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.

The Sutra of Pale Leaves: Fanfic

The Sutra Continues

This is the third 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.

Adaptation

In Fanfic, by Damon Lang, the Prince moves to the big city and tries to make a name for himself. But some bullies don’t want him to succeed. Those damned investigators!

The scenario flow chart drawn in manga style with lots of sound effects reverberating around the page and portraits of the main NPCs
Scenario Flow Chart

This is a long scenario, 53 pages, in total, so I’ll just note at this point that its format is practically identical to Dream Eater’s, which you can read about here. Similar to the first scenario, it also has a really nice, manga-themed scenario flow diagram, which seems very helpful. It also makes use of several of the same NPCs who act as the Confidants to the investigators and plot hook facilitators, which I touch on here.

From this point on, THERE WILL BE SPOILERS! If you intend to take part in this scenario or campaign as a player, turn back now! You have been warned.

The Prince of Pale Leaves wants to find new media to help spread his influence around Japan. Since he turns out to be a big nerd, he decides to use manga as his chosen medium. This makes for a fun, tongue-in-cheek romp across the seedy underworld of the independent Tokyo manga scene. Everyone here seems to be obsessed by the new, groundbreaking graphic novel, the Tale of Pale Leaves, and its author Yamabuki Iroha (a pseudonym.) This is the setup for this scenario. I like that it has taken us from the small town setting of Dream Eater, to The streets of Akihabara and Ota in Tokyo. And I also like the manga-themed conceit of it because, although I joke about our antagonist being a nerd, it’s true that manga was and is an incredibly popular and culturally important source of entertainment and information in Japan. Also, it makes sense in the way the adaptation is described in the scenario. It seems like a far more efficient way to expose more readers to the power of the sutra than an esoteric work of semi-religious literature written in a form of ancient Japanese could ever be. Of course, it’s also just fun.

At times, though, it loses its Call of Cthulhu flavour as it dances around Tokyo with its magical girls… I’m willing to question whether or not that’s really a bad thing. It certainly feels like it might work better as a Pulp Cthulhu scenario than a traditional one at times (the scenario text even provides suggestions of changes to make if you do want to do that.) Still, I think it’s fair to ask if eldritch horror can’t take the shape of a young woman with a magic paint brush.

Beginnings

A page from the Tale of Pale Leaves manga. The Pince is confronted by someone transforming into some sort of mnoster in the courtyard of a pagoda.
The heroic Prince of Place Leaves

Hooks? We got ‘em. Five in total. These have been thoughtfully crafted to involve investigators depending on their background with the campaign. There’s also one to use in the event that you’re playing Fanfic as a standalone scenario, or as the first one of the campaign. I think this would work beautifully as an adventure all on its own. It’s very much self-contained, thematically coherent and has the potential for some very significant consequences. But as I read through these scenarios, I am starting to feel that this could also be a weakness with the campaign. There is a loose through-line with the Confidant NPCs who act as quest-givers and, of course, the elusive and menacing antagonist in the form of the Prince, but these first two scenarios, at least, don’t feel very connected, from my point of view. Perhaps they will as I get further through the scenarios, but I guess we’ll see. Also, from the start, we are told that we can run the scenarios in any order (despite the existence of a clear chronology to them) and that we can even leave some of them out altogether. I think this very flexibility may hurt its ability to work as a campaign. But, once again, I can’t say that for sure without running it, so take that opinion with a pinch of salt.

Whatever hook you use to get the investigators involved, they start off on a train going to the Winter Manga Market in Tokyo. They encounter some weirdos in Pale Prince cosplay and then immediately encounter the person who will become the scenario’s main antagonist, the manga artist Nagatsuki Kaede, who is secretly the author of the manga adaptation of the Sutra of Pale Leaves. I quite like this conceit as she is almost entirely unassuming as an NPC, and they are incredibly unlikely to be suspicious of her until much later in the scenario.

Tokyo Manga Market blueprint map
Tokyo Manga Market blueprint map

The entire first act of the adventure takes place in the Manga Market, so it’s nice to get a blueprint style map to use for it. I like that, so far, the maps produced for each scenario have been unique and interesting in format. The investigators are expected to visit several stalls, talk to randomers and plot-significant NPCs alike here. As they do, they will gain some info on the Tale of Pale Leaves and its author. The majority of the clues they get will lead them down the wrong path.

Two Halves

There is an interesting departure, here, from the format of Dream Eater. It is very much a game of two halves.

The Alabaster Archfiend on the dancefloor of death
The Alabaster Archfiend on the dancefloor of death

In the first half, the investigators will likely find themselves on the trail of Kōda Tsutomu, a mediocre manga artist who ripped off the ideas from the Tale of Pale Leaves and, in some instances, the artwork itself. In so doing, he has become a vessel for a supernatural entity of his own creation, albeit one without the power or subtlety of the Pale Prince himself. This entity is known as the Alabaster Archfiend, and it is horrible and murderous. This allows for the introduction a new memetic “infection,” similar to the Prince, but separate, and with its own mechanics. This one is not based on the Exposure Points the PCs have been building up since the previous scenario, but on Sanity loss. The first half ends with “an old-fashioned boss fight” where the investigators square off against the Alabaster Archfiend in all his tentacled glory. This will probably feel climactic. The fight itself looks difficult, even if the PCs try to avoid direct combat, and the setting for it is quite nightmarish. So, they could be forgiven for believing they’re done. But of course, there are loose ends, and they should know that Kōda was not the true author of the Tale of Pale Leaves, as he had claimed. So, they go back to the Manga Market for Day Two.

And that’s where the second half of the adventure starts. Now, without the red herring of the Alabaster Archfiend, they can focus all their efforts into finding the true culprit. The investigation will almost certainly take them to see the mastermind behind the Association of Pale Leaves, a charming politician and patron of the arts, Mr Matsushima, who seems like he would be fun to play for the Keeper. This is an NPC who should turn up repeatedly in these scenarios, I would think, if he survives this one. They might also go to visit the printers where the comic is being printed. If they do, they will discover one of the scenes that has really stuck with me after reading Fanfic. Everyone in the building is dead, dying or passed out due to the effect of so much concentrated Sutra emanating from the manga.

The workers closest to the print machinery are dead or dying, their internal organs pulped

The Pictomancer Prince page from Fanfic includes the details of the scene and a manga style illustration of Tokyo Tower in black and white
The Pictomancer Prince scene takes place on top of Tokyo Tower.

They are also likely to finally get the full story when they visit the private party organised by Matsushima for the joined, those who have read the Tale of Pale Leaves and are now inhabited by the Prince. Here they will witness an horrific but ultimately successful ritual involving the ever-suffering Saito Tomoko, Kōda’s girlfriend, performed by Nagatsuki Kaede, using her magical paint brush (yep, that’s right.) This brush gets used for all sorts of things from this point on. Essentially it is a tool to allow her to edit reality. (Come to think of it, this is a nice way to tie the finale of this adventure to the one in Dream Eater. In Dream Eater, the investigators had the ability to edit the the dream in the final confrontation, and had the potential to effect reality from that too.) She then draws a portal in the wall to take her to the top of Tokyo Tower where she starts drawing scenes on the great windows of the observation deck to alter Tokyo subtly, allowing the spread of the Pale Prince even more easily. She undergoes a literal magical girl transformation in this confrontation, which elicits a Sanity Roll from the investigators. This is so funny to me. The idea that Sailor Moon might tip some poor occultist over the edge is just priceless. Less funny (but still quite amusing) is her ability to paint out body parts if it comes to a fight with the PCs. She can even just erase someone’s head! Needless to say, it is in their interests to deal with this situation with social skills or sabotage rather than fists and weapons, because they are likely to lose a stand up fight.

Endings

Just like Dream Eater we’ve got a list of potential ending states for this scenario. My feelings about this detail are still up in the air. I don’t think I’ll really know for certain util I play this campaign. We have seven Endings ranging from “Party Wipe” to “Save Game,” which is a “Surprise Ending,” the surprise being that the PCs managed to kill Nagatsuki Kaede in the finale. Number three is “God of the New World” and is described as the “Bad Ending.” Here’s an excerpt from its description:

When all her drawings on the windows of Tokyo Tower are completed, Nagatsuki announces that victory is hers, twirls her spear around, and sends out an invisible pulse of energy.

This is so goofy and she sounds like such a cartoon villain that I have to give Damon Lang props for really leaning into the manga tropes.

Conclusion

There are things about this scenario that I love. The general theming is great and consistent throughout, the NPCs are interesting and the tongue-in-cheek aspects are funny. But I do wonder if it might be difficult to maintain the delicate balance between comedy and horror when running this. It might work fine. In fact, it might work great. I can imagine my players laughing their heads off at the magical girl transformation right up until the point where she actually deletes one of their heads… I still feel like a lot of the dialogue for the NPCs is overdone. It feels like I’m reading the answers in dialogue trees in a computer game sometimes. Once again, I wonder if it might have been better presented with guides on how to play the characters and some bullet points on the info they have and what motivates them. If I ran it, I might even do the work to try and run them that way.

All in all, though, I enjoyed reading Fanfic and I think it would be a blast to run.

Happy Holidays

This is my last post before Christmas, dear reader, although I might get in before the end of the year for a round up post of come sort. If you are celebrating with family or friends, I hope you have a wonderful holiday, and if you’re not, I still wish you all the best. Happy solstice!

The Sutra of Pale Leaves: Dream Eater

I think it’s interesting that each of the scenarios is styled as being possible to run as a one-shot but I can see Dream Eater’s potential in the context of the greater campaign.

Format of the Sutra

This is the second post in my exploration of the 1980s Japan Call of Cthulhu campaign, the Sutra of Pale Leaves. Go here for the first one, which deals with the overall premise and the Campaign Background chapter from Twin Suns Rising. Although the text suggests that you can play the constituent scenarios in any order, they are presented chronologically and I can’t imagine running them any other way. They are also presented in two different books, of which Twin Suns Rising is obviously the first, with its three scenarios taking place between July 1986 and Spring 1987. I thought I’d be able to write about all the scenarios in this book in a single post, but it turns out, I can’t read that fast. Each scenario is long, between 35 and about 50 pages of dense, small-font-size text. So, instead, I’ll just be examining the first of them today, Dream Eater, written by Damon Lang. Please note that I haven’t played or run this scenario, I have only read it. So, take my conclusions and thoughts on it with that in mind.

WARNING: SPOILERS!

I would find it very difficult to write about Dream Eater without massive spoilers, so I am giving you a warning, right now: if you want to be a player in this scenario or the wider campaign, its probably best to skip this post. Come back later! I’ll probably have something for you then. Or check out my ever-growing back-catalog of posts.

Dream Eater

The first page of  Chapter 2: Dream Eater introduces Keeper Background and the Association of Pale Leaves.
We exist without ever knowing
If this world
Is a dream or reality,
Reality or a dream.

I once wrote two novels about the adventures of a twelve year old Japanese boy who moved to Ireland with his family. In them, he discovered that he was able to use his cat as a conduit to enter the dreams of others. This allowed him to reconnect with his friends at home but his consciousness became trapped in the kitten! Various hijinks and drama ensue. Anyway, suffice it to say, I was very quickly on board with the premise of this scenario given teh Japan and dream-related elements of it.

The premise is that a small, rural Japanese town is beset by sleeplessness and terrifying dreams of monsters. The longer it goes on, the more the citizens worry for their safety and sanity. The authorities have offered financial rewards to anyone who can help them solve the problem or take care of the afflicted.

That’s where the Investigators come in. Perhaps they are from this small town of Ikaruga, or maybe they just heard of their troubles and have come from the city to look into them. Either way, their assistance is greatly welcomed.

Indeed, their investigations are likely to take them quite quickly to the door of an old man, Mr Taneguchi, who was responsible for the death of a young girl in a traffic accident recently. From there, they will visit other sites in the town, and other potentially recurring NPCs, and they will learn of the Baku. This Yokai is the eponymous Dream Eater, and the cause, it would seem, of the town’s problems. The Investigators will have to find a way to defeat, satisfy or neutralise this creature if they are to help.

But, of course, there is another layer to this story, just below the almost obvious one. The Prince of Pale Leaves has worked through one of his recruits to use Mr Taneguchi to spread the Sutra of Pale Leaves. The Prince has been invading the dreams of the people of Ikaruga, through the old man’s chanting of its mantras at night. It has been creeping through the town, insidiously and terribly. This is what has drawn the Baku to this place. It finds dreams of the Prince the most delicious. The Baku is known as a benevolent yokai in Japanese legends, one that takes your nightmares away and lets you sleep soundly. And that is what it’s attempting to do. The thing is, as it eats the dreams of the Prince, erasing them from the memories of the dreamers, the only image they are left with is of a scary looking ,purple, tapir monster, the Baku. And so, it becomes the scape-goat. The Prince attempts to use this misunderstanding and the Investigators’ intervention to defeat the Baku, thus allowing his influence to grow all the faster.

The question is, will the investigators figure this out? Will they destroy the Baku? Will they leave this town better or worse than they found it?

The Flow of the Scenario

The flow of the Dream Eater scenario in visual form. From Ikaruga Town to Talking with Townspeople to Meeting Taneguchi to Horyuji temple or Nightly Prayers to Unpleasant Dreams to The Fortune Teller to Research in the Sutra to Dream Dive to the Final Encounter and finally to the Epilogue.
Dream Eater Scenario Structure

Take a look at this flowchart. This is useful in a scenario like this for a game like this. Call of Cthulhu is a trad game, and, as such, its scenarios rely on these sorts of stepping stones to get you from hook to ending. So I really appreciate it when you get something like this that cleanly represents that idea visually.

So, after a lengthy preamble giving us Keeper background, an intro to the main NPCs and a few PC hooks, we start with Ikaruga town, a place that’s renowned for its truly ancient buddhist temples, which contain the oldest wooden buildings in the entire world. I like that the section on the town asks the Keeper to get in media res and kick things off with a shared dream sequence. Something weird is happening from the off and it gives PCs who don’t know each other yet a good reason to seek each other out.

You get a basic map of Ikaruga in the style of a roadmap, which is a nice touch. Along with this, we have an “Exploring the Town” section, which spells out stuff like population, transport, amenities and accommodation but the only real subheading to this is the Shepherd Bar: A Foreshadowing, the purpose of which is a little too subtle for my tastes.

The scenario, and indeed, the campaign is sprinkled with “Lore Sheets,” which detail elements of Japanese cultural, societal or mythical knowledge that the average Investigator might be expected to know without having to make a Know roll for it. The Keeper is supposed to hand them out as and when the subjects come up. In this section, we have one on Hōryūji Temple, for instance. Each of these includes a little snippet of “Personal Background,” which the player given the lore sheet might adopt for they own character. It’s a nice way to weave the PCs in with the place and the lore of the place.

The Investigators are expected to visit the Town Hall to begin their investigations. The Town Hall section, as is the case with each of the major plot points of the scenario, begins with a handy summary that looks like this:

  • Location: Ikaruga town.
  • Leads In: Hooks One, Two, and Four
  • Leads Out: Meeting Taneguchi (page 62); Talking to Townsfolk (page 61).
  • Purpose: investigators learn about the case.

This is another incredibly useful tool to assist the Keeper at the table, allowing them to see, at a glance, if they are at the right section, where they should be looking next and the overall purpose of the scene. This last is important to let you figure out where a scene should end, which is not always obvious.

As we get into this section, we notice that precise and exacting answers are provided to every relevant question the PCs might ask Mr Maeda, the Vice-Chairman of the Public Welfare Committee. This is common to most of the NPC interactions in the scenario, which will keep you, as the Keeper, on track with regards to what each of them knows. Once again, it’s a trad scenario. Rather than summarising the things they know and letting you play them as you see fit, things are a little more proscribed here. Of course, if you want to run these interactions differently, you can. It will just mean you spending more time prepping.

We get some general knowledge and descriptions of half-remembered dreams from talking to the townsfolk, but we really get into it when the Investigators go to meet Taneguchi, the old man who is secretly harbouring the Prince of Pale Leaves in his mind. He was approached by a representative of the Association of Pale Leaves and told that, by chanting from he Sutra of Pale Leaves nightly, he would pay off his karmic debt from running over the little girl on the road. Unbeknownst even to himself, he has been making beautiful and elaborate copies of the Sutra at night, when the Prince takes over his body. The APL is planning to use these to spread the Prince’s influence even further across Japan. It is in this section where the Investigators are likely to gain their first exposure to the Sutra, thus beginning their journey towards recruitment by the Prince, themselves.

From here, the investigations might lead to Hōryūji Temple, where they might encounter another recruit, Ukami, a former monk, who is also a martial arts master. Or they might go to the Momijidera Temple, where Taneguchi recites his prayers each night, But eventually, we come to one of the more interesting parts of this scenario, Unpleasant Dreams, where the Keeper can tailor nightmares to individual investigators’ personalities, backgrounds and memories. This is the first time they will encounter the Baku. There will be different outcomes depending on the levels of exposure they have had to the Sutra so far. It could lead to significant Sanity loss, but, on the bright side, it could also lead to Exposure Point (the points which track how exposed you are to the Sutra and how much influence the Prince has over you) reduction.

Lore Sheet 3: Fortune-Telling in Japan and the Fortune-Teller, Madam Inaba.
Lore sheet

After this, they are likely to visit Madam Inaba, the Fortune Teller or go to the aforementioned Hōryūji Temple to find out more about the Baku and how to defeat it. Importantly, they should then go and do some research in the Sutra itself, exposing them once agian to the Princes influence. This will lead them inevitably to the Dream Dive section. The scenario takes us back into dreams here, this time, a shared, lucid dream, which they will have learned how to perform from their research in the Sutra, of course. Rather than have the Keeper craft the dreamscapes they encounter this time, they are put through a “Gauntlet of Nightmares.” I like the nightmares that have been described in this section, they are Japanese-flavoured (I have definitely had nightmares about the mukade myself) and they’re scary, but they seem a little random. They’re not as thematically coherent as other parts of this scenario. At least, until you get to Taneguchi’s Dream: The Accident. In this one, you relive, along with Mr Taneguchi, the night he killed Nakamura Hinako on the road. The scenario presents several ways the Investigators might deal with the situation, from doing nothing to showing some humanity to the dying girl, to rewriting history!

The baku, a big, purple, tapir-like creature, feeding on a n old man who is sleeping on a futon in a tatami room.
Yum Yum

The only thing left to do is to face the Baku itself. By now, the PCs might have learned enough to know that the Baku is not the real threat here. Rather, it comes from the Pale Monk haunting the dreams of Taneguchi, the representation of the Pale Prince. Or they might play right into the Prince’s hands and attempt to defeat the creature, clearing a path for the Sutra to capture more recruits. Whatever they decide, there is a good chance they will have to use signs and magics learned from the Sutra itself to do battle in the Final Encounter. The scenario introduces mechanics by which they can spend Magic Points to summon useful items or weapons to help them, but their opponents can do the same or worse. The Baku can fully transform the dreamscape allowing it easier access to Taneguchi, which is all it wants. It wants to gorge itself on the old man’s Sutra-ridden mind. If the Investigators allow that to happen, it is one of the best endings you can achieve, leaving Taneguchi in a state of extreme dementia, but freeing the town of the Prince’s influence.

Endings

The first page of Endings, includes 0. party Wipe (Failure), 1. We Do Nothing (Taoist Ending), and Yokai Busters (Bad Ending.)
Endings

Note that the endings presented here and in later scenarios are labeled and numbered, as is common for indie scenarios in Japan. This enables players to tell others how their game went on social media while avoiding spoilers for everyone else.

I understand this concept and the reason for it. But I don’t particularly enjoy the implication that you can’t have your game end any other way than one of the six potential endings provided here. I am not going to judge it without playing it out, but I will say they are described in terms of one ending being a “failure” and others being “Bad Ending,” “Good Ending,” and “Best Ending.” Of course, these are value judgements. Just because you TPK, doesn’t necessarily mean it was a bad ending for your party, and, to be fair, the text does describe this one as “something of an achievement.”

The inclusion of “Optional Post-credit Scenes” is interesting too. These each present a little vignette of how the Investigators might have changed reality during their adventure through dreams. It explains that they work better if the scenario was run as a one-shot but that they might just serve to show the sheer power of the Sutra over reality.

Conclusion

This feels like a great scenario to start off this campaign dealing with the Prince of Pale Leaves as the antagonist. It immediately introduces the players to the idea that this is a being that exists in the mind of others and is spread through the dissemination of the Sutra, or it should. I can’t say for sure if it does it effectively without playing it. Overall, I like the structure, which is designed to keep the Keeper on track, no matter which way the players decide to go from one scene to the next. I do find the extreme levels of detail in the NPC encounters a little unnecessary. I still think it’s possible to summarise a character’s personality and the things they know in a much shorter manner, that would work just as well, if not better.

I think it’s interesting that each of the scenarios is styled as being possible to run as a one-shot but I can see Dream Eater’s potential in the context of the greater campaign. I’m looking forward to reading the next one, Fanfic, where the APL hatches a plan to recreate the Sutra as an action manga.

Sleighed

You might remember a few weeks ago… I reviewed Slow Sleigh to Plankton Downs. Well, the disclaimer on that review, that I had not played or run it is no longer valid.

Nun too soon for an update

Just a short one this week, dear reader.

You might remember a few weeks ago, for my Halloween post, I reviewed Slow Sleigh to Plankton Downs. Well, the disclaimer on that review, that I had not played or run it is no longer valid. Sister Majid, the Misstep Monastic (a type of nun) and Lee Tuluk, the Scud Miller (meat grinder) formed an unlikely friendship through a misallocated cabin and a game of chance and before you know it they were investigating a murder!

We played one session on Halloween and just finished it up last night. It took about six hours altogether, although there was some time spent on character creation in the first session.

Take a butcher’s at this!

A nun with an ice adze dressed in gold
A nun with an ice adze dressed in gold

Here are some things I loved about running this adventure:

  1. The new backgrounds are great. Most of them are really far out there but the two that my players chose were obviously quite mundane. They still had some incredible Advanced Skills that got milked for all they were worth. Somehow, our nun used “Reconcile God’s Glory with the Failings of Mortals” constantly. Meanwhile, the Scud Miller managed to use “Fix Anything, Not Necessarily Well, Even with the Wrong Tools” on everything, including relationships. Use the backgrounds if you’re going to play this.
  2. It’s so easy to prepare and run. The keyed descriptions are short enough to easily use on the fly, the premise of the adventure is straight-forward and there are only a couple of unavoidable events that are not difficult to get to grips with. I read it through once, fully, and then reviewed particular sections such as basics of the adventure and the murders before actually running it. It doesn’t take long to do this; its a svelte little scenario.
  3. I really got into describing the aftermaths of the murders and the effects they had on the crew and other NPCs. As rumours spread I had nuns moving in pods and whispering about terrible occurences while blessing themselves, while the porters and mates dealt with grief at the passing of their colleague. Upon the discovery of the second victim, the security guards were puking in corners and staring blankly at blood-soaked toilet stalls. The creature has a silly name, which my players refused to say right, but the murders are gruesome and horrific. It felt important to play into that.
  4. The map of the Nantucket Sleigh Ride. We used this work of art throughout. It was so useful to help the players orient themselves on the hovercraft and it was a genuine pleasure to refer to it. Its beautiful.
  5. The Weather table. I got the players to roll for weather right before the final encounter and they rolled us up a storm. The ship was forced to drop its robotic anchors and ride it out just after the second murder. They figured out who the murderer was and that they were outside on the Observation Deck. What a setup for the final showdown. It was poetic.
A victim, missing its maxilla in a toilet stall. The Maxillary Uslurper in the air vent above.
Aftermath

Conclusion

Dear reader, I would highly recommend you take the Nantucket Sleigh Ride on a trip to Plankton Downs. If you have a couple of evenings to spare and a couple of friends who might enjoy a who-nunnit, as it were, you could do a lot worse. It’s not your typical Troika fare but I am beginning to think there may not be such a thing. You will have horror, you will have laughs and you will definitely have fun.

Call of Cthulhu: The Derelict Review

[My players] didn’t find the book of norse legends, the handwritten notes that presented possible ways to defeat the Sciapod, the silver items that would allow people to actually see the creature, etc, etc.

Two-part One-shot

SPOLIERS BELOW, ME HEARTIES! Turn back now if you want to be a player in the Derelict!

You know how it is, dear reader, when you board your luxury yacht and expect to make excellent time crossing the North Atlantic? And then you start to run into complications? Almost everyone gets drunk, you come across a seemingly abandoned reefer ship washed up on an iceberg, you decide to explore the possibility of rescuing anyone from it or maybe even salvaging it for vast profits, you board it and find its covered in blood and the controls have been deliberately sabotaged, you’re hunted by a towering monstrosity with a crystalline bow and only one weird leg, which is visible only to about half of your number, your own yacht’s controls are smashed to bits and the captain is eviscerated and several of your number begin to lose their grip on sanity?

Of course you do! Anyway, when I write it out like that, quite a lot did happen in the first session of the Derelict. It took so long, in fact, that we had to stretch it to two. We played it out in about five hours in total, I’d say, but there was plenty left undone as far as this scenario goes. You could easily stretch it out to three sessions of three hours each, I’d say.

The Scenario

A busted up dining room on the Groenland Tropisch.
What a mess!

In this post from about a month ago I introduced the premise of the Call of Cthulhu scenario I ran as part of our Tables & Tales October Event, during which we ran a bunch of horror/spooky/halloween themed games especially for our newbies. Today, I’m going to look at how it went and how I think it could have gone better.

The Derelict is a 28 page adventure for Call of Cthulhu. It appears in Petersen’s Abominations, published in 2015 by Chaosium. It was written by Sandy Petersen with Mike Mason.

It seems Petersen got the idea for this adventure while reading about Viking explorers and this particular encounter that was described quite matter-of-factly as a Sciapod, a one-legged creature with a crystal bow. The conceit is that such creatures were not necessarily taken as supernatural by people of by-gone ages so the encounter was recorded as a relatively mundane occurrence. I like that this theme jibes with Zedeck Siew’s observations about the attitude many Malaysians would have to signs of the Pontianak in his scenario, A Perfect Wife, as well as my own personal experience of growing up in Ireland. Of course, when the Investigators encounter the Sciapod in the Derelict, they are not likely to react the same way at all.

The portrait of Siren/Lori Washington, a femme presenting person with long dark hair and a bright dangling earring in one ear.
Siren/Lori Washinton

The Derelict was clearly designed as a one-shot or very short campaign. It would be hard to work it into an ongoing campaign, I think, given the rarefied circumstances and setting, so if you want to run it, I would suggest taking it at face value and go for something short and self-contained. I would also recommend using the pre-generated characters. They are all rich/famous arseholes of one stripe or another. You know, the type of people you would expect to have on a luxury yacht. But they also have their own motives, some are having money troubles, some are looking for sponsors, some are party animals, that sort of thing. They are relatively well painted and designed to be easy to pick up and play. There is a second option presented in the scenario: the PCs could be members of a rescue team sent to investigate the Derelict, but this option lacks the horror movie energy you get from the rich yachters, in my opinion.

The formatting is useable and fairly presentable. It starts with the intro and a brief description of our cast of characters before a short section on Starting the Scenario, under which we also get a useful Sequence of Events. I say “useful,” but my players exited the sequence pretty quickly and I was forced to improvise liberally from that point on.

The bulk of the scenario is taken up with descriptions of the main areas of the Derelict ship and the iceberg it’s stuck on. It does go into a fair amount of detail even about the areas that are of little or no interest. It will tell you where to find the clues and items of interest within these descriptions. This is the greatest weakness of the adventure, to be honest. My players spent almost no time exploring the ship. They were incredibly goal oriented, going to Engineering to find things to help them fix their own boat and to the radio room for a way to contact someone. So, they didn’t find the book of norse legends, the handwritten notes that presented possible ways to defeat the Sciapod, the silver items that would allow people to actually see the creature, etc, etc. I wish I had started just transplanting some of the more important clues and things to the rooms they did explore earlier. In the end, I did do that but we had played the bulk of the game by then.

It has some great maps and illustrations throughout. The maps of both boats were particularly useful. We were playing on Roll20. So I used the maps a lot. In the first session I used fog of war on the map of the Derelict, but I found this led to too much player confusion about the location of everything and too much time spent by me on descriptions. It was supposed to be a one-shot! So, in the second session I turned off fog of war under the pretence that they found a full map in Engineering. That made things a lot easier. The players were able to see where they might want to explore and they started to do that.

One of the strengths of this scenario is that, even though it provides you with a sequence of events, it encourages you to play it quite free-form. Simply allow the PCs to look around, discovering clues as to what happened here and maybe how to defeat the monster, and then start picking off characters with the Sciapod as they go, NPCs first. They’ll start getting injured and insane and the scenario should blossom from that. In many ways, this is what led to our game going quickly off the rails. The sequence of events expects the players to start trying to find ways to kill or drive off the Sciapod but that’s not what happened at all. As I started to kill them off and ship away at their sanity, they began to look only for alternative ways of escape. But, of course, along the way they saw some some pretty disturbing things and one of them lost the plot completely, going full axe-murderer before eventually getting it together while they all bundled into the last remaining lifeboat. Except for looking for firearms on board, they never considered finding a way to kill it. And, of course, this was great! I loved it and the players had fun. But I will admit to, at times, trying to get them to take the route that was expected of them. I think I would have had more fun if I had lust loosened my grip on the reins a bit more.

Still, if your players do get so far as to start coming up with ways to beat the bad guy, there is a useful section at the end of the scenario devoted to potential plans that they might come up with, using lots of things my player never even discovered. They could use the CO2 stores, the bulldozer or forklift that was in the hold, etc.

The Appendix

The Sciapod. A bluish tinged, armoured humanoid with only one thick leg, which ends in a wide, umbrella-like foot with claws all around the outside of it. it holds a crystaline bow and has a single green glowing eye.
Hawkeye? You’ve changed.

In the Appendix, you get stats for the two NPCs and the Sciapod itself.

The NPC stats could be particularly useful if a player loses their PC early and they need a replacement. This did happen in my game but only after both NPCs were already dead so it didn’t help.

When it comes to stats for the Sciapod, I don’t think it should matter really. It is designed to be undefeatable by normal means. The PCs are supposed to have to come up with some big, brash, loud plan to kill it, after all. But there are elements to the creature that are of real interest. For instance, it is visible only to those who have silver touching skin for some reason. This proved to be a weird and scary element of the PCs encounters with the monster. It directly led to the death of one of them but it is a strange addition to the abilities of what is already an odd adversary. It is utterly silent too, and it wields this weird crystalline bow with enormous glass like arrows. This last bit feels very un-Cthulhu to me. It adds more of a D&D flavour to this monster but it did allow it to attack from a distance, which I made use of. This led to two memorable moments of gameplay, in fact. First, our pop-star character, Siren stood on the deck and had a showdown with the Sciapod, she with her little .22 pistol and it with its giant glass bow. Second, the creature launched one of its enormous arrows into the hull of the lifeboat they were escaping on right at the end, ushering in their deaths and the end of the game.

Conclusion

This was a fun one-shot/two-shot. It had great pre-generated characters and a fascinating premise and setting. (Although I have to stop running one-shots on boats. Apparently its become a trend…) But I question whether the monster that’s central to it is really Cthulhu-mythosy enough. It’s strange but not necessarily horrific in and of itself. Also, the adventure involved a lot of prep for something that could be designed to be run with little or no preparation. But you have to read the descriptions to familiarise yourself with the setting, the clues, the origin stories, hidden history etc, etc. and that all takes time.

Kanabo

The best part of the whole How to Play section is the list of Best Practices…We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Waku Waku

Dear reader, my excitement is threatening to overwhelm me. As some of you may know, I studied Japanese in university and lived and worked in Japan for about three years in total. It’s hard to put into words exactly how I feel knowing that, this weekend (probably yesterday by the time I publish this post), I’ll be going to see the Ireland vs Japan rugby match in Dublin and next weekend I’ll be finally going back to Japan for the first time in eight years! I think the right word is probably わくわく (waku waku, loosely translated as excited.)

Anyway, as a build up to that, I thought I would look at an RPG based on a Japanese historical period.

Kanabo: Fantasy Role-Playing Adventure in Tokugawa-Era Japan

A Kanabo is a Japanese weapon, a long metal club, adorned with spikes or studs. The game, Kanabo by N Masyk, is an RPG published by Monkey’s Paw Games. It comes in the form of three neat booklets, Volume 1, Characters, Volume 2, Chroniclers and Volume 3, Adventure. It was gifted to me by friends and all round good eggs, Tom and Isaac several years ago. I can’t remember which year exactly and I don’t see a publication date on any of the booklets so I am going to guess and say it was sometime between 2020 and 2022.

These booklets truly are only wee. The longest of them is 21 pages of A5. But they pack a lot into each one.

Volume 1, Characters

The cover of Kanabo, Volume 1, Characters. It has a mythical Japanese warrior wielding a spear and a bow at once, while dancing on the back of a great black boar, possibly in the clouds.
Magic Man on Magic Boar

This booklet, as is the case for each one, begins with the credits. N Masyk did the words and the layout, “Dead People” did the artwork and the Hexmap uses the Highland Paranormal Society Cartography Kit, by Nate Treme. Finally, consulting was done by James Mendez Hodes. I think you will notice a peculiarly Western bent to the people associated with this project, other than the Dead People who are all Japanese (by the looks of their artistic styles) but remain conspicuously unnamed.

It starts off with an intro section that explains briefly what the game is about and suggests the use of safety tools such as Lines and Veils and the X Card. The “What is this?” section tells us that this is a game set in the Tokugawa period of Japanese history. It informs us that this is the time after the Warring States Period when the country is united but many wandering Travelers are abroad, “seeking fame, fortune, justice, revenge, or simply the freedom to roam.” That’s the PCs! I like this as a time period and setting. The Tokugawa era was long, more than 250 years. It was a time when Japan was cut off from the rest of the world, guarded its coast jealously and avoided the great changes that engulfed the other regions during the same time. The role of the Samurai was slowly being eroded, nobles were forced to pilgrimage from their lands to the capital under their own expense to keep them in line, the Shogun ruled the land and Japanese culture deepened. But I also like that there is a paragraph here on historical accuracy. Masyk takes pains to explain that, despite the potential realities of the place and time, as players of a game, we must strive to be inclusive before being accurate. Japan of this time was a place of terrible inequality, Kanabo at the table does not have to be.

The introduction section is reprinted in Volume 2, Chroniclers and Volume 3, Adventure. I wonder, in a set of booklets of such limited page-count, if this was necessary. Perhaps it was felt that the Characters booklet, meant largely for the players, and the Chroniclers booklet, meant only for the Chronicler had to both have it to refer back to regularly, but I would question that, especially as the Adventure booklet is also meant for the Chronicler exclusively. Maybe its so the kid who finds one of these booklets all on its own, tucked into a box in the dark reaches of a secondhand bookshop thirty years from now, knows what it is they’ve found.

Stats

The Stats section actually introduces the entire character creation process. Stats themselves are only one part of that. You roll 2d10+20 for each stat, for a maximum of 40.

I was expecting this ruleset to be a D&D clone or maybe an Odd-like but I was surprised to discover this is a percentile system. When you want to do something you roll a d100 and hope for a result equal to or under the stat you are rolling on. You will notice that this makes it necessary to roll really rather low to succeed, but there are several ways to gain a +10 to your rolls, such as using the right piece of equipment, possessing just the right skill, spending a filled segment of your Fate Clock or, in battle, gaining Advantage. There are three specific ways to accumulate +10s in a battle. If you want to disengage from combat safely, you can expend all of them and do so.

The Stats themselves are incredibly and deliberately abstract:

  • Fire: confrontation, aggression, force
  • Water: tranquility, inquisitiveness, exploration
  • Earth: stoicism, calculation, discipline
  • Wind: intuition, reflection, grace

As such, there is a lot of potential leeway in the decision on which stat to roll in any given situation. I like this sort of thing. I imagine Blades in the Dark style negotiations occurring as to how they might work out in play. However, I struggle a little with the whimsicality of the naming convention. It has a sort of mah-jong flavour to it, I’ll admit, which is not, in itself a bad thing. But, if you were to choose particular Chinese characters from the available mah-jong tiles, there are others that really describe human traits that might work better. I am thinking of things like 力, chikara (strength,) 心, kokoro (heart) etc. The use of the four elements makes it feel a little more like Avatar than any of the sword-fighting movies that inspired this game. It is a stylistic choice, though, and I’m sure it would work just fine at the table.

There are other elements to character creation, of course. Some of them remind me, quite delightfully of making a DCC character. Others have an Into the Odd feeling which I enjoy.

You can roll for your Chinese Zodiac sign. Whatever sign you roll, you can take it and apply a +5 to a stat that you think it reflects positively on. It would have been fun to have to apply a -5 to a different stat in this step I think.

When you roll on the Birthplace table, you will get somewhere like “Fishing Village,” “Hill Fort,” or even “Haunted Ruin.” Depending on what you get here, you will start with a different piece of equipment, such as a “fishing rod,” “spear,” or “lucky charm.”

Next up you roll on the Career table, which will give you another piece of equipment. Soldiers start with a matchlock pistol but Farmers only get a straw hat!

Your birthplace and career also allow you to list two things you know about or are skilled in. These can give you +10 to rolls in certain situations.

By rolling on the Curio table you might find yourself starting with a lucky cricket, a mask or maybe some rice balls. Each curio comes with a question that might help to round out your character.

After this you have a bunch of tables that will help you describe your PC. You have Mannerisms, Clothes, Face, Names etc. There should be plenty here to give you a very clear picture of your Traveler.

How to Play

This section lays out the rules quite economically. I’ve given you the basics already and there isn’t too much more to them than that, which is great.

There is a PBTA element to the rolls. You only roll when there is some risk, of course, but if you succeed, you do so without consequence. If you fail, you can still succeed, but with consequences. In combat, this means that you trade harm.

Kanabo character sheet on the back of the Characters booklet. There are spaces for Name, stats, zodia, career, birthplace, curio, description, Knowledge & Skills, Inventory, Wounds and a Fate clock split into eight wedges.
Kanabo Character Sheet

You get a Fate Clock on your character sheet. It has eight segments, which you will be filling and erasing as you gain and spend them. You gain a segment whenever you roll doubles on a d100 roll. I choose to interpret this as 11, 22, 33 etc. You can choose to erase a segment to give yourself +10 to a roll, prevent 1 Harm, recover 1d10 wounds or survive past your 5th wound. It’s a bit like stress in Blades in the Dark, a superpower that these Travelers have that allows them to contend against terrible odds and powerful forces.

Some few paragraphs are devoted to the idea of Travel. Kanabo assumes you will be hex-crawling and lays out the rules for that in relation to time, encounters, foraging, rest & healing etc. This is presented in a way that is player friendly and does not blind anyone with science. I appreciate it.

Character Advancement gets one very short section. Characters can choose one of two options at the end of each session, “increase a stat by 1” or “write down a new skill or piece of knowledge.” It’s neat and lacks frills. No room for confusion at all.

The booklet is rounded off with sections on hiring help, common equipment and refreshments. They are presented in several short and entirely non-exhaustive lists that are merely starting points for the interested player to do some research on what stuff might have been available in Tokugawa-era Japan.

The best part of the whole How to Play section is the list of Best Practices. Many of these will be familiar to the those of you who have been reading my series on Blades in the Dark recently. We have gems like, “Ask questions. Take Notes. Draw diagrams. Write in pen” and “Fight unfairly. Lay ambushes. Hit below the belt. Run away.” And familiar old favourites like “Play to find out what happens, and how it happens” and “Strive for victory, but revel in your defeats.”

Volume 2, Chroniclers

Kanabo Volume 2, Chroniclers has the image of mythical Japanese creature, the Kirin, across between a dragon, a horse and a giraffe, dancing across the waves.
This is a Kirin. Interestingly, the Japanese word for giraffe is also Kirin. It’s also a good beer.

After the repeated intro section we get straight into a section on how to run the game. Let me reproduce here the entirety of that section:

You control the world around the Travelers and the people within in, and the places they have built for themselves. Fill that world with adventure, danger and magic.
There are no further words by witch I might describe or prepare you for the journey ahead.
The contents of this tome, much like the contents of the Universe, are mostly lies.

I think this is probably one of the most uniquely unhelpful such sections I have ever read. I understand that the author is trying for poetry instead of boring old instruction, but it reads as though they want you to think there is no advice that might help a prospective Chronicler. There is something to be said for the idea that a GM/referee/judge/whatever should trust their instincts, but it is certainly not always true. Also, there is an enormous wealth of real advice out there, both in printed books and for free on the internet. I understand the author had limited room here, so, perhaps they could have directed the newbie GM to the blogosphere, or a particular publication that they thought aligned with their own design ethos.

Anyway, as soon as they have described everything in the “tome” as lies, they go on to provide guidance on how to run the game… and it’s useful! It’s practical and answers the sorts of questions that would definitely come up at the table when playing Kanabo! Things like discussing the possible consequences of rolls before making them, determining the effectiveness of successes etc. So, my main takeaway from all this is don’t believe the bit that tells you its lying to you…

There are a couple of pages here devoted to describing very Japanese-themed encounters, we have Kappa, Oni, Kitsune etc, without ever using those words. I like the pared down descriptions and the minimal stats presented, and I can see the idea of removing the Japanese names so as to allow a Chronicler to set their game of Kanabo in a non-Japanese context. Or maybe it’s done to for localisation purposes. I don’t know really, but, personally, I would prefer to use the Japanese names. It feels wrong to me to do otherwise.

Hexcrawl section from Chroniclers booklet. There are several landmark and terrain tables and the top half of a hex rose here.
Hexcrawl

I think another very interesting element to this game is that, despite its semi-PBTA roots, you are expected to run it Old School. We have Weather tables, advice on rolling for encounters, an encounter reaction table and a whole bunch of tables to help you build your once-a-session hex map. These are, honestly, great. They are extremely practical and useful with lots of tables of landmarks for a variety of terrain types from Grassland to Hamlet. There are more tables for Factions, Communities, and Adventure Sites that would allow a Chronicler to build an engaging monster-of-the-week-style adventure with little to no prep required.

But, the advice for doing all this is limited within the booklet itself. The third of the the three booklets, however, serves to illustrate how it should work!

Volume 3, Adventure

The cover of Kanabo Volume 3, Adventure. It shows the image of a woman, or maybe a bodhisatva playing a shamisen on the edge of a cliff.
Magic music

This one if incredibly short, only eight pages, two of which have the intro again. After that, we get a bunch of ten point lists, which come together to create Peach Trees Village. The list of Locals describes each one in a single line, provides a piece of their dialogue and outlines an adventure hook. Here’s the first one:

Asuka. A farmer. So forgetful; “did my apprentice bring the cattle in?” Needs someone to go check. Something’s been at the cattle.

I love this way of presenting information. It’s incredibly efficient and is just enough to spark the imagination. You get something similar from the Shops and the Rumours lists.

Next, we have The Surrounding Wilderness section. This kicks off with a hex rose, already filled in to give the Chronicler an idea of how it’s done. Each of the 19 hexes is described in a similar way to the Locals above. Here’s no. 10:

Frozen wood. Snow-blanketed trees. A dead mile where nothing grows. Strange lights at night. What is causing the lights?

Once again, it’s just enough to spark the imaginations of both Chronicler and Travelers to perhaps pursue the mystery of the lights in the woods, without bogging you down with established fiction.

A “Searching, you find…” D100 table rounds this adventure booklet out.

Conclusion

All in all, I think this little RPG punches above its weight. I question some of the choices made regarding naming conventions, use of space and GM advice but otherwise, I am quietly impressed. I would like to try running it, but it will have to wait till after my own adventure in Japan!

Pirate Borg: The Repentant Review

To be clear, the ship is the whole adventure. You could easily work it into an ongoing campaign, I think. It could be a random encounter or the goal of a mission. But, for me, it worked perfectly as a one-shot. It gives you everything you need in those eleven pages.

Talk Like a Pirate Delay

I was really excited about this year’s Second Annual Tables and Tales Talk Like a Pirate Day Pirate Borg One Shot on September 19th but I was, unfortunately, overcome by some malady that day. We postponed it only to have a massive storm roll in off the Atlantic, forcing us to delay the departure of this vessel yet again. Finally, last Sunday the players’ pirates were ready to board the Repentant come hell or high water…

OK, I say they boarded it but it would be more correct to say they were taken aboard. I started them off in the expanded brig, area 1 on the map of the ship. They awoke, captured, stinking and hurting and minus all their stuff. Nevertheless, with a few improvised weapons they found lying around the cabin and the assistance of a skeleton thrall raised by the skeletal sorcerer, they managed to overpower their demon guard. This was the first of many obstacles to their defeat of the Ashen Priest commanding the ship and taking the Repentant for themselves.

The Scenario

The cover of Cabin Fever, a skeletal pirate with a tricorn hat and the words "Cabin Fever" erupting in fire from his eyesockets
The cover of Cabin Fever

The Repentant is an 11 page one-shot scenario for Pirate Borg by Zac Goins. It is published in the forthcoming sourcebook for that game, Cabin Fever, via KNOWN CONSPIRATORS, Limithron’s subtable for third-party creators. Cabin Fever is a treasure chest of extras for Pirate Borg including new PC classes, GM tools, a Bestiary, no fewer than six adventures as well as solo rules. I am one of the backers of the Kickstarter project so I got access to the PDF through that. I’m hoping to receive the physical rewards for that soon.

This scenario is presented in a typical Borg-ish style, with maps, and illustrations taking the lead in establishing the atmosphere. It’s almost all in grey and black, emphasising the theme of ASH. The layout is also typical with lots of tables, stat-blocks, keyed area descriptions etc being worked into the spaces between and around the artwork. I occasionally had to take a few extra seconds to find what I was looking for due to this but it was never a major disruption. In general it looks great and ewers relatively easy to use.

The Premise

The Repentant is a charnel ship, an unkempt brigantine with tattered sails and a crew of demons and cultists, commanded by a cadre of Ashen Clergy. Their goal is spelled out clearly in the three step plan on the second page. In summary, the plan is to summon demons, form an unholy pact with the Dark One, raid some settlements to take captives, kill ‘em, raise them as undead and then grind them up to make Brimstone ASH. This is a type of cursed and arcane narcotic on which the crew plan to make lots and lots of pieces of eight.

To be clear, the ship is the whole adventure. You could easily work it into an ongoing campaign, I think. It could be a random encounter or the goal of a mission. But, for me, it worked perfectly as a one-shot. It gives you everything you need in those eleven pages.

The Reality

A genuine, fire and brimstone demon
A genuine, fire and brimstone demon

There is a fun variety of enemies for such a short scenario. You have seven different types of possible demon (one for each deadly sin, with commensurate sinful powers,) the emaciated crew, the Ashen Vicars and the Ashen Priest who has a variety of fun powers. And if you deal with all those, there is a hold full of Brimstone Zombies, who have the power to promise your soul to the Dark One with a bite.

Although not every encounter ended in combat, almost all did. It felt inevitable in general. I started the players off where I did, in the brig because of the restrictions of a one-shot session. I wanted them in the thick of it from the start and escape gave them a powerful motivation to attack the terrifying demon, even without real weapons. Also, I figured the brig is area 1 on the map for a reason. The scenario does not explicitly indicate where or how you should start it as a one-shot, but if you take the hint, here, you’re probably not going to go wrong. It definitely got them into the action immediately. Without the timely and repeated use of Devil’s Luck and mystical powers in the first two encounters, at least one of the party would have gone down. The only thing is that it led to two mostly combat encounters in quick succession. Starting with them boarding over the rails or some other way might have engendered a totally different kind of adventure.

The map was fine. I was a little put off that three of the four decks had one side of the map cut off but it was of no practical disadvantage in play.

Tables, tables, tables. The tables are great, from the effects of the Brimstone ASH (different to the regular ASH introduced in Pirate Borg) to the “What did I just step in?” Table which I underused criminally.

My players only used the Brimstone ASH on their enemies, which was a shame. I think it’s because when they rolled on the table for those uses, they got 1s and 2s, which are very very bad. After I told them what else was on the table, they regretted not trying it!

6 The Devil’s inside ye. Immune to fire. All weapons’ dice size increases.

The Finale

The ASH grinder. Looks like a meat grinder, with a big funnel on top, a mincer on one side and a cranking wheel on the other. Has steps up to allow you the zombies to feed themselves into it.
The ASH grinder.

I saved the Ashen Priest, the scenario’s main villain, for the end. He might have been found in either the captain’s quarters or the hold, according to the keyed locations, but, honestly, you could locate him anywhere to suit your own game. The PCs had done away with almost everyone else aboard when they descended into the cargo hold found him there, feeding zombies into the ASH Grinder. There were a lot of undead down there with him but the PCs made such short work of him that it hardly mattered. Then they got to take the ship as plunder, not to mention the undead and the grinder so they could enact the plan themselves!

Conclusion

This was one of the most well-crafted one-shot scenarios I’ve run. We played it in about three and a half hours, though, if things had gone badly, it might have been over after less than an hour! I did give them a couple of NPCs for back-up and in case anyone lost their first PC (there were two deaths.) This might have given them a slight advantage, if I’m honest, but everyone had a good time. Looking forward to trying out some more scenarios from Cabin Fever and the rest of the slew of new books from Limithron!

Dragon Age RPG: Amber Rage Review

So, off they went, following a magic raven, through the rain and the swamp, fording rivers, defeating enemies and stabling horses, until they got to the appointed place and the raven dropped dead.

Blood in Ferelden

There have not been a lot of supplements for the Dragon Age RPG from Green Ronin. Other than a quickstart guide, a GM’s Kit and Faces of Thedas, a sourcebook filled with fan-favorite characters from the video game series, Blood in Ferelden is pretty much it. It’s a collection of adventures designed by Walt Ciechanowski, Kevin Kulp, T.S. Luikart and it came out in 2010. It contains three full scenarios and a few adventure seeds all of which take place in and showcase various regions of the land that played host to Dragon Age Origins.

It came out at a time before the Dragon Age core book collected all the rules from Dragon Age boxed sets 1, 2 and 3. Dragon Age set 1 only dealt with levels 1-5 and, indeed, Blood in Ferelden’s adventures are designed to get characters from 1st to 5th level.

I discussed another published adventure, Duty Unto Death previously. That was the first Dragon Age adventure I ran for my group and it assumed the PCs started at level 3. So that’s what we did. Not only that, but they progressed to level 4 and became fully fledged Grey Wardens before we moved on to the first adventure from Blood in Ferelden, Amber Rage. I made only a few adjustments to Target Numbers (like DCs in D&D) and enemy stats to increase the difficulty. Despite this, this level 1 adventure proved quite challenging enough at times.

SPOILER ALERT! This review is absolutely packed with spoilers. Turn back now, potential players!

Overview

Amber Rage!
Amber Rage!

Amber Rage is a 39 page adventure. It’s split into six distinct parts, each of which presents its own unique challenges for the PCs, a variety of enemies, NPCs and moral dilemmas for them to wrestle with. All of these are of varying quality.

Here’s the summary: The PCs find themselves in Sothmere, a village near the Korcari Wilds. Our group of newly minted Grey Wardens had been sent south by Duncan, their commander, to determine the strength of the Darkspawn force amassing in the south, preparing for the Fifth Blight. Sothmere was just a pitstop for them. There was a festival happening there to celebrate the building of a new fort, which gave the PCs a chance to take part in some axe-throwing, mud-wrestling, archery competition mini-games. While this was going on, the village was attacked by a band of crazed Chasind stalkers. These lads had been infected with the eponymous Amber Rage and were spreading it all over town. If no-one did anything about it, all the infected villagers were going to transform into mindless Ragers in three days! After some debate amongst the NPCs, it was decided that the Grey Wardens should go and find an ingredient in a grotto in the Korcari Wilds. This shadowmoss could be used to cure the infected.

So, off they went, following a magic raven, through the rain and the swamp, fording rivers, defeating enemies and stabling horses, until they got to the appointed place and the raven dropped dead. There they boiled up a stew and this attracted the firesprites. These guys lived in the grotto of the shadowmoss, so the PCs followed them home. Kind of creepy, when you think about it. Not only that, but they then went ahead and murdered the firesprites’ Guardian Serpent. I mean, the serpent didn’t leave them much choice, but they were invading its home after all. The real problem with this, as the wardens discovered in a sort of psychic vision provided by the firesprites later, was that the firesprites consumed the shadowmoss for sustenance, and the Serpent, ahem, excreted the shadowmoss. So, with the serpent dead, if the PCs collected all the shadowmoss they would need to cure the infected, they would be condemning the firesprites to starvation and extinction. But if they left them with the shadowmoss they had, that would give them enough time for a new Guardian Serpent to mature (this weird symbiotic arrangement was further compounded but the revelation that one of the firesprites would transform into the Serpent itself!) This was the central moral conundrum of the scenario, save the villagers or allow the firesprites to live.

The blackhaller and the burning of the villagers
The blackhaller and the burning of the villagers

Once this decision was made, they had to make their way back to Sothmere where a local judge, known as a blackhaller, had been helicoptered in to force the issue of the infected villagers. As the PCs got back to Sothmere, they had the sick ones tied to stakes, ready to be barbecued. The PCs had to make another big decision here, and, perhaps, try to convince the blackhaller to back down.

Thus ends the adventure. I skipped over some middle bits, but that is the essence of it.

Layout, artwork and maps

The layout of this thing is kind of all over the place. There are NPC descriptions separated from their stat blocks by entire pages in some instances. There are some which have the stat blocks of one NPC associated with the description of another, making it really hard to find what you need in a pinch. It’s the same with the enemy stat blocks, which are sometimes so far removed from the encounter descriptions as to make them seem as though they belong to another encounter altogether. I think one of the problems here is the massive parcels of real estate demanded by the standard Dragon Age RPG stat blocks, which presents some serious layout headaches. I had to do a lot of prep to make sure I had all of the relevant info and stat blocks on hand for any given encounter, social or combat.

Statblock Nightmares
Statblock Nightmares

The splitting of the adventure into parts, like chapters in a novel, was something I found useful. I tried to aim for completing one part each session. In the end, it did take 6 sessions to complete it.

The artwork is nice, although much of it was clearly supposed to be full colour but was presented in black and white, which was a shame.

The maps are great. I really liked the small regional map and the one of the grotto. I used both at the table, revealing parts of the grotto map to the players as they discovered more of it.

Decisions, Decisions

Dragon Age is built upon difficult decisions, choices that matter and have lasting consequences and you can see that’s what the writers are trying to present as the frame that Amber Rage is built on. Should they allow the little boy be killed by ragers, or his sister? Should they kill the leatherworker who’s been infected but hasn’t turned yet, or should they give him their brew that slows the infection, endangering themselves? And, ultimately, should they condemn the firesprites to extinction or save the villagers?

Josef the Leatherworker - poor bastard
Josef the Leatherworker – poor bastard

Now, this is an adventure that is written with some trad sensibilities. There are long paragraphs that examine each and every option available to the PCs in any given situation (or so the designers thought.) It presents you with the sorts of ability tests the PCs will need to make, their target numbers, the modifiers applied due to darkness or marshiness or stinkyness etc, etc. But, in almost every situation, my PCs found another alternative. They saved both children by the clever application of (checks notes) ranged weapons, They debated over the fate of the leatherworker so long that he turned Rager while they were still talking, and the shadowmoss problem? Well, they took the long view, what if they stole all the shadowmoss, killing all the firesprites in the process, and saved the villagers, but then there was another infection later and there was no Shadowmoss to help them? So they said, screw you Sothmere, we’ll only bring enough of this shit back to cure one individual fucking villager and then leave you to decide who should get it! The firesprites were happy, but no-one else was.

What particularly annoyed me about the text was this, it assumes that the party would choose to take the Shadowmoss. Almost all of the events described after the grotto involve the “fact” that they have a potential cure for the Amber Rage and others want it or others don’t want it used or something along those lines. So, those were largely useless to me. At least this allowed me to cut out swathes of what was always going to be the least interesting portion of the adventure, the trip back to town, which was staged as a series of encounters. There is a box on one page entitled, “Sustaining Drama and Varying Beats on the Journey Back.” The text in this is there to advise you to switch things up and vary the encounters because otherwise they might seem a bit samey… Could have just left them out, in my humble opinion.

They also present a number of NPCs that are either sympathetic or not, though. I can’t imagine anyone really liking Bogdan, the blacksmith, or even agreeing with him, in fact. Everyone is going to like the personable and honourable Sherrif Milo, though. So, when the players are asked to choose between the two, it’s no choice at all.

Some of the more sympathetic NPCs were the elven performers, the brother and sister duo, Oleg and Dielza. Our very own elven Grey Warden, Halvari, developed a closeness to them early on, so when Oleg was infected and Dielza was not, she promised to save him… But of course, in the end, she couldn’t. She had had to send over the single portion of shadowmoss and the good people of Sothmere were never going to cure the elf with it, so Halvari was left with no choice but to take Ole’g life before he turned and before the villagers could burn him. This was a truly sad moment that was always a possibility in the text but which was brought alive by the player in some outstanding role-play.

Conclusion

I loved the set-up for this, the festival, the mini-games (I forgot to mention a drinking mini-game from later in the adventure that was also very fun,) the moral dilemmas. But, throughout, I found myself wishing to be freed of the constraints of the text. I wanted to have been presented with the overall situation, the NPCs and some potential encounters and locations, and then let the PCs just go and figure it out. I guess I have been playing a lot of OSR recently, and it’s had an effect on my brain. In my thinking though, this would have solved the problem of the designers assuming the decisions the PCs would make, that I pointed out above.

I also don’t feel like it was quite Dragon Agey enough. It was missing abominating mages, darkspawn, spirits and demons. It could have been set in almost any generic fantasy setting without making almost any changes.

Finally, our crew of fourth level grey wardens had a very tough time with some of the only slightly upgraded combat encounters. They were lucky to have survived the evil giant crab attack and don’t even mention the marsh wolves, the mage went down twice… Actual 1st level characters would have been completely buggered, in my opinion.

Marsh Wolves – watch out!

Despite all my gripes with this adventure, we had a great time with it. This had a lot more to do with the fantastic bunch of Tables and Tales members and Dragon Age fans we’ve gathered, who have gotten into the game, the system, the stunts and the potential for heartache, than it had to do with the scenario itself.

My advice, dear reader, is, if you’re still interested in running this adventure, go through each part of it and prepare it your own way first. Think of potential consequences for decisions the PCs might make that the text does not prepare for, and feel free to cut out large parts of the journey back to the village.