#Chapter 1, Act 2 - "The First Step Across the Threshold"
Contents
Session 2 details. The first expedition into the Spirit Realm. Just outside the barrier, on the edge of Reviving Hell. The first encounter with a yoma that revives. PCs 1st~2nd dan. The first harvest of an unstable core.
Core References
- Required: Dice System · Rounds and One Breath · Maneuver System
- Required: Yoma Bestiary: gaki
- Reference: Squad Orders · Non-Combat Checks
References in This Supplement
- Required: Barrier System · Core Economy · Squad Limits
- Required: Spirit Realm Travel Rules · Barrier Boundary Events · Reviving Hell GM Guide
- Required: Young Lord · Retired Onmyoji · 6 Retainers
- Same chapter: Chapter Overview · Act 1 · Act 3 · Chapter Yoma
#Scent - The Feel of This Session
#Opening Read-Aloud
"You did not sleep last night. The only person who knows that is yourself."
"Dawn. You stand before the eastern castle gate. Four squad members stand behind you. The lord stands inside the gate and nods. Old Gensho, beside him, chants one low phrase - 'Return. Without fail.'"
"The gate opens. Your hand touches the blue film of the barrier. The film is thin. A finger's width. You cross that film."
"What greets you is - the smell of iron. A metallic taste settles under the tongue. And the color of the sky. Not gray, but rusted red."
"This is Reviving Hell (等活). The edge of the first hell."
#Sense Card - The Air of Act 2
- Sound: there is wind. In that wind, the sound of iron shards striking each other is mixed in. A sound like someone walking far away.
- Smell: the smell of iron. The smell of iron mixed with the old smell of blood. Swallowing becomes difficult.
- Light: two moons sit low in the sky. Even by day, the light carries a red cast. Shadows are darker than usual.
- Touch: the ground has a slight spring to it. It feels like stepping on something dead. A faint pulse travels through the soles of the feet.
#Sense Density
The core of this act is the feeling of crossing the boundary. Let the PCs distinguish the inside and outside of the barrier through sensation. For the first 5 minutes after they cross the barrier, the GM should replace every sensory word with the word-family of "iron, red, opening, again."
#Law - Rules Used in This Session
#Rules That First Appear in This Session
| Rule | Where used | Reference |
|---|---|---|
| Spirit Realm Exposure | 1 time at scene end | 03-02 |
| round combat | first yoma combat | Core 03-06 · 03-07 |
| core harvest check (unstable core) | success possible | 01-03 |
| squad order Energy | PC commander orders a Minion-grade squad | 01-07 |
| Reviving Hell "Cadence of Revival" (depth 2+) | demonstration in the late part of Act 2 | 03-06 |
| barrier boundary d100 (optional) | while staying in the boundary zone | 03-05 |
#Rules That Do Not Yet Appear in This Session
- frontal combat against Lord-grade yoma - late Act 3
- Lord-grade yoma appearance - Act 4
- onmyoji emergency maintenance - Act 4
- imprints (印) - none in this chapter
#Target Number Guide (Act 2 Only)
| Check | Target Number | Who tries |
|---|---|---|
| Sense the barrier boundary zone (identify safe area) | 11 | Perception-skilled characters |
| Read the iron-colored plain terrain (mapmaking) | 12 | Geography or Scouting-skilled characters |
| First combat against reviving gaki (basic attack Target Number) | Defense 11 | everyone |
| Reviving gaki core harvest | 11 | highest proficiency among Herbcraft, Medicine, or Exorcism |
| Confront a lone rusted oni | Defense 13 | everyone |
| Induce the rusted oni to withdraw (avoid combat) | 13 | Negotiation or Command |
| Exposure modifier (Reviving Hell depth 1) | +1 | everyone, automatic |
| Reviving Hell "Cadence of Revival" acknowledgment check (on entering depth 2) | 12 | Mental Save |
#Major Encounters - Act 2 Structure
#Encounter 1 · Castle Gate Departure (15 minutes)
- Location: eastern castle gate of the domain
- Appearing: Akihisa, Gensho, a few residents (seeing them off), 4 members of the Slot B squad
- Purpose: ritualize the expedition. Make "going out" sensory.
- Core event: Gensho's liturgy · the lord's silent bow · the castle gate opens
#Encounter 2 · 15-Minute Stay in the Boundary Zone (20 minutes)
- Location: gray corridor one round wide outside the barrier
- Appearing: (optional) 1 barrier boundary d100 event
- Purpose: first application of the Spirit Realm Travel Rules. Reveal the Exposure number.
- Core event: first increase in Spirit Realm Exposure
#Encounter 3 · Enter the Iron-Colored Plain (30 minutes)
- Location: Reviving Hell direction, depth 1 (plain)
- Appearing: terrain survey · squad patrol
- Purpose: first sight of the hellscape. A plain where broken blades are stuck in the ground like grass.
- Core event: enter the iron-colored plain · observe the first lesser yoma (not combat)
#Encounter 4 · Encounter the Reviving Gaki Squad (60 minutes)
- Location: a small basin in the plain. Dry bloodstains (血跡) mark the ground.
- Appearing: 5 reviving gaki (squad) - Minion-grade, see 10-06 Yoma
- Purpose: first Spirit Realm combat. Real use of rounds, maneuvers, and squad orders.
- Core event: possible first casualty (NPC), first successful core harvest
#Encounter 5 · Lone Rusted Oni (45 minutes)
- Location: a low hill beyond the plain
- Appearing: 1 rusted oni (Veteran-grade wandering individual), see 10-06 Yoma
- Purpose: first confrontation with a higher enemy. Choice to engage or evade.
- Core event: the PCs' first chance to "choose not to fight"
#Encounter 6 · Return (30 minutes)
- Location: boundary zone → inside the barrier
- Appearing: Gensho · Akihisa
- Purpose: return rite for the first expedition. Check and report spoils.
- Core event: reveal Barrier HP changes · reveal core grade · fatigue reset
#Step-by-Step Progression Guide
#Step 1 - Castle Gate Departure Rite (15 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| Gather before the gate | 0~3 minutes | briefly describe the faces of the 4 squad members | confirm the name of 1 squad member | reveal squad Cohesion |
| Lord's silent bow | 3~6 minutes | one greeting from Akihisa | PCs give greetings | "Return" line |
| Gensho's liturgy | 6~10 minutes | one-sentence liturgy (below) | listen quietly | light one stick of incense |
| Gate opens | 10~12 minutes | describe the gate's slight trembling | decide formation (front/rear) | hands touch the barrier film |
| Cross | 12~15 minutes | describe the sensation of passing through the barrier | pass through one by one | first sense the smell of iron |
#Gensho's Liturgy (around 10 minutes)
"One round, one breath. One breath, one step (步). The outside will steal this breath. Guard your breath. May your breath return."
This liturgy can be heard again in Act 4 when Gensho performs emergency maintenance. It is a mirrored device.
#Step 2 - Stay in the Boundary Zone (20 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| First round | 0~3 minutes | explain Exposure +1 | each player records Exposure | the weight of the number |
| First sight outside the barrier | 3~8 minutes | describe the barrier's back side (different from how it looked inside) | free observation | "So this is how our home looks" |
| (Optional) boundary d100 | 8~15 minutes | roll 03-05 1 time | respond to the event | handle by event |
| Choose direction | 15~20 minutes | which direction to go (north/east) | agreement | direction where the iron smell thickens = Reviving Hell |
#Boundary d100 Roll (optional)
If the GM wants extra density, roll once. Since 61~100 is No Event, it is usually No Event. If an event occurs:
- barrier sealing opportunity → Heart tendency +1 opportunity
- lesser yoma at the barrier edge → quick removal (compressed first combat)
- sign of someone coming from outside → tension rises
#Step 3 - Enter the Iron-Colored Plain (30 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| Terrain description | 0~10 minutes | a plain where broken blades are stuck in the ground like grass | free observation | does a PC pull out a sword |
| Broken Sword Event | 10~15 minutes | one sword comes loose beneath a PC's foot | decide take/discard | 魔/虛 tendency |
| Human shadows in the distance | 15~20 minutes | two shadows move far away | decide whether to track | if they approach, go to Encounter 4 |
| Mapmaking | 20~30 minutes | Geography check, Target Number 11 | check · record map | 眞 tendency opportunity |
#Meaning of the Broken Sword Event
If a PC pulls out the sword:
- Take it: sword +1 weapon slot, but while carried inside the influence of the "Cadence of Revival," wounds repeat (learned after Act 4). 魔 tendency +1.
- Discard it: one PC declares, "I will not take the remnants of this land." 眞 tendency +1.
- Set it upright (in its original place): a mark of the residents of Reviving Hell. 慈 tendency +1.
This choice foreshadows the ruin discovery in the late part of Act 3.
#Step 4 - Encounter the Reviving Gaki Squad (60 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| Discovery | 0~5 minutes | 5 gray forms fallen on the basin floor | decide whether to approach | observe whether the corpses move |
| Rising (起床) | 5~10 minutes | 5 bodies stand up in sequence (revival staging) | prepare for combat | demonstration of the Cadence of Revival |
| First round | 10~18 minutes | round 1: decide initiative | confirm initiative modifiers | a PC kills for the first time |
| Second round | 18~25 minutes | the fallen gaki stands again | confusion · response | the moment of learning "revival" |
| Re-fight | 25~40 minutes | extended combat for 3~4 rounds | use maneuvers · squad orders | Cohesion change |
| Resolution | 40~45 minutes | last gaki falls (permanent) | confirm defeat | why does it not stand this time |
| Harvest check | 45~55 minutes | attempt core harvest from 2~3 bodies | check · result | first unstable core |
| Aftermath | 55~60 minutes | silence of the plain · corpses disappear | rest · fatigue check | only the cores remain |
#The Reviving Gaki's "Revive 1 Time" Rule
The reviving gaki is Minion-grade, so see 10-06 Yoma for details. The core points:
- The first time its Wounds reach 0, it stands after 2 rounds with Wounds 1 (1 time).
- If its Wounds reach 0 again in that state, it is permanently destroyed.
- A core can be harvested only when it is permanently destroyed.
- "You must drop it 2 times" is this yoma's core learning point.
#The Drama of the First Core Harvest
| Result | Handling |
|---|---|
| Success (Target Number 11 or higher) | gain 1 unstable core · size of a red glass bead · cold vibration in the palm |
| Failure (below Target Number) | core damaged · spoiled core (Barrier recovery +2 only) |
| Great success (10-10) | unstable core + 1 fragment of the yoma's last memory ("Someone killed me for the second time") |
| Karmic Retribution (1-1) | core explosion · harvester loses 1 Wound · no result |
Celebrate the first success openly. The GM must describe "the thing in your hand is warm."
#Step 5 - Lone Rusted Oni (45 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| Encounter | 0~5 minutes | one silhouette on the hill | observe · prepare | broad shoulders and a rusted kanabo |
| Approach | 5~15 minutes | the oni begins walking · distance closes | ready stance · conversation possible | PCs choose "whether to fight" |
| Branch point | 15~20 minutes | the oni's silent stare | choose (3 branches below) | Heart tendency triggers |
| Choice 1: engage | 20~40 minutes | round combat (demonstrate the oni's techniques) | full use of maneuvers | Veteran-grade combat |
| Choice 2: evade | 20~30 minutes | withdrawal check, Target Number 13 | check · non-combat resolution | Exposure +1 additional |
| Choice 3: speak | 20~35 minutes | the oni does not speak · a PC offers one line | private line · oni leaves | 慈·眞 tendency |
| Result | 40~45 minutes | the oni leaves or falls · core harvest | harvest check (if engaged) | unstable core possible |
#The Rusted Oni's Role
This oni is not "an enemy that came to kill the PCs right now." One of the residents of Reviving Hell is simply passing through this area by chance. That fact creates the PCs' moral confusion.
| Choice | Details | Heart tendency |
|---|---|---|
| Engage | resolution within 20 rounds. 1~2 squad members may be severely wounded. | 覇 +1 or 魔 +1 |
| Evade | withdrawal check + Exposure +2 | 虛 +1 or 眞 +1 |
| Speak (address it) | the oni does not speak, but nods and leaves | 慈 +1 |
#Step 6 - Return (30 minutes)
| Checkpoint | Timing | GM | Players | Signal |
|---|---|---|---|---|
| Travel back | 0~10 minutes | reveal accumulated Exposure | confirm number | the body feels heavy |
| Pass the boundary zone | 10~15 minutes | the domain seen from outside the barrier · inside the barrier | order of passage | returned |
| Reach the castle gate | 15~20 minutes | Gensho and Akihisa waiting | submit cores | Akihisa's eyes tremble |
| Report | 20~25 minutes | share what they saw | PCs describe | bridge from council room to next session |
| Declare rest | 25~30 minutes | session-end narration | confirm Exposure reset | sleep |
#Success / Failure Branches
#What "Success" Looks Like
| Axis | Success | Partial Success | Failure |
|---|---|---|---|
| Unstable cores acquired | 2 or more | 1 | 0 (all spoiled) |
| Squad cohesion | Cohesion maintained or +1 | ±0 | -1 |
| Exposure management | all PCs 3 or lower | 1~2 PCs at 4~6 | 1 PC at 7+ |
| Rusted oni handling | core gained or instructive evasion | safe evasion | 1~2 squad members killed |
#Response on Failure
Unlike Act 1, from Act 2 onward failure remains as numbers. However, there is no fatal failure yet.
- No cores acquired → provide 2 additional chances in Act 3.
- Squad Cohesion -1 → temporary +1 increase to Command Target Number in Act 3.
- Accumulated Exposure → minor effect on Barrier HP changes in Act 4.
- Squad member killed by the rusted oni → one NPC's name goes onto the memorial list (remembered in Acts 3 and 4).
#Barrier HP Changes (Act 2 Settlement)
| Cause | Change |
|---|---|
| natural decrease (drift week 2) | -3 (weekly decrease may be applied for the first time) |
| subtle barrier leakage from PC outside activity | -1 |
| inject 2 unstable cores (immediately after return in Act 2) | +20 (+10 ×2) |
| Barrier HP at the end of Act 2 | 75 → 91 (standard scenario) |
Note: The timing of the weekly decrease is chosen by the GM: either reset weeks on Monday of week 1, or follow the actual session order. If this chapter's 4 sessions are treated as a 2-week story spanning weeks 1~2, the end of Act 2 falls between Wednesday of week 1 and Monday of week 2.
#Onmyoji Weakening Changes
| Cause | Change |
|---|---|
| base | 0 |
| ritual focus assistance during the expedition | 0 |
| weakening at the end of Act 2 | 0/10 |
#Resident Morale Changes
| Condition | Change |
|---|---|
| PCs return with cores (public sharing) | +1 |
| squad member death is witnessed | -1 |
| Akihisa officially announces expedition success | +1 |
| accumulated Exposure shows on PC appearance | -1 |
#GM Controls - Act 2-Specific Cautions
#Demonstrating Reviving Hell's "Cadence of Revival"
In this session, PCs learn that the Cadence of Revival exists, but they do not suffer it directly (because this is depth 1). Through the reviving gaki standing 2 times, the GM should show this rule through a yoma first, then apply it to PCs when they enter depth 2 in Act 3.
#Staging the First Exposure Increase
At scene end, raise Exposure once. Handle this calculation quickly. During the scene, describe signs of exposure such as "one more stick of incense burns down" or "feeling dulls at your fingertips."
#Weight of the First Combat
- Keep rounds short. This is the first combat for 1st-dan PCs. Do not let one round take more than 5 minutes.
- Use a squad order at least once. The moment when the commander PC first pays squad order Energy is the learning point.
- Stage the 1-time revival dramatically. When the fallen gaki rises, give 1~2 seconds of silence, then "it stood again."
#Intentional Tension of the Rusted Oni
The rusted oni is designed as an enemy the PCs can evade. Do not force combat. If the GM treats this NPC as "a boss that must be fought," the session collapses.
#Pacing Adjustments
| Situation | Adjustment |
|---|---|
| players fear combat | reduce reviving gaki to 3 bodies |
| players only want combat | emphasize the conversation option in the rusted oni confrontation |
| players ignore sensory description | mention the smell of iron repeatedly (1 time per round) |
| players are emotionally invested | extend Encounter 5 (whether combat or evasion) |
#Crisis Management - Avoiding a Party Wipe
A wipeout of 1st-dan PCs is not the purpose of this session. If 1 PC's Wounds reach 0:
- Treat that PC as "losing consciousness." No death check.
- 1 squad member dies instantly (as the narrative of a reviving gaki charge).
- Gensho triggers an emergency event to "recover the PC" with a remote barrier (cost: Barrier HP -5).
- The expedition is forcibly ended. Act 2 ends early, but the story continues.
Use this device only 1 time. The 2nd crisis allows real death.
#Avoiding Tone Traps
- Do not overuse the smell of iron. About 1 time every 2~3 rounds. If it is mentioned every round, the sensation goes numb.
- Do not make reviving gaki into horror monsters. They are "enemies that must be killed one more time," not "the terror of monsters."
- Do not treat the rusted oni only as an object of fear. It hints at a being the PCs "may someday be able to speak with."
- Do not turn the return scene into a simple loot announcement. Put emotion into Gensho's and Akihisa's gazes.
#Session-End Declaration
| Signal | Example line |
|---|---|
| time reached | "The castle gate closes. That is where we stop today." |
| emotional climax | "The core was placed on the table. It was the first." |
| fadeout | "The lord's hand lingered over that core for a moment. Then slowly lowered." |
#Next
- Session 3 (Act 3): 10-03 Act 3 - On the Blood Plateau
- Yoma details: 10-06 Chapter Yoma
- Spirit Realm Travel Rules: 03-02 Travel
- Reviving Hell Mirror Principle: 03-06 Hell Guide
"After seeing it fall once, and then seeing it stand again - the one you see again is yourself." — A fragment from an expedition member's diary, drift day 3, foreshadowing a sentence to be found in the Act 3 ruins.