English edition v1.3.3

#Act 2 — The Restraint Maze

Contents

"Who can say which path is right? Some want to be freed, while others have already found stillness."

Core References

- Required: Non-Combat Rules · Combat Flow · Three Ways and Six Hearts

- In this supplement: 11-00 · 11-01 · Chapter 2 NPC Catalog · Chapter 2 Yoma Bestiary — Faces of Black Rope


#Scent — Texture of the Maze

Two or so rounds past the forest entrance, deeper inside. The chains begin to grow thicker and denser. Then, at some point, the landscape changes.

Chains that had only grown vertically begin to stretch horizontally as well. Sideways, diagonally, some tracing round loops. They tangle together and form a lattice. The lattice varies in size — some cells are large enough for a person to pass through, while some do not have space for a single finger.

The light has changed. Now thin gray light descends from above like shafts. Light breaks through the gaps in the lattice. On the floor, the lattice's shadow lies like a net.

When you catch your breath — something becomes visible. At each crossing of the lattice, someone is sitting.

They do not move. Wrapped in chains, eyes closed or held very quietly open. Some breathe; some seem not to breathe at all. They are bound souls. Residents of this forest, and traces left by visitors to this forest who chose to remain of their own will.

If one of you approaches and speaks to one of them, he slowly opens his eyes. Then he smiles. Not in welcome. Not in resignation. In acknowledgment. A look that says, "Ah, you have come."

And he will ask you. One may say, "Free me." Another may say, "Leave me as I am." Another may say, "You may stay here too."

This maze is the test Black Rope gives the PCs. Will you free them, leave them, or bind yourselves?


#Law — Act 2 Game Data

#Act Meta

ItemValue
Session NumberSession 6 (second session of Chapter 2)
Actual Play Time3~4 hours
Major Scene Count5 scenes (maze entry / 3~4 lost-soul encounters / dilemma point / middle combat / shrine arrival)
Major ChecksMental Save, Perception, Negotiation, Disable, Geography
Expected PC GrowthEarly 3rd dan → late 3rd dan
Major NPC3~4 lost drifters (Chapter 2 NPC Catalog)
Major Yomabound soul(lead), Black Rope soldier(encounter combat)

#Barrier HP Changes

TimingChange
Session start0 (inherit Act 1 end state)
Mid-maze event-3 ~ -5 (if the stay becomes long)
At session end±0 if they return, -2 if they camp in the Spirit Realm

#Encounters — Scene-by-Scene Progression

#Scene 1. Maze Entry — The Lattice Begins

Location: Inside the Black Rope forest. Enter 1 round from the Act 1 end point.

#Description

The moment the forest changes is clear. As you pass between the vertical chains, at some point the sky closes. Horizontal chains have begun to weave overhead. Beyond them, faint gray light falls.

Looking down, there are chains laid across the floor as well. But these chains are not fixed — when a foot touches them, they move slightly, then realign after you pass. They are like soft fabric.

#Entry Check

Geography/Perception check, Target Number 11:

ResultMeaning
7 or lowerLost direction. Even when trying to turn back, the party returns to the same place. Spend 1 additional round.
8~11Movement is adequate. However, disadvantage -1 in the next scene.
12~15Smooth. Maintain direction toward the destination.
16 or higherGrasp the lattice's logic. Gain +2 on later maze travel checks.

If Grip Mother accepted accompaniment in Act 1, this check automatically succeeds. However, Mother says she will leave for a short while in the deeper maze — "There are things you must see by yourselves."

#Scene 2. First Bound Soul Encounter — "Listen"

Location: The first crossing after entering the maze.

#Description

A person sits at a crossing of the lattice. A man. Middle-aged. The remains of his armor show traces that he was once a samurai. Dozens of thin chains coil around his whole body, and some of them connect to the lattice's frame. His eyes are closed.

When a PC approaches, he opens his eyes. Then he speaks — calmly, like someone who has been speaking for a long time.

"You have come this far too. How much time has passed?"

When a PC answers, he laughs. His name is Sakai Taro. He was a samurai who entered this forest 100 years ago. The shame of failing to protect his lord led him here.

He does not want to be freed. For him, Black Rope is a place of atonement.

#Conversation and Checks

Possible checks when the PCs talk to him:

ApproachCheckTarget NumberResult
Perception2d10 + Wisdom + Perception12Hear his whole story
Negotiation (please be freed)2d10 + Presence + Negotiation16Failure — he refuses
Negotiation (acknowledge leaving him as he is)2d10 + Presence + Negotiation10He is comforted and blesses them
Disable or Unarmed Combat (forced cutting)2d10 + Finesse + Disable or 2d10 + Physique + Unarmed Combat14Cut the chains — but he despairs

#Result of Forced Release

If the PCs cut Sakai's chains against his will:

  • His body shakes for a moment. Then he sinks down with a despairing face.
  • "...Why? I liked it here."
  • He does not move from the spot. After 2 rounds, he crawls back to the lattice on his own and waits for new chains to grow.
  • All PCs make a Mental Save, Target Number 11 check. On failure, Sando Humaneness and Duty -1 (guilt for violating another's will).

#Result of Acknowledgment

If the PCs say, "We respect your choice":

  • Sakai smiles and hands the PCs a small pouch. Inside the pouch is a "fragment of the broken way"(item, used in Act 4).
  • He says — "May your journey be safe. And may you find your own 'here'."
  • Sando Chivalric Love +1 (acknowledging another's binding).

#Scene 3. Second Bound Soul Encounter — "Free Me"

Location: A crossing in the middle of the maze.

#Description

This time it is a woman. Young. Chains are tightly wrapped around her body, and one strand covers her mouth. Her eyes are wide open. When she sees the PCs, she shakes desperately to draw their attention.

When the chain over her mouth falls away — she shouts — "Free me. Please. I don't want to be here."

Her name is Mizuki. She entered this forest 10 years ago. She claims Grip Mother deceived her and wrapped her. "She let me rest with the face of a mother who knew everything. Then I opened my eyes, and I was here."

#Conversation and Checks

ApproachCheckTarget NumberResult
Perception (confirm facts)2d10 + Wisdom + Perception14Half of what she says is true, and half is distorted
Negotiation (calm her)2d10 + Presence + Negotiation12She stabilizes and provides accurate information
Disable or Unarmed Combat (cut chains)2d10 + Finesse + Disable or 2d10 + Physique + Unarmed Combat13Cut the chains

#Weight of the Truth

On a successful Perception 14 or higher, the GM reveals the following:

  • Grip Mother did not wrap her by force. But her grief was so deep that she herself said, "I want to stay here," and Grip Mother merely accepted those words.
  • Mizuki has gone back and forth between "free me" and "leave me as I am" many times over 10 years. Her current "free me" is sincere, but tomorrow may be different again.

Whether the PCs tell Mizuki this truth or hide it is the core of the dilemma.

#Result of Freeing

If the PCs free Mizuki:

  • The chains break, and she is freed.
  • She cannot move for 3 rounds — she is adapting to the weight of freedom.
  • Afterward, she asks the PCs to "take me with you."
  • She can accompany them to the domain (but domain morale -1, weakening +0.5).

#Additional Effect

Within 1 round after Mizuki is freed, Grip Mother senses it. In Act 3, Grip Mother's reaction changes.

Grip Mother's ReactionCondition
ResignationThe PCs told Mizuki the truth
BetrayalThe PCs hid the truth
UnderstandingThe PCs freed her while saying, "We respect her choice"

#Scene 4. Third Bound Soul Encounter — "You Come Too"

Location: A crossing in the latter half of the maze. Near the shrine.

#Description

This crossing is different. No one is wrapped. Instead, a person is sitting on a chain — not wrapped, but using the chain like a chair. He smiles softly. He waves to the PCs.

"You finally came. I was waiting. Sit down. There is tea."

His name is Haruhiko. He entered this forest 50 years ago. He is neither freed nor bound. He chose this forest, but he is not wrapped in chains. He is a "liminal one."

He makes the PCs a kind of offer.

"You understand this is a rather good place, don't you? Of course, it is frightening to someone seeing it for the first time. But once you get used to it, it is peaceful. Try resting for a while. I am not telling you to be wrapped against your will. Just one night. Just rest."

#Temptation Check

A PC who accepts Haruhiko's offer makes a Mental Save, Target Number 13 check:

ResultMeaning
7 or lowerThe PC says, "I want to rest for a while," and sits down. Cannot move until the session ends.
8~11The PC hesitates. Action -1 for 1 round. Recovers if a squad member helps them stand.
12~15The PC refuses the offer. But remembers the taste of the temptation (Sando Chivalric Love +0.5).
16 or higherThe PC sees through the nature of the offer. Gain Haruhiko's additional information (see below).

#Information Revealed on Insight

On Target Number 15 or higher, the GM reveals the following:

  • Haruhiko was in fact Grip Mother's former lover. He followed her into the forest, but remained beside her without being wrapped. He is this forest's living witness.
  • He knows of the existence of the sealed thing deep within the forest. But he fears it.
  • If the PCs gain information from him, they gain proactive understanding +2 during the Act 4 Kokujo Daimo encounter.

#Haruhiko's Gift

If the PCs are friendly and refuse the temptation, Haruhiko gives them a small Iron Heart(鐵心) crystal when he leaves.

  • Use it in Act 4 when choosing "conversation instead of attack" with Kokujo Daimo.
  • 1-use item. If they say, "Daimo, Haruhiko remembers you," Daimo stops attacking for 1 round.

#Scene 5. Middle Combat — Black Rope Soldier

Location: After the third bound-soul encounter, on the way to the shrine clearing.

#Description

The path opens. But at the end of the path, chains move. This time is different. Chains gather into human shapes — with arms and legs. Their heads are masses of chain, but clearly shaped. They are Black Rope soldiers.

Black Rope soldiers are beings that guard this forest. Some of the bound souls become "part of the forest" over time and turn into soldiers. They have intelligence, but follow only one order — "drive out intruders."

"Drive out," not "kill." This battle aims for being pushed outside the maze more than death.

#Combat Setup

See Chapter 2 Yoma Bestiary — Faces of Black Rope.

  • Enemy count: 2~3 (adjust to PC count).
  • Difficulty: medium (for 3rd-dan PCs).
  • Special Rule: Black Rope soldiers do not try to knock PCs down. Instead, they try to "push them out." Each attack pushes a PC 1 square backward. If a PC is pushed toward the maze entrance, the combat ends.

#Victory Conditions

  • Defeat all Black Rope soldiers, or succeed at negotiation (Perception check, Target Number 15; they barely speak).
  • No PC is pushed outside the maze.

#Defeat Conditions

  • All PCs are pushed outside the maze → return to the Act 1 end point. When the session resumes, they cannot proceed to Act 3 and must retry Act 2.

#Scene 6. Shrine Clearing — Circle of Stillness

Location: The central point beyond the maze. A circular space where chains do not grow.

#Description

The moment you break through the maze, the world suddenly widens. A circular clearing about 30 paces across. The floor is smooth black stone. Chains do not grow in this circle. The air is fresh. Something like white sunlight descends from above — though there is no sun, of course.

At the center of the circle is a small stone shrine. Height 2m, width 1.5m. One cushion is placed in front of the shrine. Beside the cushion sits a cup of tea, still steaming.

Grip Mother sits on the cushion. She was waiting for you.

"You made it this far. Sit down."

Her smile is different. It is not the smile of the strange mother from Act 1. Here, she is the host of the house. At ease.

This scene is the end of Act 2 and the opening of Act 3. For the detailed conversation, see Act 3 — Contract or Betrayal.


#Step-by-Step Progression Guide

#Step 1 — Maze Entry (0.5 hours)

  • Describe the lattice landscape.
  • Entry check.
  • Sense-of-direction RP.

#Step 2 — First Bound Soul (Sakai) (0.5~1 hours)

  • Description and conversation.
  • Each PC's personal response.
  • Check and result.

#Step 3 — Second Bound Soul (Mizuki) (0.5~1 hours)

  • Description and conversation.
  • Perception check (grasp the truth).
  • Dilemma choice.

#Step 4 — Third Bound Soul (Haruhiko) (0.5~1 hours)

  • Temptation scene.
  • Mental Save.
  • Gain information or item.

#Step 5 — Middle Combat (0.5 hours)

  • Black Rope soldier encounter.
  • Combat or avoidance.

#Step 6 — Shrine Arrival (0.5 hours)

  • Clearing description.
  • Connect to Act 3.
  • Possible session end point.

#Success/Failure Branches

#Act 2 Success Conditions

Achieve 2 or more of the following.

  • [ ] Speak with all 3 bound souls.
  • [ ] Make an intentional choice of either "respect" or "freeing" for at least 1 soul.
  • [ ] Avoid being pushed outside the maze in the Black Rope soldier combat.
  • [ ] Reach the shrine clearing.

#Act 2 Failure Conditions

  • [ ] 1 or more PCs succumb to Haruhiko's temptation and remain in the "resting" state (this PC becomes an NPC from Act 3).
  • [ ] Wander the maze for 8 rounds or more → carry over Act 2 due to session time overrun.
  • [ ] Lose the Black Rope soldier combat → return to the maze entrance.

#Midpoint Branches

  • Respect route: The party mostly respects the wills of the bound souls → Grip Mother Affinity +2, Act 3 contract offer is favorable.
  • Freeing route: The party makes many choices to free souls → Grip Mother Affinity -1, Act 3 contract offer is cold.
  • Mixed route: Different PCs make different choices → Grip Mother's reaction becomes ambivalent, Act 3 RP becomes more complex.

#GM Control

#Ethics of Freeing — Core Presentation

The central theme of this act is "Is freeing someone right?" The GM does not give the PCs an easy answer. Every choice has two sides.

#Two Sides of Freeing

BenefitDrawback
Expresses the PCs' mercyThe freed one may not want it
Morale +1 (honor in the domain)Grip Mother Affinity -1
Moral satisfactionSando balance may collapse

#Two Sides of Leaving

BenefitDrawback
Respects another's willMoral discomfort
Grip Mother Affinity +1Guilt accumulates inside the PCs
Learn Black Rope's philosophyHard to explain after returning to the domain

#Pacing Management

SceneTarget TimeIf It Runs Long
Maze entry30 minutesShorten the entry check to 1 roll
3 bound souls90 minutesCompress or skip Haruhiko scene
Combat30 minutesEnd within 2 rounds
Shrine arrival30 minutesDescribe only, then move to Act 3

#Sando Influence

ActionSando Influence
Respect will (leave them)Chivalric Love +1
Free against willHumaneness and Duty -0.5, Chivalric Love -0.5
Free according to willHumaneness and Duty +1
Refuse Haruhiko's temptationWay of Goodness +0.5
Accept Haruhiko's temptationWay of Goodness -1 (loss of judgment)
Attempt negotiation with Black Rope soldiersWay of Goodness +0.5

#Appendix A — Maze Map (GM-Facing)

     [Shrine Clearing]
       |
     (Scene 6)
       |
    [Middle Combat Point]
     (Scene 5)
       / \
      /  \
  [Haruhiko] [Mizuki]
   (Scene 4) (Scene 3)
      \ /
    [Sakai]
    (Scene 2)
      |
   [Maze Entrance]
    (Scene 1)
      |
    [Forest Flank Zone]
    (Act 1 End)

The maze is not linear. To meet all 3 souls, the PCs must pass through branches several times. If the PCs try to skip them, the GM uses the maze's "return effect" — avoiding a branch returns them to the same crossing.


#Appendix B — Bound Soul NPC Summary

Details are in Chapter 2 NPC Catalog. Here, only the essentials needed for GM operation are summarized.

NPCPersonalityCentral QuestionGift
Sakai TaroAtonement type. Refuses release."How do you put down guilt?"fragment of the broken way
MizukiConfused type. Wants freedom, but repeats."Can you bear the weight of freedom?"none (or domain resident)
HaruhikoLiminal one. Witness of choice."Is an in-between position possible?"Iron Heart crystal

#Appendix C — Moral Dilemma Discussion Guide

Meta discussion topics the GM can raise with the players during or after the session.

  1. "Is freeing someone right for everyone? What if the other person does not want it?"
  2. "If binding is the other person's choice, is respecting that choice Humaneness and Duty, or bystanding?"
  3. "Is it right to free someone now if that person may change their mind after 10 years?"
  4. "What are you bound to? Whom would you want to free you from that binding?"

This discussion is optional. Skip it if the players do not want it. But it is strongly recommended for groups that want to dig deeper into Black Rope's themes.


#Act 2 End Checklist

Things the GM should confirm at session end.

  • [ ] Record the states of the 3 bound souls (freed/left/forced freed/relationship).
  • [ ] Update Grip Mother Affinity.
  • [ ] Record each PC's Sando changes.
  • [ ] Update Barrier HP.
  • [ ] Organize acquired items (fragment of the broken way, Iron Heart crystal, etc.).
  • [ ] Award PC experience. Early 3rd dan → late 3rd dan.
  • [ ] Confirm Act 3 entry condition (Grip Mother's reaction tone).

#Appendix D — Bound Soul Bit-Part Pool (Optional)

Bound souls the GM can use as additional encounters depending on spare time or player interest. They replace or supplement the central 3(Sakai, Mizuki, Haruhiko).

#D.1 Goemon — Temple-Administration Monk

  • Monk who entered this forest 30 years ago.
  • He could not shake off the tower one of his disciples caused to fall during a sermon, and wrapped himself.
  • In conversation, he speaks while chanting scripture.
  • Listening carefully to his words instead of freeing him gives Spirit recovery +1.
  • Gift (if heard): 1 sheet of "torn sutra passage" paper. If shown to Kokujo Daimo in Act 4, Daimo's attack power -1.

#D.2 Osushi — Young Girl

  • Girl who entered this forest 5 years ago. The most recently trapped soul.
  • The girl is crying. She says she wants to be freed.
  • However, on a successful Perception check, Target Number 15 — it is revealed that she is a phantom who died long ago.
  • The real Osushi is not here. This is bait for Black Rope to test the PCs' compassion.
  • A PC who "frees" the phantom gains Sando Way of Goodness -1 (failure of judgment).
  • A PC who sees through the phantom gains Sando Way of Goodness +1.

#D.3 Nameless One — One Whose Face Is Covered by Chains

  • The longest-bound soul. More than 100 years.
  • Cannot speak. The face is covered in chains.
  • If a PC pulls the chains aside — beneath them, there is no face. The face has melted and assimilated with the chains.
  • No name, no gender, no past is known. They are simply here.
  • A being for whom the act of "freeing" loses meaning.
  • All PCs make a Mental Save, Target Number 13 check. On failure, they enter a "silent"(no voice) state for 1 round. On success, Sando Way of Goodness +1 (state of deferred judgment).

#D.4 Daisuke — Former Kokujin Samurai

  • Samurai from the same kokujin family 40 years ago. A person connected to the current domain.
  • If a PC has ties to the family, that character recognizes him.
  • He knows the domain has fallen into the Spirit Realm.
  • Information provided (Perception 12 or higher): "Kokujo Daimo is not Grip Mother's 'other face.' She is a separate being. Two souls sharing the same body."
  • This information is decisive in the Act 4 negotiation.

#Appendix E — Hidden Gimmick: The Maze's "Mirror of Memory"

A hidden encounter at one point in the Act 2 maze. Found on a successful Search Target Number 15.

#E.1 Discovery

In a corner of the maze is a small puddle. The bottom is smooth black stone, and the water is black but clear. Reflected on the surface is not the PC's own face — but a certain moment from the PC's past.

#E.2 Function

When each PC looks into the water, the GM improvises a scene from that PC's past. The theme is "When did you bind yourself?" Find the scene in the PC's backstory, or if none exists, the GM creates it.

Examples:

  • "You were five years old, and one word from your father buried your dream."
  • "You were sixteen, and you left home to meet someone's expectations."
  • "You were twenty, and you set down your sword because you could not abandon the one you loved."

#E.3 Check

The PC makes a Mental Save, Target Number 11 check.

ResultMeaning
7 or lowerEroded by the weight of memory. Sando Chivalric Love +1, one-breath limit -2 (must be removed).
8~11Discomfort. Action -1 for 1 round.
12~15Accept the memory. Sando Way of Goodness +1.
16 or higherInsight. +2 bonus on the Act 4 Kokujo Daimo "test" check.

#E.4 Meaning of the Gimmick

This encounter reveals Black Rope's essence most clearly — the question "When did you bind yourself?" It is the only scene where the PCs face that question directly. The GM should not miss this scene, and gives each PC individual time.


#Appendix F — Resources Consumed in the Maze

Resources consumed while moving through the maze.

ResourceConsumptionRecovery
Food1 / 2 roundsReplenish on domain return
Herbs1 / encounter1 can be provided at the Act 3 shrine
Talisman0 (talismans are weak in Black Rope)
Energy-1 per encounterNo rest possible (chains grow)
Exposure+1 / 2 roundsCan purify on domain return

#Rest Trap

A PC who attempts explicit rest in the maze makes a Mental Save, Target Number 13 check. On failure, chains begin to coil around their feet. The GM shows this by description, without warning the PC — "You closed your eyes for a moment, and your ankles feel heavy. When you try to move, something is wrapped around them."


#Next Step

  • Prepare to enter Act 3: Act 3 — Contract or Betrayal
  • Share with players: The next session is contract and choice. RP has a large share.
  • GM record: Summarize each PC's attitude toward the 3 souls. This is reflected in Kokujo Daimo's "test" in Act 4.

Act 2 is an act of ethics. Act 3 becomes an act of promise. Only those who pass the ethical test understand the weight of a promise.

Final GM Note: At the end of Act 2, ask the players. "What does your PC carry out of this forest? Not only objects, but what they hold in their heart." Record the answer. In Act 4, that "held thing" is tested.