Professional Documents
Culture Documents
Ashcan Edition
by Joie Martin
Introduction 7
Powered by the Apocalypse 8
Stats 8
Moves 9
Orpheus Moves 9
Eurydice Moves 10
The Dice Mechanic 10
An Example of A Basic Roll 10
Forward, Ongoing & Dramatic Hold 11
Harm & the Psyche Spindle 12
Healing Harm 12
Keepsakes 13
How to Play 14
Materials 14
The Characters of Orpheus & Eurydice 15
Making The Characters Your Own & Queering This Game 15
Building An Underworld 16
Paradigm Table 17
This game is dedicated to anyone who has ever followed someone through hell,
armed with nothing more than hope and a song.
Follow Me Down begins with a Prelude, is composed of eight Books of the Dead,
where the characters journey through different parts of the Underworld in search
of each other, proceeds through an endgame section called the Gauntlet of Hope
and Regret, and concludes with a Denouement. It is designed to be GMless, with
each player portraying two roles during the course of the game. In each Book of
the Dead, one player takes on the role of the Fates, in what would normally be the
GM role, while the other player plays the character of Orpheus or Eurydice.
The player that portrays Orpheus in Book I portrays the Fates in Book II, while the
player who portrayed the Fates in Book I plays Eurydice in Book II. They continue
trading off until they reach the end of the game. Then, during a final challenge called
the Gauntlet of Hope and Regret, both players make choices as their characters
to determine how the story ends. The game concludes with a final scene between
Orpheus and Eurydice, called a Denouement, that encompasses the overall tone
and themes of the characters’ journey together.
Thank you for playing, and we hope you enjoy the journey.
Powered by the Apocalypse
We have chosen to use the Powered by the Apocalypse rules engine (henceforth
referred to as “PbtA”) for Follow Me Down because it is a precise, versatile system
that is easy to adapt for a variety of settings. It is also a system that can be easily
understood by novice and veteran players alike, and has just enough elasticity to
keep gameplay dynamic.
There are three main components that make up the basic PbtA system: Stats,
Moves and the Dice Mechanic. We have also chosen to include a few additional
PbtA mechanics, such as the Forward, Ongoing and Hold rules, added an original
damage system called the Psyche Spindle, and special items called Keepsakes,
which can help Orpheus and Eurydice along their journey. There are also Theme
and Encounter Tables to make playing the Fates easier, and tools to help you and
your partner build your own version of the Underworld.
Stats
In Follow Me Down there are four Stats: Pneuma, Philosophy, Passion and
Pathos: Stats are combined with Moves when a character wants to take action. The
higher or lower the Stat, the more likely the character is to get a hit or miss on their
roll when they make their Moves.
Moves
While many PbtA games have something called “Basic Moves,” Follow Me Down
does not. Orpheus and Eurydice’s Moves are listed separately with each character’s
Playbook. With a few exceptions, these Moves are unique, reflecting the difference
in personality between the characters and how they approach their journey. The
list of Moves possessed by each character is as follows:
Orpheus Moves
When you Charm a Denizen of the Underworld into giving you information, roll
with Pneuma. On a hit, they reveal something crucial about their nature or desires
that gets you the information you’re seeking. On a 10+, pick 1. On a 7-9, pick one
and the Fates will also pick one:
• They reveal an unfortunate truth about the traditions of the Underworld
• They become unhealthily fixated on you or your quest
• The information they give you is muddled by rumor or hearsay
When you Prove Your Love by taking a perilous but necessary risk, roll with
Passion. On a 10+, you do it; describe a positive memory of your love that spurs
you on to success. On a 7-9, you hesitate or stumble; describe a time your flaws led
to strife with your partner, and the Fates will tell you what it costs you to continue
your journey.
When you Beg for Help from a denizen of the Underworld, roll with Pathos. On a
7-9 they demand a favor in return for their aid. On a 10+ choose one:
• They show you a path forward
• They defend you against Harm
• They offer to perform a service
When you Recklessly Flee from a dangerous or uncomfortable situation, roll with
Philosophy. On a 10+, you escape to safety, but become hopelessly lost in the
process. The Fates will tell you what is necessary to regain your path. On a 7-9
you manage to get away, only to be confronted with an equally perilous threat or
obstacle.
When you Lash Out in Contempt, roll with Passion. On a hit, you do Harm. On a
7-9 choose one:
• You reveal a weakness about yourself
• You harm an innocent bystander
• You lose or damage a Keepsake
When you Stir the Heart to conjure a powerful emotion in a Denizen through
song or poetry, roll with Pathos. On a 7-9, your voice captivates them, offering you
an opportunity. On a 10+, they are truly affected; tell the Fates how it moves them.
Eurydice Moves
When you Show Tenderness to a troubled soul, roll with Pathos. On a hit, ask
two; on a 7-9, they either grow angry at your intrusion or take advantage of your
tenderness, their choice:
• What is the cause of their distress?
• What do they desire, fear or regret?
• What is the thing they most cherish?
• How can I convince them to X?
When you Prove Your Love by taking a perilous but necessary risk, roll with
Passion. On a 10+, you do it; describe a positive memory of your love that spurs
you to success. On a 7-9, you hesitate or stumble; describe a time your flaws led
to strife with your partner, and the Fates will tell you what it costs you to continue
your journey.
When you Pierce the Veil to discern what is hidden and unseen, roll with
Philosophy. On 7-9, ask one. On a 10+, ask two:
• What do I see now that the veil has been parted?
• What secrets are kept by those in this place?
• What here is lost or forgotten?
• Do see I evidence of ______?
When you Stand Up to those who would impede your progress, roll with Pneuma.
On a 10+, you demand their respect, and they defer to the authority bestowed
upon you by Queen Persephone. On a 7-9, they concede, but only if you somehow
prove you are worthy of the Queen’s gifts.
When you Weave the Strands, to manipulate the fabric of the Underworld roll with
Pathos. On a hit, choose one. On a 7-9, your manipulations also attract unwelcome
attention:
• You shape a small object
• You call forward a modest illusion
• You mend a broken thing
Forward - To +/- a number Forward simply means to apply that value to your
next roll. So if you are told to “carry +1 Forward,” that means add +1 to your
Stat + dice total on your next roll. A +/- Forward is normally only given for
exceptional successes, exceptional failures, or as part of particular conditions
or abilities.
Ongoing - Ongoing is a lot like Forward, but you keep adding or subtracting
that value on each roll until a particular condition is met, or until the Fates
determines the condition is no longer dramatically appropriate. Another
example: While you are playing Orpheus, you decide to Stir the Heart by
playing music for the Queen of the Dead. You have a +2 to Pathos from your
Playbook and roll an 11, bringing your final total to 13.
Because of your outstanding success, the Fates decide to give you a +1
Ongoing to all interactions with the Queen of the Dead until the end of the
scene.
Dramatic Hold - The way we have chosen to incorporate the Hold rule
is specific to Follow Me Down, and is intended to increase dramatic effect
during gameplay. Expressly for Follow Me Down, Hold is a way for a player
to reserve one or more of their successful rolls and apply it at a very specific
point later in the game. Because of this, we have chosen to call it Dramatic
Hold so players understand the distinction.
There are some stipulations regarding how and when a Dramatic Hold can
be used, however. Only rolls that succeed with a 10+ can be reserved for
Dramatic Holds, and only one Dramatic Hold is allowed for Orpheus or
Eurydice per Book. While this may seem restrictive, it directly ties into the
limited nature of when Dramatic Holds can be applied.
To track Harm, each character has a Psyche Spindle on their Playbook sheet with
six loops. Whenever a character takes Harm, either emotionally or physically, you
should fill in one of those loops, starting from the top and working your way to
the bottom. When you fill in a loop, look at the corresponding text to see what
effect that level of Harm has on your character’s emotional state. The more Harm
your character takes, the more emotionally distraught they will become. If they
completely fill their Psyche Spindle, that will trigger a specific scene described in
each Playbook, narrated by the Fates. It is important to note, however, that even
when all six loops of a character’s Psyche Spindle are full, Orpheus or Eurydice
cannot be killed. It is impossible to die in the Underworld because everyone who
resides there is already considered to be dead.
Healing Harm
Orpheus and Eurydice may heal Harm one loop at a time by sacrificing a memory
to the Fates. This must be a positive memory of their relationship that reminds
them of the strength of their love for one another. It should not be an event of
minor significance, but a cherished memory worthy of sacrifice. There is a limitation
on how often players can stop to heal Harm, however; Orpheus and Eurydice may
only heal two loops of Harm by sacrificing two memories per Book.
To do this, the player portraying the active character and the Fates should work
together to build the memory, then play through a short flashback scene. These
scenes not only heal Harm, but are important in establishing the nature of the
relationship between Orpheus and Eurydice, so take your time and don’t rush
through them. Once the scene has ended, the active character should continue the
journey feeling somewhat renewed, but perhaps saddened at the loss of something
precious.
Keepsakes
Keepsakes are items that hold personal emotional value to Orpheus and Eurydice,
and have a unique function in Follow Me Down. In each Book, the characters will
search for a Keepsake that reminds them of their love, or that their love has left
behind. Orpheus seeks Keepsakes that Eurydice cast off as they traveled deeper
into the Underworld, while Eurydice discovers Keepsakes that help them recall
Orpheus and their life together. Once Orpheus and Eurydice reach the Gauntlet of
Hope and Regret, the number of Keepsakes they possess directly affects the
outcome of the game.
The player portraying the Fates should read the description included at the
beginning of the Book, but may embellish or deviate as much as they please.
The Fates should introduce interactions and challenges for Orpheus based upon
suggestions given in the Book, or choose to create encounters of their own. The
Fates may use any Encounter, Paradigm and Theme Tables provided, may build
upon the written content of the Book, or may create something completely original.
Once Orpheus has completed Book I, the player portraying Orpheus and the
player portraying the Fates switch roles. In Book II, the player who portrayed
the Fates in Book I will take on the role of Eurydice, and the player who portrayed
Orpheus will take on the role of the Fates. The players should then proceed through
Books III and IV, taking turns as each alternately portrays their character and the
Fates, until they reach the Gauntlet of Hope and Regret.
Once Eurydice completes Book IV , the players should proceed to the modified
version of the Gauntlet of Hope and Regret created for this guide, and play
through that section as described, portraying both Orpheus and Eurydice
simultaneously. They will determine the game’s ending based upon what happens
in the Gauntlet, which will then be reflected in a final scene in the Denouement.
Materials
There are a few materials necessary to play Follow Me Down aside from this book.
You will need two six-sided dice, a deck of playing cards, the Playbook sheets
for Orpheus and Eurydice included with the book, pencils and paper for making
notes, and index cards for safety tools. Adding atmospheric touches to your
playspace, such as appropriate music, lighting or decoration is encouraged, but
not required. As Follow Me Down can be an emotionally intense game, we also
recommend having things like water, tissue, comfort food, and a separate space to
take breaks from the game.
The Characters of
Orpheus & Eurydice
You will notice that there is no character
creation section of this rulebook; this
is intentional. Other than filling in your
character’s pronouns and describing a
few other details on their Playbook sheet,
much of your character’s background and
their relationship to the other character
should remain loosely defined at the
beginning of the game. This is because
you and your fellow player will be building
your relationship and character histories
together as you play.
While Orpheus will always journey into the Underworld in pursuit of Eurydice, and
Eurydice will always attempt to follow Orpheus into the light, Orpheus and Eurydice
can be a man and woman, two women, two men, nonbinary, genderfluid, agender,
or any combination thereof.
Characters may be cis or trans. They may be any sexuality. They may practice any
relationship style. You may choose to play Orpheus and Eurydice as aromantic,
or explore the depths of platonic love. They may be brothers-in-arms, childhood
friends, siblings, or even a parent and child. There are many different types of
love, and while romantic love is often lauded as the greatest expression of that
sentiment, we don’t believe it is the only type of love that deserves to be explored.
Orpheus and Eurydice can also exist in any place in time, from mythological Greece,
to the modern day, to a far future surrounded by technology we’ve only begun to
dream of. Their relationship may have progressed to any stage before Eurydice
was sent to the Underworld. They may have children together. They may be in
the latter half of their lives and only just realized the depth of their love for one
another. They may have recently discovered the first blush of love, only to have it
cruelly snatched away. There are literally thousands of different stories you can tell
by using Orpheus and Eurydice’s journey as a framework.
During the journey through the Underworld, you and your fellow player will define
who these characters are, both to themselves and to each other, and will build their
story together, piece by piece. This is a necessary part of the experience and only
you get to decide how it should look. You and your partner will create something
that is uniquely yours, because your Orpheus and your Eurydice are unlike any
others who have ever existed before.
Building An Underworld
In this ashcan, we have included four Books from the Greek mythology-inspired
playset that is included in the core rulebook for Follow Me Down. For players
who want to completely customize their Underworld, or who aren’t interested in
playing with the included playset, we’ve also provided an Underworld Creation
System that will hopefully make this process easier. To begin, we suggest having
both players start with completed character Playbooks, a clean sheet of paper, a
few pencils, and a deck of playing cards.
The first thing to do is determine a Setting for your Underworld that both you and
your partner agree upon. This Setting doesn’t have to be meticulously detailed;
generally a broad concept summed up in a single word or phrase works best. Write
this down on your piece of paper and underline it. Then beneath it, each of you
should write two or three specific things appropriate to the setting that you’d like
to see reflected during the game. For example, if your setting is “Gothic Romance,”
you might choose things like: crumbling manors, moors, ghostly apparitions,
candlelight, creeping shadows, etc.
Once you’ve determined your setting, it’s time to figure out Paradigms for the
different areas of your Underworld. In the full game, each character must explore
four sections of the Underworld--for a total of eight Books of the Dead--before
entering the Gauntlet of Hope and Regret. In this quickstart, each character should
explore two sections for a total of four Books. To do this, split the suit of hearts
from a deck of standard playing cards and shuffle both halves separately. Draw a
single card from the hearts half of the deck for each section of your Underworld
and compare it to the Paradigm Table below.
Once you’re done, you should have four different Paradigms, corresponding to
the four different sections of your Underworld. Based on those Paradigms, flesh
out these sections with your partner so that they fit into the setting you chose. For
example: a setting based on the “Wild West,” with a Paradigm of “Desire,'' might
mean that section of the Underworld is set in a bordello. Write these details down
on your sheet of paper so you can effectively make a map of your Underworld.
At this point you can begin playing, trading off between yourself and your partner
while one of you plays the active character and the other plays the Fates. If you
want a bit more assistance with generating encounters, however, we have a few
other tables that might help in Portraying the Fates on p.18.
Paradigm Table
Value Hearts
Ace Authority
2 Avarice
3 Deception
4 Desire
5 Envy
6 Fury
7 Horror
8 Melancholy
9 Reflection
10 Regret
Jack Retribution
Queen Sacrifice
King Vanity
The Fates are at once imposing and mysterious. Known by many names in many
different cultures, the Fates are said to endlessly spin the lives of gods and mortals
alike, and have the power to conquer even death. One sister winds the thread
of life, signaling a new birth, another measures the thread, signaling the length
of one’s life and the events contained within, and the final sister cuts the thread,
signaling when a life has ended. The Fates are said to dwell in the Underworld and
rarely intervene in the lives of mortals. Orpheus and Eurydice are exceptions.
As one player travels through the Underworld as Orpheus or Eurydice, the other
will take on the role of the Fates and describe the events that are taking place
along the journey. While this may sound like a great deal of responsibility, we have
provided tools to make the process easier, including this guide, a Theme Table,
the Encounter Tables included in all playsets, and a template for you and your
partner to create your own version of the Underworld.
As the Fates, you choose how much or how little active presence they have during
the characters’ journey. The Fates may observe from afar, as is their prerogative as
goddesses of destiny, or may choose to physically manifest, to issue dire warnings
or directly intercede in events. How you wish to portray them is your choice, and
yours alone.
It is important, however, to remember two key things when playing the Fates:
• You and your partner are working collaboratively to build a narrative
• Keep the story moving until you reach the Gauntlet
Take the time to incorporate content your partner seems interested in, or that their
character has a particularly strong reaction to. For example: if Eurydice chooses to
betray a soul to escape capture, but feels guilty for putting someone else in harm’s
way, recall this at the River Lethe, and tempt Eurydice to wash those sins away. If
Orpheus slays Cerberus at the gates to the Underworld, have Persephone weep for
the lost guardian and demand Orpheus take responsibility for Cerberus’s death.
Each of you have two Books to take your partner through, filled to the brim with
unique challenges and character discoveries. Sometimes your partner is going
to make choices that land their character in hot water (perhaps even literally).
Sometimes they’ll make bad rolls simply because the dice were being unkind that
day. Don’t be afraid to make suggestions or ask for help if you or your partner feels
stuck.
Even if their character ends up in a situation that is challenging or dangerous, your
partner should always be able to move past it to continue the story. While that
doesn’t mean they should be free from consequences, it does mean you should be
smart when doling out effects. You can’t kill your partner’s character, but trapping
them somewhere with no chance of escape means they’ll never get to the next
Book. Always give them a way out, especially if it’s a way out with strings attached.
To interpret how your partner rolls using the PbtA system, remember that all rolls
of 6 or less constitute a miss, rolls of a 7-9 constitute a hit with complications,
and rolls of 10 or greater constitute an absolute hit.
Each roll is paired with a Move, and the Move will tell you exactly what happens on
a 7-9 or 10+. Your job as the Fates is to describe how the effects of the Move affect
the world around the character, in a way that carries the story forward, setting
them up for additional narrative or interaction.
When your partner rolls a 6 or less, that’s the time to use a Hard Move, or make
up a negative consequence of your own. Just remember that whatever you choose
can be built upon to make the story more interesting.
A few principles to keep in mind when you’re searching for ideas to keep things
moving:
• Ask provocative questions and use those answers to build the narrative
• Make the setting evocative and symbolic
• Create interesting dilemmas and conflicts
• Hold up a mirror to the character’s best and worst traits
• Test the character’s beliefs, resolve and love for their partner
Soft Moves
You have Moves you can make as the Fates, but they’re not special abilities like
those found in Orpheus and Eurydice’s Playbooks. Instead, they’re more like
interjections that help make the story more compelling. As the Fates, you should
primarily use Soft Moves when your partner looks to you to take the lead, when it
feels like things are slowing down, or when you want to introduce a new element
that will drive the story forward. Soft Moves should always do one or more of the
following things:
• Make sense given the context of what is happening
• Allow the character the opportunity to react
• Set the stage for future happenings or consequences
Hard Moves
When your partner misses a roll, you should make a Hard Move. Hard Moves
should make sense given the context of the roll, and have direct and immediate
consequences. The difference between a Hard Move and a Soft Move is that the
character still has some control over how a Soft Move will play out. Hard Moves
happen and the character is helpless to stop them, though they may react after it
has occurred..
To use Theme and Encounter Tables, split the suit of hearts from a deck of standard
playing cards and shuffle both halves separately. Draw a card from each deck and
combine one Encounter card (hearts) with one Theme card (any other suit). Refer
to the Theme and Encounter Tables to generate encounters. Do this two to three
times per Book.
When using the Basic Encounter Table, the player portraying the Fates may also
make an additional draw from the Theme deck to determine whether the encounter
is intellectual (diamonds), diplomatic (spades) or physical (clubs) in nature.
Basic Encounter Table
Value Hearts
Ace A lost and wandering soul
2 A scribe with unusual ink
3 Dozens of beating hearts, sealed in jars
4 A soul begging for rescue
5 The sound of a ghostly instrument
6 A silent, masked procession
7 A creature that feeds on stolen voices
8 A narrow, winding hallway filled with lost and for-
gotten things
9 A bonfire with wildly dancing revelers
10 A room filled with thousands of candles and only
one lit
Jack A sumptuous feast in a tightly locked banquet
hall
Queen Skeletal birds who sing in a cacophony of hissing
whispers
King The King or Queen of the dead
Theme Table
Value Clubs Diamonds Spades
Ace Make them earn Show them how Show them something
someone’s trust they’re a bad judge of disturbing and make
character them complicit
2 Make them the center Trap them, bind them, Shame them with
of attention when they or make them crawl to materialism or
don’t want to be reach their goal wantoness
3 Have them be Make them feel Make them doubt
rewarded, only to have helpless or small what they love
it snatched away
4 Tempt them to Show them all the Make their body rot
sacrifice their needs for ways they have and decay
the needs of others harmed others
5 Give something they Remind them of Show them what they
desperately want to their flaws and want, but cannot have
someone else imperfections
6 Make them hide Tempt them to use Give them the
something from prying someone to get what opportunity to remove
eyes they want parts of themselves
they do not like
7 Have them face a Make them beg for Trick them into
punishing test of forgiveness disbeleving their own
endurance senses
Theme Table, cont.
8 Have them make Punish them for a Enhance a flaw to an
a split-second minor mistake or uncomfortable degree
decision with obvious percieved slight
consequences
9 Poison them, intoxicate Make them destroy Overwhelm one or all
them, or make them something important of their senses
sick with gluttony to someone else to get
what they want
10 Make them Isolate them among Show them something
responsible for others vile or dangerous and
another’s safety ask them to love it
Jack Test their values and Haunt them with Inflame their primal
convictions failures of the past instincts
Queen Make them perform Pull them under or Drown them in excess
a task over and over, drag them down
until it’s perfect
King Tempt them to Make them face or Have someone seek
harm an innocent to serve justice to use them, or make
save themselves or them feel cheap
someone they love
Legend has it that Orpheus was the son of Apollo and the Muse Calliope. He
was unnaturally gifted in music and poetry, and neither man, nor god, nor
beast could resist the beauty of his songs. It was said that he could captivate
the leaves on the trees, the rocks in the earth, and even call upon winds and
rivers to change their course.
Wine flowed, bonfires burned, and music filled the air as guests ate and
drank, sang and danced, and made merry from dusk until dawn. During the
celebration, Orpheus lost sight of his bride while she cavorted with nymphs
in a joyful dance. It was during this ecstatic revel that Eurydice trod upon
a viper and was poisoned.
It was not until the next morning that Orpheus discovered his bride was
dead. He wept bitterly for the loss of their future together, and vowed that
he would venture into the Underworld to beg Hades and Persephone, the
King and Queen of the Dead, for Eurydice’s return.
Orpheus traveled to the gates of the Underworld, and used the power of his
music and poetry to gain entry, and to charm all who dwelled there. After
overcoming many difficult challenges, he made his way to the throne room
to beg an audience with Hades and Persephone. There, he played a song so
sad and lovely he was able to bring Hades, the implacable King of the Dead,
to tears.
Orpheus and Eurydice agreed to Hades’s terms and began the difficult
passage out of the Underworld. It was a long and challenging journey, but
Eurydice followed Orpheus faithfully, never losing sight of her husband’s
shadowy figure, regardless of the distance between them. Orpheus ascended,
step by step out of the darkness, until the light of day blazed brightly ahead.
Yet, just as Orpheus had fully crossed into the light of the living world, he
turned to look back at his love, not realizing Eurydice had not yet crossed
the threshold, and remained shadowed in the darkness of the Underworld.
You know, deep in your soul, as sure as the sound of your own heart beating,
that this is not the end of the story. You will find the one you love, and you
will bring them home. They will live again; even the gods cannot ignore the
depth of your grief and the power of your love.
The road eventually leads to the wide banks of a glassy river. The air is
deathly quiet, save for the occasional murmur from the handful of souls
milling upon its shore. They are shedding the trappings of humanity from
their bodies: eyeglasses and wedding rings, lockets and children’s toys.
Casting them among the reeds with hundreds of other trinkets that litter
the riverbank.
The waters of the river are as smooth as a polished stone and there is
something unnerving about looking into them too long. Deep within, you see
occasional flashes of wisp-pale movement; the curl of a finger, the gleam of
an eye. The other souls avoid looking at the river too. Their gaze is focused
the distant horizon of the other bank, where the shadowy gates to the
Underworld await them.
The River of Souls Encounter Table
Value Hearts
Ace Wandering souls awaiting passage
2 A golden tree filled with the spirits of false dreams
3 A rolling meadow that is home to mythical beasts
4 Cast-off objects on the banks of the River Styx
5 A tent-city full of the souls of the Unburied Dead
6 Butterflies with messages for the dead
7 Charon, the boatman on the River Styx
8 Drowned Souls that drag the unwary into the
river
9 A lost child searching for their mother
10 Small gods of concepts like Hunger, Anxiety and
Fear
Jack A silent graveyard with a freshly dug grave
Queen A soul that refuses to enter the Underworld
King An intelligent, faithful dog that may have one
head, or three
Take your time with this part of the journey; the choice to walk into hell is not one
to be taken lightly. There are reasons Orpheus has decided to leave behind mortal
life and risk it all to bring Eurydice back from the Underworld. This is when you
should begin to explore those reasons and start building the story of their lives
together.
The Crossroads
Eventually, Orpheus will come to a crossroads with a large golden tree at the fork.
Hanging from the tree are sweet-smelling, strangely-shaped fruits that, when
eaten, ensnare travelers with untrue visions. Spirits of false dreams called Oneiroi
dwell in the boughs, tempting travelers to try the fruit, and the base of the tree is
surrounded by those who remain suspended in a fruit-induced sleep. If Orpheus is
clever, bringing a bough or a piece of fruit from the tree could be substituted for
Charon’s fare, though Orpheus must outsmart the spirits to attain one.
Beyond the tree, both roads eventually lead to the entrance to the Underworld,
but one road is potentially more perilous. The left side leads through a vast stretch
of meadow populated with mythological “beasts,” while the other leads to what is
effectively a tent city, populated with the Unburied Dead. It is up to the Fates to
determine which of these two options is more dangerous.
The Riverbank
The River Styx, known as the River of Souls, is the first river all souls must cross
when entering the Underworld. The river’s banks are littered with detritus cast
off by souls freeing themselves from their mortal fetters, before climbing aboard
Charon’s boat to be ferried to the other side. These newly unburdened souls
continue, in a near-silent procession, to Charon’s docks, where they wait patiently
for the ferryman to return.
The river Styx itself is preternaturally smooth, and the area surrounding it is eerily
quiet. The only sounds that can be heard are the faint murmuring of the souls
congregating at the docks and the occasional splash of Charon’s pole as his boat
moves through the water. Charon himself does not speak, only gestures, doing his
job in tireless silence.
Those who gain passage on Charon’s boat are encouraged to keep their eyes
straight ahead, and not gaze too deeply into the river’s depths. It is rumored the
River Styx is full of souls who couldn’t pay Charon’s fee and attempted to swim
across the river. These rule-breakers were immediately sucked under, and now
remain forever trapped beneath the water’s glassy surface. Look too long and you
could meet the eyes of one of these unfortunate souls and become transfixed,
compelled to hurl yourself overboard and join them in their sunken confinement
Either way, the river takes its toll.
The Gates
On the opposite bank lies the Gates to the Underworld. They are massive, corroded
bronze monstrosities, carved with thousands of tiny figures of men and beasts
caught in unending struggle. The shadows are longer on this side of the river, and
the world seems to exist in a state of perpetual twilight.
To the foolish, the Gates to the Underworld appear to be unguarded. If one who is
not meant to enter gets too close, however, a huge brindle mastiff, with sagging
jowls and molten yellow eyes, will lumber out of the shadows and lie down in front
of the gates. At times, when the shadows fall over him just right, he appears to
have one or two additional heads that vanish when one looks directly at him.
The Oneiroi - Spirits of false dreams who cling to the branches of the golden
tree at the crossroads, and entice passers-by to taste the fruit. The base of the
tree is littered with souls, lolling in a dazed stupor, fruit-drunk on their dream
visions. The Oneiori are small, wisp-thin, with nearly invisible, translucent
wings. They can easily camouflage themselves among the branches and move
flicker-fast. There are almost as many of them as there are leaves on the tree,
so attempting a physical confrontation would be rather like fighting a swarm
of wasps.
The Unburied Dead - Poor souls that were never properly buried, thus do
not have the coin to be ferried across the river to the Underworld. There are
dozens of them, milling and miserable, on the right fork of the road past the
tree. Their personalities and desires are as complex as the Wandering Souls.
Some of them have been there so long,
however, they are becoming desperate and
will do nearly anything to be admitted to the
Underworld.
The Drowned - Souls who refused to pay Charon’s toll and attempted to
swim across the River Styx, they are trapped beneath the surface of the river
and gaze out at those who pass by them in vengeful wrath. These souls have
little power unless they are capable of transfixing another soul with their gaze.
Then they can compel that soul to climb into the water to join them. Once
within the water, the Drowned and the river will do their best to pull their
victim down, trapping them beneath the surface forever.
You’re so tired. Surely now you can rest? Just as you’re about to slip back into
a lovely dream, you hear a voice in the back of your mind. It is a voice that
reminds you of the trilling of birds, the buzzing of bees; a voice that possesses
all the sweetness of springtime. It is a voice once powerful and familiar.
“Look there,” says Lady Persephone, Goddess of Spring, Queen of the Dead, as
if she alone were guiding your eyes, “and remember.”
Up ahead, you see Orpheus’s retreating back as it vanishes into the mist.
Though there are paths through the Unquiet Meadows, finding one’s way out is
difficult without assistance. The Meadows are designed to be directionless, timeless,
and intentionally disorienting. The mists occlude the few landmarks that might
exist, roads and byways possess the ability to change direction, and wil o’ wisp-like
creatures lead the unwary traveler astray. The scent of asphodel is sickly sweet and
overpowering, and breathing it in can cause souls to fall into a fugue-state, where
they will forget certain aspects of their lives and become fixated on others.
Unlike other parts of the Underworld, there are no distinct landmarks in the Unquiet
Meadows. The landscape is mutable and constantly changing. Occasionally, objects
or locations, full or partially realized from the souls who dwell there’s memories,
will manifest in the mist, an empty, ghostly echo of what they looked like when the
soul was alive.
The primary focus for Eurydice in this Book should be remembering who they were
before they came to the Underworld, and escaping the fugue-state the asphodel
induces. If they’re unable to resist the asphodel, using the fugue state to create
memories of their life with Orpheus can be very beneficial to the story you’re
creating.
Keep in mind that, thanks to Persephone’s gift, Eurydice can always find Orpheus,
even if they become separated, or Eurydice is temporarily lost in the Underworld.
Similarly, thanks to Hades’s stipulations, Eurydice and Orpheus can neither speak
nor touch, even if Orpheus appears to be in danger. Feel free to play with these
specifics during the course of Eurydice’s journey.
Wil o’ Wisps - Small, firefly-like creatures that can be either helpful or harmful,
depending upon their whim. Much of the time they lead travelers astray, or at
least right back where they started from. Occasionally, however, they’ve been
known to guide souls toward things they truly need to see.
You emerge atop a rocky cliff, its surface slick with rainwater. Lightning
cracks the sky as above you a titanic worm roils in storm-dark clouds, its
acidic excretions mixing with the freezing rain to pelt down upon a violent
sea. Carrion crows the size of a large man circle overhead, their calls
echoing off the rock like mocking laughter. A crumbling stone stair, lashed
by waves, descends to a black sand beach below.
Upon the beach a nightmare battle endlessly rages. Naked souls tear at one
another with tooth and nail, oblivious to the world surrounding them. A
short distance away, others dangle in cramped cages at the edge of the sea,
pleading for release as they are endlessly battered by rain, wind and waves. A
few paces beyond that looms the ghostly form of a broken ship, beached upon
a muddy shore. Stooped figures crawl and claw at the muck surrounding it,
while something huge and old lurks deep within the shattered hull, watching
with a calculating, otherworldly eye.
If someone ventures close to the inlet’s shores, the howling wind will begin to
mimic the voice of someone they know, and an image of that person will appear,
trapped beneath the ice. This is an attempt to lure the soul onto the frozen harbor
so that the ice may crack and they will be pulled out to sea. Once at the mercy
of the waters, they are eventually sucked into a great whirlpool less than a mile
offshore. What lies at the bottom of that whirlpool is anyone’s guess.
Denizens of the Great Storm
Carrion Crows - The size of large condors and twice as intelligent as regular
crows, these creatures act as another line of defense against those who
have managed to slip past the external guardians of the gates. They also
serve as psychopomps for souls who need to be carried to other parts of the
Underworld. While they can communicate, and can potentially be bargained
with, it’s important that they shouldn’t be seen as an opportunity to skip
portions of Orpheus’s journey. A carrion crow will only take someone where
they need to go, not necessarily where they want to go.
Ascalaphus - The former tender of the orchard where Persephone ate the
pomegranate seeds that bound her to Hades, Ascalaphus was trapped under
a stone by Demeter, then released and transformed into an owl by Hades. He
now serves Hades and Persephone as something similar to a messenger and
familiar. He is here in this part of the Underworld to keep an eye on Orpheus’s
progress.
Warlike Souls - The souls on the black sand beach are those who revelled
in violence during their mortal lives. They have been sentenced to battle
endlessly, armed only with tooth and nail, wearing nothing but their skin. For
the most part, they are largely preoccupied fighting one another, but should
someone new stumble onto their battlefield, they are considered fair game.
Souls Refused Harbor - These souls refused others safe harbor while they
were alive and now spend their time in the underworld a few paces from that
same safety. They are contorted in cramped cages dangling from the roiling
worm that thrashes in the stormclouds, endlessly battered by sea, wind, and
rain. They are a pitiful sight, constantly crying out for release.
As your eyes begin to adjust, you realize you are standing in an immense
cavern. Below, an impossibly vast chasm yawns like a bottomless void. If you
squint, you can make out several rough-hewn, dizzying staircases clinging
to the walls, from which other tunnels spread like a series of dark veins.
High above, the twisted roots of a massive tree hang like gnarled talons. A
colossal giant, with fifty heads and one hundred hands, dangles, viciously
impailed. He hangs suspended in eternal agony as his blood slowly gathers
to drip into the pit below.
Peering over the edge of the chasm, the metallic scent grows even stronger,
taking on a foul, pungent air. You peer into the darkness and can barely
make out the sprawling shapes of other titanic figures at the bottom. They
are restrained in all manner of configurations, some misshapen or afflicted
in ways your mind can barely comprehend. Swarming around them, in the
bloody effluence that has congealed at the bottom of the pit, are numerous
feeding parasites, their flesh a sickly grub-white in the near oppressive
darkness.
The Chasm of Titans Encounter Table
Value Hearts
Ace The giant titan Briareus impaled on the roots of
an enormous tree
2 A claustrophobic maze of fleshy tunnels
3 Sisyphus, sentenced to constantly push a
boulder uphill
4 A narrow path on the side of a steep cavern wall
5 Antaeus, beaten in wrestling by Hercules when
lifted from the earth, seeking a rematch
6 Tantalus, sentenced to stand in a pool where the
water recedes when he’s thirsty, beneath a tree
where the fruit is always out of reach
7 Ixion, bound to a fiery wheel for murdering his
father-in-law
8 Sharp, slippery rocks covered with blood and
offal from Briareus’s wounds
9 Huge maggots feasting on blood
10 The Danaides, a group of women sentenced to
carry water in sieves for murdering the men they
were forced to marry
Jack A river of boiling blood
Queen Prometheus, who stole fire and gave it to man,
chained to a rock while his regenerating liver is
eaten by an eagle
King Cronus, titan father of Zeus who ate his children,
his stomach distended with boulders
However, if either character has Keepsakes, they may use each Keepsake to heal 1
Harm and replace a negative memory with a positive one related to that Keepsake.
Thus, if Orpheus has 3 Harm and 2 Keepsakes, he can enter the Gauntlet with only
1 negative memory and 3 positive memories.
“I do remember. I was angry that you snapped at me for running late. I realize
now I overreacted. I should have never left you there.”
Choices & Endings
After the characters have completed the Gauntlet of Hope and Regret, Orpheus
stands on the threshold of the Underworld, one foot in the land of the living and
one in the land of the dead, ready to step into the light of day. Here is how to
determine what happens next.
The players should total up their positive memories from the Gauntlet. If there
are 2 or less positive memories between both players, ending A occurs. If there are
5 or more positive memories between both players, ending B occurs. If there are
3 - 4 positive memories, ending C occurs.
Remember, Gauntlet memories are directly related to the amount of Harm each
character has remaining on their Psyche Spindle at the end of the game. If Eurydice
has 1 Harm and Orpheus has 2 Harm, that means they should have 3 positive
memories during the Gauntlet and should choose ending C.
Ending A
Orpheus steps into the light, releasing a long-held breath. The journey was long
and fraught with peril, but they have finally made it. Orpheus turns to see the face
of the one they love, not realizing that Eurydice has not yet crossed the threshold
into the living world. A gasp escapes Eurydice’s lips and suddenly they are gone,
their form melting away like mist, forever lost to the darkness of the Underworld.
Ending B
Orpheus steps into blinding brightness. They take two quick steps away from the
entrance to the Underworld, being careful to not look back. They are holding their
breath, desperate with hope. Then they feel someone take their hand and turn to
see Eurydice’s smiling face. The two stand together, blinking in the light of a new
day.
Ending C
If you have achieved this ending, you have a choice to make. Each player should
take a slip of paper and, while keeping your answer hidden from your partner, write
down one of the following options:
Once you have made your choice, fold your slip of paper in half and pass it to your
partner. They should open it, read it, and then the two of you should consult the
following list to see what happens:
If Orpheus does not look back and Eurydice follows them into the light,
they are reunited in the mortal realm and live out the rest of their lives
together. When they die, they are reunited in the Underworld.
If Orpheus looks back and Eurydice follows them into the light, Eurydice
vanishes into the Underworld. However, the Fates take pity on them and give
Eurydice a chance to be reborn as a new soul, to begin a different life as
someone new. Orpheus wanders the living world, alone and desolate. They
never see each other again.
If Orpheus does not look back and Eurydice does not follow them into
the light, Eurydice vanishes and returns to the Underworld, and is granted a
place of honor for those who have made heroic sacrifices or taken difficult
journeys. Orpheus leads a deeply fulfilling life without Eurydice, but they may
be reunited after Orpheus’s death in Elysium.
If Orpheus looks back and Eurydice does not follow them into the light,
Eurydice vanishes and returns to the Underworld, taking their place in the
Unquiet Meadows. Orpheus lives a life of desolate wandering, their path to
the Underworld forever barred. The two never see each other again.
Denouement
Finally, a lone scene acting as a Denouement for the characters, should occur once
an ending has been determined. This scene should be reflective of the overall tone
of the game as well as the ending determined by the Gauntlet. For example, if the
characters had a difficult emotional journey, but eventually achieved the largely
positive Ending A, the scene may be hopeful but bittersweet.