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Scenario Overview
Too Cool for School
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The Hook
Environment: Kusanagi High School
DIFFICULTY
PASSIVE FEATURES:
ACTIONS (GM triggers 1 per act):
REACTIONS (Triggered by player actions):
Time & The Domain Dome
Timeline (In-Game):
The Domain Dome:
Key NPCs & Adversaries
Karasumori Mori - The Fallen Ace
TYPE: NPC - Bully/Traveler | TIER: Standard (enhanced by drugs) | DOMAIN: Bullying (corrupted)
Former baseball star consumed by addiction and trauma from Nowhere Land. Desperately seeking the bat that cursed him. He's haunted by nightmares of punishment and clings to stimulants as his only escape.
Appearance: Hulking 18-year-old, 6'2", unkempt uniform, dead eyes with pinpoint pupils, track marks hidden under rolled sleeves. His hands shake slightly. Reeks of vomit, cheap alcohol, and sour burps. His knuckles are scabbed from scraping against hard surfaces in his sleep.
Features & Abilities:
- The High (PASSIVE): Enhanced physical stats (+2 Forma) but impaired judgment (-2 Anima). Cannot be reasoned with; social rolls at Disadvantage. Ignores first 2 Harm from physical attacks due to stimulant-induced numbness.
- Tainted Potential (PASSIVE): When stressed, faint blood traces seep from his hands/forearms where Potential bleeding through reality causes supernatural wounds. This leaves faint blood trails in the school.
- Traveler's Leap (ACTION, Recharge 5-6): Potential-fueled athletics; leap 15 feet vertically or 30 feet horizontally. Costs 1 Harm (Potential backlash manifests as supernatural wounds). Can escape the school grounds by leaping over walls if pursued.
- Bat Mastery (ACTION, when wielding Celestial Bat): Drop + Forma vs. target's Drop + Forma. Success: 3 Harm + target knocked prone. The bat amplifies his strength unnaturally.
- Desperate Bargain (REACTION, when below 5 HP): Drops bat and flees, betraying anyone. *"The bat opened it! I didn't mean for it! Just take it back to the shrine!"* He doesn't finish his sentences coherently when panicked.
- Paranoid Awareness (ACTION): Can sense when the AlpTrauma is near. Takes the Dodge action more often when it's present.
Motivations & Secrets:
- Retrieve the bat: Believes it will end his nightmares. Doesn't understand that possessing it makes the nightmares worse.
- Return the bat to the shrine: Has a vague belief that if the bat is placed at the shrine (near the trophy case), it will "seal everything closed." This won't work, but he's desperate.
- Avoid Hayato: Terrified. He recognizes Hayato has been to Nowhere Land. He knows Hayato is "something else now" and that they were both changed by the Domain.
- Avoid the AlpTrauma: Paranoid about the creature hunting him. Frequently looks over his shoulder. When he hears the wind pick up or sees shadows move, he freezes.
- Stay high: Stimulants dull the nightmares and keep the worst hallucinatory episodes at bay. Without them, he sees faces of people he bullied, hears their voices, feels phantom hands pulling him back to the abyss.
- Secret Fear: Suspects, deep down, that Tanaka's death is his fault. But admitting this would shatter the fragile denial keeping him functional. If confronted with this truth directly, he either flies into violent rage or breaks down completely.
Combat Stats (Simplified):
- Health: 12 HP
- Brawl Bonus: +2 (while High, enhanced reflexes, but erratic)
- Dodge Bonus: +1 (paranoia keeps him twitchy)
- Armor: None (uniform offers no protection)
- Special: Gains +1 damage with Celestial Bat; bat seems to move through air faster in his hands
- Weakness: Once separated from stimulants for more than 2 hours, takes penalties to all rolls as withdrawal and nightmares kick in
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 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).
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).
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
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).
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).
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 Corridor Confrontation
Five Room Dungeon: Entrance/Guardian
The scenario begins as players witness Karasumori's assault on Hayato. Their choices determine the immediate outcome. The commotion draws Teacher Takahashi, who confiscates the bat and assigns the players detention.
Opening: The Empty Halls
Your club room door clicks shut behind you—Art Club, Kendo, Occult Research, Science Club, Drama Club, whatever pulled you here after hours. The third-floor corridor stretches like an invitation to nowhere. Fluorescent tubes flicker in the winter cold, buzzing like trapped insects. Most clubs ended an hour ago. The school is a concrete tomb.
Your breath fogs. It's colder than it should be.
Your footsteps are the only sound... until a wet CRACK echoes from the east stairwell. A voice—Karasumori's, you recognize the gravelly cruelty—laughs without joy.
"Pick it up, freak. Pick up your pretty little dress."
Another crack. Wood on bone. A smaller voice whimpers, almost animal.
The scent of fresh coffee fills the hall. Boiling. Spilled. Your stomach clenches.
As you round the corner near the stairs, you see them: Karasumori towers over Hayato like a stormcloud. The aluminum bat—the LEGENDARY bat, signed by national players, symbol of school glory since '78—is in his hands. Hayato clutches his cosplay bag with trembling fingers, tears streaming. A Sailor Moon wig lies trampled on the linoleum.
Karasumori pours steaming coffee onto Hayato's face from a thermos. The scream is choked, swallowed. Hayato's eyes screw shut. His hands fly to his face.
"Feel that? That's what you get for existing," Karasumori laughs. He empties the thermos completely, then drops it. It clatters across the floor.
He swings the bat. It connects with Hayato's ribs with a sound like a car crash in slow motion.
No one else is here. Just you. And the bat is gleaming so brightly in the fluorescent light, you could swear the signatures on it are *moving*.
What do you do?
Player Choice Paths:
Path A: Do Nothing (Silent Escape)
Players attempt to slip away quietly without intervening.
Resolution: Roll **Stealth** for each player.
- Success: You creep backward, ears ringing. By the time you reach the stairwell at the other end of the corridor, you've disappeared. But your heart is pounding. You can still hear Karasumori's laughter echoing behind you.
- Failure: You make a noise—a shoe squeak, a sharp breath—and Karasumori's head snaps toward you. *"Hey! You! Don't you walk away!"* He drops the bat and charges. **Takahashi arrives in 2 rounds.** Combat begins.
Consequence: If you successfully flee without Takahashi catching you, you might escape the school entirely. But then you hear a **scream from the infirmary** at 6:45 PM. Do you investigate, call for help, or continue fleeing? If you return to school grounds, you find yourself trapped by the Domain Dome at 7 PM (bouncing back if you try to leave).
Path B: Intervene Physically
Players attempt to stop Karasumori through direct confrontation or by shielding Hayato.
Resolution: Roll **Brawl** or **Athletics**.
- Success: You grab the bat before Karasumori can swing again, or you tackle him, or you bodily shield Hayato. Karasumori is strong and high, but surprised. He swings at you wildly with the bat. **Combat begins immediately.** Karasumori makes Brawl checks at +2 (stimulant enhancement). He'll fight until reduced to 5 HP, then flee using Traveler's Leap if possible.
- Failure: Karasumori connects. You take 3 Harm from the bat. He laughs. *"Oh, hero time?"* He's now laser-focused on you. Combat begins, and you're at disadvantage on your next action.
Combat Notes: Karasumori has 12 HP, +2 Brawl, can ignore first 2 Harm from attacks due to drugs. Environment offers: fire extinguisher, cleaning closet supplies, radiators, and the corridor's length. Use it. After 3+ rounds of combat OR when Takahashi arrives (2 rounds in), the teacher breaks it up.
Consequence: If you win, the bat is yours temporarily. If you lose, you're beaten down. Either way, **Takahashi arrives and breaks it up.** He retrieves the bat, roughly escorts Karasumori out (beating him with a metal pipe as he goes), and assigns all involved players **detention for 1 hour**. Hayato is sent to the infirmary.
Path C: Help Hayato Escape
Players create a distraction or directly pull Hayato away from Karasumori.
Resolution: Make a contested **Athletics** check (player vs. Karasumori's +2).
- Success: You yell, throw something to distract Karasumori, and grab Hayato's hand. Hayato's eyes are wide, manic with fear. You pull him away from the stairs. Karasumori snarls but doesn't chase immediately—he's too off-balance. You and Hayato make it to the far stairwell or a classroom.
- Failure: Karasumori anticipates the grab. He swings the bat at Hayato before you can pull him away. Hayato takes 3 Harm and is knocked prone. You still have hold of him, but the moment is lost. Combat begins.
Consequence: Hayato will remember you as his savior (or attempted savior). He'll seek you out later or provide cryptic warnings. He's grateful but traumatized—he can't quite look you in the eye. Later, when Hayato is transformed, this moment of kindness may give you **Advantage on a Persuasion check** to appeal to his remaining humanity. Takahashi still arrives and breaks up the scene. Detention assigned.
Path D: Call for Teachers
Players yell, scream, or make noise to summon adult authority.
Resolution: Roll **Performance** (shouting convincingly) or just describe your noise level.
- Success or Loud Noise: Your shout echoes through the corridors. **Takahashi arrives in 1 round** (he's on the second floor and runs at the disturbance). See "Takahashi Arrives" below.
- Failure (Weak Shout): Karasumori looks at you with contempt. *"What, you calling for teacher? Mommy?"* But the noise carries anyway. Takahashi arrives in 2 rounds. Meanwhile, Karasumori renews his assault on Hayato, now with renewed viciousness toward you for "snitching."
Consequence: Takahashi handles it. Detention assigned to all. But you're now marked as a snitch in Karasumori's mind (and possibly his cronies if they find out later).
Path E: Take/Grab the Bat
Players attempt to steal the bat from Karasumori, believing it's the source of trouble.
Resolution: Roll **Sleight of Hand** vs. Karasumori's **Notice** (base +1, but he's high so effectively +0 for perception).
- Success: You dart in, grab the bat. It's impossibly light—lighter than it should be. The moment your hands touch it, you feel warmth, a faint vibration. The signatures on the barrel seem to *shift* beneath your fingers. For 1 second, you hear whispers: *"Strike true. Strike just. Strike—"* Karasumori's face goes pale. *"Give it back!"* He charges you in a panic.
- Failure: Karasumori sees you reaching for it. He yanks it away. *"This is MINE!"* Combat begins, and he's enraged. First attack is at Advantage.
Consequence: Possessing the bat makes you the focus of Karasumori's obsession. He will hunt you specifically. **The bat can be weaponized** (deals +1 Harm due to weight and balance), but using it in combat attracts attention from **Hayato** (marks you as aggressor in his hunt). If Takahashi sees you with it, he confiscates it. But if you keep it through the night, you may use it at the climax.
When Takahashi Arrives
Scene: A barrel-chested man in his 50s, ex-athlete, moves with surprising speed for his size. He grabs Karasumori in a chokehold from behind with practiced ease. *"That's ENOUGH."*
Karasumori struggles, but Takahashi is stronger. The teacher forces him toward the stairs, the metal pipe from his office now in hand. He uses it to strike Karasumori's legs—not hard enough to break, but enough to hurt. *"You're off campus. Now. And don't let me catch you here again, or I'm calling the cops."*
He kicks Karasumori down the stairs. Karasumori tumbles (taking 1 Harm), stumbles to his feet, and runs out of the school toward the exit. Takahashi watches him go, then turns to the players and Hayato.
Takahashi's Reaction: If players did nothing: *"You coulda helped. Cowards."* If they fought: *"Stupid kids. Trying to be heroes."* Either way: *"All of you. Teachers' room. **One hour detention.** Write lines: 'I must not involve myself with thugs and disgrace.' Fill an entire notebook. Move."*
He retrieves the bat from wherever it ended up, examines it for damage (finding none, looking almost disappointed), then takes it with him. *"I'm putting this back where it belongs."*
Hayato is helped to his feet by Takahashi (surprisingly gentle: *"You okay, kid? Infirmary. Now."*) and sent downstairs to the infirmary. The school nurse treats his burns and bruises.
Timing: It's now 5:55 PM. Detention begins at 6:00 PM in the teachers' room. Players have 5 minutes to grab their things or settle.
Act 2: Detention & The Scream
Five Room Dungeon: Puzzle/Roleplaying
Confined to the teachers' room for one hour, players must decide whether to escape, acquire the bat, or endure the detention. The act culminates in a horrifying scream from the infirmary, signaling the true start of the nightmare.
Detention Begins
The teachers' room is stuffy and warm compared to the cold corridors. Fluorescent lights hum. Takahashi sits at his desk, occasionally glancing at his phone and laughing at something on the screen (his dating app, though you don't know that). The whiteboard looms with the line you're to copy:
"I must not involve myself with thugs and disgrace."
Your pen scratches. Line 1. Line 2. Line 3. The clock on the wall reads 6:02 PM. Outside, darkness is now complete. Frost patterns the windows.
Takahashi stands. "I'm making a call. You write. Don't try anything stupid." He steps into the hallway, leaving the door ajar. You can hear him in the corridor, voice low, laughing. He's clearly talking to someone he's interested in.
Your move. What do you do?
Detention Mechanics:
Time Pressure & Takahashi's Absences
- 6:00 PM - 6:45 PM: Standard detention. Takahashi steps out for "calls" every 15 minutes (3-5 minutes each time). His absences are opportunities.
- 6:45 PM: **THE SCREAM.** Everything stops.
- 6:46 PM - 7:00 PM: Takahashi is gone, investigating the scream. The bat is unguarded. Players have significant freedom to act.
- 7:00 PM: If players are still in the room, Takahashi returns with news: *"There's been an accident. I need to go get Sato and check on things. You stay here. I'm serious. Any of you leave, you're expelled."* He then leaves to put the bat back in the gymnasium and retrieve a school guard. He's gone for 5-10 minutes.
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, players can attempt to leave school grounds, but the Domain Dome (activated at 7 PM) prevents it—they'll find themselves bouncing back 50 feet into campus no matter how hard they run.
Window Exit:
Open window, 10-foot drop. Same consequence. Window can be used stealthily if Takahashi is distracted or gone.
Through the Door:
Players can attempt to slip out while Takahashi is on a call. Requires **Stealth** check (Tricky). If they succeed, they're free to move through the school. If they fail, Takahashi notices and calls them back: *"Get back in here!"* They must either obey (detention continues) or run (he pursues and catches them, adding another hour of detention + confiscates any suspicious items).
Consequence of Escaping: If players leave after 6:00 PM but before the scream, they're loose in the school. They can investigate, follow Karasumori (who's hiding near the gymnasium), or avoid the infirmary altogether. But they'll still be trapped by the Domain Dome at 7 PM.
Option 2: Search the Room
While Takahashi is on a call, players can search the desks, filing cabinets, and confiscated items basket.
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.
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.
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.
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.
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.
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.
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.
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 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."
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.
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.
Additional Resources
This complete scenario includes all acts as presented. Additional downloadable resources:
