English edition v1.3.3

#Act 4 (Climax) — Parley with the Forest's Master

Contents

"The master of this forest is not one. It is one obsession with two faces. Which face will you answer?"

Core References

- Required: Combat Flow · Non-Combat Checks · Yoma Bestiary · Three Ways and Six Hearts

- Reference: Zone Gimmicks · Squads

- In this supplement: 11-00 · 11-03 · Black Rope Hell Guide · Chapter 2 NPC Catalog · Chapter 2 Yoma Bestiary — Faces of Black Rope · Kokujo-ryu School


#Scent — Texture of the Pit

The road to the pit of the seal is not short. When you leave the shrine clearing and enter the eastern passage, the road descends. Little by little. One sun per step, then two sun. Underfoot, this is not a floor but a slope. Then the air changes.

Something you did not feel above rises from below. It is not hot. But it is thick. Breath grows heavy. In your ears, a pulse-like sound echoes — not your own heart. Someone's heart. A heartbeat rising from the bottom of the pit.

When you stand at the end of the road, you see it. A huge pit, hollowed downward. Its diameter is about 100 paces. Its depth is 30 paces. At its center —

a woman wrapped in chains lies there.

She looks exactly like Grip Mother. But she is large. Twice as large, perhaps three times. And her chains are not thin — thousands of iron chains as thick as your waist wrap around her, pinning her to the bottom of the pit. The chains stretch out through the entire forest. Every chain you have seen until now — came from this one woman.

Her eyes are closed. Whether she sleeps or is conscious, you do not know. A faint smile rests on her lips. It is not pain — it is peace.

Grip Mother stands at the edge of the pit. If you made the contract, she will have come with you; if you betrayed her, she will already be on the other side. Her face bears an expression you have never seen before — the face of someone looking at herself.

She looks at you. She says only one thing.

"You decide."


#Law — Act 4 Game Data

#Act Meta

ItemValue
Session NumberSession 8 (final session of Chapter 2, climax)
Actual Play Time4~5 hours
Major Scene Count6 scenes (pit entry / facing Daimo / threefold choice presented / each route unfolds / ending / aftermath)
Major Checkscombat overall, Perception, Negotiation, Mental Save, Barrier, bronze mirror check
Expected PC Growthremain early 4th dan
Major NPCGrip Mother (accompanying, opposed, or absent), Kokujo Daimo (boss), Haruhiko (recollection)
Major YomaKokujo Daimo(Lord-grade), 4 types of Daimo minions

#Barrier HP Changes

TimingChange
Session start0
During climax-10 ~ -20 (route-dependent)
Ending aftermath+5 (friendly ending) / -5 (hostile ending) / +0 (neutral)

Special note: In the combat route, Barrier HP falls dramatically. In the negotiation and sacrifice routes, it is relatively stable.

#Threefold Choice

The center of this act is the threefold choice. After facing Daimo, the PCs must choose one of three branches.

RouteNameCore Method
覇 (Hegemony)combatdefeat Daimo head-on
眞·慈 (Truth·Compassion)negotiationmake the parley with Daimo succeed
虛 (Void)sacrificeone PC exchanges places with Daimo

Each route has different endings, rewards, and entry conditions for the next chapter. See "Route-by-Route Development" below for details.


#Encounters — Scene-by-Scene Flow

#Scene 1. Pit Entry — The Road Down

  • Location: End of the shrine's eastern passage.
  • Time: Start of Session 8.

#Description

While descending along the passage, there are three places to stop. At each stop, the GM gives a short description.

  1. First stop (1/3 point) — The chains on the wall suddenly raise their heads toward you. They do not attack. But they are watching.
  2. Second stop (2/3 point) — The pulse in your ears synchronizes with the pulse of one squad member. The GM chooses a random PC with dice. That PC feels, "For a moment, my heart seems to belong to someone else."
  3. Third stop (just before the pit edge) — The air changes into complete stillness. There is no wind and no sound. When you breathe in, you hear only your own breath.

#Check: Mental Stability

Each PC makes a Mental Save, Target Number 13 check:

ResultMeaning
7 or lessShaken. -1 to their first-round action in the facing scene.
8~11Uneasy. Keep the check result; no separate penalty.
12~15Stable. +1 advantage on checks when facing Daimo.
16 or higherDetached. Unaffected by Daimo's first gaze.

#Scene 2. Facing Daimo — She Opens Her Eyes

  • Location: Pit edge.
  • Time: Immediately after Scene 1.

#Description

The moment you stand at the edge of the pit, Grip Mother (if the contract was sincere) steps one pace toward your side. If this is the betrayal route, she stands on the opposite edge, betrayal written on her face. If this is the refusal route, she is not there at all. These three states decide the opening mood.

Then she — Kokujo Daimo, lying below — opens her eyes.

Her eyes are as deep as Grip Mother's. But they are deep for longer. A depth condensed from 100 years of obsession. She slowly raises her head. The chains move with a great ringing sound. But she does not rise. She cannot rise. The chains bind her.

She opens her mouth. Her voice is one octave lower than Grip Mother's. In place of Grip Mother's gentleness, it holds cold certainty.

"I have waited long."

"I knew you would come. If not you, then someone else. It was decided that the chains would draw you here."

"I ask you. Will you — free me, bind me more deeply, or take my place?"

#Declaration of the Three Branches

This one line from Daimo formalizes the threefold choice. The GM explicitly presents the three branches to the players — but not mechanically. Fold them into the dialogue.

"Those who would free me, lift your chains. Those who would bind me, add your seal. Those who would enter, remove your garments. ... Do not hurry to choose among the three. I waited 100 years. I can wait another round."

#Whether to Use the Bronze Mirror

If the PCs have the bronze mirror fragment, they can use it at this point.

Use TimingEffect
Use immediately after facing herDaimo and Grip Mother appear overlapped. Both cannot attack for 1 round. Perception +3 bonus continues.
Use after route choiceEffect only on specific routes (details in each route entry)
Do not useThe mirror vanishes automatically at the end of Act 4

#Scene 3. Hegemony Route — Combat

#Entry Condition

The PCs choose combat while either "freeing her" (release the seal, then defeat her) or "binding her further" (reinforce the reseal).

#Combat Setup

ItemValue
BossKokujo Daimo (Lord-grade) — see Chapter 2 Yoma Bestiary — Faces of Black Rope
MinionsBlack Rope servitors(4) — appear in the middle of the scene
TerrainCenter of the pit. Chains coil from three sides
Time LimitSettle it within 10 rounds. If exceeded, Daimo enters her Frenzy phase
Ally PresenceIf Grip Mother is allied, she joins as support

#Combat Gimmicks

  1. Chain regeneration: Even if Daimo's chains are cut, 1 strand regenerates on the next round. Until everyone cuts at the same time, her restraints remain.
  2. Chain loop: If a PC attacks for 3 consecutive rounds during combat, chains wrap around that PC. Escape with an Unarmed Combat or Disable check, Target Number 13.
  3. Daimo's song: Daimo uses lullaby every 3 rounds. PCs in range make Mental Save, Target Number 15; on failure, "sleep" for 1 round (cannot act).
  4. Frenzy phase: Triggers after more than 10 rounds or when Daimo is at half Wounds or lower. Chains explosively spread outside the pit. Barrier HP takes an additional -10.

#Victory Conditions

  • Daimo's Wounds reach 0 or she loses consciousness.
  • Or 5 core strands of Daimo's chains are cut simultaneously (alternate victory).

#Combat Results

On victory:

  • Treat Daimo as "vanished." But she is not dead — she returns into Grip Mother's inner self.
  • Grip Mother collapses — she falls to her knees and cries. For 1 round, she says nothing.
  • One strand of Daimo's chains transforms into a Kokujo-ryu core. Acquired.
  • Unlock the Kokujo-ryu school (but if Grip Mother is hostile, there is no teacher).

On defeat:

  • All PCs fall to the bottom of the pit. They are wrapped in Daimo's chains.
  • 1 PC makes a "settling" check (Mental Save, Target Number 15). On failure, that PC becomes an NPC and remains in the forest.
  • The other PCs are found after the session, abandoned on the Flank Zone of Black Rope. Barrier HP -20.

#Scene 4. Truth·Compassion Route — Negotiation

#Entry Condition

The PCs present "a 4th path that is none of the three," or explicitly choose negotiation after the threefold choice.

#Structure of the Negotiation

Negotiation proceeds in 3 steps. Each step has a check, and step-by-step successes must accumulate for final success.

#Step 1 — Listening (Hear Her Story)

Daimo tells her own story. A monologue as one sealed for 100 years.

"100 years ago, she cut me away. I was her obsession. The hand that held onto the one she loved. She tried to erase me — but she could not erase me, so she bound me."

"In this place, I could neither be freed nor disappear. I grew between those two. It took 100 years. Now I am not merely obsession. I am choice."

The PCs listen to the end. If they interrupt, negotiation fails.

  • Check: Mental Save, Target Number 11 (maintain focus).
  • On failure: Daimo closes her mouth. Negotiation Step 1 ends, and later steps cannot be entered (detour to the Hegemony or Void route).
#Step 2 — Empathy (Acknowledge Her Existence)

One PC steps forward and speaks to Daimo. This is not mechanical — it is RP-centered. The GM evaluates the player's actual words.

  • Check: Negotiation check, Target Number 15 + adjustment for RP quality.
  • Success condition: an attitude like, "We will not erase you. But we will ask for your choice too."
  • On failure: Daimo says, "You do not understand my existence," and closes her eyes. Negotiation ends and automatically converts to the Hegemony route.
#Step 3 — Proposal (Find a Shared Answer)

The PCs make a proposal to Daimo. One of the following three proposals (or a creative alternative):

ProposalContentDaimo's Response
IntegrationMake Daimo and Grip Mother one againPositive (Target Number 13 Negotiation). On success, Grip Mother becomes "one complete person"
CoexistenceDaimo and Grip Mother remain separate beings and jointly manage the forestNeutral (Target Number 15 Perception). On success, the forest becomes the "forest of two mothers"
RelocationInvite Daimo to the domain and prepare a separate placeDangerous (Target Number 18 Negotiation + domain agreement). On success, Daimo guards the domain's gate
  • Each proposal has a different Target Number and next-chapter effect.
  • On success, Daimo closes her eyes. But this time, it is a peaceful closing. Her chains unfasten themselves.

#Negotiation Success Results

  • Gain 1 allied Kokujo Daimo. Link to 8 Spirit Realm Intelligences — Negotiable Others.
  • Grip Mother Affinity reaches Veneration level.
  • Kokujo-ryu school can be taught. Grip Mother visits the domain and teaches 1st~3rd dan.
  • Barrier HP recovers +5.
  • Three Ways and Six Hearts: chosen PC Truth·Compassion +2.

#Bronze Mirror Support Effect

Using the mirror at Step 2 gives Target Number for Negotiation checks -3. Using the mirror at Step 3 lowers the Integration proposal to Target Number 10.

#Scene 5. Void Route — Sacrifice

#Entry Condition

One PC proposes to exchange places with Daimo. This is the rarest route.

#Meaning of Sacrifice

"Void" is the choice to empty oneself and yield a place. The PC enters Daimo's place, frees Daimo, and is wrapped in chains. From then on, this PC becomes the new mother of Black Rope.

#Entry Checks

CheckTarget NumberMeaning
Mental Save17Whether they can enter the state of Void
Negotiation14Persuade Daimo that she has reason to yield the place
Barrier12Perform the rite of wrapping the chains around their own body

If all three checks succeed, the sacrifice succeeds. If any one fails, the sacrifice is invalid and the route changes (Hegemony or Truth·Compassion).

#Results of Sacrifice

  • That PC becomes an NPC. However, this is not death. They continue to exist, bound to Black Rope.
  • Daimo is freed — and merges with Grip Mother. Grip Mother recovers her identity as one true person.
  • The sacrificed PC may reappear in the later campaign as a helper NPC. One strand of their chain returns to the domain (maintaining a resonance Barrier).
  • Barrier HP recovers +10. Kokujo-ryu school automatically unlocks.
  • Three Ways and Six Hearts: sacrificed PC Void +3 (the character themself becomes the symbol of Void).

#Weight of Sacrifice — GM Staging

This route is a choice made with a PC's life at stake. The GM does not permit it lightly. Ask the player the following questions directly.

  1. "How precious is this PC to you? You will not be able to use this character again in the later campaign. Is that all right?"
  2. "What is the motive for the sacrifice? Guilt? Heroism? Resignation? I want that motive reflected in this character's last line."
  3. "How do you want to stage the sacrifice scene? Short? Long? Without words? After farewells?"

If the player's answer shows "even the slightest hesitation", the GM suggests changing routes. Only a truly ready player walks the Void route.

#Scene 6. Ending and Aftermath

#Ending Description by Route

#Hegemony Victory

Daimo closes her eyes. For the last time. Her chains scatter into dust. The forest — remains as it was. But the air grows one layer lighter. Grip Mother says nothing for a long time. Then, softly, as if to herself, she says — "Thank you... no, I'm sorry. ... I don't know." Her tears seep into the chains.

#Truth·Compassion Success

Daimo smiles. For the first time. Her chains unfasten themselves. The loosened chains do not fall to the ground — they become light in the air and scatter. Grip Mother and Daimo meet each other's eyes. The two say not one word. They simply look at each other. Two faces that could not see each other for 100 years look at each other.

#Void Success

One of you is wrapped in chains. He is smiling. He says he is not afraid — perhaps a lie, perhaps the truth. Grip Mother approaches him and takes his hand. "Child. Here, you are the mother. I now become the daughter." Daimo is freed and becomes dust. The forest is quiet.

#Aftermath: Return to the Domain

In all three routes, the PCs leave the forest and return to the domain. In the return scene, the GM tells them the following state.

RouteDomain StateResident Reaction
HegemonyBarrier HP recovery speed +1/week"Our warriors drove away evil"
Truth·CompassionBarrier HP +5, Grip Mother scheduled to visit"A stranger is helping the domain"
VoidBarrier HP +10, 1 PC absent"One person remained to protect us"

#Grip Mother's Final Farewell

In every route, Grip Mother says farewell to the PCs. Her words differ by route.

#Hegemony Route

"You were brave. Thank you for deciding what I could not decide. This forest is now my burden. I will carry it alone. ... You do not have to come again. But please do not forget."

#Truth·Compassion Route

"You saved us. No, more precisely — you helped us understand ourselves. She and I are now in one place. If the domain needs me, I will come when called. Even if the thread of promise is undone, the thread of memory remains."

#Void Route

"I will care for your companion. Forever. He is now my child and my mother. ... You should return. And remember him. As long as you remember, he is alive."


#Step-by-Step Progression Guide (Whole Session 4~5 Hours)

#Step 1 — Pit Entry (30 minutes)

  • Describe the descending road.
  • Stage the three stops.
  • Mental stability check.

#Step 2 — Facing Daimo (45 minutes)

  • Read Daimo's entrance aloud (GM dialogue).
  • Present the threefold choice.
  • Allow player discussion time (20~30 minutes).
  • Decide whether to use the bronze mirror.

#Step 3 — Route Entry Branch (Branches by Route From Here)

#Hegemony Route (90~120 minutes)

  • Combat setup.
  • Defeat within 10 rounds.
  • Respond to the Frenzy phase.
  • Determine victory or defeat.

#Truth·Compassion Route (90~120 minutes)

  • Run the 3-step negotiation.
  • Enrich RP at each step.
  • Determine success or failure.

#Void Route (45~60 minutes)

  • Sacrifice rite.
  • Emotional RP.
  • Farewell.

#Step 4 — Ending and Return (30~45 minutes)

  • Ending description.
  • Return to the domain.
  • Farewell with Grip Mother.
  • Preview the next chapter connection.

#Step 5 — Chapter-End Rite (15 minutes)

  • One-sentence reflection from each PC.
  • GM notes.
  • End session.

#Success/Failure Branches

#Act 4 (Whole Chapter) Success Conditions

  • [ ] Clearly complete one route among the threefold choice.
  • [ ] Gain at least 1 strand of Daimo's chains (Kokujo-ryu core).
  • [ ] Maintain Barrier HP 25 or higher.
  • [ ] At least 2 PCs survive.

#Act 4 Failure Conditions

  • [ ] All PCs die or settle into Black Rope.
  • [ ] Barrier HP 0.
  • [ ] Daimo enters the Frenzy phase and cannot be controlled.
  • [ ] Grip Mother hostile + negotiation failure + combat defeat all occur at once.

#Middle Branches (Determine Ending Type)

  • Friendly ending: Truth·Compassion succeeds or Void succeeds. Kokujo Daimo's memory is positive toward the domain.
  • Victory ending: Hegemony victory. The domain has grown stronger, but weight remains.
  • Tragic ending: Hegemony defeat, or negotiation/sacrifice failure. Black Rope threatens to expand into the domain (Chapter 3 difficulty +1).
  • Settling ending (standalone ending): All PCs settle into Black Rope. The domain remains as "a quiet little village of Black Rope." The campaign can end.

#GM Control

#Do Not Force the Threefold Choice

If the PCs try to find "a path that is none of them," the GM welcomes it. Black Rope is the hell of choice. The fixed paths are not the only answers.

Expected possible 4th and 5th paths:

  • "Let us show her the domain." → domain invitation sub-arc. Weakening +1, but long-term alliance strengthened.
  • "Let us change the seal — to something gentler." → Kokujo-ryu learning + Spirit Realm ritual research. Takes 2~3 rounds, RP-centered.
  • "Let us persuade Daimo to disappear of her own will." → hardest negotiation (Target Number 20+). On success, Daimo voluntarily vanishes and Black Rope shrinks by half.

#Do Not Run Combat Mechanically

Daimo's combat is different from ordinary combat. She is a boss who speaks. Every round, she throws out one line. Examples:

  • 1 round: "You strike my body. Where did your body come from?"
  • 3 rounds: "Is the sword you swing yours? Or was it given to you?"
  • 5 rounds: "These chains are heavy, aren't they? You carry something heavier."
  • 7 rounds: "Continue. I do not hurt. I have hurt for 100 years."

These lines affect the PCs' Three Ways and Six Hearts. The GM maintains the story even during combat.

#Do Not Rush Negotiation

The Truth·Compassion route takes time. If the players are absorbed in RP, the GM allows it. It can go over 3 hours — this is the apex of Chapter 2.

#Weight of the Void Route

As mentioned above, the Void route means a PC's exit from the campaign. The GM gives the player enough time to think. It must not be an impulsive decision.

#Barrier HP Management (Special Rule for This Act)

In this act, Barrier HP differs greatly by route.

RouteBarrier HP Effect
Hegemony victory-15 (combat aftermath) + 5 (recovery) = -10
Hegemony defeat-25 (combat + Frenzy)
Truth·Compassion success-5 (early pressure) + 10 (recovery) = +5
Truth·Compassion failure-10
Void success-5 (early pressure) + 15 (sacrifice resonance) = +10
Void failure-15 (backlash on failed sacrifice attempt)

#Sando Influence (Final)

At each route's end, PC Sando changes greatly.

RouteMain InfluenceSecondary Influence
HegemonyHegemony +2Compassion -1 (if it was cruel)
Truth·CompassionTruth +1, Compassion +1Hegemony -0.5
VoidVoid +3 (sacrificed PC only)Compassion +1 (remaining PCs)

#Appendix A — Kokujo Daimo Dialogue Pool (GM Reference)

#A.1 Opening Facing — Cold Greeting

"I have waited long. I wonder what you have brought."

"You are her messenger(使者). She sent you to see me."

"Or else, you came by your own will. Better."

#A.2 Listening Step — Self-Monologue

"I once had a name. Now I have forgotten it. No, I was forgotten — when she cut me away."

"Love becomes obsession. Obsession becomes chains. Chains eventually become the self."

"100 years have passed. Now the memory of being bound is greater in me than the memory of love."

#A.3 Empathy Step — Test

"There is sincerity in your words. But sincerity is not the answer. The answer is — action."

"You say you understand me, but understanding is not salvation."

"If she had understood me, I would not be here. She bound me without understanding me."

#A.4 Proposal Step — Acceptance or Refusal

"Integration? ... She and I, one again. I have no reason to refuse. But — have you asked her will?"

"Coexistence? Can this forest hold two mothers? An interesting proposal."

"Relocation? To your domain? ... A dangerous proposal. But there is possibility."

#A.5 During Combat — Vulnerability Gradually Revealed

"Strike. My chains hurt. I do not."

"You are strong. But strength is not the answer. She was strong too. She could not release me."

"(Final phase) Now I understand. You are braver than she was. You have chosen to erase me."

#A.6 Sacrifice Facing — Surprise and Sorrow

"You? ... You want my place?"

"Why? I have never met you. Tell me your reason."

"(Acceptance) Good. I give my place to you. But this place is not easy. 100 years ago, I heard these same words. ... Thank you."


#Appendix B — Kokujo-ryu School Teaching Conditions Summary

#B.1 Unlock Conditions

Meet one or more of the following.

  • Truth·Compassion route succeeds.
  • Hegemony route victory + Grip Mother Affinity friendly or higher.
  • Void route succeeds.

#B.2 Teacher

  • Grip Mother (if friendly or higher relationship is maintained).
  • Remnant of Daimo (in the Void route, the sacrificed PC themself).

#B.3 Teaching Details

  • Teaching location: shrine clearing (if alive) or domain (if Grip Mother visits).
  • Teaching period: 30 domain days.
  • Teaching target: onmyoji or PC with Chivalric Love 3 or higher.
  • Choose 1 technique from 1st~3rd dan (3rd dan or higher in later chapters).

See Kokujo-ryu (黒縄流) for detailed techniques.


#Appendix C — Void Route Safety Agreement (Meta)

The Void route has a deep emotional impact on the player. The GM confirms the following before the session starts.

  1. "There may be a PC sacrifice in this session. Is that all right?"
  2. "The sacrificed PC becomes an NPC, but can return as a helper in the later campaign. Do you agree to this setup?"
  3. "How should the sacrifice scene be staged — solemnly? Quietly? With humor?"

Respect the player's answers and proceed with the session.


#Act 4 End Checklist

  • [ ] Record route decision (Hegemony/Truth·Compassion/Void/other).
  • [ ] Ending type (friendly/victory/tragic/settling).
  • [ ] Final Barrier HP value.
  • [ ] Final weakening value.
  • [ ] Final Grip Mother relationship (hostile/neutral/friendly/Veneration).
  • [ ] Kokujo Daimo state (vanished/seal maintained/integrated/moved to domain).
  • [ ] PC survival state and whether anyone sacrificed.
  • [ ] Whether Kokujo-ryu is unlocked.
  • [ ] List of acquired cores and items.
  • [ ] Final Three Ways and Six Hearts changes by PC.

#Next Step

  • Chapter-end cleanup: Chapter 2 Rewards, Domain Changes, and Next-Chapter Connection
  • Check Chapter 3 connection: how each ending type affects entry into Chapter 3 (Screaming Hell).
  • GM record: briefly note each PC's "most memorable moment in this chapter." This becomes a personal hook in the opening of Chapter 3.

Act 4 was the act of facing. The next chapter becomes the act of noise. Only those who endured a quiet facing can bear the noise.

Final GM Note: After Act 4 ends, ask each player — "What is your PC bound to now? And is that binding the same as before they came here?" Record the answer. That answer determines that PC's first scene in Chapter 3.

Black Rope's Last Three Sentences:

1. "Freeing, binding, and changing places — all are answers."

2. "Sometimes having no answer is the answer. But only the one who found it knows that answer."

3. "Everyone is bound somewhere. Few know their own chains."