Review: Nirvana on Fire
by Ramanan Sivaranjan on March 16, 2025
Tagged: mothership osr
Nirvana on Fire: Expanded Edition is a 36 page module for Mothership written by David Kenny, featuring art by Jéromê Berthier and top-tier graphic design by Eric Hill. As the name suggests, this edition expands upon an earlier release, featuring additional writing, art, a nicer layout, etc. The pitch for Nirvana on Fire has the players responding to requests for help from a remote colony:
The power station on the moon Bodhisattva 2a is failing; without it, the inhabitants of Siddhartha’s Peace, the small Neo-Buddhist colony established there, will freeze to death. Abbot Benz-Shiroyuki requests aid. Print a new power converter at the Manufactory and as payment, receive salvage rights to the decommissioned Terraforming Tower at the top of the moon’s space elevator.
In his briefing, the abbot neglects to mention the tower’s AI has come to believe itself a manifestation of the deity Bishamonten. Pushed by Straylight LLC and the dire conditions in Siddhartha’s Peace, the AI is set on taking extreme measures to protect the colony, even if it requires feeding it to the flames of revolution.
I recall being sorely tempted by this book’s Kickstarter, the cover image is so bold and eye-catching. As usual, shipping was too expensive so I moved on with my life. This weekend I attended Breakout Con, where I saw the zine for sale in real life. Beautiful. When I went to pay, the lady working the stall said, “no pressure, but this also comes in a fancy box.” There is no world where I don’t buy the box.
The first party modules for Mothership are excellent and provide a strong template to follow when it comes to organizing your ideas for an adventure. Nirvana on Fire takes those lessons to heart. The module opens with a lot of information to help orient the GM to what’s going on in the scenario. The opening spread is a timeline of how the the colony on Bodhisattva 2a came to exist, how its problems have manifested. The following spread explains how you might use the module. David tells you how you could kick things off, and what “win” conditions might be. This is followed by an overview of the factions at play and the colony itself.
The graphic design of this module is top tier stuff: they should have put Eric Hill’s name on the cover. I didn’t recognize Hill’s name at first, but he’s the fellow that did the layout for Hull Breach. Of course this thing is going to look hot. Jéromê Berthier art is bold. Lots of reds and blacks. Thick lines. Together the pair take the book to another level.
There are two main adventuring sites in the initial version of this adventure. The first is the colony, Siddhartha’s Peace. It’s described in a single spread, with short descriptions for each of its 10 locations. The GM will roll on a corresponding random table as players move from location to location, which often make the locations a more dynamic. There is a revolution fomenting in the town. Some of the townspeople have become adherents of the AI Bishmamoten. A few encounters involve this tension. The last encounter on the table is “the revolution begins …”.
The “dungeon” in this module is a tower that sits atop the colony’s space elevator, the centre of their terraforming activities until the AI took over. This is 10 rooms, described over two spreads. I would have preferred if the map of the tower was less abstract: it is a simple flow chart, basically. Using the illustration of the exterior of the tower by Jéromê will help you picture the space in your head. As before, a random table provides encounters and colour as players move from location to location. The last encounter on this table is the sole monster that stalks the halls of the terraforming tower, the Spear of Bishmamonten. I was reminded of The God That Crawls or Deep Carbon Observatory, other adventures with a singular powerful monster hunting the party.
Two additional adventuring locations are included in this extended edition. They add more depth to the module. The shorter of two is an addition to the colony, written by Roy Leahy. Players can explore an abandoned Starlight facility, where the company was spying on the citizens and conducting creepy experiments. This location has a nice map. Once again the encounters table elevates the quiet space into something dynamic. The other adventuring location is Facility D-U8K81, written by Noora Masyk. This location reminded me of some of the first party adventures: descriptions are longer, keyed with bullet points. Unlike the other adventuring sites in this module, all the “monsters” to be encountered are described within the location keys. (In this adventure the random encounters table adds some colour.) Both adventuring sites are nice additions to what was already a solid module.
Nirvana on Fire has an amazing cover, and it’s honestly what got me to buy the book. But, contrary to popular belief, you usually can judge a book by its cover. This book is great: I would love to get it to the table. The boxed set comes with a pad of themed character sheets, a GM screen, some patches, and dice. I have zero regrets with my purchase, it’s honestly amazing, but it’s very decadent and certainly unnecessary. That said, these dice are great.
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