What It Is
Your party finds themselves in the kitchen dungeon of Bakto, a picky eater for a demon. Satisfy his culinary demands or die trying. This is a small hardback book written for The Vanilla Game or OSRs, and easily adapted for anything else. Here is one of the monster stats. It should look very familiar. If you can't work with this, I don't know what to tell you:
Get it at Spear Witch, itch.io, and DrivethruRPG. As far as I can tell, the only way to get the physical book is through Spear Witch, so do yourself a favor and get it there. If you do itch.io you get a coupon for the physical book, I gather. That's kind of second-best stuff though, and you are better than that.
What It Isn't
One misconception I had going in is that this was a scavenger hunt. Turns out, Bakto was apparently not prancing around the dungeon like a demonic Easter bunny beforehand, hiding just the right things for your players to find. Maybe they were never supposed to succeed. Try to concretely find the abstract flavors he demands like "Drama" or "Nuclear" and you will fail. As you should, fool.
To survive, the party has to shoehorn dungeon debris and monster giblets into some passable mockery of bespoke cuisine, and do their damnedest to cater to his flavors. This is how my game went - my players grabbed what they could and somehow made it work. Barely!
The Time Limit
There is a time limit, which means the party can only explore some of the rooms. Think of the mad shopping cart dash through the grocery store in cooking contests - they can't get to every aisle, can't get everything they wanted. Probably don't know where to find them in the first place! It is small, but every party you run through it could viably experience a different dungeon. You and your party can be surprised even if they already ran this, and the latter part of the book gives some solid ideas for changing things up on repeat runs: teams, secret ingredients, etc.
The Tone
Due to the art and theme, you can forgive people for thinking this is light in tone. It's definitely gonzo, but it is a very deadly adventure with great risks and rewards. Think of the lore lurking behind the bright palette of Adventure Time or the deceptive depth of most Troika! adventures. There are rooms that defy the visual tone, my favorite of which can easily lead to transforming and stranding the party, or worse.
Just some light-hearted whimsy, as long as you don't look too close. |
This leads into one of my only concerns about this adventure; curiosity can really kill the cat here. Several rooms I am sure I would lose character after character to as a player. If you run this game you will need to calibrate how many cues and chances you give the party to notice something is amiss. Read it beforehand and you will know which rooms I mean. Definitely memorable though, and not as light-hearted as the tone suggests.
My Bakto Session
How to Enjoy
I ran this as a one-shot and feel like this is its best use. Spreading it out over more than one session might squander the beautiful anxiety from the time limit. As a one-shot, it would also make a great palate cleanser when switching game masters or settings. The best thing I did was to make sure the party would occasionally hear Bakto's booming voice announcing the dread passage of time, describing exactly how he would cook and eat each of them, etc. Normal stuff.
End Note: Author's Discussion
I generally refuse to read anything about the author explaining their game before I play it, and you should too. If you already played it or just don't care what I think you can read the author's story about its development here.
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