mouth in the hand of one of the arms devoured one of the party but they won out. Then they moved on again and just as they were about to reach their shuttle the giant demonic archway (also found in the hangars) appeared in the air before them, with the Fledgeling Pest emerging out of it to attack them along with a few of its cultists. This was a genuinely tough fight and resulted in the death of a couple more party members. I might have just let them make it to the shuttle, I suppose, but I didn’t want to deprive the players of the Final Boss.

Non-action

Of course, it wasn’t all action. There was some exploration. This is done in a point-crawl style as you can see by the map here.

The Forneus Research base point-crawl map.
Point-crawl Map

The descriptions of the locations in the adventure are pretty bare-bones. At times, I found I wanted a bit more. For instance, the Systems, Generator & Atmosphere area is supposed to be enormous and encapsulates everything from winding, labyrinthine machine rooms to massive bridges spanning deep chasms. To be honest, these feel like they should be separate, individual locations. Another point about this area in particular is that we’re told that the communications can be turned back on and full computer bank access can be gained here, but not what that might achieve. I had no idea what the computer banks might tell them and I had no idea who they might communicate with off-world. That’s a lot to leave in the lap of a GM, especially when the rest of this adventure is pretty much zero-prep, as I mentioned before.

Apollo, in stasis - a chimp in profile, lying on a table with tubes going into his mouth and nose.
Apollo

Actually, it is really hard for the PCs to get much information about what has happened here. Even the few living, rational NPCs they meet had no way of knowing what happened on the base, since one was a prisoner and had been kept out of the loop the whole time, one was in a coma and one was a talking chimp, named Apollo, who was in stasis the whole time. It would have been more interesting if at least one of these guys had the full story for the marines. I should have improvised that, in hindsight. Of course, the PCs did recruit both Apollo, the chimp, and Jamal, the prisoner, gave them guns and got them shooting, so that was fun.

Conclusion

I ran this, as I mentioned above, for two players with three PCs each. I think this was a mistake. I mean, once they had recruited the NPCs, they had a squad of eight and they were just mulching the hostiles at every turn, until the very end. Four PCs would have been about right to make it a challenge. Also, I thought I might be able to run it as a one-shot, but that was highly unrealistic. It took three sessions in all, and they did not explore any more than about half the locations.

If I had to do it over again, I might have seeded some of the locations or NPCs with a bit more information on the background of the adventure, but I would still keep preparation time to near zero.

All in all, it was fun, exploding demon sort of romp as an adventure and a system that we all enjoyed, although I expected Tension to Explode more often.

DCC Day 2026

Collections

It’s been a long time since I collected anything. I used to collect comics, although it wasn’t a conscious choice to build a collection. I just bought 2000AD every week and didn’t throw it out as that seemed rude. Those comics went the way of all things for one reason or another, and any comics I bought after that were digital. I even gave up on that when Amazon bought Comixology and ruined it as a service. I used to have a small collection of DVDs and Blurays. Still have a lot of them in the attic, actually. But with the advent of streaming services, I don’t purchase too many of those anymore.

RPGs, though… When I got back into playing them around 2014/2015, I was only playing 4E because I had the books. Then I decided to see what this whole 5E thing was about. That quickly ballooned out of all sense. Frustration with that brought me to discover indie RPGs starting with Spire and then everything that Rowan, Rook and Decard ever produced. That’s when things started to really get out of hand. Now I seem to never have quite enough shelf space. Every time I buy a new set of book shelves, I fill them immediately and then a new kickstarter fulfilment or three arrives.

DCC has been a major contributor to my collection woes. I have backed a number of Goodman Games crowd-funders in the last couple of years, including the recently arrived Dungeon Denizens II, Terror from the Underdeep (a 5E set, but still Goodman Games) and Caverns of Thracia. Also, there are just so many adventures, taken on their own, mere booklets, a few pages. But its hard to buy just one…

Anyway, back to the Caverns of Thracia. The kickstarter was to produce a book that included both the original Judges’ Guild mega-dungeon adventure by Jennell Jaquays and the newly realised version for DCC (or 5E.) It came with a bunch of add-ons like fold-out maps, a handout booklet, a GM screen and a few side adventures that were set in the same general area as the main one. So, I have been thinking recently, especially as I retread old ground in the Editioning, that I should be using some of these books! I thoroughly enjoy DCC but I have only ever run two funnel adventures and a 1st level one. So, I decided to take one of those side adventures from my Caverns of Thracia haul and run it for DCC Day 2026, which just passed on July 18th.

Beneath the Isle of the Serpents

Beneath the Isle of Serpents inside cover illustration shows a band of adventurers filing down a narrow corridor with a warrior in front, a Wizard in the middle and a hypnotised Dwarf in the rear, attacking the Wizard. They are being attacked by a Serpent man who looks a lot like a Lizard man if I'm being honest about it.
Hypnotise!

I settled on DCC # 109 Beneath the Isle of the Serpents by Bob Brinkman as a suitably evocative scenario that would showcase a pretty cool dungeon and could easily be finished in two sessions. I have already learned that, no matter how short a DCC adventure is, you are not likely to finish it in one session without severely editing it or via TPK. Turns out I had more lessons to learn.

We started the adventure in montage. My players, just two for this DCC Day, had a couple of PCs each. One of these was a Wizard, and one of the adventure hooks is that the Wizard’s patron calls in one of the many favours owed them. Hilda’s patron Ydd’grrl, demanded that she and her friends deal with the burgeoning evil beneath the Isle of the Serpents on the Starry Archipelago. So they trekked across the continent, traveling largely by map. They got to a fishing village on the mainland closest to the Isle of the Serpents and then a fisherman, named Kamay, offered to take them where they wanted to go. No-one else would…

Map of the Starry Archipelago. A number of green islands dotted acorss a blue sea.
Starry Archipelago: its fun to say. Try it!

Kamay dropped them off at the black sand beach on the south of the island. Here they faced the terror that was a Giant Devil Crab. They largely had the measure of this thing, but when it hit, it hit hard. After a couple of rounds where they battered away at its devilish shell, one of its claw attacks impaled Hilda, killing her instantly. Kinda, I mean, we fucked up here. It has been about ten months since we last played with these characters so we forgot how they worked. It looked like our Hilda had 15 HP, but we all thought that must be some mistake for a level 1 Wizard, right? Wrong, it was only after the session, when Hilda’s player, Tom, was trying to figure out where the 15 came from that they realised it was one of the benefits she got from her familiar! So, when I ruled that she couldn’t have had so many HP, and must have been killed by the 8 devil claw damage, I killed her without due process or any real legal basis. Some Judge! Anyway, once we knew what had happened, we ret-conned the death. Instead, she awoke amidst the devastation of the devil crab, stripped of all her belongings by her fellows, and badly injured. “Fuck this,” she thought, and went back to the boat.

While she was “dead/unconscious” however, I asked Tom to roll up a new PC using purplesorceror.com as I was worried about the ability of the party to survive the dungeon when there were just three of them. Tom rolled up Glagrill, a Dwarf who they’d all forgotten was asleep in the hold of Kamay’s fishing boat the whole time.

The Island

The map of the isle of Serpents. It is vaguely oblong with a volcano with a face in the middle. No hexes.
No hexes here.

The adventure provides a really great random encounter table for those parties that decide to explore the island’s surface. Now, there’s a perfectly good, relatively recently forged path through the jungle that leads directly to the main dungeon entrance. If they take that path, they get to move full speed and forgo having to roll for any random encounters at all! so those PCs who avoid that are probably just paranoid. No good reason to do that, surely!

Now, I will say that while the encounter table is great, if a bit over the top for what is probably going to be a very minor aspect of the adventure, the text tells the Judge to roll for a random encounter every two hexes traveled by the party, but the island map ain’t got no hexes so you would need to kind of guess how far two hexes might be, I suppose.

The Dungeon

Anyway, my clever party took the safe option and went straight down the path and straight down the ancient, root-choked chimney to the buried temple to some chaos God. Here they discovered some indecipherable wall art, a room filled with rust-midges and a grate in the floor, below which those blessed with infravision could see barely living bodies of humans hanging by manacles from the sloping ceiling of what looked like a sluice. And that was the end of session 1.

Session 2 saw them descend the winding staircase out of that first chamber. They found it ill-suited to them, too narrow, with steps too long and too low, as though built for a very different type of body. Before long, they encountered an opening in the wall on one side. Our Dwarf, Glagrill, checked it over but made some noise in the process. So, when he made his way into the chamber beyond, he found two Serpent Men and one Cobra Sub-commander on their way to attack. Unfortunately, the narrowness of the doorway meant only one PC could stand in the front. The Sub-commander attempted to hypnotize the PC right behind the Dwarf, but Glagrill did his best to defend, and Helfgott, our Cleric, cast darkness to prevent any more hypnosis attacks. Three against four, this turned into a war of attrition, which is bad news for a band of 1st level characters. Eventually, the darkness failed and Magnolia, our Halfling, was hypnotized by the Cobra Sub-commander. She had no choice but to attack Helfgott. She critted and did an extra 2d6 damage on top of her normal weapon damage. Helfgott only had 3 HP. He was one of the longer lived PCs. Isaac had had him since Sailors on the Starless Sea. It was a tough way to go but the others looted his corpse and moved on after they killed the two guards. The Sub-commander had locked himself in his room in the back of these guard quarters. On their way through they found a pair of lucky dice, some coin and a barrel of human hands, feet and other bits.

Eventually, they decided to open the door and deal with their opponent. This time, Melmoth, Isaac’s Elf character was the one to suffer the hypnosis of the Cobra Sub-commander. He was forced to turn on his new associate, Glagrill. He critted… Glagrill, so new to the world, was sent out of it again in but a moment. The two remaining adventurers, taking no chances, fire-bombed the trapped Cobra Sub-commander to death and found a bunch of treasure in the ruin of his chamber.

Not even half way through this adventure and technically, three PCs down. This was the dice telling a story. I was rolling so well, I felt bad about it. Tom and Isaac had never rolled worse, except when they were under the Cobra Sub-commander’s sway and they critted. There was shock, sorrow and outrage on display at the table. Everyone was questioning their choices. We laughed and cried. This is why I play these games to be honest. Not to kill characters but to experience the extremes of those moments.

Conclusion

The Cover of the Special Edition of DCC RPG. it has a gold embossed demon skull complete with horns on the faux-leather black cover.
DCC RPG Demon Skull

Eventually they trudged back towards the beach, thinking to retreat. Meanwhile, Kamay the fisherman started lifting the anchor. Hilda asked where he thought he was going. He told her his business was done here. She sent him into a deep and magical sleep and made for shore where she reunited with her former companions. They decided one more try was in order.

DCC Day 2026 may be done, but the expedition Beneath the Isle of the Serpents is far from over, dear reader. Join me again soon, when I will complete my review of this deadly module.

The Editioning, Basic D&D, the End

The Kept on the Borderlands

You see, it’s past tense because the game’s over now. Anyway… dear reader, if you are reading this and you don’t know what any of the words in the title or sub-heading mean, maybe go back and have a read of the entire collection of posts on the Editioning, our challenge to play every edition of the original fantasy RPG, and on this game of B/X or Basic D&D.

We finished up the game on session 11 a few of days ago and I have been thinking about it a lot since then. There’s a lot to consider! After all, this was the adventure that kicked off the role-playing lives of so many nerds from 1981 on, since it came with the Basic Set. Not only that; in the context of the Editioning, playing it now, in 2026, allows me to think about it in a way that players at the time could never have. As well, it’s the adventure that launched a thousand clones. Could Gary Gygax ever have foreseen the enduring popularity and desire to emulate this scenario, when he first designed it?

But, when it comes down to it, I want to take this game that we played at face value. That’s the real purpose of the Editioning as I see it. That, and comparison. I want to compare this experience with the experience of playing every other edition of D&D. And that’s something I can usefully begin to do now that two of them are done and another is under weigh.

Beginnings

The About page of the Keep on the Borderlands - inlcudes a gnraly illustration of a band of adventurers fighting an owlbear in a dungeon.
Info Page

One of the major attractions of Basic D&D for many will undoubtedly be the ease and speed with which you can create and even detail your PCs. You can easily roll up stats, choose a class and equip a level one character in about half an hour, maybe a bit more depending on your familiarity with the game and the genre. Genre is an important point here. There are no gonzo elements, really. It’s pretty straight-forward medieval Europe with dwarves, elves and goblins. Most anyone interested in playing D&D is going to have at least a passing cultural understanding of the broad strokes and tropes. This ease of character creation is a major bonus, from my point of view, it allowed us to have our session 0 and session 1 in the same evening. But, maybe more importantly, it allows you to roll up a new PC on the fly while the others mourn the loss of the one that just got an arrow through the eye. What this means, in many instances is that any particular PC can be easily substituted by another of the same class.

To compare this aspect of the game to OD&D all I can say is there is not a huge amount of difference, except to say you have slightly fewer decisions to make in Basic. OD&D allows you to choose race as well as class, so, for instance, we had a halfling thief and an elf magic user in our OD&D game. From this perspective, I often think of AD&D as the natural descendant of OD&D rather than Basic. AD&D 2nd Edition is determined to overwhelm the player with options, however, and requires multiple decisions to be made simultaneously. From alternative ability score rolling methods to the inclusion of kits, non-weapon proficiencies and schools of magic, the complexity is ramped up ten-fold from Basic. This is a matter of preference, I think. Some of my players enjoyed all the options quite a bit. While others would much rather get to the game more quickly, like you can with Basic or OSE or most OSR games these days.

Map of the Wilderness from Keep on the Borderlands. A great forest in the north surrounds the Caves of Chaos and the Cave of the Unknown. A river meanders through the central part of the map, with marshes along its edges and more forest to the south. The Keep stands just north of the river on the western side of hte map.
Map of the wilderness from Keep on the Borderlands

As for the beginning of the adventure itself, The Keep on the Borderlands encourages the DM to take the Background section and expand on it or tailor it to their own campaign. Isaac did this for us by indicating that we were the last surviving members of a mercenary band that was returning from a failed campaign in the wilderness. This worked well to explain the relationship of the PCs, why they were traveling together and to give us a motivation to seek out gainful employment so we could get back on our feet.

My experience with OD&D and AD&D 2nd Ed is quite different. Of course, I created the OD&D adventure from scratch so I necessarily created the starting situation for them as well, but for the Eternal Boundary in 2nd Ed, the DM is presented with two options to start, and it’s quite proscriptive otherwise.

Middles

The map of the caves of chaos - a finger-shaped ravine with cave systems branching out from it.
Caves of Chaos Map

The Keep on the Borderlands adventure booklet consists largely of location descriptions. The “plot” such as it is, is contained within those. This is a familiar adventure design methodology for anyone who has been paying attention to the OSR. One of the first descriptions is of the Inner Bailey of the keep. In the two paragraphs devoted to it, the major points made regarding it are that the PCs must do a great service to the keep to gain entrance and if they do that, they’ll have a feast thrown in their honour, where the Castellan will gain the measure of them. If they impress him, he will send them on missions later, have them blessed on the way out and pay them a reasonable rate each time.

Isaac nicked a great little mechanic from the Root RPG for handling our reputations with the various factions involved in the adventure. Root uses reputation trackers to record how well liked or despised your PC is by the various woodland factions, with PC actions able to add points to or subtract them from the tracks. You can find a good description of that here on the Cannibal Halfling Gaming site. Gaining rep with the various factions and being aware of it definitely made us push our characters to make certain choices that we might otherwise not have. Mostly, we wanted to build reputations with factions we were already friendly with and tank all the others. The fact is, the way we ended up playing the adventure, it was about 75% impressing or pissing off factions, 15% dungeon crawl, 10% getting absolutely fucked by random encounters. So, the gaining of rep was at least as important as gaining experience. The module does refer to the possibility that the PCs might become aware of the conflicts between the denizens of the Caves of Chaos and use that as a way to set them against one another. But, it doesn’t provide any useful advice as to how to handle it beyond, “be careful to handle this whole thing properly,” which is genuinely worse than useless. What it does not do, at any stage is present the monsters as anything other than elements to be eliminated. We don’t need a name and background for every monster NPCs but at least the leaders should get that! Once again, Isaac took it upon himself to fill in those blanks, naming the leader of each faction, giving them personalities and motivations that we could attempt to work with or butt up against. He never managed it from a combat-first perspective, and I really appreciated that, because combat is exceedingly lethal and to be avoided at all costs. This might have just been the random encounters which included monsters of higher levels than us who were quite capable of one-shotting our toughest members, but it did feel more lethal than the other two games I’m comparing here.

Comparing all of this to OD&D, once again, in my own home-brew adventure, I actually felt there were some things I could have learned from it. I often felt I should have had more factions and even NPCs in general in my OD&D game, even though the concept I had for it did not require that. Combat-wise, OD&D and Basic both have a hitting problem, in that it’s really hard to do. We missed a lot and it was generally agreed that having a shit-load of hirelings was a necessity, if only so that the law of averages would be on our side. This was true of the enemies killing our party members too. We lost two PCs throughout the campaign, but oh so many more hirelings.

It’s harder for me to compare the middle of the adventure to 2nd ed, since we are not there yet, but I can compare the style of adventure. The Eternal Boundary is an entirely different beast. Of course, it does have the factions of Sigil baked into the adventure, and the factions the PCs belong to have a real effect on things, but they are not trying to ingratiate themselves to the factions, really. It involves a lot of investigations that may involve factions, but that’s about it. Actually, it would be interesting to include a Root-style rep track but, there are so many factions involved in the city, it might become like too much overhead. One thing is for sure, so far, it seems like a more diplomatic than combat-oriented adventure. Combat-wise, I can’t comment too much. We haven’t had any fighting yet, but, from what I remember, combat had the potential to take an age and to be very crunchy compared to Basic. Still quite lethal but with a lot less instant death. I’ll revisit this after we have a few more fights in Planescape.

Endings

An illustration of a minotaur, GHolds a weapon. Looks angry,
Minotaur

Isaac gave us an ending more because we had to move on to other games than because we came upon it naturally. The fact is, looking at the adventure now, we had barely scratched the surface of the Caves of Chaos. We missed the entire minotaur labyrinth! There are caves denoted by letters A to K and we only entered three of them. That third one, though, that was a doozy.

Isaac had been coming up with a variety of events through the course of the adventure, and we had no idea they weren’t detailed in it. The main area of his invention involved the Serpent Cult and its relation to the Curate of the church in the keep and his relation to the Castellan’s advisor, an elf. Now, we had immediately discovered the Curate’s elf-racism since one of our party was an elf, but it ran deeper. One day, we returned to the keep to find that the advisor had killed the curate when he accused him of being a spy for the Serpent Cult. We investigated and found no evidence that the elf had anything to do with the cult, but did discover evidence that the cult was operating from one of the Caves of Chaos. On our word, the Castellan released the imprisoned advisor and then promised us a permanent residence in the keep and his eternal gratitude if we would clear out the cult. In order to take on the cult, we recruited the assistance of the goblins we had previously made friends with and then marched on the evil cave.

This led us to the last session of play. As a cleric-heavy group, we turn-undeaded our way through the majority of the encounters leading to the final boss, the Chaos Priest hiding in his chamber beyond a chapel swarming with skeletons and zombies. We used Hold Person on him, he failed his Save against it and we stabbed him to death and cut off his head to bring back to the castellan. Hurrah! We lost the majority of the goblins on our team but otherwise came out a great deal richer and even more experienced.

Isaac had us do epilogues for our PCs, since we are unlikely to return to them and I will genuinely miss playing Thaddeus Nightbane. He finally proved that not everyone he cared about had to die and that felt like a good end to his arc. I will say that, as far as running this only in Basic D&D goes, I think it could be difficult. Thaddeus ended up as level 5 and, thechnically, Basic only goes to level 3. You would have had to have the Expert set on hand before you finished playing the adventure, I feel. Or, just make sure, as DM, that you don’t hand out too much treasure or encounter XP.

So that was the end for us. But, I’m quite sure you could continue playing in and around the Keep and Caves for twenty or more sessions if you wanted to explore every cave and every faction. It’s even got re-playability, especially with a different DM. Isaac put so much of himself and his ideas into it, I’m sure, if I ran it myself, for instance, it would be a very different game.

Comparing to OD&D’s end, it’s difficult, once again, but I can say that my adventure, the Woes of Sorrowfield had a very clear ending, although they might have approached it from different ways. This has nothing to do with the edition either, of course, more the adventure. Woes was a totally different type of adventure compared to Keep, so, like I said, it’s hard to compare.

As for the Eternal Boundary, although we are a long way from the end of that, I know, for sure, that the ending also be at a very definite time and place, although, once again, they might arrive at it in any one of a number of different ways.

The main difference, here is that Keep on the Borderlands is not really interested in telling a particular story, so much as presenting a situation, but both the AD&D 2nd Ed adventure and my own OD&D adventure, had a specific story to tell.

Conclusion

I liked it. I liked it a lot more than I expected to. This adventure tops a lot of people’s favourite adventures lists and I can see why now. Although, I would say a lot of my enjoyment came from the way in which Isaac ran it rather than from the contents of the module itself. But the module gives a DM the freedom to expand and improvise as they want, so that is a very cool aspect of it. As a teaching adventure, I can see its value.

As for Basic D&D, I thoroughly enjoyed this pared-down version of the game. It’s freeing having no real skills and only a few stats you need to keep track of. Some things like saving throws and THAC0 still bother me but I look at them now as more of a nostalgic idiosyncrasy than a real bother. They are not difficult to get used to and they don’t get in the way too much in play.

The Editioning will continue, dear reader, but its time to leave the Keep on the Borderlands behind along with poor Edmund, my cleric who died in session 2 and whose corpse we found shambling around in the Chaos Cult’s lair. We put out his other eye and chopped off his head for good measure.

Blades in the Dark, Thoughts

Set-up

I made quite a big deal, last year, about the process of choosing an RPG to play. For months, I perused books and created characters to get a feel for a selection of games. Most of these games I would put squarely in the story game or, at least, narratively focused category. Blades in the Dark beat out Triangle Agency, Slugblaster, Wildsea and Deathmatch Island to name a few.

Once I had decided on Blades, I wrote a bunch of posts relating to the advice presented in Blades and its recent expansion, Deep Cuts. Reading the books and absorbing the advice helped to boost my enthusiasm for it.

We got into Blades well. We had a regular game every three weeks and we found a natural rhythm of having a score session followed by a downtime session. I had always planned to have only six sessions in our Season 1 of the game. This seemed like a reasonable amount of time for all of us to get a good taste for the game, the setting, the system, the characters and the crew.

We had our sixth session last week, so I thought I would take this opportunity to gather my thoughts, lay them out and examine them.

Up-sides

The scores; it’s what it’s all about. Even in the instances where I had no time to prepare and found myself recycling old ideas, we got really into the scores. The players seemed to enjoy the freedom of the narrative-first style that allowed them to fully describe an entire action scene rather than just rolling a die to see if they hit a guy. This bred inventiveness both in-score and out so that they pushed the envelope of what was possible even during downtime.

I enjoyed them because I found I had a curious amount of control over the proceedings. If we had a full session for the score, it was easy and fun to allow the PCs as much leeway and time to describe and indulge in their scenes. Conversely, if time was against us, I was able to push things to a conclusion with the flick of a narrative switch. I used clocks in every score, which will be no surprise to anyone, but, for me, it was remarkable. Looking back, I feel like I could have utilised them more often and to better effect. Almost every score involved just one clock representing the PCs goal and one representing the potential negative consequences. Especially in the final score, it would have been fun to introduce other clocks representing minor peripheral goals or dangers as well, but I didn’t think of it at the time so it didn’t happen. But, what I’m saying is that I like the use of clocks to track eventualities and possibilities. They are easy for everyone to understand and impress on all players the urgencies and exigencies of their situations.

Secondly, I loved the player-characters. The playbooks are iconic and the players loved to lean into them in fun and notable ways. I think the players all became attached to their characters in short order, which was essential since we had only six sessions. The crew became almost a character of its own, especially with its reliable cohort of thugs. I liked that the crew had a sense of ambition. They wanted to become the number one gang in Crow’s Foot, and by the end of the season, they had made significant headway towards that goal, defeating the Red Sashes in a war and capturing their leader. But they also each had their own motivations, religious or “scientific” or naval(?) I think the game itself has something to do with that, with stress and heat and reputation all conspiring to drive them in certain directions. But, I also know that my incredible group of players would build memorable characters no matter the influence of a ruleset so I don’t want to overstate that.

Thirdly, the setting. Duskwall is such an evocative setting. The eternal darkness, the ghostly hauntings, the leviathans and the empire. The nobility, the workers, the weird science and the gangs. It is rich and deep and you would be hard-pressed to fail to come up with interesting things to do in it. But it is not oppressive in its richness. We never felt as though we had to stick to some Akorosi canon. There is a freedom to create parts of the world that you would never get in, for instance, a published D&D setting. But, on the other hand, the books provide a wonderful assortment of factions, places, NPCs and items that can come in handy when you need something specific or general in a pinch. I was rarely left scrabbling for a needed detail. There was always something close to hand.

Up-hill Climb

Light shines down from above on a scoundrel running acorss the rooftops of Doskvol
Light shines down from above on a scoundrel running across the rooftops of Doskvol

But we had some significant issues in our six sessions. Now, some of these are entirely my fault. Some of them are a symptom of having only six sessions to become familiar with the game and some arose because we sometimes struggled to keep our sessions regular. But still, they were there so I’ve got to discuss them.

Downtime was the biggest struggle for me. Now this was, perhaps, the part that I can take most responsibility for, but there are elements that we found just rubbed us up the wrong way. So, firstly, about half way through, I decided to start introducing downtime rules from Deep Cuts. I liked these alternate rules. They were largely diceless and gave the PCs a bunch of other things to spend Coin on. I thought they would speed things along a bit more, compared to the original downtime rules. But it introduced confusion more than anything else. Because we had had so little time to get used to the original rules, and I had an imperfect understanding of the Deep Cuts rules, we ended up often very confused about what was needed for any given downtime activity. We often ended up mixing the two rulesets into some unholy abomination that we could never remember at the next downtime. I wish now that I had started with the Deep Cuts rules and used them the whole way through. I think they are, comparatively, smoother and more interesting overall.

But the main issue I had with downtime was the idea of having a separate and overtly different phase of play. The fact that you need to use a completely different set of rules for it delineates it deliberately from the score. It slows things down, it deals with each PC so separately that they are largely on their own for long periods of the game. This meant that the only other person they were interacting with most of the time at the table during downtime was me. This is a significant increase in mental load for the GM. On top of that, each PC has a few notable NPCs and I was responsible for voicing, playing and inventing them almost from scratch. That’s a lot to remember and a lot to do at the table.

And, the mechanics themselves, to me, made this part of play feel like I was constantly explaining the rules of a board-game to the players. All those currencies and meta-currencies, Coin, Rep, XP, Heat, Wanted Level, Status, Stress. There is so much to keep track of and it often feels like shuffling tokens and cards around on a board. I am not a big player of board-games. Given a choice, I would choose an RPG any day. Combining the two in this manner did not endear the game to me. And all the sheets required to keep track of everything go to evidence exactly how much admin is involved in Blades in the Dark. Now, I understand that this is actually a positive for many people. It’s just not for me.

In general, I found that role-playing, as one might traditionally think of it, was difficult to work into sessions of such heavy admin. Even in the score sessions, there is little time for inter-character development, so focused is the whole crew on the goal of the thing. This is, perhaps, a symptom of the style of play I am used to. Generally, in OSR or more trad games, the players are often role-playing amongst themselves constantly and then with me, as the GM, whenever they need to interact with an NPC in the world. Blades requires the players to know what sort of scenes they might want to role-play, set them up with the GM and know when to end them as well. So, that might be our relative inexperience with this type of game showing. But, if I might be allowed to make a comparison, I never felt like this when playing Spire or Heart, which are hardly OSR or trad. It think they sit more firmly on the story-game side of the divide, but we never had any issue with fitting in role-play in our campaigns of those games. I think this is due to the fact there was so little admin in those games. They feel more streamlined to me. Not perfect, by any means, but, perhaps, more to my taste.

Everyone agreed the character sheets were an issue. This was more from the player side than from me. The design of the character sheets is too busy and the text is too small and the little boxes to fill in are fiddly. In general, there is far too much text on them, even though I know the idea is that the player has everything they need at their fingertips. Interestingly, one of the things some players said was that, even with the quantum equipment rule where you don’t have to mark a piece of gear until you say you’re using it, they found the item list restrictive. They would often look at that list when trying to figure out what to do with their turn. Too often, they could see nothing of use, and instead, just defaulted to the usual skirmish or shoot. I thought this was a very interesting observation, that the design of the character sheet or the item list, at least, conspired to stunt their creativity in the moment.

Up-shot

Now, like I said at the start of the last section, its possible that a lot of these negative views are due to the way I ran the game, the irregular nature of the sessions, the limited exposure to the game, but I think its equally possible that I bumped up against it because I have a particular preference for a different type of game.

I confess that most of my best and most memorable experiences with RPGs recently has been with the OSR. Mythic Bastionland, Mothership, Black Sword Hack, Old School D&D. I am rooted in old school play after all. But, then again, I have played other story-games, like Heart and Spire, like Trophy, Root and Dungeon World and I have enjoyed them immensely. I might be forced to come to the conclusion that Blades is just not for me…

I guess we’ll see when we go back for season 2 of the Death Knells.

The Sutra of Pale Leaves, The Fixer

Goodbye Carcosa

Dear reader, last week, we took a look at the final part of the Sutra of Pale Leaves campaign. Today, we’re looking at the Fixer, the final scenario in Carcosa Manifest, the second book in the series. Its part of the Sutra of Pale Leaves, but its not necessarily part of a campaign. You could play it as a stand-alone module, but you could also play it as a coda to your SoPL game. It makes as much sense as the very loose way the campaign is presented, if not the way you might actually find yourself playing it.

The Repairer of Reputations

The Fixer is based on the short story by Robert W Chambers, the Repairer of Reputations. I’ve just listened to it on Youtube. It’s a story of insanity, ambition and murder, which is told from the point of view of a man who has come under the influence of the King in Yellow and a deformed, yellow Repairer of Reputations named Mr Wilde. Go listen to it or read it here. It’s not very long and I think it’s worth reading. The story and the scenario share a few major scenes and themes, but the Fixer is resembles the Repairer of Reputations only loosely. For one thing, the original was set in a then future New York City, while the scenario is based in 1990s Tokyo. The main thing, of course, is that it’s an RPG scenario for a number of players, and that necessitates a few things. The PCs need to have something to do, there has to be room for all of them to be the “main character” and it has to have enough meat on its bones to keep them going for a few sessions of play. I think the Fixer is quite successful at doing these things.

Beginnings

There is an interesting conceit here, that the investigators are down on their luck. They are members of Tokyo’s growing homeless community and are lacking money and respect. It’s possible that they are the same investigators that played through the full Sutra of Pale Leaves campaign. In fact it’s suggested that that’s the reason for their current predicament. Perhaps the things they were forced to do to fight the Pale Prince got them arrested or sent to a psych ward. Maybe they became social outcasts due to their talk about mind viruses and Carcosa and faceless people. Whatever the reason, they have ended up on the streets.

But then they’re given an opportunity by Mr Nomura to make some good money and repair their reputations, restoring their lot in life. Nomura is a strange man with terrible disfigurements and an ever-increasing number of cats. He acts as a wakaresaseya, a breaker-upper, if you will. This is a real business in Japan, and it fits in the scenario perfectly. In fact, in the short story, we never discover what it is that Mr Wilde actually does to Repair Reputations and I’m not sure that such a job ever truly existed in history. So, I like this logical adaptation in the scenario. He calls on the PCs to target several “wrong-doers who have made it into his ledgers.” These include a politician, a dirty cop, a buddhist abbott, a yakuza gangster and a fashion CEO. These are known as the Strawmen. He doesn’t want them killed or physically harmed. Rather, he would like the investigators to humiliate and humble them in particular ways.

Episodic

The visual flow chart of the scenario features the five portraits of the strwmen from the scenario at each of the points of a pentagram with a portait of the Fixer, Nomura above them all.
The Fixer Flow Chart

This scenario bucks the trend when it comes to format. Rather than simply following leads from location to location as the other SoPL scenarios, the investigators need to deal with each of the Strawmen one by one. Now, these people are all assholes in one way or another, even the buddhist abbott is a drug-addict who tricked his way into inheriting his title from his father by convincing the old man that his brother was actually the junkie. So, the investigators are unlikely to feel too bad about bringing them down. In fact, each of the strawman sections details the exact kind of shitheel each one is, their background, their weaknesses and where they’re most likely to be found. For instance, the politician can usually be intercepted at the National Diet (Japanese parliament) or on the golf course. Most useful is the “possible approaches” part in each strawman section. Obviously, this is Keeper-facing information, but it can be used to confirm that the investigators are on the right track. Generally, they are going to have to overcome things like getting onto a golf course or into parliament buildings while being homeless person. But once they get there, they get to do fun things like blackmail, or just straight-up releasing blackmail material to destroy them.

I can see each of the strawmen maybe taking a single session, with an episodic, strawman of the week type game. This would be interspersed with the results of the investigators’ efforts. You see, the truth is that targeting these individuals is essential to the completion of a ritual that will succeed in bringing Carcosa into our world. Nomura wants to overwrite Akihabara with the home of the Prince of Pale Leaves. They will start to see changes such as the police station being turned into changed into a castle looming over the town market square of Carcosa, or the National Diet transforming into the Royal Ballroom. As the city changes, so too does Nomura himself. His simple silicone prosthetic fingers become a cybernetic arm, and eventually he wears a porcelain mask and he is completely subsumed in some sort of cloak of scales with odd protuberances. I really like the gradual change in this villain and in the world. The investigators must assume their actions have something to do with these changes. The become more extreme with each strawman they bring low. And yet, the scenario assumes they continue to do what they have been employed to do.

Endings

Nomura, the Fixer pictured with his cybernetic arms on the table in front of him. He is otherwise a normal enough looking Japanese man wearing a light coloured shirt. There are cats in both the foreground and the background.
Nomura, the Fixer

Once Carcosa has been fully unlocked by the actions of the PCs, Nomura will attempt to fulfil their bargain by offering them positions of authority in his new city. The scenario provides us with a number of lore sheets, which the Keeper can give to any investigators that agree to this. These include, the Rightful Crown Prince, the Royal Matchmaker and the Judge of the Star Chamber. These are to be assigned to particular investigators, not randomly. For instance, the Rightful Crown Prince is supposed to be given to a PC with a good reason to despise the politician strawman so that they can rightfully exceed his level of political power. Even if the PCs don’t want to take on these roles in Nomura’s new world, they might anyway, if they enter into a period of underlying insanity, or if their Exposure Points get high enough, which is fun.

As a truly standalone scenario, we are told that the Fixer is not proscriptive on how it might end. It provides a couple of potential climaxes but it could really go any way. It does, however, still have the numbered Endings common to all these scenarios. I don’t know how we square that circle, to be honest. Anyway, here are the Endings:

  1. Party Wipe (Failure)
  2. Carcosa Manifests (Bad Ending)
  3. Reality prevails (Good Ending)
  4. Split Decision (Umwelt Ending)

Conclusion

I like this scenario. It’s weird and contains some potentially amazing scenes and revelations for the players. The NPCs are well drawn and the events are memorable. I think it would be a perfect way to wrap up your time with the Sutra of Pale Leaves and would act as a fun epilogue to the campaign.

All in all, I’m happy I took this deep dive into these books. I haven’t all that much experience running Call of Cthulhu but I think I would run this full campaign because it resonates with me personally. I think the Prince of Pale Leaves is an insidious and threatening unbeatable villain. The setting is one that I think will fascinate many people and the themes revolving around elements of Japanese culture and society work really well. The variety in the scenarios would, I think, keep it compelling and interesting for both Keeper and players. But I don’t think I would take their advice on running the scenarios in any order other than the one they are presented in and I can’t imagine myself playing it more than once, as they suggest is possible in the intro.

The Sutra of Pale Leaves, The Bridge Maiden Part 2

The Sutra Ends?

Not quite. We’re almost there, dear reader. This post is about the scenario that’s designed to be the culmination of the Sutra of Pale Leaves campaign for Call of Cthulhu. But it’s not the last scenario. There is one more to go. It’s called the Fixer and I’ll deal with that one next time. If you’re interested in the rest of the posts on this subject, check them out here.

The Bridge Maiden, Part 2 is, guess what, the continuation of the Bridge Maiden, Part 1. You come here to the dice pool for all the hottest insights, dear reader. The intro section tells you that you should run this as the last scenario in your campaign also. As I mentioned in these posts before, you’re informed early on that you can run the scenarios of this campaign in any order, but obviously, if you try running the Bridge Maiden Part 2 before Part 1, it’s not going to make a whole lot of sense. I would contend that the only two scenarios you really have to play to make an, admittedly very short, campaign are these two. None of the events of the other scenarios are central to the main plot of the Sutra of Pale Leaves. Honestly, even the events of the first part are basically surplus to requirements. More on that later.

Make way for SPOILERS below!

Who and What is the Bridge Maiden?

“Who” is a relatively easy question to answer, thankfully. In a very real sense, the Hashihime or Bridge Maiden, is embodied by Umezono Kaho, the NPC from Part 1 who probably employed the investigators to find her brother. Unfortunately, her brother had been transformed by the power of the Sutra, into a pale, subterranean, tentacular creature, but he was basically an asshole so whatever. However, after the events of that scenario, Kaho disappeared. No matter what the PCs did, there was no way to find her. During that time, she had become more and more assimilated into the Association of Pale Leaves (APL.) Not only that, but she has become the vessel for the entity known as Hashihime, as had her ancient ancestor, the great warrior-woman, Gozen Tomoe.

“What” is a bit more difficult. As the Hashihime, Kaho will be the one to guide the Prince of Pale Leaves from his home in Carcosa, across a magical bridge to Earth. This is achieved through the performance of a ritual. It’s not fully clear to me how this all works, though. We know that Gozen was an adherent of the Prince but I don’t know why only she, or her ancestors, have the ability to act as escort. We are told that it’s part of the ritual, but not why. We don’t have many other details about the ritual either, to be honest. But that’s because the PCs will not be able to stop it from beginning. So, let’s move on.

Beginnings

It’s at least a year since the events of Part 1. The investigators might have forgotten that Kaho ghosted them after they found/killed/escaped the clutches of her brother. But something comes up that leads them back to her. As usual, you can use the investigators’ confidants to get them involved, but there are no explicit hooks provided in this scenario as there are in the others we’ve looked at so far. Instead, we have a few bullet points describing ways to bring in the PCs without the intervention of the confidants. Honestly, I’m not sure why that is. After a year, I think it would be great to have a solid narrative hook to utilise to re-introduce them to this case. Especially as it’s not really even the same case! Part 1 revolved around the disappearance of Kaho’s brother, Minoru. Her relation to the Bridge Maiden and the APL is entirely tangential to it.

Except for one important detail. The Mandala of the Divine Eye was the artwork/sign/magic that allowed the APL to identify Kaho, through the thoughts and memories of her brother. Minoru had taken it to his lair beneath Tokyo in Part 1. It’s quite possible the investigators found it when they tracked him there. If they didn’t manage to do that, never fear! It has plot armour, so they will have been given it by one of their ever useful confidants who got their hands on it after it washed out of a storm drain. Either way, the PCs will, hopefully, want to examine it. Otherwise the beginning section of the scenario, “Interval: Examine the Mandala,” will be rendered useless and their progress through the rest of Part 2 will be drastically stymied. Yes, that’s correct, we’re starting with an interval. A bold move indeed. In this interval they will, with any luck, learn a great deal about the plans of the APL through regular old studying. But, if they’re really lucky, they’ll also experience a vision of the future, the coming of the Prince of Pale Leaves himself to our world as its new sovereign. They will also learn about the robbery in which the Sutra was stolen and a lot more about the Sutra itself. This is potentially weeks of Library Use rolls and social skills to investigate. Don’t get me wrong, I think this sort of thing is important to a Call of Cthulhu scenario. In fact, I think a lot of other scenarios in this campaign do not allow for enough Library Use. But it’s not exactly an in media res beginning, is it?

Actual Beginnings

So, 9 pages into the scenario, we get to the actual start, with a section call “Start: Pedestrian Paradise.” In this section the PCs finally hit the streets and get out of the dusty libraries and backrooms. This is where we get back to one of the themes of the previous part, the fashion industry in 1980s Tokyo. In fact, this part is far more linked to fashion than the first part. Kaho has been using her designs to influence the youth of the city and the country by integrating elements of the Sutra into her designs. It uses flower motifs and the brand is called Blume. Its set in the evocative neighbourhood of Harajuku, which was coming into its own in the ‘80s as a hub for youth and fashion, the likes of which, its fair to say, Japan had never seen before.

As the investigators try to question the groups of young people in the streets, they realise that there is something wrong here. The various groups, all wearing Kaho’s designs, tend to move as one, even going so far as to surround some poor girl menacingly, and acting like some sort of crazed flash-mob. All she had done was dropped her ice-cream on one of them! The mob are almost dancing at first, as though choreographed, but if the PCs intervene in anyway, the whole crowd will turn on them and attack.

This is more like it! This is the way I like to start a scenario. But, unfortunately, it comes only after weeks of in-game time while the PCs hit the books.

Leads

The visual flow chart for this scenario starting from the conclusion of part 1 and ending with the epilogue
Bridge Maiden Part 2 – Flow Chart

Following the flash-mob frenzy, the investigators are expected to follow some bread-crumbs. These lead to locations such as the design studio, Blume, where they might encounter one of Kaho’s employees with some answers for them, and a hypnotic motivational poster that’s forcing the staff to work absurdly long hours to fulfil the company’s goals. If only tearing a poster off the wall were enough to cure that particular illness in Japanese society. One of the disappointments in this scenario is that it doesn’t lean further into this particular theme. I think Part 1 does so quite well, though with other themes, as does Wonderland and Fanfic. But this scenario has a more urgent feeling to it (except during the ponderous starting interval.) It’s trying to wrap things up. So let’s move on.

The Association of Pale Leaves

The page of the scenario that includes an image of the invitation to the event/ritual that will launch the new fashion brand and summon the Pale Prince.
The page of the scenario that includes an image of the invitation to the event/ritual that will launch the new fashion brand and summon the Pale Prince.

They’ll eventually receive an invitation to the launch party of Kaho’s new brand. Her co-mastermind, according to the invitation, is a man named, simply, Prince. Nope, not the Purple One, the Pale one. And they’re having a big party in a warehouse on a wharf in the city. This is to be the location of the ritual during which they will summon a Bridge of Light linking our world to Carcosa, allowing the Prince to cross over. That, of course, is where the big finale will be.

But before then, they might just want to investigate the offices of their nemeses, the APL. Truly this could be an “into the belly of the beast” moment in this scenario. They might actually have been invited there by the leader of the APL, Ōhiro Kimitaka, who could have given them one of his business cards in an earlier and entirely optional encounter. In the text, this encounter is described as “dangerous.” In reality, it is nothing of the sort. The most dangerous thing that might come out of it is to push the plot forward. Which begs the question, “why make the encounter optional in the first place?” Of course, there’s always the possibility that the PCs might attack him. You never know what they might do, after all. But it’s unlikely and he is heavily guarded.

Speaking of Ōhiro, I am not convinced by this guy’s villainy at all. Only within the Keeper-facing backstory has he proven himself to be ruthless and single-minded in the pursuit of his goals, which include bringing the Pale Prince to Earth. He Is, if anything, a slightly tragic figure. He can never realise his other goal, which is to become one with the Prince like everyone else exposed to the Sutra. Due to some neurological damage he suffered in World War II, he is “unsuitable.” Obviously, what he wants is unfavourable to the rest of humanity, but we never get to see him do anything particularly heinous in the course of the campaign at all. However, in one potential ending for this scenario, he begs the Prince to take him with him back to Carcosa. In answer, the Prince picks him up, defying all logic and physics, folds him like origami and pops him in his pocket, while Ōhiro screams in either despair or ecstasy. And that’s good.

OK, back to the APL HQ. During their time in this location there is a chance they will not only encounter Kaho, finally, but also uncover a great many answers as to what the heck is going on. They might even be able to recover the original copy of the Sutra. All of this is great, but is also fraught with danger. Obviously there are many opportunities for the investigators to gain more Exposure Points, thus drawing them closer to being taken over by the Prince themselves. They could be discovered and detained until the ritual. They might even risk death if they go up against some of the Courtiers of the Pale Prince. Hopefully not though. If you had a TPK before getting to the finale, that would be a real shame.

Finale

The PAle Prince is a blonde guy with sunglasses on and a low cut top.
The PAle Prince is a blonde guy with sunglasses on and a low cut top.

“Spectacle” is the word I would use to describe the ending of this scenario and, I suppose, the whole campaign. This feels appropriate. Most of the scenarios have ended that way, Fanfic on top of Tokyo Tower, Dream Eater in a fight to the death in the dreamscape, The Pallid Masks of Tokyo in the otherworldly Château Carcosa/psychaitric hospital. Also, this one involves, for the first time, the incursion of the Prince of Pale Leaves himself into our world. It should be huge. He doesn’t strike me as an understated kind of bloke.

So this is what we have. After the investigators have milled around in the warehouse party for a short while, it’ll be time for the event/ritual. Everyone goes out to the wharf where construction has begun on the real-life Port of Tokyo Connector Bridge, aka the Rainbow Bridge. I like this intersection of the mundane and the mythical in the real-world, crossed with the events in this campaign. This is a really good example of it. Anyway, As everyone arrives, a great, winding bridge of solid light appears at the end of the unfinished, physical bridge as fireworks burst and fall above. Beyond, Tokyo disappears and Carcosa appears.

What a vision, what a reveal. This feels like a proper culmination to this long series of scenarios. The way is open and the Prince appears in a parade led by Kaho, now in her role as Hashihime, the Bridge Maiden. Carcosa threatens to overlay itself on Tokyo, and, eventually, the whole of the Earth. Only the investigators stand between their world and utter erasure. Big stakes! Surely they’ll throw everything they have at this threat!

There are several options to do this. They can take out Kaho in one way or another. Without her, the ritual will fail and the Prince will be forced back into Carcosa, closing the portal behind him. They could try ramming the Prince’s car off the bridge (there are lots of large construction vehicles handy), they could even do a suicide run on the bridge with a helicopter.

Endings

We have three potential endings this time. The worst is really the worst.

  1. Symphony in Yellow (Failure) – If they don’t defeat the Prince, the Bridge Maiden or disrupt the ritual, the entire world will fall to the Prince and will merge with Carcosa.
  2. Pre-emptive Strike (Best Defense Ending) – Its possible the PCs did some questionable, “the ends justify the means” type shit to disrupt the ritual. So, they might just end up in prison, safe in the knowledge that it was in a worthy cause.
  3. The Once and Future King (Triumphant Ending) – The investigators come out completely on top, having disrupted the ritual and destroyed the Bridge of Light. The APL might rise again, but, for now, it has been defeated.

Conclusion

There are things I like about this scenario. I like the actual start with the Pedestrian Paradise. I like the thematic elements like the mandala making the workers work harder and longer. I love the finale. It’s over the top and you might even argue that it is less than fitting for a Cthulhu game, but it works for me, especially as the culmination of the entire campaign.

On the other hand, I am not a fan of the interval to begin the scenario. I also don’t like the lack of additional thematic elements or the lack of action from one of the main villains of the piece.

But, as with all of my reviews of these Sutra of Pale Leaves scenarios, I haven’t played them. I don’t know how they might work at the table. I make a lot of suppositions and assumptions. They are educated guesses really. So, please do bear that in mind when you read them.

As I mentioned at the start, there is actually one last scenario in Carcosa Manifest. It is somewhat different in flavour, format and content, but it is related, nonetheless. If you have been following along, dear reader, you probably have a good idea of my overall impression of these books, the scenarios and the campaign. But I will go into it in more depth at the end of the next post.

Jailbreak – A Spire One-shot

Break Time

Our Blades in the Dark campaign is going well. We’ve only had three sessions but the players are moving the plot forward all on their own and are developing their characters in unusual and gratifying ways. But, for reasons, we’ve had to move our recent sessions to the weekend. So that has left us with a Wednesday gap. I grew bored of wasting my Wednesday evenings on housework, dog-walking and reading so I cooked up a plan to go back to Spire. But, since the change to our Blades schedule is only temporary, I wanted to make this a short one. To be certain we could wrap up our game, I decided to make it a one-shot. A city-break, if you will.

Shadow Operations

Cover of Shadow Operations - the city in red and black
Shadow Operations

A few years ago, Rowan Rook and Decard published a book called Shadow Operations. It’s a collection of eleven scenarios meant to be played in a single sitting, and it’s great.

It does a couple of things cleverly and well. The first thing is that it presents a template for a Spire one-shot and then has every scenario in the book stick to it. Not only does this make the reading and digestion of the scenarios easy for the GM, it also provides them with the basis for creating their own one-shots. You can see this Scenario Breakdown in the image below.

Scenario Breakdown
Scenario Breakdown

The other thing I really like about this book is the Iconic NPCs it provides. These are a list of statted out archetypes. They have titles such as “the Enforcer,” “the Queen,” and “the Vizier.” Then, throughout the book, each of the major NPCs presented in the scenarios fit into one of these archetypes. You don’t need stats for each NPC that way, you just use those iconic cookie cutters and refer to the handy reference page in the front if you need some stats for them. For a game like Spire, where there really isn’t anything like a bestiary or monster manual, and the enemies are just different types of people, this is a game changer. You can see the Iconic NPC stats in the image below.

Iconic NPCs
Iconic NPCs

Other than these introductory sections, there is a page of advice on Running One-shots in the back. This is pretty bare-bones, to be honest. It does tell you its best to “be up-front with your players.” Which is a great advice. You won’t have time for hidden agendas, secrets and mysteries that require deep investigations to reveal. Just lay it all out for them or you will leave them frustrated and the scenario unfinished. I couldn’t agree with this more. But the main piece of advice is to use index cards to write down the various locations, NPCs, PCs and props on. Once you have done that, you can group them appropriately, kind of like a game of Cluedo (or Clue for my dear readers from across the Pond.) There is nothing wrong with this advice. As much as I could, I went with it, insofar as I could playing on Roll20. But, as it turned out, we never really used my virtual index cards. The players had no real problem remembering where their characters or any other NPCs were at any given time or where any particular location was in relation to any other. So, I can’t help but feel that this advice only scrapes the surface of what the prospective one-shot GM needs to know. So much better is the advice in Heart. In Heart we are told to pay particular attention to pacing, to start fast and keep the pace up as much as possible. A one-shot is a sprint, not a marathon. Provide necessary information in flashback or in summary and get the PCs started right in the middle of the action. Give them an achievable goal. I wrote a whole blogpost on this a while ago. You can check it out here. One thing I’ll say, however, is that much of the need for this advice is obviated by the structure of the scenarios in the book and the directions within each one on how, where and when to start, and what the PCs’ aim is.

Running One-shots - advice page from the back of Shadow Operations
Running One-shots – advice page from the back of Shadow Operations

Speaking of the individual scenarios, I found it quite tough to choose the one I wanted to run, especially as I only left myself about three days to decide on it and prepare it.

Here are a few that I considered:

  • Life and Soul – Go kill Mr Winters, one of Spire’s most prominent gangsters, at his own birthday party
  • The Last Train – Get aboard the Last Train travelling the Vermissian and steal it or the tech that powers it
  • These Feral Saints – Find and recruit a newly reincarnated Hallow (drow saint) in Pilgrim’s Walk before some other cult does

But the one I went with was Jailbreak, a mission to infiltrate the Hive, Spire’s most notorious and terrifying prison, and, once there, ensure the aelfir can’t execute their prize prisoner, the Gnoll Warlord, Brakesh Gold-Tongue.

Jailbreak

There will be SPOILERS ahead, so, if you care about that sort of thing, look away now.

If you’re still here, welcome to the Hive. I’m going to discuss, briefly, my experience with Jailbreak as a scenario, playing Spire as a one-shot and whether or not I would recommend it.

I had four players for this one-shot and exactly three hours to complete it in. I like having time-constraints like this in some ways, as it gives me a very clear idea of how long I can spend in the various sections of the session. I was able to wrap it up within the time, although it was tight. We played online for convenience and because there was a gale-force wind and torrential rain that evening. We used Roll20, as I alluded to above. We found the Spire character sheets on that platform to be quite user-friendly and easy to navigate once you got used to them. It helps that Spire is a relatively rules-light game, certainly. There is a button you use to make rolls when necessary, which is handy as it combines your dice pool automatically. However, I will say that in instances where you have to apply a Difficulty to a roll you are forced to roll each d10 individually, because you can only see the highest die roll if you use the button. If an opponent has a Difficulty of 2, it means you have to take away your top two die rolls from the dice pool and go with the third highest. It’s a small thing but it did come a up a couple of times during play.

Suggested Classes

Character Sheet for the pregenerated Bound character, Sansel from the Spire Quickstart Guide.
Character Sheet for the pregenerated Bound character, Sansel from the Spire Quickstart Guide.

Another piece of advice that I feel should be central to running a one-shot of Spire, much like my advice for a Heart one-shot, is to make sure you have pregenerated PCs. When time is of the essence, you can’t be spending an hour creating a set of custom characters. One of the most useful parts of the scenario structure provided is the Suggested Classes. For Jailbreak, these were Bound, Carrion Priest, Lajhan, Midwife and Shadow Agent. So I stole and tweaked a number of pregens from other Spire products such as the Quickstart and the campaign frame, Eidolon Sky. The only one I had to create from scratch was the Shadow Agent as I couldn’t find one already made in any of the Spire books I own. The most time-consuming element of this was just copying and pasting a bunch of stuff into the Roll20 character sheets. But there is no doubt about how much time it saved on the night. I could have done a better job with some of the characters to be honest, but when they are only in the spotlight for such a short period of time, a long and complicated backstory can be a hindrance, actually.

Finally we get down to the scenario itself. As I mentioned above, the central goal is to infiltrate the Hive and get Brackesh Gold-Tongue out. But, the Intro actually asks you to start the PCs already inside the prison. You then just ask them how they managed it! I loved this as it got them started right in the action and removed all the time-consuming planning that such an undertaking would usually require. My players went straight in the front door in disguise, in a meat cart or as a sort of chaplain for the drow guards and prisoners.

Intro

The Cover of Sin showing two drow looking out over a dark city in flames.
The Cover of Sin

You are then asked to describe the Hive. Now, there is minimal description of the prison in the main Spire book. It introduces it as a jail built into the living walls of Spire itself. It has rows of hexagonal cells which can be dropped individually from the wall in the event of an escape attempt. The unfortunate inmate would fall inside their cell all the way through the central abyss of the city, possibly all the way down to the Heart beneath. This is a terrifying prospect but, as I said, the description of the building, its inmates and staff etc, is brief. I was happy I had a copy of Sin. That book contains a much more evocative section on the Hive that was written, as it so happens, by Basheer Ghouse, the author of Jailbreak. It provides juicy tidbits like the way there are lots of walkways spanning the chasm below the prison, but they don’t have any handholds. Gulp. It also provides some great examples of the types of poor mutated experiments of creatures that are resident in the Menagerie. The Menagerie a part of the Hive where the aelfir send their old pets, experiments and art projects when they’re done with them. One of the main NPCs in Jailbreak is Dawn-Upon-Ice, a hobbling former aelfir who now acts as an information broker of sorts and can produce all sorts of nasty poisons in her guts for a price.

NPCs

Speaking of NPCs, Jailbreak has five, which is an easily manageable number. I will say, we didn’t interact with all of them, we skipped Qadiv Love-Fool, a sort of gnoll collaborator, purely due to the fact that the PCs did not pursue the information they gained about him. Brakesh Gold-Tongue, himself and Dew-In-Shattered-Mountains, the aelfir poet-interrogator, were my favourite to play. Neither lasted long against the PCs.

Suggested Scenes

After the NPCs section, there’s the suggested scenes. With the sort of structure you’ve got in these scenarios, this is really useful. Essentially, all you’re given to work with is a starting situation. The PCs are expected to push everything on from there. The suggested scenes allow the GM to pepper their descriptions of the infiltrators’ journey through the prison with interesting moments and opportunities to introduce the major NPCs. Here’s an example of one that I found particularly useful:

Smiling Kas spots the characters as she escorts Dew about the Deep Cells. She asks precisely no questions and accepts any excuse or alibi, no matter how ridiculous. If the characters have not threatened her and seem new to the Hive, she warns them not to stay in the Deep Cells too long.

I made liberal use of these suggested scenes.

Locations and Props

The next section describes the major Locations. I gave each one of these a little box drawn on the map on Roll20, thinking I would move the players’ tokens around from one to the next as their PCs moved. But, in practice, I didn’t really use them at all. Each of the Locations, which included the Menagerie, the Offices, the Guard Quarters, Watch Posts and The Deep Cells contain a brief description of the place, where it is in relation to at least one other place and the sorts of people and props that might be there. They are all short and to the point. Very easy to use on the fly. This section is supported by the prop section, which comes next. Props include unnamed NPCs like patrolling guards and menagerie experiments, by the way.

Twist

Each scenario has a Twist. Jailbreak’s twist is that Brakesh is a real asshole and has been going around the Hive murdering people, guards and prisoners alike. He was betrayed by his own side and left for dead before he was captured because he was kind of a psycho. He won’t leave with the PCs unless they either help him to kill each of the other named NPCs or offer him a shot at Snow-On-Stone, the aelfir commander who captured him. My players only encountered him about ten minutes before the end of the session. This worked out fine because their attempts to convince him to come with them failed so miserably that he attacked them and they were forced to kill him before escaping through an exploded front door to the prison. This worked out fine for them, as it happened. The Ministry wanted things to get messy to gain the attention of the papers and they were happy as long as the aelfir no longer had Brakesh as a source of information and didn’t get the opportunity to execute him publicly.

Conclusion

I love the way Shadow Operations is presented and it has a great variety of one-shot scenarios with an eclectic variety of settings and characters. Each of the scenarios is presented in only four pages, including one full page illustration. They are tight and easy to use because of the format. I do think it could do with some better advice on running a one-shot but, as I said above, if you follow the scenario structure, you’ll be alright.

Jailbreak was fun. It had a great setting. I loved describing a scene where the guards dropped one of the cells out of the wall and the PCs watched it plummet and the moment when they discovered one of Brakesh’s murder victims stuffed under the stairs was good too. But I found we had not enough time for the characters to shine as much as I would like. Maybe this is just one-shots in general, or maybe it’s how I handled it, but I would have liked a bit more room for the PCs’ characters to breathe.

I will definitely be going back to mine that rich seam of Shadow Operations in the future. It was so easy to pick up Jailbreak and run it with minimal prep. I would recommend it!

The Sutra of Pale Leaves, Wonderland

The Sutra Continues

This is the sixth in a series of posts on the Sutra of Pale Leaves, the Call of Cthulhu campaign set in 1980s Japan. Go check out my previous posts on the subject here.

Cyberspace, Sort Of

As usual, SPOILERS AHEAD! If you want to take part in Wonderland as a player, go read another post! I’ve got loads. If, however, you want to play as Keeper, stick around. You might find this useful.

Wonderland is probably the most old-fashioned horrific scenario presented as part of the Sutra of Pale Leaves so far. It’s got body horror, mutilation, mutation and teens in danger. And that’s just what happens in the real world. But this scenario centres around a computer game that is more addictive than World of Warcraft (just speaking from personal experience there.) Of course, that’s because it connects the real world to an aspect of the Pale Prince in the form of 不思議の国 or Wonderland, as in Alice in… The background section explains how Charles Lutwidge Dodgson, aka Lewis Carroll, came in contact with the Sutra while out of his gourd on opium, causing him to pen the Alice books, which gained a fanatical following in Japan. So much so, that, decades later, a talented computer scientist, named Nishikado Kazunori came up with a new game, named Wonderland, a MUD in which players could reimagine themselves as whatever they wanted and interact with each-other and the White Rabbit, the Cheshire Cat, Tweedledum and Tweedledee and all the other characters from Carroll’s novels. Of course, the longer they spent there, the more they would be consumed by the Prince himself, leaving nothing but a shell of a body behind in the real world for the Prince to inhabit and do with whatever he pleased.

There are a few other weirdnesses here. Like, if you have spent enough time in Wonderland by accessing it through the game, you don’t even need a computer to access it anymore. Instead, you just need to stare into a mirror and you will be transported. Also, if you’re juiced enough by Wonderland and the Prince, the physical persona you take on in the game can become real, in a most disturbing way. As well, the location of the studio where the game is being made is important, in a spiritual, and occult sense to the power behind the game, as it occupies the same spot where an old, blasphemous sect had their temple before it was burned down by some heroic monks.

Anyway, this is all just the setup to this lengthy scenario. Wonderland takes up about 43 pages and provides a plethora of new NPCs, locations, and rules. There’s a lot to take in, but if you understand the opening situation, you should be good. It’s worth noting that much like The Pallid Masks of Tokyo, this scenario would prefer if the investigators had a particular type of occupation. In Pallid Masks, it was cops, in Wonderland, its teachers. This makes sense when you consider the inciting incident.

Face-off

So, as I mentioned above, this one’s properly horrific. Just to prove it, author of Wonderland, Andrew Logan Montgomery, starts us off with a high school kid carving his own face off with a piece of broken mirror in the school toilets. If the PCs are teachers, they will be among the first on the scene when the screams ring out across the campus. Immediate sanity rolls. Now, that’s the way to start a Call of Cthulhu scenario! This is the first of the hooks provided. In fact, it’s a well thought out section to play, rather than just some read-aloud text to set the PCs on the case. We also get a couple of Lore Sheets here, one on Japanese Schools in general and one on this school in particular. The general one was clearly written by someone who has spent significant amounts of time in both the classroom and the teachers’ room in a Japanese high-school. It all rings true and jibes with my own experiences as an ALT on the JET programme. The one on the Kagaminuma High School is short but provides a good overview of the type of school it is and the students that attend it.

If the players are not playing teachers, they only find out about this bloody example of self-mutilation after the fact, probably from their confidant, such as the Fed, the Abbott, or the Heiress, all described in the Campaign Background chapter at the start of both this book and the previous one. Hook Four: “An Electronic Opium…” brings back Madam Inaba, the fortune teller from the first scenario in the campaign, Dream Eater, which is cool.

Pixelated images of four Japanese high-school teachers accompanied by descriptions of each of them across two pages of the book.
The matrix like background reads Aokuchiba, or the Sutra of Plae Leaves over and over again.

I can’t emphasise enough how much easier this scenario is if your PCs are teachers. The author, Mr Montgomery, even provides us with a number of well-drawn teacher NPCs that can double as PCs to get you started quickly and easily. But what I really mean is that in many instances, where other investigators would need to make some sort of social roll just to get past the door in many sections, a teacher need not roll at all. This checks out to me. The role of a teacher in Japanese students’ lives is much greater than in other countries. It is not unusual for them to make home visits to talk to parents, in fact, it’s part of the job. The homeroom teacher is very familiar with all of their students and is there to support them in all sorts of ways. There is also a level of automatic respect attributed in the culture to a teacher, which allows them a little more leeway than the average citizen, although I think that’s taken to extremes in some instances in this scenario.

Anyway, back to the plot. This kid is sent to hospital and this is where the mystery begins. It is assumed by everyone that this is Uchida Kenji, since he was wearing that boy’s uniform. However, it’s actually Hosoda Riki, his “friend.” Kenji convinced Riki to swap uniforms and then to mutilate himself, with a little help from the Pale Prince and the Wonderland game, which has turned his mind to Swiss cheese. With this cover, Kenji disappears fully into the game, himself, becoming his own avatar, a sort of big wolf. Meanwhile, his body is occupied by the Pale Prince, who hangs out in the offices of White King Studios, the makers of Wonderland.

White Rabbit

The visual flow diagram of the scenarion starting with the Boy in the Bed and ending with Endgame
Wonderland Flow Diagram

This is the investigators’ white rabbit. They’ll follow the trail from the incident in the school to the other missing boy, eventually figuring out that everybody has them mixed up. They are very likely to figure out that Kenji, quite apart from his current supernatural status, was a psychopath all along, and that he tricked his friends into playing the game until they were largely subsumed by the Prince. Not to mention the old face-carving shenanigans.

Another of Kenji’s friends, Yamauchi Kenichi, (I’m not sure why it was decided to give this kid a name that was so close to Kenji. It confused me while reading the scenario, constantly. You just know it’s going to get mixed up in players’ heads too) has become a shut-in, so addicted has he become to Wonderland. In fact, he no longer needs the computer to access it. Instead he can just stare into a mirror and lose himself for hours. We get another Lore Sheet here. This one’s about Hikikomori, the ever deepening phenomenon in Japanese society of people withdrawing entirely from it to occupy a single room and interact with no-one, often playing video games addictively. This lore sheet admits the slight anachronism here, as the term was not coined until the 1990s. Still, the phenomenon was present even in the ‘80s. Obviously, most instances of it were not caused by the encroaching influence of some elder god in the form of a memetic virus, however, as it was in Kenichi’s case. Kenichi is a very tragic case. The investigators are likely to learn that he feels he’s lost most of himself to the Prince. His story is likely to end with him taking his own life. It was something a of a shock for me to read that this is likely to happen, no matter what the investigators do. I don’t believe I would run it this way. To be fair, though, there is an optional section near the end of the scenario, “The White Wolf.” In it, a brave investigator can enter Wonderland to rescue Kenichi and, hopefully, bring him back to the real world.

Montgomery is really delving into some of the darkest social phenomena in Japan here. We also discover, as the investigators follow the trail, that Riki’s father has a crippling gambling addiction, which he satisfies by playing pachinko. I only ever entered a pachinko parlour once, out of curiosity. Sensory overload is the best way to describe the experience. All those tiny little metal balls being propelled around the insides of hundreds of machines makes an almighty clangour, the lights flash and the faux silver of the interiors gleam, the stink of tobacco smoke and old coffee. I couldn’t get out fast enough. But many people are hooked on it and they often go into debt with some unsavoury characters to feed their demon. That’s where Mr Goto, the local yakuza oyabun comes in in this scenario. He likes to consider himself a servant of the people in Tokyo’s Adachi Ward. If the PCs are teachers, he sees them as fellow public servants, and so treats them as colleagues. He’s one of my favourite characters in this scenario. He’s well-drawn and can be manipulated if the investigators recognise how to push his buttons.

Through the Looking Glass

Eventually, one of the investigators is likely to log into Wonderland. Obviously, this being the mid-eighties, this is easier said than done. You need a compatible computer with a modem and internet connection. Such things were few and far between back then. But eventually, they’ll probably find a way, maybe even in Kenji’s house where it’s all set up and ready to go. However, it is unlikely that more than one of the PCs will be able to do this at a time, unless they manage to find a number of internet-capable machines to log into at once. The scenario is written with the assumption that only one investigator is taking the delve. I think I would run it differently, however. This is a lengthy portion of the scenario and probably the most fascinating aspect of it, why not involve any and all players who want to get in on it? There are already several minor anachronisms in this scenario, so why not?

Although Wonderland is a text based game, they soon find themselves sucked into another world, which they can experience through their own senses. They will find themselves on the other side of the looking glass and interacting with the honest-to-goodness White Rabbit. When they realise they are using their own skills to make checks, even in the game-world, they will be confronted with a sanity-defying fact… They, themselves, are fully immersed in Wonderland. They will be able to conjure items and effect changes to their surroundings similar to the way they were able to in Dream Eater. But there are, of course, negative consequences to Wonderland exposure, on top of the effects of Exposure points, even. The game will begin to seep into their real lives and eventually they will be utterly consumed by it, leaving their body a shell in the real world. I’m honestly not sure that this campaign needed yet another set of exposure/infection/insanity rules for the Keeper to keep track of. I feel like all of this could be dealt with by the existing sanity rules, with a little creativity.

The trip through Wonderland will lead them inexorably to an audience with the White King himself. Little do they know it, at this point, but this is Nishikado Kazunori himself. After this, they get ejected from Wonderland.

The "map" of Wonderland is a more-or-less rectangular area separated into rectangles of different sizes and clours with the anmes of each are on them
Map of Wonderland

I generally like this section of the scenario. It’s well described and I feel like it would be fun to see the players’ reactions to it. But I do have an issue. You are provided with a bare-bones “map” of the world that includes whimsical locations like the Cave of Woe, the Moaning Woods, etc. But you can only interact with a few of them. The experience is quite railroaded from the Chess Board Fields to the Court of the King allowing for no deviation. Those other areas are not even described in the text.

Of course, it’s always possible the PCs won’t play Wonderland, considering what they have discovered about the game so far. In that case, we are provided with a short section on what the Keeper should do… We’re given the option of simply going with it. The scenario will lose something if no-one decides to enter the game, but it can still be brought to a satisfying end. The other option is to kind of… force them in. This is supposed to work only if a PC has accrued a number of Exposure Points already, maybe in the course of other scenarios. In that case, simple proximity to a computer running the game will affect them, sucking them in in their dreams.

Checkmate

The White King is illustrated here as a chess piece with a skeletal head, arms and torso in front of a background of a mountain with twin moons rising behind it.
The White King

The finale comes down to a physical confrontation between the investigators and the White King/Pale Prince who has taken over Nishikado’s body. White King Studios is the venue for this showdown. In all likelihood, the PCs will be there to burn the place to the ground, in a fairly predictable mirroring of the events surrounding the temple that once stood on the same ground hundreds of years before. The White King begins as a diseased, but human looking man (although, he’s missing his genitals, according to the text. Not sure why we needed to know that, since it is a detail only the Keeper is likely to ever discover.) But during the final encounter, he will transform into a horrific, real-life chess-piece. He will speak like Lewis Carroll might write him, with lots of alliteration and self-satisfied word-play. Sounds difficult to play for the Keeper, if I’m honest. They’ll also find Kenji here, or, at least, his body, occupied by the Pale Prince, who acts as the mouthpiece for the White King.

Endings

Only three potential endings in this one:

  1. Party Wipe
  2. Just a Game (they solve the mystery but fail to destroy all copies of the game before its released)
  3. Twisted Firestarter (they defeat the White King and burn the place to the ground with all the copies of Wonderland inside.)

Conclusion

This was a long write-up dear reader, but it is one of the longer scenarios in the Sutra of Pale Leaves campaign. It is a complex scenario with a lot of NPCs, a number of events and locations and even a trip to another dimension, sort of. I have some issues with it, which I enumerated throughout. My main problems are the introduction of yet more Exposure-based mechanics to what is already a slightly bloated system and a slightly rail-roady tendency in a few places. But, in general, I’d be excited to run Wonderland, with a few tweaks.

We are closing in on the end of this campaign, now, dear reader. Only two scenarios to go! Next time, we catch up again with Umezono Kaho for the Bridge Maiden, Part Two.

The Sutra of Pale Leaves, The Bridge Maiden, Part One

Carcosa Manifest

We have left Twin Suns Rising in the past, dear reader. Things can only get darker from here. Today, we move onto the second and final book in the Sutra of Pale Leaves campaign for Call of Cthulhu. We’re still in Japan in the ‘80s, but the plans of the Association of Pale Leaves are moving to the next level. For my thoughts on the previous book and its scenarios, click here.

This is the book that attracted me to this campaign in the first place. I’m not too proud to say that I saw the cover on the shelf in my local game store, Replay, and realised I had to have it. It was only later that I discovered how it formed the perfect intersection of some of my own interests, namely Japan, and nameless horrors.

The book starts with a campaign background chapter that is very similar to the one in the first book, but with less detail. I guess this is needed because you’re supposed to be able to run any of the scenarios in the campaign in any order or even to run them as independent adventures. So you need that info in both books. Anyway, if you want more on the contents of that, check this post out.

Then we move swiftly on to the first of four scenarios in the book. As usual: SPOILER WARNINGS! Don’t read past this point if you want to be a player in this scenario or campaign.

The Bridge Maiden, Part One

This is a short scenario compared to the others I’ve looked at in this campaign so far, only 26 pages long. However, it is only part one of a two-parter. Part Two is the third scenario in this book and, ostensibly takes place about a year after the events of this one.

The intro to Part One tells us this is a suitable place for inexperienced investigators to begin their adventures with the Sutra of Pale Leaves, which is interesting. I have repeatedly come back to the fact that you are encouraged to run these scenarios in any order, despite the chronology of events laid out in the campaign background chapters. You can also skip scenarios you don’t want to include. And all of that is fair enough. Any of them would work well stand-alone. But, I think you would be missing out if you skipped ahead to this point.

Beginnings

The visual scenario flow diagram for the Bridge Maiden Part 1
The visual scenario flow diagram for the Bridge Maiden Part 1

Once again, we’re given a number of hooks to get our investigators involved; no fewer than six hooks, in fact. All of them involve the PCs hearing about the disappearance of a man named Umezono Minoru. In some instances, this will come from one of their confidants and NPCs from other adventures such as Nagatsuki Kaede of Fanfic fame. In others, they will be approached directly by his sister, Umezono Kaho. She thinks he has gotten in trouble with the yakuza since he’s got bad habits and money troubles. Honestly, everything we learn about this guy during the course of the scenario would lead you to think he’s a bit of an asshole and deserves everything he gets. This is one of the reasons that there is a reward for finding him, I think. No one wants him found because they love him. Even his sister only does so out of some sort of obligation to their parents, it seems. The scenario even suggests one or more of the Investigators might have known the Umezonos when they were younger, just so they have some extra insight into the personalities of the two and more of a reason to help them out.

What’s interesting about the Umezono family is that they are proud to be related to one of Japan’s foremost historical warrior women, Tomoe Gozen. The APL is convinced that she was the Hashihime, or Bridge Maiden. She was integral to a ritual used in the past to summon the Prince of Pale Leaves to Kyoto during a time of war. Although the ritual failed due to the fighting, the APL knows that, if they could just find a likely candidate to fulfil the role, they could still make it work. Enter Kaho and Minoru. The APL used an artefact, the Mandala of the Divine Eye to search the minds and memories of passersby in Tokyo, searching for any sign of a suitable host. In this way, they discover the debt-ridden and beleaguered Minoru, and through him, his sister, Kaho. They determine that she would be perfect, but, in the meantime, due to his exposure to the Mandala, Minoru gives himself up to the Prince, only to be transformed into a subterranean monster of a man, a tentacled mockery of his former self. And, he, dear reader, is the subject of this scenario.

A Model Mystery

The whole scenario has a theme of fashion and modelling to it. Kaho is a small-scale fashion designer garnering some interest in Tokyo and her brother runs a modelling agency in his spare time. But Minoru is a dirtbag, as has been stated. His inappropriate behaviour has caused most of his models to take off and his receptionist to spend all her time looking for new jobs. There is a parallel to be drawn between the way the fashion industry used women for its own ends and the use of Tomoe Gozen and, in the future, Kaho herself, for nefarious purposes.

Some of the locations the investigation takes the PCs are related to the industry. The main one is Minoru’s model-dispatch office, where they will encounter the job-hunting receptionist. She will just confirm what they probably already know: that he is an asshole, a womaniser and is in debt to the yakuza.

Of course, this might lead them to talk to their local yakuza businessmen, and from there, we start to see a seedier side to “modelling” in Tokyo for young women. Its not overt, to be honest, but in the “Somewhere with Payphones” section, they will find the spot where the mandala had been placed by the APL, pasted to a wall by a line of phones, somewhere public and busy like Shinjuku Station. On the walls around that spot are pinned flyers and little cards for illegal brothels and entertainments. The mandala itself has been removed but it has left a hole, a spatial anomaly of sorts known as the Eye Socket, which makes the witness feel like they are being pulled into darkness where the Prince of Pale Leaves waits. This feels appropriate to the themes. It portrays the seedier, darker side of the industry and its discovery may eventually lead them to Minoru, formerly a monster of a man who abused women and now a true monster who attacks them.

The film industry gets a look in here too. A well-known documentary film-maker has become obsessed with filming the place where the mandala once spied on the city. He and his staff have all been exposed to the sutra in this way, though not to the extent that Minoru has. The staff, convinced the film they made is possessed of some unspeakable evil try to burn down their production offices. The investigators will need to prevent this if they want to see what they filmed. Of course, watching the film will endanger their sanity because this is Call of Cthulhu.

Seedy Underworld

Minoru's true form. A man dressed in a grey coat and hat, with pale skin and unnaturally long arms.
Minoru

Our investigators will follow some more leads until they find Minoru’s hiding place in an old culvert beneath the city, where once a canal flowed. He can’t stand the light anymore. His skin has gone pale and his eyes only work in the shadows now. He looks terrible and his arms are long and snaking tentacles. In their exploration of this place, they will discover his little shrine of objects taken from the various women he’s attacked since his monstrous transformation. That’s when he will attack them. There is not going to be a non-violent end to this one. The investigators can defend themselves, they can die or they can run. Those are the three potential endings we get here. Afterwards, if they don’t defeat Minoru, he and all his creepy mementoes will get washed out of the culvert and into the river after a big storm, putting an end to him. But he’s not the only one gone, when the investigators go looking for their reward or just to tell Kaho about her brother, she will be missing. And this is what leads to the Bridge Maiden Part 2.

Conclusion

Upon my first reading of this scenario, I was underwhelmed. I thought the monster was not particularly scary, the plot was thin and I thought we should be focusing more on the Bridge Maiden herself. It was only while writing this post that I began to see how well the themes are represented in this scenario and how satisfying it might prove to be to put an end to Minoru. If the investigation progresses in the way the scenario wants it to, it should feel like a spiral from the relatively normal world of fashion and modelling, down to the darker side, the street-level prostitution controlled by gangsters and the violence that’s part of that life for many women.

It makes me interested to see what they pull out of the bag for part 2. I should get to that in a couple of weeks, dear reader. Next time, though, we are entering the computerised world of Wonderland.