
(The Gates of Yomi; Nick Gindraux.)
The pacing has been off on Oubliette. I'm letting things sprawl all over the place, & could use a little focus. It's something I'm very aware of, & stuff that I've plotted out for a single session can just slime out everywhere. That's fun though, sometimes, even if all that happens in a session is a rising sense of Hitchcockian suspense. Raise the violins! Which is what last Thursday's session became; I think people had fun-- I know Lilly did at least-- so I'm not sweating it, but it is a skill I need to work on, especially after having seen Ken run a slew of hour long one-shots on Sunday...but more about that later. We're talking about my game for now. I had to ask for a confirmation of the last scene from the previous session, if they had concluded with Iroha leading them to the Gates of Yomi, the abandoned fortress that Goro & his bride-to-be Amina o-Kitsune, Lilly's character, are going to live in. Which reminds me, I didn't ask the players for a recap & I didn't go through to confirm their Experience & see if they wanted to spend any. Several of them increased Attributes in the year long gap between the auction & this wedding, so I guess it is probably fine! But, the point being! The session starts with the party, led by Iroha o-Lung, agent (& cousin) of the Shogun as well as Luke's character Haru o-Kitsune betrothed, heading into the higher altitudes & longitudes, seeing the rather rare occurrence of snow. See where the two Watchtowers are on the map? They are equatorial. Then, looming in the cliff walls-- the giant skeleton castle-statues of the Gates of Yomi!
Trying to summarize the session would be tricky, as like I said, it was very fluid, as the characters explored using all of their senses: in the case of the two blood magic using Kitsune, that makes occult visions & the ominous appearance of Mysterious Hints, Allegations & Temptations. Rather than try to lay it all out in a linear fashion, I'll just sort of spill my thoughts out like a dumped over cauldron. Oh & will you look at that; I started writing this right after game, but then life got in the way-- read: laziness, forgetfulness-- & I let this drop. That means it will be even more scattershot, but that's life, bub. So the players are approaching the skeletal statues, the spooky Argonath, & Haru decides to do a little blood magic divination, see what he can find out wearing the creepy mask that he borrowed & has not yet returned from the cult of Yama-of-Many-Faces. Yes, by the way, Yama & Yomi are related figures; Kamido, the religion of the Shogunate, has many gods & subgods, explicitly heterodox. Linguistic drift? Make it a new god, or an aspect, or an avatar, easy peasy. Or was it always really just an aspect or avatar or new god to begin with?

(Iroha o-Lung; "Infestation" by Jed Henry.)
Haru...well, he & the Butcher's Mask are getting along famously. He's not just putting it on & walking around like a cross between a cenobite & Darth Vader, no sir! He's not creeping up on people while having visions of dozens of people being tortured & executed. He doesn't menace Eric's character Ren Joko Izumi hardly at all! That would be too creepy. & what about these "DANGER SPORES" glyphs on the door? Wait, spores? Taking off the mask & coming to his senses, Haru-- who went on an expedition into the Toxic Jungle when he was an older teen (along with the Royal Physician before she re-discovered her supernatural birthright)-- warns Iroha & the rest that there might need to be quarantine protocols up ahead. Taking a handful of Kitsune ashigaru soldiers & Ren with him-- Amina will later catch up with them after some divinations of her own-- Haru rides ahead. Iroha gives him a flare-- forbidden, since he is not Lung, but the rules are bent since he's betrothed to be-- to fire when they want to give the "all clear."
Ren is in the middle of all of these maniacs. Actually, scratch that, Ren has made out with a mummy & a naga, I think he's lost the right to get up on his high horse. He's a weirdo, same as anyone. Everyone got their rewards for their role in the weapons dealing auction except him, since he & Silissa alternate. He was there at Goro's behest, serving as a social lubricant, a fancy Geiko-- Oubliette's "not-Geisha"-- to make everyone's time pass smoothly. Sure, he spent most of his time exploring a haunted pyramid, but he played his part in the vignettes & off screen, he filled his role with aplomb. In return he gets Resources O, as he is paid a fractional share of the profits, per his contract, but his real gift is more sentimental. Goro & Ren grew up in the same small "flower town," & they met the other players at the same time. Goro got drunk, drugged, broke the shochu bottle & ran away; Ren joined the others & became a PC. He gives Ren a kintsugi artifact: kintsugi is the art of repairing a broken thing with precious metals, such as gold, so that the flaws are replaced with strength & character. It is the same shochu bottle, now repaired with gold, that they broke as kids; if Ren uses it in a small meditative ceremony, whomever he shares a libation with regains a point of Willpower.

The bulk of the session is the group exploring the non-spore tainted skull-tower...which is pretty dang creepy all on it's own as it turns out. Just what kind of place are the Lung pawning off on this poor, innocent...peasant warlord? The first "room" is the hollow wall of the gates, of the eponymous Gate. The right hand floor has gone to rubble, & precarious & clumsily hewn wooden planks lay over it as a kind of bridge. There are piston-like spears in the ceiling, seemingly ready to stab upwards if anyone surmounts the walls. Next is a six-story tall circular "tower" inside the cliff face; in the middle a huge iron cage hangs, big enough for a half dozen people if they squeeze in. Butcher hooks hang willy-nilly throughout, & a spiral staircase proceeds up the walls. The chain keeps going up, but eventually the floor widens & the walls...curve, horizontally buttressed with beams like massive ribs. The actual interior of the castle; a barracks for communal living...with blood. What fray was here? Up from there, the "rib-like" walls continue...into a dining hall, with kitchens at each end, & the walls...lined with iron maidens? What is up with this place! Another spiral staircase up-- the "spine" of the structure, with the chain still running through it-- leads to a map room, stained with brackish & rusty water. The chain stops there, & going up the staircases split into two, & come out into the "skull" visible from below. Each "eye" is fitted with a heavy ballista, & a waterfall in the center of the room should crank the gears to wind the ballista, if it was working...& hey, probably powers the chain on that cage! It's an elevator.
Up from there are the makings of a small aristocrat's quarters, with a statue on a rotating pedestal & fireplaces at each end. Above that is...a greenhouse, with all the windows painted black with tar, filled with bones. Human bones, from a fresh kill but disguised as ancient, broken up with rusty weapons. Haru & Amina, the blood magicians, go on quite the tear, licking & touching all of the blood & the gore. Cracking open the rusted-shut iron maidens. Haru mollifies the troops-- he's good for morale-- & Ren investigates practically, but there are visions, visions. The Butcher. A female ghost with a samurai's paired swords through her abdomen. Dark forces are gathered here, tempting Amina with power & somewhere to belong, Haru dancing along the edges. It all seems...almost contrived, put together. Ritualized. It all seems...set up for the Royal Physician? Flirting with the powers of blood & night, that's what they are able to glean, along with hints, so many, many hints. We closed up the session there, with only the right-side of the Gates of Yomi explored, & Amina's wedding due to start in a week!

(A ghost; Peter Mohrbacher.)


Two levels of the Spire really stand out for me and made me want to slice them out of the megadungeon and run them back to back as a one-shot or mini-campaign. Which, it bears mentioning, is another reason I like megadungeons. You can break this thing into spare parts. Need a dungeon level in a pinch? Just pick one of the ones out of here and you are good to go. You aren’t contractually obligated to run the whole thing. These are the two that I most want to run and suffice to say, some spoilers follow. I can’t discuss the dungeon without going into a little bit of detail, but skip the next two paragraphs if you think you’d be a Player rather than a GM for The Emerald Spire. You’ll thank me later, trust me, okay? Alright, are they gone?
“Godhome” is designed by Frank Mentzer and it is exactly the sort of stuff I like to see in my dungeons: lots of grey. Ethical grey, I’m talking about! I know I already said how happy making the town LE made me, but this level is even better because it has the flip-side: monsters going about their day to day lives without malice. A bunch of troglodytes and their weird cult worshiping what is basically the Monolith from 2001: A Space Odyssey. Oh, sure, the otherworldly space-probe is mysterious, but it is also highly magnetic— enough to suck up folks in chainmail, or rip the gold from your pockets, sword from your hands—and it’s standing in the way of you going any lower.
Richard Baker’s “The Clockwork Maze” has a techno-magic angle that makes it natural bedfellows with “Godhome.” I want to run them back-to-back, but the appeal is entirely different: Godhome has the “roleplaying conflict” angle down, but “The Clockwork Maze” doesn’t share such melodrama and instead focuses on traps and monsters. What takes Baker’s slice of the dungeon to the next level is that the entire area is one giant puzzle. It’s an interactive section of the dungeon and once you wrap your brain around it, it’s beautiful.
Okay, spoilers over. Suffice to say, there are great ideas in this book. This is a Pathfinder book, which means the rules are ostensibly “3.75,” but you hardly need me to tell you how easy it is to file off the serial numbers and make it system neutral, do you? The maps, the encounters, even the abstract concepts—there is plenty for everyone here. There are unexpected antagonists, unlikely allies, and unearthly places to explore... and really, that’s what the game is about. Explore strange new places and meet new people to kill or befriend. Some “new old school” books focus solely on the hack and slash, and while that is fine if it’s what you want, I vastly prefer the more nuanced style The Emerald Spire espouses.






Jared Zichek decided to make his own, and says you can, too. 




















Twenty years ago, William Barker's Schwa artwork revealed a world of alien abductions, stick figure insanity, conspiratorial crazy, and a hyper-branded surveillance state. It's now more relevant than ever. 


















Zeroville by Steve Erickson.





















Did you know Gene Wolfe, who turns 83 years old today, invented Pringles? Well, okay, okay, that is a smidge hyperbolic, but he did develop the machine that makes them. I like to imagine that their 





My Real Children by Jo Walton.











Anyway, when I say my travels have come to a new beginning, I mean “New Game Plus.” See, Dark Souls I and II are all about being trapped in cycles of death and rebirth, starting the core mechanic of the game: dying in-game is dying: not video game logic where you start over from your last save, but the in-game logic of you being cursed with Undeath. Then of course, there is the plot of the first game: the primal Fire is guttering out, the age of castles and kings and gods is over, has been over for centuries, but the god-emperor Gwyn has done everything in his power to extend the dwindling half-life... until you get there. To rekindle the Age of Fire, starting the cycle anew, or to chose to be the Dark Lord, bringing about the Age of Dark. Is King Vendrick the “ur-PC” who chose the Age of Fire? Nashandra, the Queen, seems clearly to be a sliver of Manus, a Humanity sprite, that grew bigger and bigger, yes? The Giants, of course, come from the broken arch in Demon’s Souls...
All of this talk about armor combinations, to me, just points to one of the reasons of the game’s replay value: customization matters. A character who focuses on light armor and dual wielding greatswords plays very differently from a tank with a greatshield and ultra-heavy armor, who plays differently from a magic user, or a faith build, or any combination of any number of builds. That layer is further complicated by magic items, but since the game has a good degree of balance it isn’t a question of “did you do the ’right’ thing to optimize your build.” Explore your options, find what suits you, and you ought to be okay. The best advice I can give any player is: pick the weapon you use based on it’s move set. You can play with the stats and bonuses from there.




Shackleton by Nick Bertozzi.