Start Here

bookcover-design-comic-style-intothering

Aardvark, Aardwolf, and Ape is proud to announce the release of our first Game Book. The Book is an Blood Red Dreaming Incursion Book: Into the Ring. The Book will be released into the Public Domain as with all of our releases. The release will start on May 1st, and will be released in a modular fashion across the whole of the Month of May.

Release Schedule

Delay Notice. We’ve had a family emergency that is limiting our team lead’s time on the job. The last segment of the release party will trickle out as we are able.

20190515_172317.jpg

The Release Schedule for the Blood Red Dreaming Incursion Book: INTO THE RING, and you can find it HERE!


Table of Contents

  1. An Introduction
  2. Setting up and Running a Game
    1. Download a Printable Version of the Deck of Fire for this Incursion Book Here!
  3. Session 1.1 The Curious Case of the Absent Heirs
    1. Download a Walkthrough of Incursion Session 1.1
  4. Session 1.2 The Terrible Truth of the Tyrant’s Tribute
  5. Session 1.3 The Dark Destiny of the Dreamwalker
  6. Session 1.4 The Poisonous Pact of Falsenight’s Favor

brdpop

An Introduction

Blood Red Dreaming is a Tabletop Role-Playing Game. If you’ve played other Tabletop RPGs, you’ll be familiar with certain conventions of the games: multitudes of dice, character classes, experience points, storytelling by murder killing hosts of allegedly evil monsters. Well, Blood Red Dreaming doesn’t do most of that, and what it does do it does very differently.

Gameplay Resolution is done with a deck of cards rather than with dice. A Player’s Avatar in the Shadowlands can do whatever the player themselves is physically capable of doing. Anything beyond the capacity of the Player requires the expenditure of cards to accomplish. Attempts at success can be bolstered by points earned through activities in the real world, like a pen and paper Pokemon Go. Character death is not a major set back, with penalties being only that the player cannot participate directly for the remainder of the session. Stories last a single session, like an episode of a TV series. These sessions can and will be strung together to form a myth arc, but each session should be a complete story in itself.

Combat is no different that any other story/action resolution attempt. All conflict in broken down into Scenes and Phases to keep things rolling and prevent sixty seconds of in game combat to taken three four hour gaming sessions. Negotiations, or heists or research in a musty library are all viable grand finales to a session if handled well. Story points have mechanical value in the game’s systems, and negative consquences and penalties can be purchased to gain short term advantage now- and players will know when they risk major consequences nearly all the time.

If You’ve Never Role Played Before

Learning Blood Red Dreaming will actually be easier if you’ve never played another Tabletop RPG before. All Roleplaying games are basically collective story telling games. Most RPGs forget this for a simple reason. Most RPGs were built from the old miniature war games where old men moved civil war figurines across meticulously created dioramas. All really cool stuff, but if you just want to tell an amazing story then the baggage of this origin story needs to go. So sit back and relax. Think of this as improv, the storyteller is both audience and movie director and also plays all the extras, while the players are the lead actors and sometimes the villains (more often than many players would admit in many games). The rest will become clear in short order, sit back and relax.

Setting Up and Running a Game

incursion.jpg

What do you need?

To play any game of Blood Red Dreaming you will need the following: the rules, a deck of void, a deck of fire, an incursion (possibly from an incursion book, possibly your own). You will also need some paper and writing implements, and some friends. That’s it.

How do you get it?

Here ( https://professorharbinger.com/start-here/ ), and it’s all free! Just download and print what you want! If you’d like a physical copy of the Deck of Void, we have a few available here ( https://professorharbinger.com/gift-shop/ ).

What about People?

Yes, you need people- preferably friends. We can’t tell you how to go about making friends, but we can tell you that Blood Red Dreaming is best played with between four and six people. It can be played with both more and less people, but you may find it a little more awkward.

So how do you Run the Game?

One person plays the Storyteller (ideally this person should be different each time the game is played), and the others take the role of Psychonauts: explorers of the mind delving deep into the world of stories.

The Storyteller then reads the Incursion session they will be running to learn the flow of the story and the game. They will act as a sort of film director to the psychonauts. The Storyteller will set the stage for each scene in the story and guide the Psychonauts as they attempt to hero their way through the story. The rules will be explained as we go. So have patience, all will come clear soon.

Running an Ongoing Campaign

Blood Red Dreaming is designed for adults with busy schedules. Players can drop in and drop out as their schedules demand. New players can join at any stage in the ongoing story with minimal need for integration. We, the authors, do recommend that you use a shared document of some sort to log the ongoing story, since the storyteller ought to be changing regularly. Beyond that, the transition guides coming out later this month will keep the storytellers going.

Session 1.5: The Flight from Glass Tower

thegrey-pop.png

Synopsis

Hook

The Psychonauts flee from the Men of Black and White, trying to effect their escape in the role of the Missing Heirs.

Path

The Prince and Princess make a desperate race for the border of the now ruined empire. But as escape seems in reach, their way is blocked by a seemingly insurmountable foe; and the Crown Prince makes the ultimate sacrifice.

Plot

The Psychonauts have four of the five parts of the Tapestry needed to enact the Path, and make a desperate race for the Gate Room to obtain the last piece of the Tapestry. But their way is blocked by a seemingly insurmountable foe, and one of them must make a sacrifice to complete the Ritual and obtain the Key.

Ultra Simple Overview

Setup

The Psychonauts know that they must enact the flight from Glass Tower in order to obtain the last fragment of the Glass Tower Tapestry and charge the Key to the Foglands.

Act 1

The Psychonauts must reenact the Escape by the heirs from the Glass Tower itself, by escaping from Void House.

Act 2

The Psychonauts must reenact the heirs flight along the Witch Road by eluding their pursuers in the Maze

Act 3

The Psychonauts must reenact the final escape (and the Crown Prince’s Sacrifice) by getting past the Sentinel in the Gate Room.

Resolution

The Psychonauts (or most of them) will have reached the Chessboard Room. The charging of the Key to the Foglands and the final piece of the Glass Tower Tapestry will reconstistute any shattered auras from this session and all psychonauts present will obtain a psychic copy of both charged key and tapestry.

</end page>

Cards Act by Act

A1-Sc1

Mythos: The Last Princess

Scenario: The Escape Attempt

A1-Sc1

Challenge: The Eye of the Grey, Sinister Sight
Challenge: Hunters, Strike Team

A1-Sc1

Major: Void House

Minor: The Sanctuary of the Hollow

A2-Sc1

Mythos: The Weaver

Scenario: The Story Revealed

A2-Sc1

Challenge: Gorgonite, Larval Spawn
Challenge: Hunters, Strike Team

A2-Sc1

Major: The Lotus Garden

Minor: The Compass Bridges

A2-Sc2

Mythos: The Weaver

Scenario: A World in Ruins

A2-Sc2

Challenge: The Eye of the Grey, Sinister Sight
Challenge: Gorgonite, Larval Spawn

A2-Sc2

Major: The Lotus Garden

Minor: The Maze

A2-Sc3

Mythos: The Weaver

Scenario: The Hunter becomes the Hunted

A2-Sc3

Challenge: Purifiers, Obliteration Team
Challenge: Gorgonite, Larval Spawn

A2-Sc3

Major: The Lotus Garden

Minor: The Compass Bridges

A3-Sc1

Mythos: The Crown Prince

Scenario: The Weight of the World

A3-Sc1

Challenge: Sentinel, Guardian of the Gate Room
Challenge: The Eye of the Grey, Sinister Sight

A3-Sc1

Major: The Gate Room

Minor: The Crimson Room

A3-Sc2

Mythos: The Crown Prince

Scenario: A Sacrifice to the Story

A3-Sc2

Challenge: Sentinel, Guardian of the Gate Room
Challenge: Gorgonite, Larval Spawn

A3-Sc2

Major: The Gate Room

Minor: The Crimson Room

Cards in 1-5

Narrative Cards

Mythos Cards

The Last Princess

Eventually, a time will come where the Empire cannot meet the tribute. In this time, the Last Princess will disappear from the Glass Tower.

The Weaver

The Keeper of Stories, one of the eldest of the Elders, the Weaver plays its own game and hold many stories in its web.

The Crown Prince

The Locust King passes as title from father to son. And in every generation, a choice is made: heir to the throne or heretic to the cause.

Scenario Cards

The Escape Attempt

The chase, the tunnel, the getaway; we’ve seen the movies and read the stories. The escape attempt is woven into the DNA of our stories.

The Story Revealed

The heart of any story likes to the lurk in the shadows for much of the telling. But there comes a time to reveal the truth. That time is now!

A Sacrifice to the Story

This is no power fantasy, no piece of escapist trash. Even the pulpiest tale worth a dime demands sacrifice for a satisfying end, but what will it be?

Challenge Cards

The Eye of the Grey, Sinister Sight

Few Elders manifest openly, more idea than form, but the Grey does manifest itself as the surveillance of the police state. The idea of being watched.

Hunters, Strike Team

Hunters pursue first. But every pursuit requires a capture. And for that, the Hunters have Strike Teams. Bigger guns, bigger swords, fewer chances to surrender.

Gorgonite, Larval Spawn

Mazes breed monsters. The Larval Spawn don’t reach the knees of most psychonauts. At least not at first, but once the little monsters start chewing…

Sentinel, Guardian of the Gate Room

The stone golem clad in iron armor that guards the Gate Room is said to be one of the Giants. But not always, once it was other.

Setting Cards

Major Setting Cards

Void House

Home and Mauseleum to Man of Void, and also the Hound (they he tends to stay in Stellar House) and the Grey as well. Tread these cold halls cautiously.

The Lotus Garden

A Fractal map of the Major Realm of Arcadia, the Lotus Garden is a twisting confusing maze filled with dangers and wonders. Treadly carefully.

Gate Room

In the Northmost part of the Inner Ring sits the Gate Room, and in the back lie the gates to all the Greater Realms. But in the front lies the Sentinel…

Minor Setting Cards

The Sanctuary of the Hollow

Home to Man of Void, the Sanctuary looks like a museum to the history of space exploration built in a gothic cathedral where the Grey itself also feels at home.

The Compass Bridges

Four Bridges connect the Lotus Garden to the Rest of the Ring. Massive arches stoneworks, open and easily blocked by opposing; resulting in many pitched battles and more ambushes.

The Maze

Although the Lotus Garden is more than the great maze, that twisted labyrinth certainly dominates the geography of the garden, blocking sight lines and hiding dangers.

The Crimson Room

The front of the Gate Room, long with six stone pillars and a fist wide trough carved in a rough rectangle in the floor and painted red. And the Sentinel….

The Chessboard Room

Few see the Chessboard Room with its black and white tiled floor and the gates to all the Greater Realms. Fewer still see it twice.

</end page>

Storyteller Stage Notes

Set Up

Act One – The Bazaar

Scene 1 – The Call

  • Mythos: The Last Princess
  • Scenario: The Escape Attempt
  • Challenge: The Eye of the Grey, Sinister Sight
  • Challenge: Hunters, Strike Team
  • Major: Void House
  • Minor: The Sanctuary of the Hollow

Storyteller Opening Narration

Stage Direction

This time your Incursion begins in Void House, home of the Man of Void and the Hound. You are one step away from having a working copy of the Key to the Foglands. You need to obtain the fifth and final piece of the Glass Tapestry- a visual guide to the Flight from Glass Tower- in order to charge the Key and attune it to each of you. But what must you do to obtain the last Fragment?

Storyteller Transition Narration

And so, with the Last Princess in tow, you prepare to leave Void House and flee to the Gate Room. This is not the City of Glass. This is not the Glass Tower, but it is apparently good enough for the story and good enough for the Men of Black and White. And so, what will you do?

Act Two – The Pursuit

Scene 2 – The Threshold

  • Mythos: The Weaver
  • Scenario: The Story Revealed
  • Challenge: Gorgonite, Larval Spawn
  • Challenge: Hunters, Strike Team
  • Major: The Lotus Garden
  • Minor: The Compass Bridges

Storyteller Opening Narration

Stage Direction

So, you are now in the Lotus Garden and you are ferrying the Last Princess, reenacting the last desperate leg of the Flight from Glass Tower. But are you in the role of the DreamWalker? Or the Last Prince? And what will the story require of you?

Storyteller Transition Narration

The Weaver is talking to the Last Princess, and it is changing her, but to what? And how does this affect you? The Hunters are out in force and the vermin of the Ring are riled into a frenzy. You need to reach the Gate Room, but what will you do to get there?

Scene 3 – The Crossing

  • Mythos: The Weaver
  • Scenario: A World in Ruins
  • Challenge: The Eye of the Grey, Sinister Sight
  • Challenge: Gorgonite, Larval Spawn
  • Major: The Lotus Garden
  • Minor: The Maze

Storyteller Opening Narration

Stage Direction

Across the Bridge and deep in the Maze, you are dragging the near catatonic Last Princess as she rambles prophecy at you, The Gorgonite Larva are still hunting you, and the Hunters succeeded in training the Eye of the Grey upon you. What will you do?

Storyteller Transition Narration

You are approaching the Northern Compass Bridge, which leads to the Gate Room. The Last Princess is still a dead weight as she whispers the Weaver’s stories. And the Hungry Empire isn’t willing to give up. You can here shouted commands from the Maze behind you. How will you proceed?

Scene 4 – The Twist

  • Mythos: The Weaver
  • Scenario: The Hunter becomes the Hunted
  • Challenge: Purifiers, Obliteration Team
  • Challenge: Gorgonite, Larval Spawn
  • Major: The Lotus Garden
  • Minor: The Compass Bridges

Storyteller Opening Narration

Stage Direction

You have reached the bridge, carrying the Last Princess, pursued by a Purifier Obliteration Team that has used flamethrowers to drive the Gorgonite spawn to stampede towards you as they follow behind ready for the kill. What will you do?

Storyteller Transition Narration

Before you is the Gate Room, the final leg of your journey as you carry the Last Princess, hopefully to safety. And hopefully this will attune the Key, because without it, the Princess isn’t escaping and the Flight from Glass Tower will end very badly this time.

Act Three – The Showdown

Scene 5 – The Ordeal

  • Mythos: The Crown Prince
  • Scenario: The Weight of the World
  • Challenge: Sentinel, Guardian of the Gate Room
  • Challenge: The Eye of the Grey, Sinister Sight
  • Major: The Gate Room
  • Minor: The Crimson Room

Storyteller Opening Narration

Stage Direction

You’ve entered the Gate Room and are face to face with the Sentinel, the massive stone guardian of the Gate Room. You must get past somehow, with the eye of the Grey upon you to boot, and the Last Princess feverishly talking in her sleep: trying to talk her brother out of some heroic sacrifice attempt. What will you do?

Storyteller Transition Narration

Well, you aren’t dead yet. Your aura’s are still intact (Note: possiblly just some of them). But the Sentinel is still in play, and you aren’t through yet. What will you do?

Scene 6 – The Confrontation

  • Mythos: The Crown Prince
  • Scenario: A Sacrifice to the Story
  • Challenge: Sentinel, Guardian of the Gate Room
  • Challenge: Gorgonite, Larval Spawn
  • Major: The Gate Room
  • Minor: The Crimson Room

Storyteller Opening Narration

Stage Direction

The Sentinel bars your way to the inner Gate Room: The Chessboard Room. It seems to be fighting to prevent you from entering, and to separate you from the Princess. The Gate Room has that red trough around the edges and the six pillars. But the Sentinel’s club can reach well past them. What will you do?

Storyteller Transition Narration

You’re through! Not without cost, but you’re through! The Last Princess is gone, and in her place is First Mother- founder of the Free Tribes. And the last fragment of the Glass Tapestry is yours, and with it the fully attuned Key to the Foglands! A new Realm of the Shadowlands open before you! But that is for another Incursion.

More coming soon. Watch this space.