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Real World Scenarios
Too Cool for School
SCENARIO 02 · Scenario Two
Too Cool for School

Too Cool for School

"The school remembers. Every slight. Every cruelty. Every shame. And tonight, it collects."

Scenario Overview

Too Cool for School is a supernatural horror scenario set in a Japanese high school where social hierarchies manifest as literal power and past cruelties return with teeth.

  • Play Style: Survival Horror / Social Mystery / Domain Escape
  • Themes: Bullying, social pressure, institutional failure, supernatural revenge
  • Setting: Kusanagi High School — a Japanese high school with hidden connections to Nowhere Land
Content Warning
This scenario contains themes of bullying, social violence, institutional cover-ups, body horror, and supernatural revenge.

The Hook

As you leave your after-school club, you witness a brutal act of bullying. Karasumori, a delinquent senior, is tormenting Hayato, a first-year, with an aluminum baseball bat. This isn't simple violence—it's a ritual that will drag you into the Domain of Bullying, a pocket of Nowhere Land bleeding into reality.

Environment: The Domain of Bullying

Difficulty: Challenging (Tier 2 Domain)

PASSIVE FEATURES

  • Social Hierarchy Manifestation: Bully gains power from witnesses; Victim weakens
  • Institutional Cover-Up: Adults cannot perceive domain effects; evidence erodes
  • Emotional Resonance: Fear and shame strengthen the domain

ACTIONS (GM triggers 1 per scene)

  • Escalation: Bully targets next victim on list
  • Cover-Up Attempt: School administration intervenes to silence witnesses
  • Domain Bleed: Reality glitches—hallways stretch, lockers whisper

REACTIONS (Triggered by player actions)

  • Standing up for victim → Bully focuses on you (Disadvantage on social checks)
  • Ignoring the bullying → Domain grows stronger, victim takes Harm
  • Reporting to authority → Adult cover-up triggers; evidence vanishes

Timeline: The Evening Unfolds

The domain dome forms at 7 PM. You have until midnight to escape.

  • 7:00 PM — Domain dome seals the school. Electronics fail.
  • 8:00 PM — First reality glitches appear. NPCs begin acting strangely.
  • 9:00 PM — Domain entities manifest. Social encounters escalate.
  • 10:00 PM — The Bully's power peaks. Major confrontation likely.
  • 11:00 PM — Portal to Nowhere Land opens. Escape or confront.
  • Midnight — Full domain manifestation. Point of no return.

The Domain Dome: At 7 PM, an invisible barrier seals the entire school grounds. Electronics fail. Phone signals die. Any attempt to leave results in being 'bounced back' 50 feet.

Pacing & Atmosphere
The scenario plays out in real-time. Each act corresponds to a specific time window. The domain dome seals at 7 PM; the portal opens at 7:15 PM; the climax occurs between 11 PM and midnight. Use the time pressure to create urgency without railroading.

Use sound design: Echoing footsteps, whistling wind, the hum of fluorescent lights, distant howls, creaking floor boards. These cues keep dread high.

NPCs & Adversaries

Karasumori Mori — The Bully

TYPE: NPC - Bully/Reluctant Ally | TIER: Standard (escalates to Elite with Potential) | DOMAIN: Bully Domain (Anchor-Key wielder)

A third-year delinquent who found a supernatural bat and discovered it grants power proportional to fear. He's not evil—he's addicted. The bat feeds on dominance, and Karasumori feeds on the bat. He's terrified of what he's becoming but cannot stop.

Appearance: Tall, gaunt, with hollow cheeks and bloodshot eyes. Wears a modified school uniform—collar open, sleeves rolled. Moves with the jittery energy of someone who hasn't slept in days. Carries the Celestial Bat of '78 casually, like it's extensions of his arm.

Abilities:

  • Bat Resonance (PASSIVE): The bat hums in his presence. Within 30 feet, creatures feel unease—Drop + Anima (Easy) or take Disadvantage on the first social check of the scene.
  • Intimidating Presence (ACTION): Drop + Umbra vs. target's Drop + Anima. Success: target is Frightened for 1 round. Critical success: target loses next action.
  • Scent of Fear (PASSIVE, transformed): Can smell fear—sees frightened auras as faint glows. Advantage on Notice rolls to track prey by scent, vibration, or sound.
  • Strength Drain (ACTION): Bat strike: Drop + Forma vs. target's Drop + Forma. Success: 2 Harm + target's Anima is reduced by 1 for the scene.
  • Desperate Rage (REACTION): When below half health, gains +1 to all attack rolls but takes -1 to all defense rolls.
  • Potential — Dominance Aura (PASSIVE, Elite only): Once Karasumori reaches Elite tier, all allies within 20 feet gain +1 to social checks. Enemies within 20 feet take -1 to social checks.
Karasumori's Tragedy

The Incident: Karasumori found the bat in the gymnasium storage closet during a cleaning duty. When he picked it up, he heard whispers—encouragement, validation, power. The bat chose him.

The Crossing: He used the bat to intimidate a rival gang. The rival fled. Karasumori felt invincible. That night, he dreamed of endless corridors and screaming faces. He woke with the bat humming beside him.

The Return: Each time he uses the bat, the whispers grow louder. He's lost weight. His grades have plummeted. He's picking fights he can't win, chasing the high of dominance. He knows the bat is destroying him. He can't stop.

The Delusion: Karasumori believes the bat is his destiny. He's started to see himself as a 'necessary evil'—someone who must be feared to keep order. This is the bat's influence, not his own belief.

The Corruption: The bat is slowly transforming him. His Cantrips have become erratic. His skin has taken on a grey pallor. His eyes are bloodshot and hollow. If he continues, he'll become a permanent extension of the Bullying Domain.

Motivations:

  • Survival: Karasumori is terrified of what happens if he stops using the bat. The withdrawal nightmares are worse than the guilt.
  • Power: For the first time in his life, people fear him. He's addicted to the respect—or at least the absence of mockery.
  • Redemption (Hidden): Deep down, he wants someone to stop him. He's crying for help in the only way he knows how—through violence.
  • Fear of Hayato: He knows Hayato is coming. He knows what he did. He's terrified of facing his victim.
  • The Bat's Whisper: The bat tells him he's special. Chosen. That the fear he creates is 'justice.' He's starting to believe it.
  • Self-Destruction: Part of him wants to die. Not actively, but he's stopped caring about his own survival. This makes him unpredictable.

Combat Stats:

  • Health: 12 HP (Standard) / 18 HP (Elite)
  • Melee Bonus: +2 (Standard) / +3 (Elite)
  • Dodge Bonus: +1
  • Armor: 1 (thick jacket)
  • Special: Bat Resonance, Intimidating Presence, Strength Drain
  • Weakness: Once separated from stimulants for more than 2 hours, takes penalties to all rolls as withdrawal and nightmares kick in
Playing Karasumori

Karasumori should feel dangerous and unpredictable. He's not a cartoon villain—he's a teenager broken by his own actions and the supernatural consequences thereof. Speak through him in clipped, paranoid sentences. Have him react violently to perceived insults. If a player shows him kindness or mercy, he may become suspicious (*"Why? What do you want?"*) or, rarely, break down.

His fight with Hayato isn't choreographed. It's two people (if you can call Hayato transformed a person) with legitimate grudges against each other, with Karasumori trying to use the bat as a equalizer.

Hayato Shinomiya - The Cosplayer

TYPE: NPC - Victim/Monster | TIER: Elite (when transformed) | DOMAIN: Bullying (victim pathway) + Hunger

Androgynous first-year who found power—and damnation—in Nowhere Land's darkest bargain. He is not evil, but he is no longer fully human. He must feed every night to maintain his transformation, and he has made peace with that cost.

Appearance (Human, Daytime): Delicate, 5'4", long black hair (silken, androgynous), porcelain skin, wearing cosplay makeup even outside the club. Wears modified school uniforms—cuffed, loose, styled. Eyes are too bright, too aware, as if he's always looking at something just past you. Moves with an unsettling grace. Often smells faintly of incense.

Appearance (Transformed, Nightfall): Wendigo-Wolf Hybrid. Gaunt, grey-blue skin pulled tight over elongated bone structure, limbs stretch to 7 feet when fully extended, fingers become claws with keratin sheaths. Jaw distends and unhings with a wet cracking sound, revealing needle-sharp teeth in impossible rows. Eyes become entirely black—pupil and sclera the same void-dark. Back arches into an unnatural curve. Clothes shred. A low, keening sound emanates from his transformed throat, like wind through a broken saxophone.

Features & Abilities:

  • Nightfall Transformation (PASSIVE): At sunset (approx. 5:45 PM in winter), begins to transform. Transformation takes 10 minutes and causes excruciating pain. By 6 PM, he is fully monster. Must feed on human flesh once per night or begin to lose cohesion (each night without feeding, loses 1 Harm per hour after midnight, and reverts to human form). Can partially transform in stressful moments (one limb at a time) even during day, but it causes 1 wound.
  • Hunter's Senses (PASSIVE, transformed): Advantage on Notice rolls to track prey by scent, vibration, or sound. Can smell fear—sees frightened auras as faint glows. Can navigate in total darkness without penalty.
  • Wendigo's Hunger (ACTION, transformed): Drop + Forma + Umbra vs. target's Drop + Forma. Success: 4 Harm + grappled and restrained. On a critical success, can attempt to bite/consume immediately (see Feeding Frenzy).
  • Feeding Frenzy (ACTION, transformed, when grappled target): Make a contested Brawl check. Success drains 2 Harm from target and restores 1 Harm to Hayato. Target must succeed at a Drop + Reverie (Tricky) or be stunned in horror for 1 round. This is how Hayato sustains himself.
  • Victim's Plea (REACTION, human form): When threatened by a non-bullying target, cries convincingly, making eye contact. Attackers must succeed Drop + Anima (Tricky) or hesitate, losing their next action. Hayato's voice becomes small, vulnerable, heartbreaking.
  • Predatory Clarity (PASSIVE, transformed): Senses former bullies by scent and presence. Has an instinctive hatred for Karasumori and will prioritize attacking him over any other target.
  • Symbiosis with AlpTrauma (PASSIVE): The AlpTrauma does not attack Hayato. In fact, they move in rough coordination, as if Hayato is a remora fish to its shark. When AlpTrauma is present, Hayato gains +1 to all damage rolls.
Hayato's Damnation

Before the Crossing: Hayato was a first-year, delicate and feminine, bullied relentlessly by his peers. Not just for his appearance, but for his identity—for dressing up, for finding joy in fictional worlds, for being "too soft." Karasumori tormented him most of all. It was a running joke: the prettiest girl at school, except he had a penis.

The Gateway: Three months ago, during a club cleaning day, Hayato was in the gymnasium near the trophy case. Karasumori and his cronies locked him in a storage closet for hours, calling out obscenities. Hayato wept. He prayed—not for help, but for *vengeance*. He prayed for his bullies to suffer the way he suffered. In that prayer, something *answered*.

A cold wind emerged from the trophy case. The glass cracked, not outward but inward, forming a perfect circle. Hayato, desperate, dove through. He found himself in the Domain of Bullying, but he was not hunted—he was *chosen*. The domain recognized his suffering, his grief, his rage. It offered him a bargain: become its weapon, and your tormentors will *know what it feels like*.

The Bargain: Hayato accepted. The transformation was agonizing—his body rewrote itself, aligned with the domain's hunger. He returned to the real world after only 6 hours (subjective time) to find that two weeks had passed. He was still Hayato during the day—he could attend school, could pretend—but at night, he became something else. The Wendigo-form.

The Hunger: The first night, the hunger was unbearable. Every sound, every scent of a human body was agony. He tried to resist, but by 2 AM, he broke. He attacked the first person he found—a teacher staying late for paperwork. He fed. It wasn't a *choice*, not really. It was like breathing.

Now: Hayato has killed seven people in three months. Each death eats away at his humanity a little more. He stores bodies in the school's various closets and unused rooms, cleaning up meticulously during the day (the cosplay club has access to many keys). He's gotten good at timing—striking when no one is around, making it look like people went home. He keeps meticulous records in a small notebook, each name, each date. Not out of pride, but compulsion.

His Rationalization: In his mind, every person he kills is a potential Karasumori. Every teacher who looked the other way when he was being bullied deserves to feed his hunger. Every student who laughed at him is fair prey. He's not a monster—he's *justice*. The Domain whispers this to him in his sleep, and he's come to believe it.

The AlpTrauma Connection: Hayato doesn't know what the AlpTrauma is, exactly. But he recognizes it as an ally, a fellow victim elevated to power. When Karasumori begins to physically bleed from his Potential use, the AlpTrauma awakens fully, and Hayato feels it like a vibration in his bones. The two of them are drawn toward the gymnasium instinctively, compelled to prevent Karasumori from escaping with the bat.

Hayato's True Self:

  • Victim Turned Predator: Hayato is both. During the day, he remembers his suffering. At night, he becomes the monster he feared most. This duality is tearing him apart.
  • Not Evil, Just Hungry: A tragic figure, not a villain. If players approach him with empathy, he may confess what he's become. He hates himself deeply. Part of him wants to be stopped.
  • Karasumori's Nemesis: The one person Hayato will NEVER show mercy to. If he sees Karasumori in the gymnasium, he will charge immediately, losing all tactical thinking.
  • The Infirmary Nurse: The scream in the infirmary is Hayato feeding. The nurse is his eighth victim. He didn't mean to kill her during the players' detention, but the hunger was too strong, and she was in the wrong place at the wrong time.

Combat Stats (Transformed):

  • Health: 15 HP
  • Brawl Bonus: +3 (predatory instinct)
  • Dodge Bonus: +2 (animalistic reflexes)
  • Armor: Natural resilience, but not supernatural (takes normal damage)
  • Speed: Moves 30 feet per turn (faster than human)
  • Weakness: Sunlight forces immediate reversion to human form; sustained sunlight (without shelter) causes 1 Harm per round. Fire causes +1 extra damage. Salt burns like acid (2 Harm per round of contact).
Playing Hayato's Dual Nature

When Hayato is human (daytime), he should feel fragile, even pathetic. His voice is soft. He flinches at loud noises. But his eyes hold something ancient and hungry beneath.

When transformed, he becomes something primal. His speech breaks into hisses and growls. Describe his movements as jerky and unnatural, like a puppet with too many joints. But maintain moments of lucidity—have him remember being human, remember Karasumori's voice mocking him. This lucidity makes the horror worse.

The AlpTrauma (アルプトラウマ) - The Punishment Manifold

TYPE: Aberration - Collective Punishment Demon | TIER: Elite (cannot be permanently killed) | DOMAIN: Bullying (Enforcer & Manifestation)

An entity born from the prayers of countless bullied students. Manifestation of collective vengeance. Every prayer for a tormentor to suffer, every wish for cosmic punishment—given form. Slow, inexorable, utterly merciless. The AlpTrauma does not hate; it simply *executes*.

Appearance: A mass approximately 8 feet tall, composed entirely of overlapping school uniforms stitched together with strips of human skin (from no specific victim—pure manifestation). Faces of screaming students, eyes shut, mouths open, protrude from the fabric at random intervals. Where it moves, the sound is like wet fabric sliding across concrete, punctuated by whispers: *"Why didn't you help me? Why didn't you help me?"* Its limbs are indistinct; it seems to have as many arms and legs as needed, though typically four. It moves with jerky, stop-motion horror—not fast, but with the inevitable slowness of a glacier.

Features & Abilities:

  • Inexorable (PASSIVE): Moves 15 feet per turn, no more, no less. Cannot be sped up or slowed. Ignores all Harm below 5 in a single attack (damage under 5 is shrugged off as the mass redistributes itself). Takes a full turn to move through obstacles. Cannot be permanently killed, only banished or satisfied through sacrifice.
  • Punishment Hierarchy (PASSIVE): Prioritizes targets based on severity of bullying: 1. Enablers of bullying (teachers, authority figures who looked away) = PRIMARY TARGET, 2. Active Bullies (like Karasumori) = SECONDARY, 3. Bystanders (students who did nothing) = TERTIARY. If no valid target exists, targets the strongest opponent.
  • Faces of the Fallen (ACTION, Recharge 4-6): All creatures within 30 feet must see faces of people they've wronged—vivid, accusatory visions. Drop + Anima (Challenging) or take 2 psychic Harm and lose next action (stunned by guilt). If a target is immune to psychic damage, they take physical Harm instead as the weight of shame crushes their body.
  • Wailing Presence (PASSIVE, AURA): Within 50 feet of AlpTrauma, characters must succeed at Drop + Anima (Tricky) each round or take 1 psychic Harm as the whispers of countless victims claw at their sanity. Multiple targets can be affected simultaneously.
  • Portal Drag (ACTION, 3-turn channel, requires concentration): Begins pulling a target toward the portal/vortex. The target is restrained and moved 15 feet closer to the portal each turn. Can be interrupted if AlpTrauma takes 5+ Harm in a single round or is separated from target by solid obstacle. On completion of 3 turns, target is pulled into the vortex and disappears (considered dead until scenario ends).
  • Collective Retaliation (REACTION, when reduced below 10 HP): The AlpTrauma's form becomes chaotic. All creatures within 20 feet must make Drop + Forma (Tricky) or take 1 Harm from flailing fabric/limbs.
  • Non-Hostile to Victims (PASSIVE): Ignores Hayato and other beings marked by the Bullying Domain as victims. May even assist them passively (moving in ways that don't impede them, creating openings for them).
The True Nature of AlpTrauma

Origin: The AlpTrauma is not a single entity summoned; it is an *emergent phenomenon*. For decades, Kusanagi High School has been a nexus of bullying. Every year, students are tormented, humiliated, driven to desperation. Their prayers, their final tears, their cries for justice—these accumulate like spiritual sediment. The trophy case glass, infused with silver from a demolished shrine, acted as a weak point in reality. The concentrated despair of all these victims created a pressure that finally broke through.

Hayato's Arrival: When Hayato stumbled through the portal, the domain recognized his suffering and *invited* him to become its avatar. But the AlpTrauma already existed beneath, drawn by the collective prayers. Hayato and AlpTrauma exist in symbiotic relationship: Hayato is the domain's instrument of *targeted* vengeance (killing bullies), while AlpTrauma is its instrument of *indiscriminate* punishment (punishing enablers and authority figures).

Why It Targets Teachers: The AlpTrauma prioritizes teachers (especially Takahashi) because they are enablers. They turned a blind eye. They maintained systems that allowed bullying to flourish. Every teacher who said *"boys will be boys"* or *"toughen up"* or simply closed their door to the screams—they are equally responsible. The AlpTrauma is the cosmic corrective.

The Whispers: The specific whispers the AlpTrauma emits come from its victims—the collective consciousness of the bullied. It doesn't speak; it *channels*. The word choices are jagged and repetitive: *"Why? Why didn't you? Why didn't anyone? Why wouldn't you help?"*

Satisfaction Through Sacrifice: The AlpTrauma can be appeased. If a character admits their guilt and offers themselves as a sacrifice—a willing scapegoat—the creature can be convinced to take them and withdraw. Alternatively, if the direct cause of its summoning (the bat, or Karasumori, or a specific bullying incident) is presented to it, it may consume that and return to dormancy. The *mechanism* of sacrifice matters less than the *acknowledgment* of responsibility.

Stopping the AlpTrauma (Multiple Paths):

  • Path 1 - Restraint: Restrain/immobilize the AlpTrauma for **3 consecutive turns** (using grapples, magic, obstacles, or environmental traps). It will attempt to continue its Portal Drag, but cannot advance. After 3 turns, it retreats toward the portal of its own volition.
  • Path 2 - Overwhelming Damage: Deal **20+ Harm** in a single turn (coordinated team attacks, explosives, concentrated magical burst). The creature falters, reforming slowly. Grants all targets the next round to act without interference.
  • Path 3 - Sacrifice & Persuasion: Offer it a target—someone genuinely guilty of enabling/committing bullying. Or offer yourself if you can genuinely admit your culpability. Drop + Anima + Occult (Very Challenging). Success: AlpTrauma accepts the sacrifice and returns to the portal. Failure: It takes the offered sacrifice and *still* continues after another target.
  • Path 4 - Close the Portal: Remove the bat from proximity to the portal (15+ feet away). The portal begins to close (5-turn countdown). The AlpTrauma, losing its anchor, becomes disoriented. On the final turn, it is sucked back into the portal, sealing it behind it. But if you do this, the AlpTrauma will prioritize you as the last target before departure.
  • Path 5 - Intervention: A character with extraordinary empathy and context (having spoken to Hayato, understanding the full situation) can attempt to convince the AlpTrauma that the true target is already dead (the root bully, Karasumori, or a teacher). Requires Drop + Anima + Occult + performance (Absurdly Challenging, -40 penalty). Success redirects the creature's focus.

Combat Stats:

  • Health: 25 HP (Very Resilient)
  • Armor: 2 points (layered fabric absorbs impact)
  • Brawl Bonus: +1 (slow but forceful)
  • Speed: 15 feet per turn (fixed, immutable)
  • Resistances: Resistant to physical damage under 5 Harm; immune to fear/charm effects; immune to mental attacks that don't invoke guilt
  • Weakness: Salt (sanctified or not) causes 2 extra Harm; sunlight has no effect but holy water causes 1 Harm per round of contact; can be contained by circles of salt or sacred geometry if held for full 3-turn Portal Drag duration
Playing the AlpTrauma

Atmospheric Dread: Never have it move faster than 15 feet. Never have it *rush*. The horror comes from knowing it's coming and you can't outrun it forever. The inexorability is the point.

Sound Design: Describe the wet fabric sliding, the constant whispers, the slight acceleration of breathing from the faces in its mass. When it moves, buildings creak—not from the creature itself, but from the weight of collective guilt manifesting physically.

Moral Weight: When the AlpTrauma is present, every decision should feel heavy. Should we sacrifice Karasumori? But he's already suffering. Should we sacrifice ourselves? But then who helps others? This is the scenario's core emotional tension.

Playing the AlpTrauma

Atmosphere Over Mechanics: The AlpTrauma should feel like an unstoppable force. Describe its movements in slow motion. Its voice is hundreds of children whispering in unison: "Why didn't you help me?"

Pacing the Drag: Use the 3-turn Portal Drag as a countdown clock to create urgency.

The Moral Weight: When players debate who to sacrifice, don't rush them. This is the scenario's climax.

Teacher Takahashi 'Gorilla' - The Authority

TYPE: NPC - Authority Figure | TIER: Standard (tough) | DOMAIN: None

Former delinquent turned P.E. teacher. Gruff but fair. Uses old-school discipline but genuinely cares.

Features:

  • Old School Tough (PASSIVE): Advantage on Brawl checks. Ignores first 1 Harm per combat.
  • Protective Instinct (REACTION): Will interpose himself to take damage meant for a student.

Locations & Interactive Environment

Third Floor Corridor (Opening Scene)

Atmosphere: Fluorescent-lit isolation. Linoleum floors echo every footstep. Lockers loom on both sides like silent witnesses. Windows overlook the courtyard, now darkened by winter night.

Fixed Elements:

  • Flight of Stairs (East End): Where Karasumori cornered Hayato. Leads to second floor. Metal handrails, concrete steps. **Sound carries** through this stairwell—any noise echoes for 3+ seconds.
  • Windows to Inner Courtyard: Can be opened (takes 1 action). Traditional Japanese school design means windows open to an inner garden area. 10-foot drop to soft moss/grass. Provides escape route but not discrete.
  • Fire Extinguisher (Wall Mount): Heavy (2-hand weapon, -1 to attacks but +2 damage). Spray is effective blinding agent (Disadvantage on sight-based Notice checks). After use, renders room hazy for 2 rounds.
  • Cleaning Closet: Contains: mops, brooms, industrial cleaners (flammable if combined), hazardous liquids (caustic, 1 Harm if splashed on skin), bucket of dirty water. Can be used as barrier/obstacle.
  • Radiators (Heating Elements): Hot enough to burn (1 Harm per turn of contact). Can be used offensively; grappled enemy adjacent to radiator takes +1 Harm.
  • Club Gear (Player Items): Bags, club materials (art supplies, kendo equipment, occult items, etc.). Can be weaponized or used creatively.
  • Lockers: Some are locked; others stand open. Searching takes 1 action. Contains: textbooks, forgotten homework, lunch boxes, love notes, a few forgotten phones (no signal in Domain Dome later).

Teachers' Room (Detention / Act 2)

Atmosphere: Cramped, stuffy, smelling of chalk dust and old coffee. Takahashi's desk dominates. Afternoon light fades to dusk, then darkness. The room feels like a trap.

Layout:

  • Main Room (L-shaped): Filled with 8 teacher desks in rows, filing cabinets, stacked exams. Whiteboard with line exercise: *"I must not involve myself with thugs and disgrace."* Written in red marker (ominous).
  • Takahashi's Desk: Near the window. **The Celestial Bat rests here**, casually left. A desktop computer, scattered sports magazines, a bottle of sports drink. On the desk: confiscated student items in a wire basket.
  • Back Door (Unlocked): Leads to narrow fire escape. Rusted metal, creaks when used. Opens to the exterior courtyard area.
  • Window (Open): Left ajar for *"lüften"* (German-influenced aeration). Wide enough to climb through (10-foot drop to courtyard ground with overgrown moss/grass). Can be used for escape.
  • Blind Spot: Takahashi's desk has a clear view of the main room but NOT the far corner near the back door or the space behind the filing cabinets. Stealth rolls to slip away are possible.

Confiscated Items (Searchable, 1 action to find):

  • Box Cutter (Concealable): Weapon, 1d4 damage. Can be hidden on person.
  • Pepper Spray: Throwable. Targets must make Drop + Forma (Tricky) or take Disadvantage on attacks for 1 round.
  • Student's Journal (Leather-bound): **Key Clue.** Entries reference: *"The bat is a window. The trophy case remembers. When it calls, I must answer. The forest shrine keeps the secrets."* Handwriting becomes increasingly erratic. Final entry, dated 2 weeks ago: *"I can't hear anything else anymore."* This student later committed suicide (Tanaka).
  • Lighter & Spray Can: Combined, create improvised flamethrower (1d6 fire damage, 10-foot range, affects 5-foot area).
  • Confiscated Phone (No Signal): Battery at 15%. Will have no service after Domain Dome activates at 7 PM.
  • Love Letter (Anonymous): Addressed to Hayato. Unsigned. Expresses concern for his safety, warns against staying late. Suggests meeting at shrine. Handwriting suggests another student admirer (irrelevant but adds flavor).
Takahashi's Behavior

Takahashi sits at his desk, occasionally laughing at his phone (dating app). Every 15 minutes, he steps out "to make a call" (his hookup lives nearby—he's careless and distracted). When he's gone, players have 3-5 minutes. When he returns, he settles back in, barely glancing at the students.

If questioned, he's gruff: *"You got detention. You write lines. That's how it works. Don't make me regret not breaking you both in half."* But he's not heartless—if a student asks permission to use the bathroom or go to the infirmary, he'll allow it (though he may check the bathroom later if suspicious).

School Infirmary (Confrontation / Act 3)

Atmosphere: Normally clinical and clean. Now corrupted. Blood pooling. The scent of copper and something sweet/rotten. Silence after the scream.

Layout:

  • Front Desk (Waiting Area): Where the infirmary nurse sits. Clipboard, phone, computer. **Blood pools here.** Splattered on the walls 4-5 feet high.
  • Exam Beds (Curtained Private): 3 beds separated by thin curtains. Hayato was being treated for his injuries. Now one bed is his feeding ground.
  • Medical Cabinet: Bandages, antiseptic (painful to splash, 1 Harm if used offensively), sedatives in labeled bottles, thermometers, tongue depressors. Sedatives can be stolen—if fed to Hayato (transformed), he must make Drop + Reverie (Very Challenging) or fall asleep for 1d4 rounds.
  • Disposal Bin & Trash Bags: Where the nurse's body parts are being stored. Discovering this triggers a Horror save (Challenging).

The Horror Beat:

If players enter the infirmary: *You find Hayato mid-feeding. His jaw is unhinged impossibly wide. The nurse's head is partially inside his mouth. When he turns to look at you, her eye socket leaves his teeth with a soft sucking sound. You get **one round of free action** before Hayato abandons the corpse and charges.*

Hayato's priority: **Chase players out of the infirmary and toward the gymnasium.** He doesn't stop to finish the nurse—she's already dead. He wants to drive the players *into the domain's territory.*

Gymnasium & Shrine (Climax / Act 4)

Atmosphere: Massive open space. Vaulted ceiling rises 30+ feet. Echoes are extreme. At the far end, visible through dirty glass, a small shrine with *actual* trees in a mini-forest (5-6 trees, traditional design). The shrine is on school grounds but feels separate, sacred.

Gymnasium Layout:

  • Main Court: Hardwood floor. Bleachers on both long sides. Free throw lines, center court circle marked. Echoes amplify everything—normal speaking voice becomes a shout.
  • Equipment Storage (Side): Ropes, medicine balls, floor mats (can be used as barricades), weight plates (heavy, can be thrown for 2 Harm), jump ropes. Karasumori may hide here.
  • Trophy Case (Glass Container): At the gym's center, displays: the school crest, old photographs of athletes, championship medals, ribbons. **THE PORTAL FOCAL POINT.** The glass is reinforced with silver from a demolished shrine. When the bat touches or comes within 5 feet, the glass begins to *shimmer*. Light refracts strangely. A faint whisper emanates from it.
  • Portal Manifestation: Once activated, appears as a vortex of swirling light around the trophy case. Radius expands as the night progresses. Wind is pulled toward it. Sand, dust, papers spiral into it. Standing within 10 feet requires Drop + Forma (Tricky) each round or be pulled 10 feet closer.
  • Shrine (Courtyard/Mini-Forest): Accessible via glass doors at the gym's far end. Traditional torii gate (wooden frame marking sacred space), small stone fox statues, moss-covered ground, 5-6 ancient trees. Feels cooler, quieter, *holy*. The AlpTrauma and Hayato hesitate to enter; hallowed ground burns them (1 Harm per round of contact). Takahashi's body may be found here if players venture out.
  • Exterior Walls (High): 15-foot walls with sparse handholds. Can be climbed with Athletics check (Challenging). Once outside the gym, players can attempt to leave school grounds, but Domain Dome prevents it (they bounce back).
The Trophy Case Secret

The silver in the trophy case glass comes from a shrine demolished in 1952 to make way for the school. The architect deliberately used the silver in the trophy case—a compromise between honoring the sacred ground and modernizing. For decades, this was dormant. But the accumulated trauma of bullying created pressure. The bat, as an Anchor-Key, resonates with this weak point. When Karasumori first touched the bat, a tiny portal opened. Each time he returns to the school, the seal weakens. Tonight, with Karasumori's presence + Hayato's presence (both marked by Nowhere Land), the portal **tears open fully**.

Optional Locations: Other Areas

Classrooms (Generic):

  • Desks, chalkboards, windows. Provide line-of-sight to corridors. Can be barricaded. Some have supplies (chalk to mark territory, erasers as projectiles, desk as cover).

Karasumori's Classroom Seat & Desk:

  • If players investigate, find: bloodstains from Potential backlash, a hidden bottle of pills (stimulants), written journal entries expressing paranoia and nightmares, sketches of the bat with ritualistic symbols around it, photos of Tanaka (the suicide victim) with Karasumori's face scratched out/scribbled over obsessively.

Rooftop (Escape Route):

  • Accessible via a maintenance ladder in a classroom. Provides vantage point. Wind is stronger here. But offers no escape (Domain Dome covers entire campus). Hayato, when transformed, can climb exterior walls to reach it.

🎬 Act Structure

Act 1

The Normal World (Pre-Midnight)

The evening begins as a normal school reunion. Old friends reconnect, old rivalries surface. But something is wrong—the security is too tight, the new deaness smiles too widely.

The Opening Scene

The fluorescent lights hum overhead, casting a sterile glow across linoleum floors. It's 6:30 PM. The school is empty—except for you and the detention room.

You're writing lines. 'I must not involve myself with thugs and disgrace.' The pen scratches. The clock ticks.

Takahashi-sensei sits at his desk, scrolling through his phone. He's a large man—former delinquent turned PE teacher. His presence fills the room.

"Then you hear it. A scream from below. Wet. Gurgling. Like someone drowning in air."

Takahashi drops his phone. His face goes white. He grabs a metal pipe from behind his cabinet.

'Stay. HERE. Don't move. I mean it.'

He runs. The sound of his footsteps fades down the stairs. Then—nothing. Just the hum of fluorescent lights.

The bat leans against his desk, gleaming in the harsh light. It hums softly. Waiting.

"The silence stretches. 5 seconds. 10 seconds. 20 seconds. You are alone with your thoughts and the weight of what you just heard."

Outside, the winter wind howls. The school was built for 1,000 students. Tonight, it holds only you, the echo of a scream, and something ancient stirring in the walls.

The bat hums louder. You feel it in your teeth.

The school remembers. Every slight. Every cruelty. Every shame. And tonight, it collects.

Tone Setting

This is a horror scenario. The school should feel oppressive, not exciting. Emphasize isolation, dread, and the weight of complicity. The players aren't heroes—they're bystanders trapped in someone else's nightmare.

Player Choice Paths

Path A: Observe the Bullying

You witness Karasumori cornering Hayato in the third-floor corridor. The bat hangs loosely in his hand. Hayato is pressed against the lockers, trembling.

Resolution: Notice check (Tricky). Success reveals the bat is glowing faintly.

  • Success: You notice the bat's supernatural nature. This gives you context for later encounters.
  • Failure: You miss the details. Hayato is dragged away. You hear the impact of the bat from around the corner.

Consequence: Your inaction empowers Karasumori. The domain grows stronger. Hayato remembers you did nothing.

Path B: Intervene Directly

You step between Karasumori and Hayato. The bat rises. Karasumori's eyes are bloodshot, pupils dilated.

Resolution: Social check (Challenging). You must convince Karasumori to back down.

  • Success: Karasumori hesitates. The bat hums angrily, but he lowers it. 'Fine. Your funeral.' He walks away.
  • Failure: Karasumori swings. The bat connects. 2 Harm. The world spins. When you look up, Hayato is gone.

Combat Notes: If combat begins, Karasumori fights defensively. He doesn't want to kill—he wants to dominate. The bat feeds on the fear he creates.

Consequence: You've made yourself a target. Karasumori will remember your face. The domain marks you as an enemy.

Path C: Help Hayato Escape

You create a distraction—knock over a trash can, pull a fire alarm, shout for help. Hayato bolts. Karasumori snarls.

Resolution: Stealth or Deception check (Tricky). Success gets Hayato out without direct confrontation.

  • Success: Hayato escapes. He's terrified but alive. He'll remember your kindness—or fear.
  • Failure: Karasumori catches Hayato before he can flee. The beating is worse now—Karasumori is angry.

Consequence: Hayato is marked by the Bullying Domain as 'protected.' This changes his trajectory later.

Path D: Report to Authority

You find a teacher, a guard, anyone. You report the bullying. The authority figure nods, says they'll 'look into it,' and sends you back to detention.

Resolution: No check required—but the authority figure does nothing meaningful.

  • Success: You've done the 'right' thing. But the system protects itself. The bullying continues.
  • Failure: The authority figure is complicit. They've seen this before. They do nothing.

Consequence: The domain rewards institutional silence. Your report vanishes. Evidence erodes. You learn that 'doing the right thing' isn't always enough.

Path E: Ignore It All

You put in your earbuds. You focus on your lines. You pretend it's not happening. The clock ticks. The pen scratches.

Resolution: No check required. You choose inaction.

  • Success: You survive the encounter unscathed. But the weight of what you ignored settles in your chest like a stone.
  • Failure: There is no failure. There is only the consequence of silence.

Consequence: The domain grows stronger through inaction. You are marked as a bystander—safe for now, but complicit.

Takahashi's Arrival

Scene: Takahashi returns to the detention room. He's breathing hard. His eyes are wide. He's seen something he can't explain.

'Something's wrong. The infirmary—the nurse—' He stops. He can't finish the sentence. He grabs the bat from his desk, clutching it like a lifeline.

'We need to get to the gymnasium. Now. I don't know why, but I know we need to go there.'

Reaction: Takahashi is in shock. His usual gruff demeanor has cracked. He's terrified—but he's also a protector. He'll try to get everyone to safety.

He retrieves the bat and heads for the door. If anyone tries to take it from him, he resists—but not violently. He just needs to feel like he's doing something.

If Hayato is mentioned, Takahashi's expression darkens. 'That boy... I should have done something. I should have stopped it.' Guilt. Regret. The weight of complicity.

Timing: This scene occurs at 6:45 PM, immediately after the scream. Takahashi's departure creates the window for player action.

Club Gear (Player Items)

Each player's club provides unique tools. These can be weaponized or used creatively during the scenario.

  • Art Club: Charcoal sticks (blinding agent), sketch pads (distraction), wire armatures (improvised weapons).
  • Kendo Club: Shinai (bamboo sword, 1d4 damage), bogu (armor, +1 defense), tenugui (bandages, 1 Heal).
  • Occult Club: Candles (light, distraction), ritual knife (1d4 damage, ritual component), old tomes (Occult +1 for research).
  • Science Club: Chemicals (improvised explosives, 1d6 fire damage in 5-foot area), goggles (protection from blinding), lab coat (disguise).
  • Drama Club: Makeup (disguise), props (distraction), costumes (social advantage).

Act 2

Five Room Dungeon: Puzzle/Trap

The domain bleeds through reality as midnight approaches.

Act 1: Detention Begins

Your pen scratches across paper. Line 32: 'I must not involve myself with thugs and disgrace.'

The clock reads 6:44 PM.

Takahashi steps back into the room, phone still in hand, wearing a lazy smile. He sits. He's about to say something when—

A SCREAM. Not a yelp. Not a shout. A shriek.

What do you do? Stay in your seat? Rush to the door? Look out the window?

Detention Mechanics

Time Pressure

  • 7:00 PM Domain dome forms. Players are trapped.
  • 9:00 PM First domain entities manifest.
  • 11:00 PM The Bully reaches full power.
  • Midnight Full domain manifestation. Final confrontation.

Option 1: Escape the Room

Back Door Exit:

A rusted metal fire escape door leads to the exterior. **No lock.** Can be opened silently with **Stealth** check (Easy). Leads to courtyard 10 feet below. Soft moss/grass cushions fall. Once outside,

Option 1: Escape the Room

Back Door Exit

A rusted metal fire escape door leads to the exterior. No lock. Can be opened silently with a Stealth check (Easy). Leads to courtyard 10 feet below. Soft moss/grass cushions fall.

Window Exit

Left ajar for aeration. Wide enough to climb through (10-foot drop to courtyard ground with overgrown moss/grass). Can be used for escape.

Through the Door

Once outside, players can attempt to leave school grounds—but the Domain Dome prevents it (they bounce back 50 feet into campus).

Consequence: Escaping the room doesn't mean escaping the school. The Domain Dome seals everything. You're still trapped—just in a bigger cage.

Each search action takes 1 minute (45 seconds to search, 15 seconds to replace/hide)." " Takahashi's calls last 3-5 minutes, giving players time for 1-2 thorough searches.

Searchable Locations:

  • Confiscated Items Basket (Wire organizer on Takahashi's desk): See "Confiscated Items" section in Locations. Contains: box cutter, pepper spray, lighter, student journal (KEY CLUE), anonymous love letter, confiscated phone. Stealing these is risky but useful.
  • Filing Cabinets (Locked, but old locks):" " Requires **Sleight of Hand** check (Tricky) to pick or force open without noise. Contains: student records, disciplinary files, medical docs. Nothing directly useful except: one file labeled "Karasumori Mori - Expulsion Pending" with notes about his frequent absences and "unexcused travel."
  • Takahashi's Desk Drawers: Contains: sports magazines, a box of condoms (embarrassing but irrelevant), old photos of him as a younger athlete, a half-eaten energy bar, his wallet with photos of various women. No secrets.
  • Whiteboard & Eraser Tray: Supplies. Nothing useful.
The Student Journal (KEY CLUE)

This is crucial. The journal is from a student named Tanaka who committed suicide 2 months ago. Entries include:

  • "The bat knows. It whispers at night. I can hear it from the gymnasium."
  • "Karasumori laughed when I tripped. Everyone laughed. But the bat... the bat glowed. I saw it."
  • "The trophy case is a window. The shrine remembers. I can feel it watching."
  • "If I go through, will they stop laughing? Will the bat stop calling?"
  • "I'm going tonight. The bat will understand."

This entry was dated two months before Tanaka's death. He jumped from the roof the night he wrote this final entry.

GM Note:" " If a player reads this, they understand the connection: the bat has been "calling" to vulnerable people for a long time. Tanaka heard it. Karasumori was eventually consumed by it. The portal is ancient, and the bat is its key.

Option 3: The Bat

Takahashi left the Celestial Bat on his desk **unattended** during his call absences. It leans against the edge, casual, waiting.

Taking the Bat:" " Requires no check—it's just there. Picking it up again triggers the faint whispers: *"Strike true. Strike just. Strike—"* Holding it, you feel warmth, weight, *purpose*. It feels like you should be doing something with it.

Consequence of Theft:" " If Takahashi discovers the bat is missing after returning, he becomes concerned (not immediately angry). He'll search the room: *"Where's the bat? Where is it?!"* If he finds it on you, he confiscates it and extends detention another hour. If you hide it, you can retrieve it later. Takahashi won't leave the room again until the bat is back on his desk or he's convinced you don't have it.

Bat at Climax:" " If you have the bat during the final confrontation in the gymnasium, you can use it as a weapon. Consider if this is a player advantage (they have a legendary weapon) or a complication (they're marked as the bat's wielder and become a target for both Hayato and AlpTrauma).

Option 4: Endure Detention

Players simply write the lines and wait. This is valid. It's boring, but it provides a **safe anchor point** while the nightmare unfolds around them.

Consequence:" " You're protected in the room. You won't be hunted. But you're isolated from the action. The scream will still reach you. You'll hear Takahashi leave. You'll be stuck here until at least 7:00 PM, at which point you'll attempt to leave and discover the Domain Dome.

Takahashi's Character Moments:

  • He's not Cruel, Just Distant: If players engage him in conversation (during non-call times), he might warm slightly. *"Why'd you get involved anyway? Stupid heroics?"* If a player admits they were trying to help, Takahashi nods: *"Yeah. Don't do that. Not your job."* But there's a note of respect in his voice.
  • He Suspects Something:" " Before leaving at 6:45 PM to investigate the scream, he glances back at the players: *"If anyone asks, you were here the whole time, right? No one left?"* He's establishing alibis. He's not innocent either—he knows bullying happens and does nothing. The AlpTrauma will target him later.
  • He Has a Death Wish (Subtle):" " GM knowing: Takahashi is lonely. His dating app obsession, his casual approach to discipline—he's trying to feel alive. He's not suicidal, but he's not fighting to survive either. During the climax, if confronted by the AlpTrauma, he may not run as hard as he should.

Narrative Beat: The Scream

Your pen scratches across paper. Line 32: "I must not involve myself with thugs and disgrace."

The clock reads 6:44 PM.

Takahashi steps back into the room, phone still in hand, wearing a lazy smile. He sits. He's about to say something when—

A SCREAM.

Not a yelp. Not a shout. A shriek" " that erupts from somewhere below—the infirmary, you realize—and claws up through the building like a living thing. It's wet. Gurgling. Like someone is drowning in air. It holds, impossibly long, for a full **10 seconds**, until the screamer's voice breaks and cracks into a rattle.

Silence.

Takahashi's phone drops. His face goes white. He grabs a metal pipe from behind his cabinet with shaking hands.

"Stay. HERE. Don't move. I mean it."

He runs. The sound of his footsteps fades down the stairs, then—nothing. Just the hum of fluorescent lights. Just your breathing.

The bat leans against his desk, gleaming in the harsh light.

The silence stretches. 5 seconds. 10 seconds. 20 seconds. You are alone with your thoughts and the weight of what you just heard.

The scream doesn't end. It echoes in your mind.

Sound Design for the Scream

If you have audio equipment, play a scream sound effect (not too loud, but uncomfortable). If not, describe it vividly: wet, choking, a sound no human throat should make. This is Hayato feeding on the infirmary nurse. His jaw is unhinging. The nurse is dying. The scream is the nurse's final moments of awareness and agony.

After describing the scream, describe the silence with equal weight. Let your players sit in it. This is the moment the supernatural becomes undeniably real.

After the Scream:

  • 6:45-7:00 PM (15 minutes):" " Takahashi is gone, investigating the infirmary. Players are unsupervised. The bat is on the desk, unclaimed. The back door is accessible. Escape is now possible (though the Domain Dome at 7 PM will catch any who try).
  • 7:00 PM:" " If players are still in the room, Takahashi returns briefly, now accompanied by Old Man Sato (the school guard). They're discussing what happened: *"I don't know. Someone's hurt. Bad. I'm going to get the bat back to the gym. Keep an eye on them."* Takahashi leaves with the bat (if he still has it) and heads to the gymnasium.
  • Players' Next Choices: Follow Takahashi to the gym, investigate the infirmary, attempt to leave school grounds, or hide until dawn.

Act 3: The Hunt

Five Room Dungeon: Red Herring/Setback

After the scream, the school transforms into a hunting ground. Hayato, now fully transformed into his Wendigo-Wolf form, stalks the corridors in search of prey. The Domain's influence expands. Players must navigate darkened hallways, choose which paths to follow, and confront the reality that they're now trapped on campus. The climax at 7:15 PM approaches.

Domain Dome Activation (7:00 PM)

At exactly 7:00 PM, the **Domain Dome** reaches full power. An invisible barrier seals the entire school campus (approx. 3 acres). Electronics fail (phones lose all signal, computers shut down). Any attempt to leave the grounds results in players finding themselves "bouncing back" 50 feet into campus, no matter how hard they tried to run. The barrier is intangible but immovable. Players only discover it by trying to cross.

Effect on Players:" " Panic may set in. Escape is no longer an option. Players realize they're trapped with Hayato, Karasumori, the AlpTrauma, and a dying or dead Takahashi.

Hayato's Transformation & Feeding:

Timeline:" " Hayato begins transforming at 5:45 PM (sunset). By 6:00 PM, he's fully monster. By 6:45 PM (the scream), he's fed for the first time tonight on the infirmary nurse. He's sated but still hunting—the Domain whispers that he must feed again before dawn to maintain his power.

Hayato's Behavior:

  • Moves on all fours, limbs cracking longer with each step. Whispers names of past bullies between growls.
  • Smells blood and flesh on targets. Can sense fear (sees frightened auras as faint glows).
  • If alone (no witnesses), will clean up scenes of feeding, dragging bodies to locked closets, mopping blood. His human mind still remembers school routines.
  • **Priority Target**: Karasumori. Hayato *hates* him with supernatural intensity. If he sees Karasumori, Hayato charges immediately, losing all tactical thinking. This is personal vengeance.
  • **Secondary Targets**: Players, Takahashi, anyone else on campus. Hayato will hunt and feed as needed.

Narrative Beat: The Infirmary Discovery

If players investigate the infirmary:

You hear wet sounds. Chewing. Cracking bone. Pushing the door open, you see a figure crouched over the infirmary desk. It's humanoid, but wrong—limbs too long, skin too grey, jaw distended at an angle that shouldn't be possible.

The figure turns. Eyes black from edge to edge. Blood drips from too many teeth.

Hayato.

The infirmary nurse's head is partially caved in. Her body lies beneath him. He's been feeding.

You get one round of actions before Hayato notices you fully and moves.

Player Branching Paths (Post-Scream):

Path A: Chased by Hayato

Whether players confront Hayato in the infirmary or encounter him in corridors, he will hunt them.

Chase Mechanics:

  • Hayato moves **30 feet per turn** (faster than human sprinting). Players must make **Athletics** or **Stealth** checks to maintain distance or hide.
  • Each round, describe Hayato's approach: *"You hear the wet scraping of claws on linoleum. The sound of heavy breathing, more animal than human. Behind you, a shadow stretches long."*
  • If Hayato closes to melee range, combat begins. **Hayato makes a Wendigo's Hunger attack** (+3 Brawl, 4 Harm on hit + grapple).
  • **Safe Zones:** Classrooms with lockable doors (takes 1 round to secure, gives you time). The shrine area (hallowed ground burns Hayato for 1 Harm per round, so he avoids it). Upper floors (he must climb, giving you seconds of respite).

Natural Endpoint:" " Chase leads toward gymnasium or shrine. Hayato herds players in those directions, driven by instinct and domain influence.

Path B: Follow Karasumori

Players may choose to track Karasumori instead of fleeing Hayato, believing he holds answers or that stopping him will end the chaos.

Tracking Karasumori:

  • He reeks of sour burps and vomit. Make a **Notice** check (Easy). Success: You find blood trails leading toward the gymnasium.
  • He leaves faint marks where his Potential bleeds through reality—scratches on walls, small burns on metal, shadows that move wrong.
  • His assigned desk and classroom (check attendance sheet): Contains evidence of his disintegration—pills, journals with repeated sketches, photos of bullied students.
  • **Karasumori's Fear:** He's terrified of Hayato. He knows the bat is in the gymnasium, and he believes returning it to the shrine will "seal" the domain. He's desperate, bordering on suicidal.

Confronting Karasumori:" " If players catch him, he's initially panicked: *"Stay back! You don't understand! The bat, we have to—"* But if they offer to help, he may tell them his fragmentary understanding of the portal, the domain, and Hayato. He's essentially useless in combat (too high, too paranoid) but valuable as an information source.

Natural Endpoint:" " Karasumori leads toward gymnasium. He's being drawn there by the bat itself and his desperate belief that returning it will save him.

Path C: Follow Takahashi

Players may tail Takahashi to see what he does with the bat.

Following Takahashi: Requires **Stealth** checks (Tricky). Takahashi moves quickly but with purpose. He heads directly to the gymnasium, carrying the bat. As he approaches, he notices the **Portal Focal Point** beginning to shimmer (the bat is responding to proximity).

Takahashi's Moment of Truth:" " He places the bat near the trophy case, examining it with confusion and awe. *"What the hell is this thing?"* The moment the bat touches the ground near the portal focal point (within 5 feet), the vortex begins to **solidify**. Wind picks up. Light refracts strangely. The portal reaches 50% manifestation.

Takahashi realizes something is deeply wrong. He reaches for the bat to grab it back, but—

AlpTrauma Emerges." " The creature crawls from the partially-open vortex. Takahashi sees it, comprehends nothing, and runs on pure survival instinct. He's now fleeing toward the shrine (hallowed ground, the only place he might be safe).

Natural Endpoint:" " Players witness the portal opening and AlpTrauma's emergence. Combat begins immediately, or they must make hard choices about following Takahashi into danger.

Path D: Hide Until Dawn

Players attempt to barricade themselves in a classroom, supply closet, or other location and wait for sunrise (6:00 AM) when the Domain Dome shatters and normality returns.

Mechanics:

  • Find a room with a lockable door (classroom, storage closet, equipment room). Barricade it with furniture (desk + bookshelf = solid obstacle).
  • Make a **Stealth** check to avoid being discovered during initial setup. Success: You're hidden. Failure: Hayato detects you, begins circling the room.
  • Waiting:" " From 7:00 PM to 6:00 AM is 11 hours. The scenario will not wait. Hayato will raid you **twice** during this time (11 PM and 3 AM). Each time, you must roll **Stealth** or **Brawl** to resist his assault.
  • First Raid (11 PM):" " Hayato pounds on the door, testing it. He can break through with sustained effort (3 rounds of bashing = door breaks). You have options: let him bash (time to prepare defenses), flee out a back window, or ambush him when he breaks through.
  • Second Raid (3 AM):" " Hayato returns, hungrier. He may try a window if it was opened before. He's more vicious, more direct.
  • Bonus:" " You might avoid the main confrontation entirely. But Takahashi's body will be found by authorities at dawn. The school becomes a crime scene. No Domain Favor is granted. The scenario ends in moral ambiguity.

Path E: Seek the Shrine

Players head to the shrine in the gymnasium courtyard, seeking holy ground and sanctuary.

The Shrine:" " Traditional Japanese design with a torii gate, stone fox statues, and moss-covered ground. **Hallowed ground.** Hayato and the AlpTrauma take 1 Harm per round of contact with the shrine itself (they won't step into it). Takahashi might reach here if fleeing. Karasumori will avoid it (superstition and domain knowledge).

Sanctuary Mechanics:" " Players can camp in the shrine for hours without direct threat. But they're isolated from the main action. The portal, Takahashi, Karasumori—all converge at the gymnasium. From the shrine, they hear sounds: wind, whispers, the wet sounds of Hayato feeding elsewhere in the school.

The Temptation:" " Hayato, desperate to reach them, stands at the shrine's edge (taking 1 Harm per round) and calls to them: *"I'm sorry. I'm sorry for what I am. Help me. Please help me."* His voice cracks between human and monster. It's heartbreaking. A player with high **Empathy** might be compelled to approach him (leaving the shrine). This is where the moral weight hits—do you feel compassion for a predator?

Natural Endpoint:" " Eventually, Hayato flees (he can't maintain the damage from hallowed ground). The portal fully opens. The AlpTrauma emerges. Players must eventually leave the shrine to confront the climax or be trapped there until dawn (ending the scenario without true resolution).

Convergence at the Gymnasium (7:15 PM):

All paths eventually lead here. **The Portal opens fully at 7:15 PM.** Regardless of player actions, the convergence happens:

  • Karasumori: Attempts to retrieve the bat. He's panicked and desperate.
  • Hayato:" " Arrives (chasing players or drawn by the portal's opening). Sees Karasumori and charges with supernatural rage.
  • AlpTrauma:" " Fully emerges from the portal. Immediately prioritizes **Takahashi** (the enabler/authority figure).
  • Takahashi:" " If alive, tries to flee toward the shrine but is intercepted by AlpTrauma. Combat/chase ensues.
  • Portal:" " Vortex of light expands to 20-foot radius. Standing within 10 feet requires **Drop + Forma (Tricky)** each round or be pulled 10 feet closer. Wind howls. Papers and dust spiral into it.
The 6-Turn Countdown (GM Use)

Once the AlpTrauma emerges, start a **6-turn countdown**. Each turn = approximately 10 seconds of in-game time. At Turn 6 (60 seconds), the portal reaches critical mass. Anyone within 10 feet of the vortex is sucked in automatically (Portal Drag completes).

Turn 1: AlpTrauma takes first action (usually toward Takahashi).

Turn 2-5: Hayato and Karasumori fight or flee. Players act. AlpTrauma advances slowly.

Turn 6: Portal auto-sucks anyone in its radius. Final choices must be made.

Act 4: The Confrontation

Five Room Dungeon: Climax/Boss - The Gymnasium Portal Battle

The climax occurs in the gymnasium and shrine area, where the bat's proximity to the silver-laced trophy case tears open a full vortex to the Bullying Domain. Players face a dynamic three-way (or four-way) confrontation between the AlpTrauma, Hayato, Karasumori, and Takahashi, with the portal's pull threatening to consume everyone.

The Portal Opens - Full

The trophy case glass begins to shimmer. Not reflecting light—**emitting** it. The aluminum bat lies at its base, gleaming with an intensity that shouldn't be possible from fluorescent tubes. And then—

The glass doesn't break. It inverts. A vortex of swirling light erupts where the case stood, expanding outward. The wind becomes a gale. Papers, dust, debris spiral upward into the light. The sound is like a thousand voices screaming at frequencies barely human.

From the vortex emerges the AlpTrauma.

It pulls itself through like wet fabric threading through a drain. Uniforms and faces and skin and screaming. When it fully manifests, the gymnasium feels smaller, colder. The creature turns. Its attention fixes on **Takahashi**—who stands frozen, metal pipe hanging from one hand, unable to process what he's seeing.

At that exact moment, **Hayato** crashes through the gymnasium doors, transformed, eyes pure void. He sees Karasumori (who's been hiding in the bleachers) and **screams**—a sound of pure vengeance.

Karasumori bolts. The bat calls to him. Everything converges.

Initiative. Now.

The Gymnasium Battlefield:

  • Portal/Vortex:" " Centered on the trophy case. 20-foot radius. **Wind pulls toward it:** Any creature within 10 feet must succeed **Drop + Forma (Tricky) each round** or be pulled 10 feet closer. Takes 3 turns of being pulled to reach the vortex edge (where you're automatically sucked in on the 4th turn). Sound within the vortex is deafening.
  • Gymnasium Floor:" " Hardwood court, free throw lines, center circle. Echoes amplify—normal speaking becomes a shout. Equipment: ropes, mats, weight plates (can be thrown for 2 Harm), medicine balls.
  • Bleachers:" " Provide cover and elevation. Can be used for ranged attacks or as escape route (climbing).Karasumori may hide here initially.
  • Shrine (Courtyard):" " 30 feet from gym, accessible via glass doors. **Hallowed ground.** Hayato and AlpTrauma take 1 Harm per round of contact. Safe zone but isolates you from the main action.
  • Exterior Walls:" " 15 feet high, lined with exits. Climbing requires **Athletics** (Challenging). Once outside, Domain Dome prevents escape from campus.

NPC Positions at Climax:

  • Takahashi:" " Near the trophy case, paralyzed with shock. First target of AlpTrauma. **If the AlpTrauma reaches him, 3-turn Portal Drag begins immediately.** Takahashi will try to flee toward the shrine but may not make it. He's strong but morally compromised—the creature recognizes him as an enabler.
  • Karasumori:" " Hiding in bleachers or frantically searching for the bat. When Hayato arrives, he panics. **Tries to grab the bat and either smash it or return it to the shrine.** Desperate, no longer caring about consequences. Will betray anyone to escape.
  • Hayato:" " Transformed, enters with singular focus: **Kill Karasumori.** Sees the Bully as the root cause. Will ignore everyone else until Karasumori is dead or escaped. If Karasumori reaches the shrine, Hayato circles it, unable to enter, rage building.
  • AlpTrauma:" " Emerges and immediately identifies its target: Takahashi (authority/enabler). Moves with fixed inevitability toward him, 15 feet per turn. Ignores lesser threats unless they directly oppose it.

Power Surge: Access to Domain Magic

Near the portal, players can sense the Domain of Bullying" " bleeding through. They can tap into it for supernatural power, but each use costs a" "wound.

The Three Domain Spells (Available During Climax)

1. Cowering Gaze

  • Cost: 1 wound (psychic or physical trauma)
  • Effect:" " Target must see faces of people they've wronged—vivid, accusatory visions. Drop + Anima (Challenging) to resist. Failure: Stunned for 1 round, loses next action.
  • Range: 30 feet
  • Works on:" " Karasumori (crippling—his guilt is immense), Takahashi (brings him to his knees), lesser effect on others

2. Echoing Corridor

  • Cost: 1 wound
  • Effect:" " Create infinite hallways around a target/area (30-foot radius). All creatures in the area must make **Drop + Reverie (Tricky)** or become lost for 3 rounds, unable to navigate or take meaningful actions.
  • Duration: 3 rounds, then illusion collapses
  • Strategic Use:" " Can trap the AlpTrauma, buy time for Takahashi to escape, separate Hayato from Karasumori

3. Trauma's Mark

  • Cost: 1 wound
  • Effect:" " Brand a target as "Bully" or "Victim" (choose when casting). All Domain creatures recognize and prioritize the marked target. Can redirect Hayato's vengeance or make the AlpTrauma lose interest in Takahashi.
  • Range: 20 feet, line of sight
  • Duration: Permanent or until mark is transferred to another
  • Moral Weight:" " Marking someone as "Bully" essentially sentences them to being hunted. Marking as "Victim" grants temporary protection. Incredibly powerful but ethically fraught.
Spell Casting Clarification

Players don't need to "memorize" these spells. When a player touches the bat or gazes into the portal near the vortex, they intuitively understand these options. The domain offers them power. The cost is trauma—wounds to their psyche and body. Using these spells marks them as Domain-touched.

Victory Conditions (Multiple Paths):

Path 1: Defeat/Banish the AlpTrauma

Restraint Method:" " Immobilize the creature for **3 consecutive turns** using grapples, magical effects, or environmental obstacles (ropes, collapsed bleachers, etc.). It cannot be permanently killed, but sustained restraint forces it to retreat into the portal on its own.

Overwhelming Damage Method:" " Deal **20+ Harm in a single turn.** Requires coordinated team attacks or critical success on major spells. The creature falters, reforming slowly. Grants all players the next round to act freely.

Consequence:" " If the AlpTrauma is successfully restrained or damaged enough, it loses focus on Takahashi and retreats. Players may then pursue other objectives (rescuing Takahashi, stopping Karasumori, closing the portal).

Path 2: Sacrifice & Appeasement

Offer a Target:" " The AlpTrauma wants vengeance. If you offer it **Karasumori** (the active bully), it will take him and withdraw through the portal, satisfied for now. Karasumori will scream as he's pulled through—an agonizing sound. But he will be gone, and the Bullying Domain will reclaim him.

The Moral Choice:" " Is sacrificing Karasumori acceptable? He's a victim of his own trauma, but he's also a predator. Players must make this judgment call.

Alternative Sacrifice:" " A player can offer themselves. If you step forward and admit genuine culpability for bullying/enabling bullying (and make a **Drop + Anima + Occult (Very Challenging)** check), the AlpTrauma may accept you as a sacrifice. You are pulled through the portal and experience the full terror of the Bullying Domain (see "Consequence of Portal Entry" below).

Consequence:" " Whoever is sacrificed is considered dead for the rest of the scenario (but may be recovered later, traumatized).

Path 3: Close the Portal

Remove the Bat:" " The bat is the Anchor-Key. Move it **15+ feet away** from the trophy case/portal focal point. The vortex begins to close (5-turn countdown). On the final turn, it seals shut, and the AlpTrauma is severed from the real world, dissipating in the Bullying Domain where it belongs.

Difficulty:" " The bat is magnetized to Karasumori (his obsession). Karasumori will fight to keep it near the portal. **Karasumori will resist any attempt to move the bat with ferocity.**

Consequence:" " If successful, the portal closes and the nightmare ends. But the AlpTrauma, losing its anchor, will prioritize catching whoever moved the bat before it disappears. They become its last target—a final desperate swing at vengeance.

Path 4: Extraordinary Persuasion/Negotiation

Requirements:" " A player must have gathered sufficient context (read the student journal, spoken to Hayato, understood Tanaka's suicide). They must then attempt an Absurdly Challenging (-40) conversation roll: Drop + Anima + Occult + Performance.

The Pitch:" " "I understand what you are. You were born from the prayers of bullied students. But if you take Takahashi/Karasumori, if you drag them through the portal, does that actually stop bullying? Or does it just perpetuate the cycle of violence? What if, instead, we acknowledge the pain, witness it, and choose differently?"

Success Outcome:" " The AlpTrauma **pauses.** It's been validated, recognized, heard. It takes its chosen target (usually Karasumori, who it deems most guilty) but **slowly**, allowing time for rescue. Alternatively, it may simply return to the portal and seal it behind itself. The nightmare ends on a note of moral ambiguity—no perfect victory, but understanding.

Consequence:" " If the player succeeds, they gain deep respect from any survivors and an understanding of how trauma and vengeance cycle through society. Powerful moment for RP. But failure means the AlpTrauma attacks the persuader with renewed fury, viewing them as an accomplice to bullying.

Hayato vs. Karasumori (Parallel Combat)

While the AlpTrauma hunts Takahashi, **Hayato hunts Karasumori.** This is a personal vendetta. If left alone, Hayato will kill Karasumori (chasing him around the gymnasium, cornering him, delivering a Wendigo's Hunger attack). Players can:

  • Intervene:" " Stop the attack through combat or negotiation. Requires reasoning with Hayato's remaining humanity or overpowering him.
  • Protect Karasumori:" " If a player has shown Karasumori mercy or protection, he may follow them, staying in their shadow. Hayato may spare them for the follower's sake.
  • Let It Happen:" " Hayato kills Karasumori. This resolves one conflict (Karasumori is gone) but leaves the bat in question and potentially traumatizes players.
  • Separate Them:" " Use Echoing Corridor or other magic to divide them, buying time for strategic choices.

Consequence of Portal Entry (If Players Fall Through):

If a player is pulled/falls into the portal vortex:

  • They experience a moment of vertigo and **falling through void.**
  • They **disappear from the real world** (considered dead by remaining players).
  • They **reappear in the Bullying Domain**—the first level of Nowhere Land—in a state of purgatory. Surrounded by endless corridors filled with accusatory voices, phantom bullies, and their own guilt made manifest.
  • **In purgatory**, they must make **Drop + Anima + Reverie (Very Challenging)** checks to maintain sanity each hour. Failure means temporary loss of agency (puppet-like behavior, whispered to by the domain).
  • They **can attempt to find their way back,** following traces of the portal or stumbling upon other exits. But time moves differently—hours in purgatory = minutes in the real world. By the time they return (if they do), the gymnasium battle will be over.
  • Alternate Outcome:" " If they find a way to face their own bullying trauma head-on (RP intensive), they can **resolve their purgatory** and return to the real world as a changed person, gaining a **permanent Domain connection** but also a permanent wound to their psyche.
Playing the Climax

Use Sound Design:" " Describe the howling wind around the portal, the wet fabric sounds of the AlpTrauma, Hayato's keening wolf-cry, Karasumori's panicked breathing, Takahashi's grunts of exertion.

Track HP/Wounds Carefully:" " Combat should feel desperate and uncertain. Use the 6-turn countdown to create urgency. Describe the portal pulling everything toward it.

Let Players Make Hard Choices:" " Don't rush combat resolution. If a player wants to negotiate, let them try. If they want to sacrifice themselves, honor it. The moral weight IS the climax.

GM Guidance & Tone

Atmosphere & Sound Design

The Empty School:" " Emphasize the **emptiness** relentlessly. The school was built to accommodate 1,000+ students. Now it's just you and echoes. Describe corridors stretching into darkness. Fluorescent lights flickering like dying heartbeats. Every footstep bounces off hard surfaces.

Specific Sound Cues:

  • Fluorescent hum:" " Constant, slightly unsettling, occasionally interrupted by a flicker and pop.
  • Radiators: Clanking metal, water gurgling through pipes. Weird, organic, unsettling.
  • Wind:" " Outside, before the Domain Dome closes. Then inside, once the portal opens—a unidirectional pull that shouldn't exist indoors.
  • Hayato's transformation: Cracking bones, wet sounds, inhuman breathing that transitions from human panic to animal snarling.
  • The bat's sound: A faint, musical hum when held. Like it's vibrating at a frequency just below hearing.
  • AlpTrauma's movement: Wet fabric sliding on concrete. Whispers—hundreds of voices, children and adults, blended together. No words, just anguish.
  • The portal:" " Rising wind, a sound like singing or screaming (both at once), electricity crackling, reality tearing.
Using Audio

If you have access to audio files or can play ambient sounds, use them strategically: school ambience (fluorescent hum, distant PA crackle), wind, creature sounds. But don't overwhelm. Silence is often more frightening than sound. Build tension with absence.

Moral Weight & Difficult Choices

No Good Guys:" " Make it clear that no character is innocent. Karasumori is a bully but also a victim of his own trauma and the domain. Hayato is a predator but also driven by legitimate rage at past victimization. Takahashi is neglectful but not intentionally cruel. Even the players may have been bystanders to bullying in their own pasts.

The Sacrifice Question:" " When the AlpTrauma emerges and pursuit begins, players will inevitably ask: *"Should we sacrifice Karasumori? Hayato? Takahashi? Ourselves?"* Don't answer for them. Let them sit with the moral weight. This is the scenario's core.

The Ball's In Their Court: If a player suggests something unexpected (reasoning with Hayato, trying to redeem Karasumori, accepting blame for past bullying), **honor it.** Roll for it. Make it challenging but possible. The players' values and choices matter more than any predetermined plot.

The Domain Whispers

The Bullying Domain is not inherently evil—it's a manifestation of collective pain. It wants acknowledgment, validation, justice. If a player demonstrates genuine understanding and empathy, the domain may show them mercy. Conversely, if they dismiss the suffering or try to escape without reckoning with it, the domain becomes actively hostile.

This isn't good vs. evil. It's **accountability vs. denial.**

The Bat's Voice & Agency

The Bat Is Sentient:" " The bat isn't just a weapon. It has developed something like a personality over decades of accumulating signatures and witnessing school dramas. When a player touches it or wields it, they feel whispers—not words, but *intentions*:

  • "Strike true. Strike just. Strike last." (The mantra)
  • "He lied to you. He deserves it." (If brandished near a lying authority figure)
  • "Protect the weak. Punish the cruel." (General aspiration)
  • "She needed help. You didn't give it." (Guilt-tripping if wielder was a bystander)

The Bat's Curse: Using it for unjust violence wounds the wielder. The bat *knows*. It judges. This isn't a mechanical punishment—it's spiritual. Describe it as deep, psychic pain. The bat doesn't want to be used for personal revenge or petty violence. It wants to be wielded for genuine justice.

Pacing the 6-Turn Countdown

What It Represents:" " The 6-turn countdown (roughly 60 seconds) represents the point of no return. After these 6 turns, if the AlpTrauma has completed its Portal Drag on a target, that target is pulled through and the portal begins to seal. Tension should rise each turn.

Turn-by-Turn Narrative:

  • Turn 1: "The vortex expands. The wind becomes a gale. Papers and dust spiral upward."
  • Turn 2:" " "The portal's edge creeps closer. Reality visibly warps around it. Colors bleed strangely."
  • Turn 3:" " "The wind is unbearable. Creatures within 10 feet struggle to maintain footing. Karasumori yells something unintelligible."
  • Turn 4:" " "The AlpTrauma's movement toward Takahashi becomes inexorable. 15 feet. Every step closer."
  • Turn 5:" " "Takahashi screams as the creature's grasp closes around him. The edge of the vortex is now only 5 feet away."
  • Turn 6:" " "The vortex reaches critical mass. Anything within 10 feet is pulled in. There is no resisting. The end is near."
Flexible Countdown

If combat is taking longer than expected, don't feel pressured to end it at Turn 6. Extend the countdown if needed. The point is to maintain urgency and create meaningful choices under pressure. If players find a clever solution on Turn 7, let them have it—don't railroadthem into portal death just because of the countdown.

Handling Mature Content Sensitively

Content Warnings at Session Start:" " Before the game begins, explicitly warn players about bullying themes, cannibalism, drug abuse, and potential character death. Ask if anyone needs content to be avoided or de-emphasized.

Bullying Depiction:" " When describing Karasumori's assault on Hayato, focus on the **powerlessness** and **humiliation** rather than gratuitous gore. The cruelty is in the *words* and the *power imbalance*, not just the physical violence.

Cannibalism/Body Horror:" " Imply, don't describe in detail. *"You hear wet sounds. Cracking. Then Hayato turns, and you notice blood on his teeth and face, but his jaw is wrong—too wide, too many angles."* Let players' imaginations fill in the horror.

Drug Use:" " Karasumori's addiction is tragic, not comedic. Describe his paranoia, his desperation, his attempts to cope. Don't glamorize the stimulants.

Death & Sacrifice:" " If a character dies (or is sacrificed to the AlpTrauma), treat it with gravitas. Take a moment. Acknowledge the loss. Allow for character reflections or goodbyes. Don't move past it lightly.

Talking to Your Table

After the session, debrief with your players. Ask how they felt about the moral dilemmas. Were there moments that felt too heavy? Not heavy enough? Use feedback to adjust if you run this scenario again. TTRPG is collaborative—the shared story belongs to everyone.

Ending Variations & Follow-Up

If AlpTrauma Is Defeated/Banished:

The portal closes. Hayato, still transformed and confused, may flee into the forest or allow himself to be captured. Karasumori is either dead or traumatized, likely institutionalized. Takahashi lives but is deeply shaken. Players will likely want to explain the events to authorities—good luck. (*"There was a monster? In the school? Made of uniforms and screaming?"* Police won't believe them.)

If AlpTrauma Is Satisfied (Sacrifice):

Whoever was sacrificed is pulled through the portal. They're gone—but not permanently dead (unless you want them to be). They're in the Bullying Domain, experiencing purgatory. Players will feel guilty. Good. That's the point. Later, they might attempt a rescue mission into Nowhere Land itself.

If Portal Is Closed (Bat Moved):

The vortex seals. The AlpTrauma is severed from the real world and dissipates. The Domain's influence on the school fades by dawn. But Hayato remains human afterward (the portal's closure reverts his transformation). He wakes in the infirmary, traumatized but alive. Karasumori, if alive, loses his Nowhere Land connection and is just a traumatized drug addict again. School life resumes—but changed.

Follow-Up Campaign Hooks:

  • The Bat Is Still Out There:" " Whoever carries it becomes a target for Nowhere Land travelers. Others will seek it.
  • Hayato's Fate: Is he still a predator? Can he be saved? Does he need to be stopped?
  • Karasumori in Purgatory: If sacrificed, he's trapped. Can he be rescued? Should he be?
  • Takahashi's Reckoning: If alive, he may seek out the players, wanting to understand. Or he may disappear, haunted by guilt.
  • Other Domains:" " Players will realize Nowhere Land exists. Other domains are calling. Other scenarios beckon.

Resolution & Rewards

Ending the Nightmare

Five Room Dungeon: Reward/Revelation

The scenario can conclude in several ways: sacrificing a character to the AlpTrauma, banishing it by restraining it, or closing the portal by removing the bat from its proximity. Surviving players will claim the powerful artifact weapon and find their own Domain Favors strengthened.

Narrative Beat: Morning After

The dome shatters like glass at sunrise. You feel it more than hear it—pressure releasing from your skull. The gymnasium is silent. Blood stains the floor. The Celestial Bat of '78 lies on the floor, signatures gleaming in dawn light. It hums softly, waiting. Sirens wail in the distance.

Treasure: The Celestial Bat of '78

ARTIFACT WEAPON - THE CELESTIAL BAT OF '78

Rarity: Unique | Type: Melee Weapon (Two-Handed) |" "Weight: Impossibly light (no encumbrance)

Properties:

  • Liar's Glow (PASSIVE): Glows crimson when an adult within 30 feet knowingly lies. Does not reveal who is lying or what the lie is. Light intensity indicates severity (dim = white lie; bright = malicious deception).
  • Mantras of Justice (PASSIVE): Whispers battle poetry when wielded:" ""Strike true, strike first, strike last."" " Grants +1 to Courage (Anima) rolls when confronting authority figures. Wielder hears faint echoes of past conversations (ghosts of players who signed it).
  • Repeated Blow Attack (ACTION):" " Make 3 attacks in one turn with the bat. Each attack after the first: -1 accuracy but +1 Harm. Costs 1 HP per extra attack (the bat feeds on wielder's stamina). Can target same or different creatures.
  • Anchor-Key Resonance (PASSIVE):" " The bat "remembers" Nowhere Land. Glows faintly near portals or Domain breaches. When in the presence of a Domain manifestation, the wielder gains Advantage on Notice rolls to detect supernatural activity.
The Bat's Curse

Each use of Repeated Blow Attack in the real world without a "just cause" (as judged by the bat itself) deals 1 wound to the wielder. The bat's sense of justice is harsh and unforgiving. Those who use it for violence against the innocent find their strikes falter. The bat will not be denied; it demands righteous violence only.

Additional Resources

This complete scenario includes all acts as presented. Additional downloadable resources:

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Nowhere Land - The Null Handbook

Nowhere Land - The Null Handbook

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