English edition v1.3.3

#Chapter 3 Act 2 - Sailing the Boiling Lake

Contents

The wind is hot. The water is red. From the right side of the route, another ship approaches with its sail lowered. The name of that ship feels familiar.

Core References

- Required: Squad Combat · Environmental Hazards

- Reference: Ghosts / Vengeful Spirits

In This Supplement

- Battlefield: 12-06 Yoma Bestiary

- NPC: 12-05 Ghost-Ship Captain Kasakura

- Environment: Spirit Realm Tides · Weather Hazards


#Act Meta Card

ItemValue
Sessionsession 10
Estimated time3~4 hours
Main stageBoiling Bay(煮え湾) - above sea level
Combat likelihoodmedium (2~3 encounters)
Major encountersghost ship Kasakura, Screaming Hell surface eruption, steam ghost swarm
Bossnone (1 Negotiation-centered encounter)
Cores obtainable2~3 (mid-grade)

#Goals of Act 2

Cross the boiling lake and reach the air above the Mizuura ruins. Along the way, pass through the two ghost ships encountered and the surface eruption.

  • Decide the route (safe, direct, Negotiation)
  • Encounter ghost ship Kasakura (Negotiation-centered)
  • Respond to a Screaming Hell surface eruption
  • Arrive above the ruins and prepare to enter underwater in Act 3

#Structure of Act 2 Routes

[Departure point: northern domain water gate]
    │
  Route choice
  ┌────┼────┐
[Route A] [Route B] [Route C]
 safe long route direct short route reef detour (mid-grade core scatter)
 3 encounters   2 encounters    4 encounters
    │
[Middle events]
 - ghost ship Kasakura encounter (required)
 - Screaming Hell surface eruption (random 0~2 times)
 - steam ghost swarm (possible)
    │
[Destination: above Mizuura ruins]

#Check: Route Choice (2d10+Wisdom+Navigation)

  • Target Number 9 (combination of chart and stars)
  • On success: choose desired route + encounter count -1 (sea luck)
  • On failure: encounter count +1

Route Features:

RouteEncountersCore scatterNotes
A (safe long route)3mediumtime delay (-1 additional day of residence)
B (direct short route)2lowchance to avoid danger
C (reef detour)4highabundant cores, possible hull Wounds damage

#Act 2 Scene Order

#Scene 1 - First Hour (15~20 minutes)

Situation:

Half a day after departure. The domain has vanished from sight. Red sea in every direction. Pillars of steam rise from the surface, and the air will not let sweat dry.

Describe the mood aboard the boat. Encourage conversation among PCs. Announce the obligation to wear steam veils (without one, make a Steam stupor check).

#Environmental Check: Steam Adaptation (Group)

  • 2d10+Physique+Hardiness, Target Number 9
  • Everyone succeeds: everyone adapts. No later check modifier.
  • 1~2 failures: those PCs gain the "Steam stupor" condition (3 rounds)
  • Everyone fails: shipboard mood worsens. A sailor NPC(Gakuten or Hatsube) is asked for 1 assistance check.

#Scene 2 - First Encounter: Steam Ghost Swarm (30~40 minutes)

Situation:

From steam 3m above the surface, several faceless forms rise. They are upper-layer condensates of souls long submerged in the boiling water of Screaming Hell. They have no intellect, but mistake the boat for one of their own and cling to it.

Combat encounter - details: 12-06 Boiling Seawater Spirits

#Encounter Conditions

RouteEncounter chance
A75%
B50%
C90%

#Combat Core

  • Steam ghosts take half physical, and are weak to Exorcism and purification
  • Fighting on the boat = risk of falling into the surface. On fall, take 1 Wound Burn
  • If the PCs survive 3 rounds, sunlight pushes the steam back and it dissipates naturally (option)
  • At the end of 3 rounds of engagement, gain 1~2 cores (mid-grade)

#Check: Purification Rite (When Supported by a Monk NPC Such as Gakuten)

  • 2d10 + Wisdom + higher proficiency between Exorcism or Sorcery >= 11
  • Success: avoid combat. The steam ghosts scream and break apart. Gain 1 core. All PCs gain Heart wavering +1 (substitute for Scream infection).
  • Failure: proceed with normal combat.

#Scene 3 - Screaming Hell Surface Eruption (20~30 minutes)

Situation:

From beneath the surface comes the sound of pressure building. A seasoned sailor(Hatsube) can read it immediately - "Steam eruption, starboard!"

#Check: Navigation Evasion (2d10+Wisdom+Navigation)

  • Target Number 11 (Route B is Target Number 9, Route C is Target Number 13)
  • Success: avoid the eruption. Hull Wounds unchanged.
  • Partial success: grazed by the eruption. Hull Wounds -1.
  • Failure: direct hit. Hull Wounds -3. Choose 1 deck PC to take 2 Wounds Burn + surface fall check(2d10+Finesse+Footwork, Target Number 9).

#On Surface Fall

  • First round in boiling water: 2 Wounds Burn (1 Wound if wearing heatproof light armor)
  • From the second round onward: 2 Wounds/round
  • Rescue check: a PC aboard the boat makes the better of two checks. 2d10 + Wisdom + Navigation >= 9 / 2d10 + Physique + Hardiness >= 9 (throwing a rope)
  • If rescue fails within 3 rounds: that PC risks reaching Energy 0 - spending a "silence talisman" can delay by 1 round

#Byproducts After the Eruption

At the eruption point, Screaming Hell water cores(水核) 1~2 rise to the surface. Mid-grade cores. Recovery check, Target Number 9.


#Scene 4 - Ghost Ship Kasakura Encounter (45~60 minutes) ★ Central

Situation:

During the voyage, another boat slides out of a wall of steam. Its sail hangs like rags, and a Kamijo family sect mark is faintly carved into its triangular flag. On deck are six sailors covered in nets. They have no faces. Only one person, a tall, broad-shouldered captain, stands at the prow.

He raises a hand.

"It has been a long time. The domain's flag. Has it been 100 years?"

Ghost-ship captain Kasakura(笠倉) - details: 12-05 Kasakura

#Encounter Structure

This encounter has three routes: combat possible / Negotiation possible / evasion possible.

#(1) Attempt Evasion
  • Check: 2d10 + Wisdom + higher proficiency between Navigation or Perception >= 13
  • Success: the ghost ship vanishes. No core harvest opportunity. However, Act 3 underwater exploration takes an unfavorable modifier(-1).
  • Failure: cannot evade. The ghost ship comes alongside.
#(2) Negotiation Route

Kasakura was the captain of the Mizuura fishing village 100 years ago. On the day the fishing village was "sealed by the domain," he was at sea and could not return. He already knows the truth, but does not say it directly. The PCs must ask the right questions.

Negotiation Topics (PC Questions):

QuestionReactionInformation gained
"Who are you?""The captain of Mizuura's last boat."fishing village name · fact from 100 years ago
"Since when has this water been boiling?""Since that night. Before then, it was a blue sea."the past fishing village was real
"What did the domain do to you?"Silence. 3 seconds. "...What you need to know is below the water."hint of the seal
"Is there something you want from us?""Free my sailors. That is all."Negotiation agreement condition
"Why couldn't you return?""Because the home to return to had sunk beneath the water."emotional connection
#Check: Core Negotiation (2d10+Presence+Negotiation)
  • Target Number 11
  • +1 if carrying the domain flag(旗) (recognized as descendants of the old master)
  • Success: conclude a "guide contract" - Kasakura accompanies them to the Mizuura ruins. When entering underwater in Act 3, he provides guidance (check +2).
  • Partial success: passage permission only. No accompaniment.
  • Failure: relationship hardens. Possible hostility on re-encounter in Act 3.
#Negotiation Agreement Conditions (Kasakura's Demand)
  • Recover the remains of his 6 sailors from the fishing-village ruins
  • Return the remains to the domain and hold a proper funeral
  • Kasakura himself remains on this lake

If the PCs accept these conditions, he tears off and hands over one page of his logbook - foreshadowing [Handout #3].

#(3) Combat Route

Sea battle against Kasakura and 6 sailors. Not recommended - most rewards for this encounter come from the Negotiation and compassion route.

Combat Stat Summary (details 12-06):

  • Kasakura: Elite-rank ghost-ship captain. Recommended Wounds 4, Defense 15, Energy 12. Special: "Whip of Screams" (3-zone attack)
  • Sailors 6: 1 Minion-rank squad(Wounds 1, Cohesion 3). Boiling net attack.

Victory reward: 1 high-grade core, but Kasakura's curse in Act 3 underwater exploration imposes check modifier -2.

#Handout #3 Foreshadowing (Kasakura's Logbook Fragment)

"Keicho 7 (1602), end of summer. The fishing village was quiet for three days. When I returned, the beach was already covered. The domain's flag was planted in the sand, and below it - many things were buried. I called names as I turned back, and the waves swallowed me. Since that night, the sea began to boil."

This fragment hints at the existence of the seal but does not confirm it. It is bait to make the players ask, "what was covered?"


#Scene 5 - Reefs and Core Harvest (Route C Only) (20 minutes)

Occurs only if Route C was chosen.

Situation:

A cluster of black rocks rises above the surface. Between the rocks, several mid-grade cores are shining.

#Check: Passing the Reefs (2d10+Wisdom+Navigation, group)

  • Target Number 13
  • Success: harvest 3~5 cores. Hull Wounds unchanged.
  • Partial success: 1~2 cores. Hull Wounds -1.
  • Failure: no cores. Hull Wounds -2. The boat's helmsman(Hatsube or a PC) takes 1 Wound.

Additional event: 1~2 small sunken souls rise between the reefs - simple combat or ignore.


#Scene 6 - Arrival Above the Ruins (15~20 minutes)

Situation:

Late afternoon. Above the surface, the PCs see pillars half out of the water. The upper part of a collapsed torii(鳥居), the edge of roof tiles. This is the above-water portion of the Mizuura(水浦) ruins.

A place where the boat can anchor - tie a rope to a collapsed shrine pillar.

#Check: Anchorage (2d10+Wisdom+Navigation)

  • Target Number 9
  • Success: stable anchorage. No concern about boat loss at Act 3 start.
  • Failure: unstable anchorage. During Act 3, a "boat movement" incident may occur 1 time when the wind changes.

#Description Immediately Before Session End

"The sail is folded. The sun tilts down. Steam reflects red light. Beneath the surface, you see the bell tower of an old shrine blurred underwater. A bell that has not rung for 100 years is swaying. With no wind."


#Act 2 End Conditions

  • Anchorage complete above the Mizuura ruins
  • Kasakura encounter resolved (Negotiation, combat, or evasion)
  • All PCs survive (or no more than 1 dead)
  • At least 3 water-gate/breathing talismans remain

If satisfied, enter Act 3 Underwater Wreckage Exploration.


#Act 2 Failure Branches

Failed itemResponse
Hull Wounds 1 or loweradd a repair scene before entering Act 3 (2d10+Finesse+Disable, Target Number 11)
Kasakura made hostileoverall -1 modifier to Act 3 underwater exploration checks
Steam ghost combat failed1 PC starts Act 3 with the "Scream infection" condition
Insufficient talismans remainingshorten Act 3 residence time (under 1 hour)

#Act 2 Main Check Summary

SceneCheckDifficultyNote
Route choice2d10+Wisdom+Navigation9affects encounter count
Steam adaptation2d10+Physique+Hardiness9resist Steam stupor
Purification rite (alternative)2d10+Wisdom+Exorcism/Sorcery11avoid combat
Steam eruption evasion2d10+Wisdom+Navigation9~13differs by route
Negotiation (Kasakura)2d10+Presence+Negotiation11central check
Evasion (Kasakura)2d10+Wisdom+Navigation/Perception13if Negotiation unavailable
Reef passage (Route C)2d10+Wisdom+Navigation (group)13core harvest possible
Anchorage2d10+Wisdom+Navigation9arrive at ruins

#Items Obtainable in Act 2

ItemHow obtainedEffect
Mid-grade cores 2~5combat · reefs · eruptionBarrier Wounds +1/each
High-grade core 1when winning combat against KasakuraBarrier Wounds +2/each
Kasakura's logbook fragmentNegotiation successHandout #3 (seal hint)
Whip of Screams (weapon)when winning combat against Kasakura2 Wounds, can inflict "Scream infection"
Screaming Hell water coreharvested after eruptionmaterial for underwater breathing talismans (1 sheet per 2 cores)

#Ghost Ship Kasakura - Encounter Tone Guide

#Appearance

  • Height 5 shaku 8 sun (about 175cm) - tall by the standards of the time
  • Broad shoulders and long arms
  • Beard hardened like crystal (because he has been in water for 100 years)
  • Eyes still warm - unlike his sailors
  • Wears old Japanese fisherman's clothing. White salt covers it

#Speech

  • Slow. He says one phrase, then rests for 2~3 seconds.
  • Uses the past tense often. "Was," "lived."
  • When emotion enters, his voice thins
  • Especially weak to the two words "Mizuura" and "could not return"

#Clues Players May Miss

  • His sect mark is a branch(支派) of the Kamijo family. In other words, he was a past retainer of the domain.
  • When he returned, there was "a flag on the sand" - a trace of the domain army
  • 100 years ago, this lake was a blue sea

#GM Tips

  • Do not overcoat Kasakura with "pitifulness." He keeps his dignity.
  • During Negotiation, never have him mention the sealing stone first - that path is for the players to discover.
  • His greatest secret: "I too share the blood of the domain." Revealed in the Chapter 5 ending.

#Tone and Atmosphere of Act 2

#Keywords

  • Unpleasant heat - sudden sweltering heat here after the cool spring of the domain. Emphasize the sensory contrast.
  • Contrast between stillness and screams - the surface is quiet, but if they listen, screams echo from far away.
  • Distortion of time - while speaking with Kasakura, players feel unsure whether "this is happening now."

#Mood-Building Tips

  • Describe the smell of steam - iron, blood, salt, rotting seaweed
  • Keep mentioning the boat's creak as a sound cue
  • Emphasize tension through sailor NPC silence - Hatsube speaks less than usual

#Avoid

  • Excess action - this act centers on Kasakura Negotiation. Keep combat to 3 encounters or fewer.
  • Opening the truth too early - the seal, 100 years ago, the domain's sin, and similar truths must be discovered in Act 3. Act 2 gives only bait.

#Act 2 Ending Read-Aloud (For GM)

"Darkness falls. Pillar-like steam still hangs above the surface. The boat rocks, tied to the bones of the ruins. Below the water, the upper part of a torii is faintly visible. A bell rings once, twice, with no wind. Tomorrow morning, you will go down beneath it. Kasakura's words remain in your ears. — What you need to know is below the water."


#GM Checklist - Act 2 Completion Conditions

  • [ ] At least 1 hint that Kasakura's sect mark is connected to the Kamijo family
  • [ ] The existence of the fishing village below the surface was delivered visually to the players
  • [ ] The physics of the steam environment were felt by PCs (at least 1 condition effect)
  • [ ] At least 2 cores obtained (covers Act 3 residence cost)
  • [ ] At least 3 breathing talismans remaining secured to open Act 3 next session

"The captain who could not return had muttered the same question for 100 years at the northern edge of the sea." — A whisper from one of Kasakura's sailors, heard after the ship passes