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CHALLENGE, FOCUS, STRIKE!

Adventure Hooks for Legend of the Five Rings

THE COMPLETE COLLECTION


CFS OF THE WEEK #1 THROUGH #110
VERSION 2.0.1

Credits
WRITTEN BY
Isawa Nazomitsu (Scott Stockton)

COMPILED, EDITED, AND ILLUSTRATED BY


Pirate Spice (Sean C. Riley)

SPECIAL THANKS TO
Tamerlan, Akodo Akira, Bayushi Baka88, Bayushi Mifune,
Mirumoto Kuro, Kakita Shisumo, skip, Toku Yojiro, Teran
no Oni, JadeForm, Fnor, Bayushi Shogo, Doji Ryoku
and
Alderac Entertainment Group

Contents
Introduction ............................................................................................................................. 2
Exclusive Scenarios ............................................................................................................. 2
A. A Simple Errand.................................................................................................................................... 2
B. Living Up to the Legend ....................................................................................................................... 2

Miscellaneous ................................................................................................................................................ 3
1. A Measure of Worth.............................................................................................................................. 3
2. Much Ado About Nothing.................................................................................................................... 3
3. The Price of Blasphemy ........................................................................................................................ 3
4. Behind Closed Doors ............................................................................................................................. 4
5. All Fools Day ........................................................................................................................................ 4
6. As Driven Snow ..................................................................................................................................... 4
7. Garden Pests........................................................................................................................................... 4
8. Good Help is Hard To Find .................................................................................................................. 5
9. When the Student is Ready... ............................................................................................................... 5
10. A Devilish Debt.................................................................................................................................... 6
11. Footsteps of My Forebears ................................................................................................................. 6
12. The Tomb of Takeda Fujimu .............................................................................................................. 6
13. Do You Have an Appointment? ........................................................................................................ 6
14. Letters of Intrigue ................................................................................................................................ 7
15. Civil Blood Makes Civil Hands Unclean........................................................................................... 7
16. Tides of Chaos...................................................................................................................................... 8
17. Love & Marriage .................................................................................................................................. 8
18. Sins of the Father ................................................................................................................................ 8

Weapons ........................................................................................................................................................... 8
19. The Shot Heard Round the Empire .................................................................................................. 8
20. To Know My Enemy ........................................................................................................................... 9
21. Yoshimotos Legacy ............................................................................................................................ 9
22. Tarnished Promise ............................................................................................................................... 9
Ghosts & Spirits ......................................................................................................................................... 10
23. Ancestral Duty ................................................................................................................................... 10
24. A Spirited Night Out ......................................................................................................................... 10
25. An Unexpected Guest ....................................................................................................................... 11
26: The Spirits Son ................................................................................................................................. 11
Bandits ............................................................................................................................................................. 11
27. Silk & Skullduggery .......................................................................................................................... 11
28. Twenty Koku ...................................................................................................................................... 12
29. Smoke & Mirrors ............................................................................................................................... 12
30. Death & Taxes.................................................................................................................................... 13
31. Crime & Punishment ......................................................................................................................... 13
Zombies ........................................................................................................................................................... 14
32. The Bloodscrolls: A Familiar Face .................................................................................................. 14
33. The Bloodscrolls: The Zombie Plague ............................................................................................ 14
34. The Bloodscrolls: The Dead Shall Rise ........................................................................................... 15
35. The Bloodscrolls: Army of Darkness .............................................................................................. 15
Winter Court ................................................................................................................................................ 16
36. Character Assassination ................................................................................................................... 16
37. Poetic License .................................................................................................................................... 16
38. Contagious Rumors ........................................................................................................................... 16
39. Dont Bite More Than You Can Chew ............................................................................................ 17
40. Good Fortune, Bad Company .......................................................................................................... 18
41. Forgive & Forget ............................................................................................................................... 18
42. Childs Play ........................................................................................................................................ 19
43. The Gifted Poet .................................................................................................................................. 19
44. Under Pressure ................................................................................................................................... 20
45. Beauty & Wisdom ............................................................................................................................. 21
46. A Matter of Recognition................................................................................................................... 21
47. Broken Trust....................................................................................................................................... 21
48. The Plays the Thing ......................................................................................................................... 22

Oni ...................................................................................................................................................................... 22
49. Keep Your Enemies Closer ............................................................................................................... 22
50. My Word Is My Bond ....................................................................................................................... 23
Oni no Kyohaku ....................................................................................................................................... 24
51. The Onis Prison................................................................................................................................. 25
52. Baby Dolls .......................................................................................................................................... 26

Nonhumans ................................................................................................................................................... 26
53. Cultural Exchange ............................................................................................................................. 26
54. Guess Whos Coming To Dinner ..................................................................................................... 27
55. Whats Yours is Mine........................................................................................................................ 27
56. Equal Rites.......................................................................................................................................... 28
57. Stranger Among Strangers .............................................................................................................. 28
58. Trapped Like Rats .............................................................................................................................. 29
59. A Helping Paw ................................................................................................................................... 29
60. Of Mice and Men ............................................................................................................................... 29
61. Who Framed Raoshu Ratling? ......................................................................................................... 30

Goblins ............................................................................................................................................................. 30
62. Down, Down, Down to Goblin Town! ............................................................................................ 30
63. Grubby Little Hands .......................................................................................................................... 31
64. Nature Versus Nurture ...................................................................................................................... 31
65. The Head of the Beast ....................................................................................................................... 32

Animals ........................................................................................................................................................... 32
66. The Sapphire Chef ............................................................................................................................. 32
67. Hunting Hana .................................................................................................................................... 33
68. Runt of the Litter ............................................................................................................................... 33
69. Who Hunts the Hunter?.................................................................................................................... 33
70. Follow That Bird! .............................................................................................................................. 34

The Shadowlands ...................................................................................................................................... 34


71. The Obsidian Idols: An Idol Threat ................................................................................................. 34
72. The Obsidian Idols: Compassion & Mercy ..................................................................................... 35
73. The Obsidian Idols: Shared Burden ................................................................................................... 35
74. The Obsidian Idols: Hostile Territory .............................................................................................. 36

Potpourri / Variety................................................................................................................................... 37
75. Ikebana Dance ................................................................................................................................... 37
76. Waiting for Godo .............................................................................................................................. 37
77. A Woman Scorned ............................................................................................................................ 38
78. Portents & Signs ................................................................................................................................ 39
79. CFS Creation Tools ............................................................................................................................ 39
Course A: The Random CFS Generator ................................................................................................. 39
Course B: Challenge-Focus- ................................................................................................................... 40
Course C: Choose Your Own Challenge-Focus-Strike ........................................................................ 40
Allies & Enemies ....................................................................................................................................... 43
80. The Sweetest Gift............................................................................................................................... 43
81. Unforgettable Gift, Unforgivable Gift ............................................................................................ 43
82. The Honor Guard ............................................................................................................................... 44
83. Reputation .......................................................................................................................................... 44
Ninjas ................................................................................................................................................................ 45
84. First Impressions................................................................................................................................ 45
85. Noritada, Noritada............................................................................................................................. 45
86. Drafted By Darkness ......................................................................................................................... 46
87. Familiar Strangers ............................................................................................................................. 47

Winter Court, Part II ............................................................................................................................... 47


88. Great Deeds & Tall Tales .................................................................................................................. 47
89. Master & Student............................................................................................................................... 48
90. Elemental Affection .......................................................................................................................... 48
91. Unubores Exploits ............................................................................................................................ 49
92. The Poetry of Life .............................................................................................................................. 50
Romance ......................................................................................................................................................... 50
93. Love Comes in Many Guises ............................................................................................................ 50
94. In Love & War ................................................................................................................................... 51
95. A Gift of Love .................................................................................................................................... 51
96. Life or Love ........................................................................................................................................ 52

More Winter Court, Part II ................................................................................................................. 52


97. There Are No Secrets ........................................................................................................................ 52
98. An Unlikely Hero............................................................................................................................... 53
99. Insufficient Memory Error ............................................................................................................... 53
100. A Chance for Greatness .................................................................................................................. 54
But Wait, Theres More! .......................................................................................................................... 56
Duels .................................................................................................................................................................. 56
101. Challenge, Focus, Psych! ................................................................................................................ 56
102. The Enemy of My Enemy Is My Pawn ......................................................................................... 56
103. Unbreakable Spirits ......................................................................................................................... 57
104. An Unfair Advantage ..................................................................................................................... 58
The Fortunes ................................................................................................................................................ 58
105. The Fortunes Favor ........................................................................................................................ 58
106. Balance in All Things ..................................................................................................................... 59
107. Who Wants to Live Forever? ......................................................................................................... 60
108. Inaris Children ................................................................................................................................ 60
109. Just Rewards .................................................................................................................................... 61
Tsu Fish ........................................................................................................................................................... 62
110. One Fish, Tsu Fish ........................................................................................................................... 62

Appendix ................................................................................................................................. 63
Additional Material for CFS #100............................................................................................................... 63
Allies, Rivals, and Other Competitors ................................................................................................... 63
Non-Competitors...................................................................................................................................... 70
Special Guests & Party Crashers ............................................................................................................ 71
Original Characters .................................................................................................................................. 73

Introduction
When I first joined Alderac Entertainment Groups now defunct gaming
forum, I was delighted to discover the L5R RPG GMs section rife with plot
hooks and adventure ideas in the classic Challenge, Focus, Strike (CFS)
format. Though many were excellent, one authors submissions stood out as
an example for all others to strive for. Isawa Nazomitsus CFS of the Week
feature has been a source of inspiration and joy for many a Game
Master, myself included.
Wishing to express my gratitude to the esteemed Nazomitsu, I
began compiling and formatting his brilliant contributions to the
L5R community into collected volumes. These have been so well
received that I wanted to do something special, and here you have
it: The Complete Collection of every Challenge, Focus, Strike! that
Ive formatted. This is for those that want all of Isawa Nazomitsus
fantastic adventure seeds in one document.
For the
sake of further organizing these, I have attempted to give
each hook a title (also taking inspiration from suggestions
on the forum). The hooks themselves are presented in
the order that they were originally posted, edited for
brevity and typography. In addition, you will find
several headings denoting a category of scenarios,
grouped by theme. Some entries may include a
section entitled Shout. These are simply
extensions of the CFS presented to add more
complications or hooks.
In this new version of Challenge, Focus,
Strike! are some scenarios that were never
before released in this format, as well as the
epic CFS #100. I have also done my best to
update the formatting and material to 4th
Edition standards.
It is my deepest honor to open Challenge, Focus,
Strike! The Complete Collection with two exclusive
scenarios, written by Nazomitsu specifically for these releases.
Sean C. Riley (a.k.a. Pirate Spice)

Exclusive Scenarios
A. A SIMPLE ERRAND
This one is dedicated to Pirate Spice for the fantastic job he did in archiving,
laying out, and presenting my numerous adventure hooks. And also to all the
GMs who put their blood, sweat, and tears into creating memorable adventures
for their players.
This scenario can be used to provide an overarching story for a campaign,
giving the party a reason to work together, and directing them as they travel
toward further adventures.
Enjoy!
Scott Stockton (a.k.a. Isawa Nazomitsu)
CHALLENGE
The player characters are asked or assigned to help a group of monks maintain
a library. The library is well-known as a popular refuge for retired samurai of
station who wish to escape the demands of their former lives, and just about
every clan has at least one daimyo who supports the library. As such, the
player characters are excused from their normal duties until the maintenance
is completed.
That shouldn't be any cause for worry, however, as their part in the project
is bound to be no more than just a simple errand.
FOCUS
The head archivist is a retired samurai who has taken the name Rai Li. He
meets the player characters warmly and takes them to his office, where a series
of scrolls are laid out on a writing table. The scrolls tell of the heroic deeds of
a number of Rokugan's lesser known heroes, and are part of a larger historical
account. Rai Li tells the PCs that a Phoenix historian donated the set of fiftytwo scrolls to the temple so that the Empire might know of the great deeds
that brave men and women perform every day. He goes on to explain that a
copy of each scroll was also given to the hero or heroes whose stories were

detailed in that particular volume. While this fact would normally be no more
significant than an archival footnote, recent developments have made these
copies especially important. It turns out that a number of the original scrolls
suffered water damage during a severe storm last year and are no longer
readable. Thus, without the copies of the missing scrolls, the set is incomplete.
Naturally, Rai Li would like the PCs to gather the scrolls. He would do it
himself, but other duties are keeping him busy. And, after all, a group of
samurai should have no difficulty performing the job of a simple
librarian.
STRIKE
The missing volumes are scattered all across the Empire,
and while Rai Li has records that can tell the PCs where to
start looking, it will take some time and effort to track them
down. Some have been incorporated into other libraries,
either out of carelessness or for safekeeping. Some are
being kept as family treasures. Some are stored in dusty
warehouses. One was given to a geisha as a present
a few years ago, and another was stored in the
Kitsu Tombs with the ashes of an honored
soldier. One has been lost in a haunted cave,
and two were in a box that was stolen by
bandits. A ronin duelist uses one as a means
of proving his samurai heritage, and one
more is being kept by a shugenja who has
since gone insane.
Still, all the PCs have to do is
gather a few scrolls and bring them back to
the library. No trouble at all, right?

B. LIVING UP TO THE LEGEND


CHALLENGE
The player characters are sent by their respective daimyos
to serve a Phoenix scholar. While his true name is Isawa Noshinto,
most know him as "the Author," for he is one of the most prolific writers of
the day. It seems that he has requested the services of each of the PCs
specifically, and even called in a number of favors to secure their
commanders cooperation. Although no reason for his request was given, it
must be something significant for a man of his standing to exert such
influence.
FOCUS
The Author explains that he discovered a number of ancient scrolls while
organizing his familys library. Upon deciphering them, he found that they
held a prophecy telling of a group of heroes who would save the Empire from
a great crisis. Due to similarities in their deeds and personal histories and
those recorded in the scrolls, he believes that the PCs are the heroes the scrolls
tell of. He even notes that the titles used to refer to the heroes in the prophecy
fit the PCs, such as the Hero in (target characters Clan color), the (adjective
that describes target character) Swordsman, and the Prodigy of (target
characters home province).
In order to fulfill the prophecy as it is written, the PCs must undertake a
number of tasks. However, the Author only reveals these tasks one at a time,
forcing the PCs to return to his home for further information after each stage
in their journey toward becoming heroes.
First the PCs must defeat an army of bandits that is gathering near the
Shinomen Forest. Then they are to recover a blue crystal from the Caverns of
Beidens Teeth. Next, they have to prove to the Monks of the Seven Fortunes
that they are worthy of being allowed to meditate in the Garden of Judgement.
After that, the party must travel to the Islands of the Mantis and defeat the
strongest jiujutsu master there. Finally, they must venture into the Kuni
Wastes and defeat a monster. Once they have done all these things they will
be ready to face the danger that threatens the Empire.
STRIKE
As the PCs are performing these tasks, they may notice that things arent
exactly as they should be. The bandit army they are supposed to eradicate
seems to have already suffered heavy losses. Footprints in the dust show that
someone besides them has entered the Caverns recently. Many of the NPCs
they meet speak of other groups that approached them about similar matters.
And each time they return to the Author for further instruction the servants

begin to act strange, whispering amongst themselves and possibly even


calling party members by the wrong names. Eventually, the Author finds
himself forced to reveal the truth. The PCs are not the first group of
prophesized heroes he has enlisted the services of. There have been a number
of other groups before them, each of which failed to live up to the demands
of the prophecy.
The Author professes his confidence in the PCs, but reluctantly admits that
he has no proof whether or not they are actually the heroes he is searching for.
All he really has is faith in their ability to do something great.

Miscellaneous
1. A MEASURE OF WORTH
Today's adventure idea has two versions, depending on how nice or naughty
you want to be to your players.
CHALLENGE
A mysterious monk passes through the area, causing quite a commotion. The
monk claims to be seeking the worthiest soul in the region to bestow a great
reward on that man or woman.
FOCUS
VERSION 1
Naturally, everyone who hears of the monk's quest will have
a different idea of what exactly constitutes worthiness.
Humble men will clamor to nominate and support those
they respect. Proud men will step forward to declare (or
show) why they are worthy. And wicked men will take
whatever steps are necessary to ensure that they are
found worthy somehow. After all, if you can take
something, are you not worthy of having it?
VERSION 2
Naturally, everyone who hears of the monk's
quest will have a different idea of what exactly
constitutes worthiness. A number of impromptu
competitions break out as individuals seek to
show off their strength, intellect, prowess, and
virtue. The characters are free to participate if
they wish, or they can simply deal with the
problems that arise from the charged
atmosphere. The monk keeps track of
everyone who comes forward, but pays
particular attention to those who act with
honor.
STRIKE
VERSION 1
When the monk's reward is finally revealed, he announces to all present that
the recipient is the worthiest soul in the region to receive the wisdom of
Shinsei and the blessings of the fortunes in the coming months. He calls upon
everyone to recognize the incredible potential that the winner holds, and lauds
the lucky man or woman with praise and promises of good fortune. Once the
winner receives his or her public recognition the monk is satisfied and says
no more, other than encouraging others to wait and see.
VERSION 2
The monk is actually a Bloodspeaker initiate searching for a suitable victim
for ritual sacrifice. If the PCs do not stop his plans he will kill the winner of
the contest and summon a swarm of vengeful yokai to torment the innocent.
Naturally, the PCs will have some qualms about this idea if one of them is
chosen as the lucky winner.
There you go. Two ways to get your characters involved in a variety of fun and
interesting situations, with rewards that are definitely more than they bargained
for.

2. MUCH ADO ABOUT NOTHING


Today I give you a mystery scenario with a twist.
CHALLENGE
A sudden storm forces the player characters to take refuge for the night at a
roadside inn. A handful of other travelers hailing from different clans and
families are also stuck in the small building, which offers just enough room
for privacy.
FOCUS
Dinner is served in the common room, and it is apparent that not all of the
travelers in the inn consider each other worthy of courtesy and respect. One
samurai in particular, Matsu Ryosuke (feel free to change the family name as
you see fit), is quite outspoken and abrasive.
After dinner ends the travelers retire to various rooms around the inn to
get away from one another and relax in private.
Thirty minutes later Ryosuke is found stabbed to death in the outhouse.
All signs point to one of the other people staying in the inn as the culprit.
STRIKE
Ryosuke is actually a Ninja Shapeshifter. It is not dead, but is merely
appearing so in an attempt to sow paranoia in the other people staying at the
inn. Rather than drop its disguise or take action against anyone else, it will
let suspicions build among the remaining travelers. It hopes that distrust and
wild accusations will eventually cause one or more of the residents to draw
steel against another.
Remember that using the Commune spell on a dead body is considered maho.
If you want to be especially sneaky you can rule that any other elemental
kami in the area reply with I saw Nothing when questioned.
If you really want to spice up the scenario, try taking players aside for
private conversations or passing out secret notes to build paranoia in the
group too. It doesn't work with everyone, but it can be an interesting
role-playing challenge for groups who come from different clans and
backgrounds.

3. THE PRICE OF BLASPHEMY


This week we find ourselves with a ronin, a problem,
and a small fortune, but not necessarily
in that order.
CHALLENGE
A young ronin shugenja approaches the
party while they are relaxing and introduces
himself as Kintaro. He explains that he is
searching for knowledge and requests a chance to
buy or copy any spell scrolls the party might be carrying. While this is an
extremely unorthodox proposition, Kintaro is willing to pay any amount of
money, and has more than enough to tempt unscrupulous samurai.
FOCUS
If no one in the party accepts the money Kintaro offers he becomes desperate
and reveals the details of his problem (listed in the Strike section below),
begging the characters to help him.
If anyone in the party does provide Kintaro with spell scrolls in exchange
for money, he thanks them profusely and pays the agreed upon amount. From
that moment onward, the shugenja who accepted Kintaro's money is afflicted
by the same curse that Kintaro suffers (see below), although it may take some
time before he or she notices.
STRIKE
Kintaro gained his wealth by stealing several valuable treasures from a shrine
dedicated to the elemental kami. The kami struck back by placing a curse on
Kintaro and any who share magical resources with him. Any spell scrolls
carried by such a shugenja are good for only a single use, and become blank
after used to cast a spell.
Whether Kintaro explains his problem to the party willingly, or they have
to find the truth another way, the shrine's treasures must be completely
restored and reparations made before the curse may be lifted (at which time

all blank scrolls are restored to normal). Although Kintaro knows the depths
of his misdeeds, he is afraid to face the kami's wrath, and would much rather
continue running from his mistakes than go back to the shrine.
If you think your party might be overly reluctant to trade in magical scrolls,
you can change Kintaro into a young woman named Kaneko. Players might be
more inclined to help a woman who is down on her luck, and a sweet girl's
smile goes a long way toward convincing player characters to give aid.

4. BEHIND CLOSED DOORS


Since this is the fourth installment in this series, and the number four means
death in Japanese, here's a little something to get under your players' skin. Be
warned: don't read it while you eat.

6. AS DRIVEN SNOW
Here in Osaka the weather is getting better and better every day, and the cherry
blossoms are just starting to bloom. Soon the flower viewing parties will start.
Of course, not everyone is lucky enough to live in an area with cherry blossoms,
so here's a little something to enjoy instead of the real thing.
CHALLENGE
A young poet who is on good terms with the player characters asks for a
favor. He explains that he met a young temple maiden who befriended and
inspired him during a trip to the Isawa Woodlands in his youth. He will hold
his first cherry blossom viewing party soon, and he wishes for his dear friend
to attend. He asks the party to deliver his invitation to the temple where she
lives, and also to convince her to attend if she is reluctant.

CHALLENGE
The characters are invited to the home of an influential and respected
nobleman in a small town famous for its natural beauty. The noble offers the
party a chance to relax in his little paradise.
FOCUS
After a few days in the estate it becomes clear that something is wrong in
paradise. No one smiles or laughs, and the few servants visible in the house
take pains to go about their duties as quietly as possible. A pall hangs over
not only the noble's home, but the entire town as well. Colors are muted, and
emotions subdued. No matter how hard the characters search, they will find
nothing of beauty here.
STRIKE
The noble is insane, and has a torture chamber hidden in a secret room
beneath his estate. He not only performs physical torture on the people of his
village, but abuses them in other unspeakable ways. For example, feeding on
their remains and forcing their loved ones to do so as well. His impure actions
have brought a blight on the town, but his authority and status make him all
but politically untouchable. The characters must decide what they will do in
the face of such heinous atrocities.

5. ALL FOOLS DAY


April Fools Day is almost upon us, and while this holiday is not celebrated in
Rokugan (or is celebrated every day, depending on your players) it still provides
an excellent excuse to run scenarios that are just a little (or quite a bit) silly.
CHALLENGE
The characters are invited to a dinner party at the home of a local noble. A
number of important personages are also invited, including any NPCs that have
strong relationships with the characters. The host has gathered a number of
delicacies for the occasion, and promises an event that none will ever forget.
FOCUS

FOCUS
The maiden attends a temple in the mountains in the northern reaches of the
Phoenix lands, where winter is still in full force. As the player characters go
further, the weather grows colder and the snows become deeper. Although
travel is possible, it becomes difficult to advance, and it takes a few days
before the temple can be found in the coldest, snowiest reaches of the forest.
STRIKE
The maiden remembers the poet fondly and would like to accept his invitation,
for she has never seen cherry blossoms in bloom. There is however, one
problem. She is a Yuki no Onna, and snow follows in her wake no matter
where she goes. She believes that the Isawa Libraries might hold an answer,
but there is no way she could enter without causing an indoor blizzard. If the
player characters could find a solution on her behalf, however.

The party begins without incident, but just before the second toast (to be made
with a fruity type of alcohol from the Mantis Isles) is served the characters are
called away by their servants. It seems that a trio of mujina are ransacking
the party's gear, and something must be done to minimize the damage. Unless
the PCs insist on getting a drink first, this bothersome interruption will likely
prevent them from enjoying the wine.

The key to bringing the Snow Maiden to the festival without freezing the flowers
could be a secret spell, difficult ritual, lost artifact, or plea for divine intervention,
depending on your preferences. Remember to make sure the players are aware
that there is a time limit. Like too many things in this world, the cherry
blossoms bloom for but a short time before they wither and fall.

STRIKE

7. GARDEN PESTS

This is only the start of the party's problems. The mujina also drank all of the
fruit wine before the start of the feast, and replaced it with a brew from their
native realm of Sakkaku. Anyone who drinks the wine is automatically
influenced by chame for the rest of the evening. Chame (described on pages
44 and 45 of Fortunes and Winds) causes victims to act in a foolish and
unrestrained manner, as if intoxicated. Depending on the individuals affected
and the mood the GM wishes to present, the results could range from hilarious
to deadly serious.
If things get too out of hand, you can always rule that everyone affected
remembers nothing come morning and let the PCs intimidate the servants into
keeping quiet. After all, seppuku kind of takes the fun out of April Fools Day.
Or you could let the repercussions, whatever they may be, linger for some time
to come.

This week's adventure idea continues the cherry blossom theme from last week
and is based on an actual Japanese legend. I hope you enjoy both the adventure
and the story.
CHALLENGE
An important lord is troubled by the sad state of his garden. His beloved cherry
trees have become withered and barren, and refuse to blossom. He has heard
tales of an old man who can restore sick trees to health called 'Hana-SakaJiji,' and he offers a reward to anyone who can bring the miracle worker to
him.

FOCUS

FOCUS

Although the old man's talent with flowers and trees is legendary, he is not
an easy man to track down. He roams the land, going wherever his fancy
takes him. The last reports of his whereabouts place him near the holdings of
the Sparrow Clan, but he has continued his wanderings since then.
In addition, other ambitious groups of samurai and courtiers are also
seeking Hana-Saka-Jiji. While these rivals pose no mortal threat to the party,
they are not above stooping to sabotage in their attempts to gain the lord's blessing
for themselves.

Shinichiro is quite talented in combat techniques, and already has a good deal
of expertise with the sword. He is an apt pupil and is eager to learn from the
player characters.

STRIKE
When Hana-Saka-Jiji is brought to the lord's garden, he scatters ashes over
the cherry treesrevealing a flock of invisible monsters! The creatures have
been draining the life energy of the trees, causing them to become sick and
wasted. Once they are revealed they can be dispatched by normal means, but
care must be taken to avoid harming the lord's precious trees.
Use whatever statistics you feel appropriate for the monsters. If your
characters are still rather inexperienced, flying goblins will probably be enough
to pose a challenge. For more powerful parties you can use anything up to
minor oni with health draining attacks.

8. GOOD HELP IS HARD TO FIND


This week we move away from cherry blossoms and focus on another aspect
of spring in Japan. This season sees numerous students entering school, as
well as many young adults entering the work force and seeking jobs. On one
hand, the influx of new blood is welcome, but at the same time many employers
bemoan their new hires' lack of skill.

STRIKE
Choose one of the following:
VERSION 1
Shinichiro has a great deal of confidence in his own abilities, and lacks the
patience for prolonged training. He insists on progressively intense training
sessions, eventually challenging one or more of his teachers to combat with
live weapons. Claiming that he has the control needed both to protect himself
and avoid inflicting a serious injury on his training partner, Shinichiro will
not be satisfied until he has had the chance to prove his skill.
If you decide to go this route, feel free to give Shinichiro some skill in
subtly deriding and insulting the skills of those who refuse to face him.
VERSION 2
Shinichiro is eager to test the skills and maneuvers he has learned in real
combat situations. He takes every possible opportunity to look for a fight, and
does his best to put the player characters and himself in situations where
combat seems likely. His confidence in himself and the party is so great that
he desires a chance to show the whole Empire what they can do, and he does
not hesitate to proclaim that they can defeat any challenges.
Having connections of his own to call upon and not being completely
subject to the commands of the party could greatly aid Shinichiro in his efforts
to get the party involved in some daring mission.
VERSION 3

CHALLENGE
One of the characters' superiors retains the
services of a new advisor. The man, named Baramucha,
comes from another family in the supervisor's clan, and
confidently assures everyone that he will bring great knowledge and
skill to the job.
FOCUS
As time goes on, Baramucha's advice continually proves to be incorrect. He
loses track of important details, confuses different facts, and mixes truth
with nonsense until the result is impossible to understand. He
maintains complete faith in his methods, and changes the subject
whenever his mistakes are mentioned. The only useful skill he
displays is duping the unwary into believing him. To make matters
worse, he has sufficient status and glory to make questioning him
publicly difficult.

Shinichiro is not really a young bushi, but is actually a Shosuro actor who
has taken the young man's place. His assignment is to learn the weaknesses of
the player characters' schools, and he does his best to find any flaws in their
styles that he can exploit at a later time.
If you desire, you can have the character come back at a later time
as an antagonist, with multiple ranks in the Know the School
skill.
VERSION 4
Shinichiro is a tormented man. Although he
has great skill with the sword and is eager
to achieve perfection in his art, he does
not wish to be party to any violence or
bloodshed. During practice his
swordsmanship is flawless, but in real
combat he does his best to hide or flee
without being noticed.
To further add to Shinichiro's
torment, you can provide him with the
foretelling of a Great Destiny which requires
him to defeat a great enemy.

STRIKE
If the players choose to look into Baramucha's background, they'll
find he is completely clean. He has no hidden agenda or skeletons in
his closet. He is a loyal and well-meaning, if unintelligent and misguided,
member of the clan who gained his position through favors and luck.
Nonetheless, if he is left unchecked, he could cause considerable damage.
The exact area under Baramucha's command depends on the tone you want to
set for the adventure. If you want things to be serious, you can make him the
master of the family's army. If you want a more humorous touch, he can be
placed in charge of organizing the household. If you feel really like being really
evil toward your players, make Baramucha their new boss.

Of course, if the party manages to give


Shinichiro what he wants and teach him something valuable in the processwell,
then they are great teachers indeed.
By the way, feel free to post your own ideas for possible twists on
Shinichiro's story. After all, every student (and every gaming group) has
special needs.
Editors Note: Following are the other ideas that were posted.
VERSION 5 (BY AKODO AKIRA)

9. WHEN THE STUDENT IS READY...


My apologies for being late this week. Several of my students had last minute
projects to complete and needed my advice. (And then I couldn't log on to the
forum.) So to make up for the delay I bring you another scenario with multiple
versions. Now your players can know the joys that come with being a teacher.
CHALLENGE
One or more of the characters are asked to train and instruct a young bushi
named Shinichiro. The young man has just completed his gempukku
ceremony, and his sensei would like him to receive some practical guidance
from experienced samurai.

Shinichiro is a complete waste of time. Whenever he can he drinks and whores


around (yes, he visits brothels rather than geisha house, though he goes there
too), he skips out on practice (thinking himself to be good enough), and
ignores the samurai in charge (his position is really quite high, or rather his
father's position is high). How do the PCs deal with him? Do they disrespect
him and possibly earn the father's ire? Do they do only what they are told?
Or do they rise to the occasion and turn the young man around into something
better than he was?
VERSION 6 (BY BAYUSHI BAKA88)
Regarding [Version 4], I feel as if it would be a good plot to go with whilst
the party is traveling with Shinichiro. That way, the revelation of his true

combat skills will be more of a shock and a great burden to the PCs. Shinichiro
could, of course, eventually conquer his fear (Great Destiny) and end up
saving the PCs in some manner.

10. A DEVILISH DEBT


Things have been kind of quiet lately, so let's see what a sudden monster attack
can do to shake things up.
CHALLENGE
A relatively weak minor oni of an unknown type emerges from the wilderness
to attack the home of the characters' lord or commanding officer. Although
the oni is not a serious threat, the attack is focused, sudden, and ruthless.
FOCUS
If the minor oni is defeated another new type of minor oni appears a few days
later, attacking with the same goal in mind. Another minor oni comes forth
three or four days after that. And another new oni arrives three days after
that. None of the oni have been seen before, and they all seek the destruction
of the lord's home.
STRIKE
Last winter, the inhabitants of a nearby village were on the brink of starvation
when a mysterious shugenja arrived bearing enough rice to last the village
through the season. The villagers owe their lives to the shugenja, and he has
been calling upon that debt to bind their names to oni. If the characters do
not find and eliminate the shugenja, both the lord and the villagers under his
protection will suffer.

12. THE TOMB OF TAKEDA FUJIMU


You can't please everyone all the time this week. In fact, you'll be lucky if you
can keep from making everybody angry.
CHALLENGE
While traveling through an unused area of woodland, the characters find the
lost tomb of Takeda Fujimu, a famous ronin duelist who was granted a family
name by the Emperor hundreds of years ago.
FOCUS
The Takeda family is no longer surviving, but many others lay claim to the
hero's tomb. The area is currently under the control of the Scorpion Clan, but
at the time the tomb was built the land belonged to the Lion. Furthermore,
Fujimu was a member of the Dragon Clan before he was made ronin, and he
accepted a number of gifts from the Mirumoto when they attempted to
convince him to return to the family.
STRIKE
When a member of the Otomo family arrives to mediate the conflict, she
insists that the characters assist her, claiming that the party was chosen by
the spirit of Takeda Fujimu when they found the tomb. The characters could
suggest that the tomb be given to any of the claimants, held in trust by
another family, or even claim it for themselves. Whatever they do, many
influential people will try to influence them, and many powerful figures may
be angered by their final decision.

The shugenja's motives and abilities are up to you. If the party requires more
of a challenge, you can have the villagers be willing compatriots of the
shugenja, or increase the power of the summoned oni. If the repeated oni
attacks are too difficult for the party, you can increase the amount of recovery
time in-between attacks or even have the NPC who is being victimized loan
the characters some of his prized crystal weaponry for the duration of the
threat.

11. FOOTSTEPS OF MY FOREBEARS


A samurai never stands alone. The souls of his ancestors stand beside him at
all times. Or at least, they're supposed to....
CHALLENGE
After being struck by a strange nemuranai or spell, one of the characters finds
himself unable to receive aid or guidance from one of his heroic ancestors.
Ideally, the ancestor in question should be one who has taken a personal
interest in the character on previous occasions.
FOCUS
If a Kitsu Sodan-Senzo or another expert on spirits is consulted, the character is
told that he must retrace the path of his ancestor's most famous adventure. By
performing the same tasks and undergoing the same hardships in the same
places that his ancestor did, the character may enter an emotional state that
makes it easy for his ancestor to rekindle the connection between them.

If you want to get really wild, you can add more groups who desire stewardship
of the tomb. Perhaps the tomb was built by the Kaiu family, and is still listed
as part of their holdings. Or the Crane could have brokered a secret deal to
offer Fujimu fealty before his untimely death prevented them from announcing
it. Monks or the Phoenix could claim the site as sacred. And don't forget the
possibility of a ronin claiming (either truthfully or otherwise) to be the lost
heir to the Takeda family name.

STRIKE
The spirit of the ancestor's rival has also learned of the accident, and has sent
his descendant to harry the character. If the rival's plan is successful, the
character's ancestor may be cut off from the mortal world forever.

13. DO YOU HAVE AN APPOINTMENT?

Of course, you can tailor the tale of the ancestor's adventure to include
whatever situations and problems you wish. Although the character in
question does not receive any guidance from the banished ancestor, if the two
are similar in personality and temperament you may allow him to gain some
small benefits as the adventure progresses.
This idea could also be used to begin a campaign. In order to complete the
same quest his ancestor did, the character must secure aid from the descendants of
his ancestor's allies the other player characters. The party must then
undertake the same epic quest that their honored ancestors did so long ago.

The characters are sent to deliver a personal message to the Otomo daimyo on
behalf of their superior, who asks that it be given in person and in private.
The daimyo is currently attending to political matters at his estate, which is
as large as it is busy.

CHALLENGE

FOCUS
Once they reach the daimyo's home, the characters must deal with several
levels of bureaucracy in order to secure an appointment with him. The
gatekeeper of the estate, the captain of the guards, the manager of the
household, and several assistants bar the way, each demanding proof of the
characters' identity and business with the daimyo. The daimyo's personal

assistant in particular is quite difficult to deal with, telling the party to wait
for an opening time after time.
STRIKE
The assistant in question does not bear the party any ill-will or genuinely seek
to block their progress. He simply has a different sense of priorities, and is
trying to manage the daimyo's time as efficiently as possible. Because new
developments in the court demand the daimyo's attention every day, the
players will have to convince the assistant that their business is important
enough to be guaranteed a spot on the daimyo's schedule. How they do this
is up to them, but their actions will certainly have an effect on how they and
the message they bear are received.
This adventure has the potential to be particularly difficult for characters with
low social standing, while characters with high levels of status and/or glory
may get by some obstacles simply by pulling rank. It also provides an excellent
opportunity to show martially oriented characters the ways of the courts and
the value of social skills.

14. LETTERS OF INTRIGUE


We have a story of intrigue this week. Intrigue and mayhem, and even some
violence.
CHALLENGE
The characters find the bodies of two samurai from rival clans dead in an
alley. Even without the skills of a Kitsuki it is apparent that the two men killed
each other, as they both hold bloodstained weapons and have been severely
wounded in a struggle. On the ground near the bodies lies a traveling pack,
which has been torn open, revealing a disguise kit and several scrolls,
including a letter.
FOCUS
My Lord,
My mission has been a success. I have discovered
the spies in our midst and learned the identities
of two of them.
Furthermore, I have learned that they will
meet with a hired assassin in the Green Plum
Teahouse on the night of the Full Moon.
Be wary, my lord. Enemies are everywhere.
I will attempt to locate their safe house
within the city and report to you when I know
more about their plans.
Ever at your service,
Your Humble Servant

STRIKE
It is not possible to tell which of the dead men wrote the message, as it bears
no names or mon. Noble emissaries from both clans are present in the city, as
well as samurai, courtiers, and merchants. Any one of them could be a
conspirator, or a target, in this plot. The characters must decide who they will
tell, if anyone, and depending on which clan sent the spies and which clan
uncovered them, the characters could end up thwarting or aiding dark plans.
I always decide which clan the spy was from and which clan the spy hunter
was from before the characters do anything, but you can also choose to leave
such details undecided until the players choose which noble they will give the
message to.
If the characters do nothing or turn the scroll over to some higher authority,
feel free to have them jumped by thugs the next night. Hired by the second
spy, the mercenaries demand to know where the message is, and will not be
convinced by simple claims of ignorance on the part of the characters. The
spy's planned long and hard for this chance, and he's not about to let some
loose end samurai screw things up.
ALTERNATE VERSION
Instead of finding two dead men with a warning message of unknown origin,
the PCs find two groups of dead men at a battle site next to an overturned
wagon. Inside the wagon is an ornate sword, and a letter to the daimyo of one
of the two groups.

My Lord,
We have reclaimed the blade from the thieves
who stole it. Luckily, they were not aware of its
true nature, so we were able to wrest it from
their grasp with little trouble.
However, I fear that others of their ilk will
soon be coming after us. I do not know when I
will be able to send you this message, but I
intend to follow the route we discussed until I
am able to contact you.
I promise you I will do everything in my power
to keep the blade away from our enemies and
prevent their vile plans from reaching fruition.
Ever at your service,
Your Humble Servant

From there on out the scenario is just like the one above, but instead of having
a secret message to deliver/protect, the PCs have a mysterious sword of
unknown power. A stolen mysterious sword that belongs to someone else. Plus
they will have to deal with the possibility that both clans involved will be
willing to go to extreme lengths to get the sword for themselves.

15. CIVIL BLOOD MAKES CIVIL HANDS UNCLEAN


Life is easy when you're a follower; your enemies are whoever your leader says
they are. For a samurai hero, however, choices are not so simple.
CHALLENGE
A magistrate arrives in the area, searching for a group of bloodspeakers that
is rumored to be active in the region. Although his intense scrutiny and
probing questions are off putting to many, refusing to cooperate in his
investigation is tantamount to treason.
FOCUS
After a few days of invading everyone's privacy, the magistrate settles on a
likely suspect: a rival of one of the PCs. Two days later, he uncovers evidence
and makes a formal accusation, using his authority to command the local
magistrates to take the suspect into custody.
STRIKE
The magistrate is actually a bloodspeaker collaborator seeking to remove
several figures who have caused his cult trouble in the past. If no one steps
forward to defend the accused or check the veracity of the magistrate's claims,
the rival is executed (dishonorably, of course), and the magistrate continues
to search for other bloodspeaker agents.
Given enough time and success in rooting out bloodspeaker influences,
the magistrate may declare the entire area at risk and call in assistants to
help him. Of course, by that time he may already have started investigating
the player characters....

Of course, a number of CFS scenarios end with a twist ending, so your players
may be suspicious of the magistrate from the start. If that happens, feel free
to have the accused be an actual bloodspeaker. With lots of friends who are
willing to help him escape. And a variety of new abilities to use on those who
have wronged him.

16. TIDES OF CHAOS

18. SINS OF THE FATHER

The weather's getting hotter and hotter here in Osaka, and people have started
flocking to the beaches. Wouldn't your gaming group like to take a relaxing
trip to the seaside as well?

Here's another adventure idea inspired by a Shakespeare play (this one loosely
based on Macbeth). Enjoy!
CHALLENGE

CHALLENGE
A section of ocean that is normally calm and well-traveled suddenly becomes
dangerous. Shifting tides, freak giant waves, waterspouts, and whirlpools
appear without warning. Tales of sea monsters also begin to circulate, and
more than a few ships suffer heavy damageor worse.

A famous soothsayer with a knack for reading the omens of the future visits the
household of Lord Takanobu. Takanobu is the lord of a major province, but there
are rumors that his health is failing. His two sons and his seven grandsons have
all returned to the family estate in order to help him manage the daily affairs,
and everyone wants to know what advice he will elicit from the fortune-teller.

FOCUS

FOCUS

The cause for this drastic change can be found through either divination or
old fashioned investigation. About one week before the area became
dangerous to enter, a tainted artifact was lost at that location. Legends say
that the artifact's corruption can influence its very surroundings, and is only
held in check by the light of the sun.

Lord Takanobu grants the soothsayer a private audience, and only two of his
most trusted servants are allowed to remain while his fortune is told. Even his
two sons, Washi and Kuma, are excluded from the reading of the omens.
Soon after the soothsayer departs, the body of Kuma's eldest son is found
murdered in a nearby forest. Two days later, Kuma's second son falls prey to
a sudden sickness and dies.
If they have not already taken it upon themselves to do so, the PCs will be
asked for aid in protecting Kuma's two remaining children (a daughter and a
son) and Washi's three children (two sons and a daughter).

STRIKE
Unless the artifact can be recovered the problem will only grow worse, with
the area of effect slowly expanding and the horrors within growing stronger
and stronger. Not only will a recovery mission have to deal with the effects
of the artifact, but the strange and alien depths of the ocean must be taken
into account as well.
The ocean is a strange and dangerous place, and the influence of the
Shadowlands can make it even more so. Don't hesitate to use whatever strange
creatures or encounters you can come up with.
Naga or Mantis Clan characters would have a personal stake in this
adventure, but just about every clan depends on the ocean in one way or
another a fact the characters' daimyo can impress upon them if they are
hesitant to go.
EDITORS NOTE: As was discussed on the forum, there is also a great
possibility for a dangerous aftermath to this plot, as potentially tainted seafood
could already be making its way to kitchens and markets around Rokugan!

17. LOVE & MARRIAGE


EDITORS NOTE: This CFS was inspired by Shakespeares The Taming of the Shrew.
CHALLENGE
After a long period of negotiations, two families from different clans have
agreed to an important trade agreement. In order to cement the bargain, a
cross-clan wedding is arranged. The prospective groom is Shiba Toshihisa, a
young village administrator who is looking forward to settling down with a
beautiful Crane wife. The bride to be is Doji Mizuho, a friend of the PCs.
FOCUS
Mizuho is already deeply in love with a poet from the Kakita family. However,
the wedding must proceed as planned in order for the two families to finalize
their transaction. The only other eligible member of Mizuho's family is her
elder sister, Hikaru. However, Hikaru has set aside her family name to embark
on a musha shugyo pilgrimage, and she has not returned home for two whole
years.
STRIKE
Hikaru is safe and sound, although it may take some time for the party to
track her down. She is currently enjoying the care-free life of a ronin and
perfecting her swordsmanship. It will take a good deal of effort to convince
her to return to her former responsibilities, and even more to persuade her to
marry a man she has never met. If she did agree to return and marry Toshihisa
it would mean that Mizuho would be free to pursue her own love, but it would
also mean the end of her independent lifestyle.
A possible complication lies in the differing personalities of Toshihisa and
Hikaru. Can Hikaru learn to respect a man whose strength lies in knowledge
rather than in the sword? Will Toshihisa accept a bride who is not the demure
flower he expected? Even if the wedding occurs as planned, can these two people
find happiness on their own? Or will the PCs have to intervene once again?
The course of true love never did run smooth.

STRIKE
Although the PCs may be able to guess what is going on by themselves, asking
one of the servants who was present for Lord Takanobu's consultation with
the fortune teller what transpired there will make things much clearer. When
asked How can I ensure the prosperity of my family for all time? the
soothsayer replied Compare not the eagle and the bear, but choose between
the fledgling and the cub. If pressed, the servant will also grudgingly reveal
that he passed the same information to Washi as well.
Interpreting the omen as advice for his father to choose an heir from
among his grandchildren, Washi has begun a campaign of murder against his
brother's children in order to guarantee that his line be given leadership of
the family. If he is not stopped, his murderous rampage could continue until
it claims his brother, his brother's wife, and even his own father.
If you want to involve more combat, all three of Washi's children can be willing
accomplices in the slaughter of their cousins. Or, if the PCs are too fast to
finger a particular suspect, you can also change the identity of the murderer.
Perhaps Washi is innocent, but his ambitious young son (or daughter) is the
culprit. Or maybe Kuma is sacrificing his own children in an attempt to frame
Washi and have him expelled from the Clan. After all, a healthy man can
always have more children.
Also, if you have any prophecies or omens of your own that you wish to
include in your campaign, the soothsayer's visit provides an excellent
opportunity to do so. You can give clues about upcoming adventures,
foreshadow challenges for specific characters, or simply give some cryptic
prophecy and let the players figure out what it means.

Weapons
19. THE SHOT HEARD ROUND THE EMPIRE
As there have been a number of threads concerning gunpowder and historical
firearms lately, here is an adventure seed for all you gun nuts out there. Try
not to blow your fingers off.
CHALLENGE
A number of strange incidents have made a political rival of the Crab Clan
suspicious that the Crab are violating the ban on trade with foreigners. The
Crab are keeping a very tight lid on things, but some accidents (the explosion
of a small amount of mishandled powder, a Crab bushi getting drunk and
killing a ronin with a magic stick, a wounded Shadowlands madman getting
past the wall and reaching a city before succumbing to his strange injuries)
seem to support his theories. He asks the PCs to investigate for the good of
the Empire.

FOCUS

STRIKE

The Mantis sailors who brought the crates to the Crab are ignorant of the
contents. Their job was simply to bring about a trade meeting between a
Yasuki Trader and some gaijin merchants and help the Trader bring back his
cargo. Their orders specifically forbade them from getting involved further.
If the characters dig a little deeper and risk incurring the wrath of the Crab,
they can find that the Crab are indeed using gaijin pepper weapons against
the Shadowlands (and have gained a significant advantage by doing so). If
the Crab find out that the PCs have discovered this, there will be dire
consequences. Depending on how the PCs entered Crab lands they might be
set up for an accident or even be hunted as spies.

Even if the characters manage to get the weapons they seek, the danger is not
finished. The bond between the weapons and the adversaries they are intended
to fight is a powerful one. It allows the wielder and the adversaries to sense
each others' location and movements. Furthermore, it allows both the wielder
and the adversaries to sense what is important and precious to the other. In
the case of the adversaries, this is most likely their own safety and comfort.
For the characters, however, their homes, families, friends, and lovers will all
be subject to the adversaries' predation unless they act quickly.

STRIKE
The proper thing to do in such a situation is to inform the superior of the
samurai who have broken the decree so that they may administer the proper
punishment. However, if the characters attempt to do so they find that the
commander of the bushi who are using firearms is a willing participant in the
deal. And his daimyo is also involved. And the Champion of the Crab as well!
If the characters try to bring the matter to public attention, they are
approached by a servant of the Emperor who demands they desist. It seems
that the Crab are acting with the permission of the Emperor himself! Rather
than see the proliferation of guns across all of Rokugan, he has allowed the
Crab to import a small amount in secret. While this bargain has enabled the
Crab to continue their sacred duty, it has also given them an incredible
military advantage over the rest of the Clans, and the PCs must decide what
they will do in the face of this revelation.
If you want to give things a really wicked twist, the servant of the Emperor
could secretly be a Tortoise Clan conspirator whose job is to keep news of the
Crab Clan's treason from reaching the Emperor's ears. The Crab are still guilty!
The game's not over!
Or, if you dislike giant conspiracies, the scandal can go up as far as the
legion commander, forcing the Crab Champion to discipline an entire legion
of badly needed troops.
For those who like having history repeat itself, the Crab could take their
new toys to the Imperial Capitol. The amount of weaponry they have currently
is sufficient for a coup, but they need a Crab Emperor on the throne in order
to get permission for the supplies they really need. Of course, their treason is
guided by noble intentions, for they seek the complete destruction of the
Shadowlands. Or, the Crab could continue to serve the Emperor, but use their
new might to bully the other clans. With trained ashigaru riflemen on the
Wall, the Clan's bushi are free to make war and seize territory from those
nearby.
Note that if you want to keep the Crab blameless, another Clan could also
be used. The Unicorn, Dragon, and Phoenix all have conflicts with the
Yobanjin tribes. The Scorpion could be hunting a new type of Lying Darkness
spawn that is immune to the weapons of samurai. The Mantis might be fending
off an invasion of gaijin from another nation. Only the Crane and the Lion
would be difficult to implicate, and you would probably have to use an interclan conflict to justify either of those Clans using firearms.

20. TO KNOW MY ENEMY


Following last week's theme of new weapons, here's a quest that you can use
to give your players some new goodies.
CHALLENGE
The homes of the player characters are threatened by a band of unstoppable
villains. They could be oni, kansen spirits, a new type of Living Shadow
spawn, strange monsters, enchanted maho-tsukai, or even bandits with some
sort of dark blessing. These adversaries are completely invulnerable to
normal magic and weapons, and all who have tried to stop their bloody
rampage have failed.
FOCUS
There are stories of weapons that might give one a fighting chance against
these adversaries. Forged long ago, they were used by great heroes to defeat
an undying evil. If they could be found there might be hope, but in order to
claim one of these weapons an individual must face numerous challenges.

The exact nature of the challenges the characters face on their way to retrieve
the weapons is up to you. It could be a riddle, combat versus a guardian, a
trial to convince the guardian of their sincerity, or even all of these combined.
If you're feeling symbolic, you could have each of the characters face a
challenge which they are especially suited for, or one that forces them to
overcome their weaknesses.
If you want to be even more symbolic, send a number of adversaries equal
to the number of player characters, making each a dark reflection of one of
the heroes. The burly Hida could face a violent inhuman brute, while the quick
and sneaky Bayushi might fight a shadowy assassin. Perhaps the experiences
they had in gaining the weapons may give them some insight into defeating
their counterparts.

21. YOSHIMOTOS LEGACY


We've got more weapons this week. Nothing as exotic as last week, but
challenging nonetheless.
CHALLENGE
The esteemed sensei Yoshimoto is retiring to a monastery, and wishes to
distribute his worldly goods among his children, students, and friends.
FOCUS
Yoshimoto has a large collection of swords and weapons, several of which are
remarkable. One is the katana which was handed down to him by his
grandfather. Another is the katana which was given to him by the Emerald
Champion. There is also the katana that he forged himself in memory of his
late wife. He has a mysterious wakizashi of unknown origin that he found
during the adventures of his youth. The ornate tessen he accepted from his
daimyo could be used either on the battlefield or at court. And he still has the
wooden practice sword that he used when he was a student so very long ago.
STRIKE
Yoshimoto does not select a gift for each character himself. Instead, he calls
everyone together and asks them to decide amongst themselves. He listens to
their discussion with interest, but he does not openly show favor or approval.
If asked for advice he will remark that he is interested in knowing why each
character chooses the item they desire simply because he wishes to know how
his legacy will live on in the future. The final decision is up to the party
members.
As always, you should change the name and background of Yoshimoto to fit
your campaign. A figure who has ties as both a mentor and a family member
to two or more of the player characters is ideal, but a close ally would also be
sufficient. If your players' characters have no such ties, you can present
Yoshimoto as an opportunity for them to gain such connections.
Hopefully your players will recognize that this is more than just a chance
to score some kewl loot, and make the most of the role-playing opportunities
the situation presents. Giving bonus experience points for particularly
inspired, in-character arguments for why one deserves a certain weapon is one
way to do this. If you give the bonus experience points right then and there in
front of the other players it could serve as a good motivation. If you want to
make things a little more difficult you can make each weapon a minor
nemuranai with an awakened spirit who demands the new owner justify their
worthiness to wield the weapon.

22. TARNISHED PROMISE


This week we take another look at the topic of weapons in the world of Rokugan.
Over the last three weeks we've seen a lot of opportunities to give your players
new weapons, but one should never forget the value of one's own blade. Your
sword carries the soul of your ancestors, and it will guide you to victory.

FOCUS
By the following evening, all of the PCs and NPCs who were blessed are
contacted by an ancestral spirit, effectively gaining the Haunted disadvantage
for the next week. The exact nature of the haunting is up to the GM, and may
range from a constant spiritual presence to intermittent visits.
STRIKE
CHALLENGE
After using or inspecting a treasured weapon that has been in the family for
generations, one of the characters notices that the weapon is quite tarnished
and has lost its sharp edge. Having an ill-maintained sword is both a social
stigma and a serious liability in combat, so the natural course of action would
be to have the sword sharpened and polished.
However, even after the character does so, the sword quickly becomes dull
and tarnished again.
FOCUS
If a servant or professional sword-polisher cleaned the sword for the character,
he may be the first to fall under suspicion. However, this is not the case, and
the sword-polisher offers to clean the sword again (free of charge, of course)
under the PC's watchful eye in order to prove the quality of his work.
If the player character cleaned the sword himself or had another NPC do it
for him, his suspicions may be spread even wider. Although numerous figures
could have been responsible, further investigation rules them out.
No matter what course of action the character takes in maintaining his
blade and finding or stopping the culprit, the sword becomes dull and
tarnished again within a few days.
STRIKE
If a shugenja or character with mystic awareness examines the blade and
communes with the spirit inside the answer becomes clear. The sword's spirit
is consumed by a deep despair. When the blade was forged, a promise was
made between the sword and the character's ancestor. In recent years that
promise has been forgotten, and the sword has lost its will to be wielded by
members of that family. Unless the sword's spirit can be appeased, it will
remain dull and useless forever.
The promise that the sword speaks of could be almost anything, from I will
give thanks to the elemental kami each morning and night to No liars or
swindlers, bandits or monsters will prey on the people of my homeland and go
unpunished. For a personal touch, you could choose an aspect of bushido
that the character has consistently neglected, or an action that runs counter
to the character's usual behavior. For example, a stingy samurai might have
trouble with a vain blade who desires a new tsuba, handle and saya every
month.
If the character's own actions have been above reproach, the sword might
maintain an empathic link with all who have wielded it, or even with all
members of the character's direct family. Has one of them done something
dishonorable recently?
Finally, if the entire party has been involved in some dishonorable deed or
failure of duty, they could all be refused the aid of their ancestral weapons
until they make the situation right.
Although samurai should never expect any reward for their actions, it
certainly wouldn't be inappropriate to bestow some new enhancement or
ability on the newly awakened weapon upon completion of this adventure.

Ghosts & Spirits


This month marks the Obon season in Japan, when the spirits of the departed
are said to return to Earth. As such, the theme for this month's CFS scenarios
will be ghosts and ancestors. Now you and your players can enjoy the spooky
side of summer in Japaner, Rokugan.

23. ANCESTRAL DUTY


CHALLENGE
In celebration of the bon festival, a Kitsu Sodan-Senzo blesses the characters
and other members of the community. He calls upon the wisdom and guidance
of the ancestral spirits to bring prosperity to the devout among their
descendants and families.

The ancestors demand a variety of things from their descendants, calling on


them to seek out misplaced heirlooms, build political alliances, and expand
their holdings. The spirits are insistent, and have little care for how
inconvenient or costly their missions may be for the characters. While these
tasks may seem daunting and difficult, those who can complete them will
indeed gain prosperity.
GMs may want to prepare a variety of backgrounds for the ancestral spirits to
visit their players. Having all the players receive a visit from the founders of
their respective families could strain credibility a bit, so it might be a good
idea to include a mix of ancient heroes, great great-grandparents, and recently
departed relatives.
Likewise, a variety of tasks can also be helpful in highlighting the
differences between different characters. The ancestors know a great deal about
their descendants strengths and weaknesses, as well as many other secrets.
They can provide advice on successful military maneuvers, beneficial alliances,
and even which members of the court will be most responsive to romantic
advancesif the characters have the courage to listen and take action.

24. A SPIRITED NIGHT OUT


This week we continue the Obon theme and take another step into the world
of ghosts and spirits. This week's adventure idea is a little on the risqu side,
but most mature groups should be able to handle it. You have been warned!
CHALLENGE
While staying in a large city, one of the characters experiences horrible
dreams. The details of the dream are forgotten upon waking, but he or she
remembers a loud clicking noise, and is tired and disheveled in the morning,
as if having tossed and turned a great deal during the night.
FOCUS
If the character does nothing the dreams get worse and worse, until sleep brings
no rest. Eventually the character's health begins to suffer. Finally, the matron of
a shady geisha house comes to confront the character about unpaid bills.
If the character tries to investigate or has others stand watch, it is discovered
that he or she spends several hours each night in a geisha house in a disreputable
part of town. While the character interacts with others somewhat normally, he
or she has no memory of the night's events when the morning comes.
STRIKE
The character is being repeatedly possessed by a spirit from Gaki-do. The gaki
is using the character to rouse passion and desire in others, which it feeds
upon each night. (This doesn't need to be anything graphic simply flirting
is enough to satisfy the gaki's appetite.) While the gaki takes the form of an
insect during the day, it is able to feed more effectively by using a sleeping
mortal as a host at night.
Any interaction with the spirit reveals a further surprise. The spirit is a
former comrade of the character in question. Trapped in Gaki-do after his
death, the spirit sought out the character in an attempt to reconnect with his
former life. He is desperate to escape Gaki-do, and claims that the character
once pledged to help him in any way he or she could. Now that he is in his
moment of greatest need, the gaki intends to take the character up on that offer.

Depending on how the interaction with the gaki goes, the adventure could end
with a difficult moral dilemma, or a dramatic combat scene. Being possessed
by the gaki inflicts no permanent physical harm, but it could cause a
character's reputation to suffer and have significant negative social effects. Of
course, there's also the psychological torment that may come from having to
condemn a former friend to decades of insatiable hunger after he refuses to
take no for an answer.
You could also use this adventure with an NPC in the role of the possession
victim, but it would lose some of the punch that comes from having a personal
connection between the gaki and the PCs. One choice is to make the victim the
wife or lover or one of the characters, and have the gaki be one of his former
rivals for her affection. The character's reaction could have a major impact on
their long-term relationship.

25. AN UNEXPECTED GUEST


Here in Japan we're right in the middle of the Obon season right now. There
are a lot of amazing festivals and events going on to guide the spirits of the
dead both to and from the mortal world. Of course, some spirits don't need
that much help
This scenario works best if one of the PCs already has the Haunted
Disadvantage. If no one in the group has that particular problem the Bon
festival is certainly a fine excuse to foist that Disadvantage onto a PC.
CHALLENGE
One of the PCs receives a sudden visit from an ancestral spirit, who requests
permission to stay as a guest for the next week. While completely visible and
audible, the spirit remains unable to interact with physical objects. As the
arrival of a ghost would cause great panic and alarm, the spirit deeply wishes
to conceal his or her ghostly nature from those who are not members or allies
of the family, and asks the character for aid in doing so.
FOCUS
Keeping others from noticing that the spirit lacks a solid physical form is far
from easy. Eating, drinking, engaging in swordplay, riding a horse, opening
doors, and handling physical objects are all impossible for him or her.
Furthermore, when the ancestor is nearby, animals may become agitated, and
shugenja may feel a sensation that is normally associated with otherworldly
spirits. Despite these limitations, however, he or she is determined to spend
each day as normally as possible.
STRIKE
The returned ancestor actually has an agenda of his or her own. Being able to
influence events in the mortal realm, even if unable to take action directly, is
a refreshing change from the spirit's normal role as a source of advice and
guidance. The mortal realm is full of nostalgia, and holds a powerful allure
that is difficult for the shiryo to resist. If the character can give the ancestor
a pleasant visit, good kharma will most certainly follow. If the character
allows the ancestor's secret to be discovered, however, the ancestor will be
gravely embarrassed and may leave the mortal realm forever.
A great deal can be added to this scenario by fleshing out the personality of
the ancestor who comes to visit. A loud braggart may attract a lot of negative
attention or even be challenged to a duel. A flamboyant or debonair courtier
may be invited to attend a noble lord or lady in private, while a rowdy and
vivacious troublemaker will have to be watched closely in order to keep him
from giving himself away.
It gets even more difficult if you remain true to the images of spirits as
they are traditionally presented. Japanese ghosts have no feet! If the ancestor
is wearing a long kimono when he or she arrives this might not be too
noticeable, but many clans have different ideas of fashion, so this might not
be a given. And an intangible ghost can't change clothes! A magical disguise
might work, but it would certainly require more ingenuity and attention than
if cast on a living being....

26: THE SPIRITS SON


As summer draws to a close, we bid farewell to the spirits and ghosts who
have visited us this Obon season. While their time in this realm is short, they
continue to watch over us and protect us from beyond. Or, in some cases, from
even closer....

CHALLENGE
While traveling at night, the characters come upon a woman dressed in white.
The woman is weeping and calling out for Keisuke (or Keiko, if you prefer).
Most characters should have no trouble recognizing the woman as an ubume
the spirit of a woman who died during childbirth. However, unlike most
ubume spirits, she has no infant with her.
FOCUS
The ubume is distraught, but the characters can piece together her story if
they are persistent. Once the geisha lover of a brave and honorable samurai,
she was left without a patron to support her when her lover died in battle.
After several difficult months on the road, she too died when complications
set in during childbirth and there was no one to help her. Unable to leave the
place where she died, she waited for someone to come and take her child so
that she could rest in peace.
Finally, at long last, someone did come, and he did indeed agree to take
and care for her precious son Keisuke.
It was only too late that she realized that the man she had entrusted her
baby to was the infamous villain called Kurushii.
STRIKE
In order to free the ubume from her torment and sorrow, the characters will
have to locate Kurushii, recover Keisuke from him, and deliver the boy to the
spirit so that she can tell him the truth about his father and his heritage. Once
she is certain that Keisuke will receive a proper upbringing, the ubume will be
able to move on to the next stage in her existence. Otherwise, she will be
trapped in a state of suffering forever.
Depending on how much time has passed between the time when Kurushii
took the baby and the present, Keisuke might be an infant, a child, or even a
young man. Furthermore, the length of time Keisuke has spent under
Kurushii's influence may have had a profound effect on his outlook and
character, and he could either be willing to accompany them or bent on their
destruction.
The exact nature of Kurushii's villainy is up to you to decide. If you want
to go the easy route, he can be simply one of the numerous bandit lords that
plague Rokugan. If you want to give things a political spin, he need not be an
actual villain, but could simply be a ronin guerilla who is opposed to the
current local authority. And if you want to be really evil, he could be a member
of the Lost, intent on taking Keisuke into the Shadowlands and raising him
there.
This scenario could also be used to introduce a new player character and
give details about his background. How Keisuke (or Keiko) will react to
learning about his true heritage, and the difficulties in securing that heritage
could provide an interesting motivation for a player who joins the campaign
mid-way through.

Bandits
27. SILK & SKULLDUGGERY
It's a great day today. The sun is shining. The sky is clear. The birds are
singing, and there's a nice cool breeze.
It looks like a perfect day for hunting bandits!
CHALLENGE
After ordering several bolts of fine silk from a merchant in another province,
the characters' daimyo or superior assigns them to take the money for his
purchase to the merchant and guard the caravan that will deliver his
merchandise. The cloth will be used to make new ceremonial outfits for his
children to wear upon completing their gempukku, and he impresses both its
symbolic and monetary value on the characters.
FOCUS
The merchant in question is famous for the high quality and high prices of
his wares, but there are rumors that his caravans have been plagued by bandit
attacks in recent months. If the player characters investigate further, they can
learn that almost half of the caravans he has sent throughout the summer
have been raided.

Upon arrival at the merchant's warehouse, the characters find the caravan
ready to depart. The merchant assures the characters that he has increased
security and personally selected each of the new guards assigned to escort the
shipment. After accepting payment from the characters, he wishes them a
good journey and sends the caravan on its way.

FROM THE YOJIMBO

STRIKE

FROM THE INNKEEPER

After a few days on the road, the caravan is, not unexpectedly, attacked by
bandits. The masked riders strike from a well-prepared ambush, and send the
merchant's inexperienced guards running in panic. The bandits head straight
for the bolts of cloth, snatch them away, and fade back into the wilderness as
quickly as they came. They have an intimate knowledge of the surroundings,
and will try to elude defenders rather than engage in direct combat.
These bandits are actually highly trained bushi in the merchant's employ.
His business is struggling, and he hopes to recover some of his recent losses
by selling the same merchandise to several customers. Since the characters
paid for the cloth on the spot, he will claim that he delivered the merchandise
as promised, and that its loss to the bandits was due to the characters' failure
as guards.
If the characters manage to defeat all of the bandits or learn the
merchant's secret, it would mean the end of the merchant's business. This is,
of course, something he is dead set on avoiding.
If the characters press the issue with the merchant and you're feeling
especially devious, you can have him offer to give a partial refund and replace
the lost silk with some cloth of lesser value. After expressing his regret for
their misfortune and amicably sending the characters on their way, the
merchant will once again send his thugs to seize the merchandise they have
purchased. Or maybe he sends them to put an end to their nosy meddling....
One point that can often be a problem in scenarios like this is dealing with
the capabilities of the player characters. If the players are clever and their
characters are skilled, it can be difficult to let the bandits get away with the
robbery without it looking like the PCs have no say in the outcome. Use your
best judgement, and don't be afraid to let the player characters win. Maybe
the merchant will change his business plan and beg the characters for help in
defeating real bandits.

28. TWENTY KOKU


Some more trouble with bandits today. Your average bandit is a dishonorable
and unreasonable lout, but every so often you'll find one who will give you an
even break. That is, as long as he comes out on top.
CHALLENGE
A peasant approaches one of the player characters bearing a message on a
scrap of paper. He explains that a man with a heavy beard told him to deliver
the note. He knows nothing else about the situation, except that the man who
approached him was a stranger.
FOCUS
The message could be any of the following:
FROM THE BLACKMAILER
I know your secret. Bring twenty koku to the
abandoned warehouse next to the lake tomorrow
night or I will reveal everything.

FROM THE KIDNAPPER


We have captured your wife/son/daughter/etc.
Bring twenty koku to the warehouse by the lake
tomorrow night or else. Come alone.

FROM THE EXPLORER


I've found something you've been looking for. Meet
me in the empty building by the lake tomorrow night
and we'll discuss a trade. My price is twenty koku.

Our lord is in great danger! I have found a


way to save him, but we'll need twenty koku to
make it work. Time is of the essence. Meet me in
the old warehouse tomorrow night.

Your sister/brother can't pay for all the sake


they drank. Bring twenty koku to the lakeside
warehouse tomorrow night or we'll turn the matter
over to your daimyo.

STRIKE
The message is a fake, written by a traveling cartographer named Miya
Horikawa. Horikawa met the player characters briefly in a roadside tea house
about a week ago, and although they did not speak at length he did remember
their names. Shortly after they parted ways, Horikawa was attacked by bandits
who intended to rob and ransom him. However, with little money and no
living relatives, there was no way Horikawa could satisfy their demands.
Facing death at the hands of angry brigands, Horikawa remembered the
player characters. After convincing the bandits that the party would be willing
to pay for his release, he sent the blackmail/ransom/summons message to
draw the characters to his aid.
Of course, the player characters might be surprised to find a gang of
bandits and a captive map maker when they arrive expecting something else
entirely, but Horikawa figures he'll cross that bridge when he comes to it.
Remember that the only things Horikawa knows about the player characters
are details that he overheard or observed in their brief meeting, and there is
no guarantee that any assumptions he makes based on those observations will
be correct. Adjust the message appropriately. For example, if a party member
is traveling with a child, he might conclude that the character has a wife who
is somewhere else, and any knowledge Horikawa claims to have of a Dark
Secret is based simply on the appearance of the character in question.
If you want to give this adventure a slightly humorous touch, Horikawa can
send various messages to every member of the party in an attempt to hedge his
bets. Characters might receive ransom notes for children they don't have,
letters from people they have never met, or even pleas for help from comrades
they are traveling with.

29. SMOKE & MIRRORS


Player characters are a dangerously ingenious lot. They attempt the
unexpected, try the impossible, and dare to take actions that others would
deem madness.
If bandits (long considered by many to be the natural enemies of player
characters) are to stand a chance in such a hostile environment, they must be
at least as adaptable and sneaky, if not more so.
CHALLENGE
While traveling through a lonely stretch of unfamiliar territory, the party
meets a similarly sized group of travelers. The travelers come from a mix of
clans and families, but enjoy a camaraderie that borders on the familiar. While
their clothes and equipment are worn from their long travels, they offer the
characters hospitality and friendly conversation at their camp for the night.
FOCUS
One of the travelers raises the alarm in the middle of the night, reporting
voices in the darkness. Fearing bandits, he asks for help in investigating the
noise.
A few minutes later, shapes can be seen moving through the trees on the
opposite side of the camp. Shouts are heard in the distance. More shapes are
seen, and one of the travelers shouts that a man is going after the horses.
More voices cry out, and the sound of battle is heard. The fire suddenly
disappears. Chaos breaks loose.

STRIKE
The entire bandit attack is merely a ruse being perpetrated by the group of
travelers using illusion spells, misdirection, hidden accomplices, smoke,
mirrors, dummies on pulleys, and other mundane means. Their aim is to lure
as many of the characters away from the camp as possible and distract
the rest, giving them time to take what they can from the characters'
belongings. They will do their best to keep the player characters
from suspecting their true nature, preferring deception to outright
combat, and will flee into the night if it looks as if they will be
caught.
If the bandits seem outmatched, feel free to give them a few
extra skills. Perhaps they learned some actual skills from the
bushi they stole their arms and armors from before robbing
them. Or maybe their shugenja have memorized spells
beyond simple illusions. They might even have a number of
traps hidden in the forest beyond the campfire, which they
will gladly lead the player characters into while searching
for bandits.
Remember, dirty tricks are only dirty when you
compare them to Bushido. Once you get past your
unhealthy obsession over playing fair, they look
just fine.

30. DEATH & TAXES


The weather is getting cooler, and autumn will soon be in
full swing. In a few months, winter will be upon us. Are you
prepared?
CHALLENGE
The player characters are asked to visit a small, remote farming
village and collect the taxes that it owes. The village is not a major
source of income, but every koku of rice counts when the chill
winds of winter begin to blow.
FOCUS
Upon entering the village, the player characters find the inhabitants
waiting for them, barring their path. Their faces bear expressions of fear
mixed with grim determination, and although they are armed with
nothing more than farming tools, some sharpened wooden spears and
a few knives, they have the advantage of superior numbers over the
characters.
The village headman steps forward and announces in a nervous
voice that the residents of the village are revolting. We will pay
no taxes, he declares. You will not get the rice in the warehouse,
nor the treasures in the temple, or any of the money in my home!
Turn away now and leave in peace!

becomes apparent that their situation is hopeless. Unless they do something


to solve the problem, the characters may find themselves forced to report both
the loss of the village's taxes and the death of its inhabitants to their superiors.
If the characters decide to leave the village alone or report the incident to
a higher authority (or simply need a hint to get them started) you can have
them find a young boy named Junpei hiding in the woods. Although Junpei
does not know the full situation, he can tell the heroes that some strangers
have caused all the adults in the village to start acting strangely and scared
him into hiding.
Of course, if you want to be really evil you could always decide that even
after defeating the bandits there is not enough rice for the villagers to pay their
taxes and feed themselves....

31. CRIME & PUNISHMENT


As this month draws to a close let us remember that, though they have
slipped from the Celestial Order, bandits are people too.
CHALLENGE
A gang of bandits ambushes and attempts to rob
the party. While they have some small measure of
martial skills, their training is not up to that of
disciplined clan samurai, and the fight
soon turns against the bandits. As
soon as the leader is slain, most of the
others turn and flee. One, however,
drops his sword, kneels in the dirt, and
begs for mercy.
FOCUS
The bandit reveals that his name is Ryota
and tells the characters that his wife,
adolescent son, and young daughter wait
for him in a old hut in the
woods. He admits his crimes
and
accepts
the
player
characters' judgement, but he
pleads for the chance to see his
family one last time before the end.
If asked, Ryota explains that he
was once a caravan guard for the Scorpion,
but when his employer was executed for
treason it became impossible for him to find
work. With no profitable skills beyond fighting,
he turned to a life of crime in order to support his
family. Although he regrets his actions, he could
not bear to watch his loved ones starve.
STRIKE

STRIKE
The peasant revolt is not what it seems. A large group of
bandits has taken over the village, and are holding the
villagers' children hostage. Even though it may cost them their own lives,
the farmers have no choice but to go along with the bandits' plan if they
want to save their children. The bandits plan to spend the next week
taking as much rice as they can carry back to their camp in order
to stock up for the winter, leaving the villagers to face the wrath
of the Imperial Tax Collectors.
Although the bandits threatened to kill the village
children if the village headman said anything suspicious,
the player characters might gain a small clue from his
seemingly defiant words. All of the locations he
mentioned are being used as barracks by members of the
bandit gang, and the if the characters investigate
carefully they might be able to learn the truth behind
of the matter. If they find some way to check the temple without being seen
they will discover the captive children, which should certainly be a sign that
something is amiss.
In the (hopefully unlikely) event that the characters try to slaughter the
villagers, the bandits will take the opportunity to escape in the confusion. The
villagers will attempt to defend themselves, but ultimately surrender once it

The law states that the penalty for engaging in banditry is


death. If the party takes Ryota to the authorities, he will be
executed. Without a father, Ryota's family will be left
without any means of support and their chances of
making it through the winter will be almost nonexistent. The fate of Ryota and his innocent children
lie in the hands of the player characters.
Depending on what the characters choose to do, a
number of other problems and moral dilemmas may present themselves. If
the characters decide to look after Ryota's family on his behalf, they will
have to tread carefully. What will they say to Ryota's widow? How will his
children react? If the characters spare Ryota's life, it will still be necessary for
him to find a source of income besides a life of crime. Do they leave him to
fend for himself, or try to lend a helping hand? If they execute Ryota and leave
his family to die in the cold, will they truly be able to live with their decision?
If your players are especially capable and the initial fight ends too quickly,
you can have still Ryota ask the characters for help. Simply have him linger
at the Down wound level long enough to beg for mercy. Of course, some
samurai may be hesitant to expend resources healing a bandit who just
attacked him, but it would take a truly heartless individual to refuse to deliver
a message on a dying man's behalf.
People fall. Champions rise again. True heroes help those around them to stand.

Zombies
October is Zombie Month here at CFS Emporium! Every week up until
Halloween, I'll be presenting a new zombie-related adventure seed for
your enjoyment.
But wait! There's more! This month's CFS ideas are designed to
be played either separately, or combined into a month-long
campaign of zombie horror. That's four times the undead of your
regular CFS scenario! How can you go wrong?

32. THE BLOODSCROLLS: A FAMILIAR FACE


It all starts with a personal problem....

The only lead he has is the name of a town where the poor man visited a
friend before he was cursed. While he was not with his master during the visit,
he is certain that whatever changed him happened there, and he appeals to
the characters' sense of honor, begging them to investigate.
The name of the town is Tsunan. It is not far away.

33. THE BLOODSCROLLS: THE ZOMBIE PLAGUE


Following in the footsteps of last week's CFS scenario, we have
another adventure full of zombies for your enjoyment.
If you have already run last week's scenario, the player characters
may be aware that there is something strange going on in Tsunan.
Even if you have not used that adventure, you can still use this week's
CFS without any special preparation. The zombies will just be that
much more of a surprise.

CHALLENGE
An old rival of one of the player characters picks a fight
with the party in broad daylight. If the characters try to
ignore him or do nothing, he attacks them outright,
growling like a wild animal.
He does not stop fighting until he is killed.
FOCUS
The rival returns on the next day, attacking the player
characters once again. His face and skin show signs of
some illness, and his clothes still bear the
bloodstains from the previous day's battle. While
he retains his martial skills, his manner is that of a
berserk madman, and his only words are shouted
demands for the heroes to kill him.
If he is defeated but not destroyed, he once
again returns on the next day.
And the day after that. And the day after that
as well.
And each day thereafter.
STRIKE
The character's rival has suffered a dire fate.
He has been cursed with undeath, and every
moment of his existence brings physical
torment and spiritual anguish. His only
desire is to die, but the dark essence inside
his body will not let him fall without a fight.
Furthermore, each time he is slain and reanimated,
Jigoku's grasp on his soul is strengthened.
His only hope is for the cunning and resourceful player
characters to find a way to end the curse and kill him forever before
his soul is lost completely.
If the players have skills or resources that would make killing the
undead rival too easy (such as powerful Fire spells, jade weapons,
etc.), augment the rival as necessary. Magic Resistance, Strength of
the Earth, Combat Reflexes, jade-resistant enchanted armor, and/or
Shadowlands Powers can all increase the threat that the rival presents.
Or, you could even have him return from the ashes, completely reformed!
On the other hand, if things get too difficult you can let the heroes
destroy their undead enemy through simple brute force, even without
finding a way to dispel his curse. Even with zombie attacks, there can
be such a thing as too much of a good thing, so be prepared to adapt
your story appropriately.
Of course, you can always have a character with a different
relationship to the PCs take the place of the rival in this scenario. A
complete stranger who has heard of the PCs only in passing might chose
them to end his suffering. Perhaps it is a magistrate or other authority figure.
Or, an old friend or lover could be the victim of the curse, alternating between
mindless violence and moments of lucidity where he or she begs for death.
SHOUT
After the rival is put to rest permanently, the player characters are approached
by a servant. He apologizes for the erratic actions of his master, and offers a
boon on behalf of his master's family if the PCs will find the reason for his
sudden dark transformation.

CHALLENGE
Not long after arriving in the town of Tsunan, the player
characters hear news of (or encounter for themselves)
wandering zombies attacking defenseless civilians. While
the zombies appear to be simple walking corpses with no
special features or abilities, their presence in such a
remote area is a sure sign that something unusual is
afoot.
Not long after their arrival, the characters are
targeted by a zombie attack.
FOCUS
The residents explain that the zombie attacks have been
going on for almost a full month, and have claimed
several victims. Furthermore, the zombies seem to
carry a sickness in their bodies which affects anyone
who is struck by their attacks. The local magistrate,
the head of the nearby temple, and several strong
carpenters who tried to stand against the living
dead have all either been killed or have gone
missing. (If the characters played through last
week's CFS scenario, they can learn that their
rival who was cursed with life in death was also
a victim of the zombies.) The villagers have
managed to defend themselves for the most part,
but the constant attacks are taking a heavy toll on
their numbers.
If the player characters remain in town, they
witness another zombie attack within the week.
STRIKE
There are actually two culprits working together in the
town. One is the local healer, who has a subtle skill in
using poisons. The other is an eta mortician with
knowledge of blood magic. After each zombie attack,
the healer administers a slow acting poison to any
victims who have been injured. Of course, anyone
who dies in the village, either at the hands of
the zombies or as a result of the healer's poison,
is taken to the mortician. Instead of cremating
the body, however, the mortician simply gives
the victim's family a urn of plain ashes, mutilates
the body's face beyond recognition, and animates
the corpse as a zombie to repeat the cycle.
Unless something is done to stop the two villain's unholy actions,
Tsunan will eventually become a town of the dead.
If the player characters do not bother to gather information from the
inhabitants of the town, it may take some time for them to find out exactly
what is happening. If this happens, you may have to drop some obvious hints.
One option is having the zombies kill a victim with an unusual body type
(especially fat, very tall and slim, short and hunched over, missing an arm or
leg) in view of the heroes. When a zombie with the same body type attacks the
next day they should get a basic idea of where to look for clues.

SHOUT

EXTENSION:

When the player characters have their final showdown with the two mahotsukai (and their guardian zombies), either the healer or the mortician will
flee, pull a scroll from inside the folds of their kimono, and try to destroy it.
If the characters retrieve the scroll before it can be completely destroyed, it
reveals a shocking piece of news.

A note is next to the bloodscroll.

The bloodscrolls are ready. We can now move on to


the second stage.
Come to the cave on Mt. Kougen when you have
conquered Tsunan.
Do not fail me.

Asako Hiromi
Toritaka Eiji
Matsu Takemitsu
Kuni Hirokazu
Kuni Toshi

Mt. Kougen is just a few days ride from Tsunan, in a remote, uninhabited area
of the Empire.
It is said to be cursed.

All of the names listed are those of magistrates specializing in finding and
destroying maho-tsukai. If the characters investigate further, they find that
all the magistrates who have been crossed off the list have been killed within
the last two months.
The last magistrate, Kuni Toshi, is retired. The fortress he resides in is off
the beaten path, but not hard to find.
Unless someone else finds him first.

The plot thickens! What evil could possibly await our heroes?
More zombies, of course!

35. THE BLOODSCROLLS: ARMY OF DARKNESS

34. THE BLOODSCROLLS: THE DEAD SHALL RISE


This week's scenario builds on the events described in last week's adventure.
If the player characters are not aware of the problems that are coming from
Mt. Kougen, you can always have their superior order them to travel there to
investigate strange signs, or simply have them wander upon the place by
chance. Any reason for them to be in the area should suffice to get them
involved.
Besides, getting out again will be the hard part....
CHALLENGE
Upon reaching Mt. Kougen the player characters discover a cave. While the
cave mouth appears natural, the area nearby shows signs of unusually heavy
traffic for such a remote area. Further in, the cavern opens up into a network
of linked caves, with bloodstains on the floor and walls.
FOCUS
Once the characters have proceeded far enough into the cave to be out of sight
of the entrance, they come across a group of cultists in red robes. One runs
away, calling out Master! Run! The others draw long knives and attack,
fighting until either they or the heroes are killed.
If the party continues into the cave, they find a maze of twisting passages
with cultists hiding within. Cultists and their zombie slaves.
STRIKE
Upon reaching the deepest chamber of the cavern, the characters discover a
secret laboratory. Although the leader of the cultists seems to have escaped,
his instruments remain. Among the unspeakable items present, a crimson
scroll can be found. Although the scroll's taint is not concentrated enough to
cause any harm to a character who touches or carries it, it radiates incredible
evil, and resists any attempts to destroy it.
It also causes any dead body within 100 yards to become animated as a
mindless zombie, ensuring that any cultists the characters killed on the way
in will be waiting for them on the way out.
You can adjust the level of danger that this adventure presents quite a bit by
adapting the layout of the cavern and the number of enemies within. If the
party is having a hard time, place the final chamber near the entrance and
reduce the number of cultists and zombies within the intervening rooms. On
the other hand, if you want to drive home the fact that the characters are
entering the lair of a powerful maho-tsukai you can pull all the stops and
throw wave after wave of the living dead at them as they wander though a
dark maze.
If the characters attempt to leave the cave, you can either force them to
stay or let them leave. In either case, the cultists will be dead set on eliminating
them. As practitioners of maho, their lives are forfeit if the player characters
survive to tell their story, and they will do anything to prevent the heroes from
returning to civilization.
The same applies if the characters leave behind the bloodscroll. By having
discovered the cave they know too much, and the unseen master will mark
them for death as he has his other enemies. It's simply a matter of when he
will strike.

Following up on last week's adventure, this week's CFS has more zombies than
you can shake a jade studded tetsubo at. This scenario has the most specific
set-up of any of this month's zombie adventures, but it's also easy to adapt,
and it offers (I hope) a big pay-off for any necessary preparation.
Assuming the characters took the bloodscroll from Mt. Kougen to Kuni
Toshi's fortress, everything should be ready to go. Proceed through the scenario
as written.
If the characters sought out Kuni Toshi but did not take the bloodscroll,
simply assume that it has fallen into the hands of Satsujinki. This makes the
player characters' job much, much harder, as they will have to reach
Satsujinki and seize the scroll before the zombies can be slain.
If the characters took the bloodscroll but did not visit Kuni Toshi, Satsujinki
will attack them anyway, seeking to eliminate any who have knowledge of his
plan. The characters may find themselves under siege in a less ideal location,
with only limited knowledge of their situation. If so, you may want to give
them some extra information or resources to even things out.
If the characters did not take the scroll or seek out Kuni Toshi, Satsujinki will
attack them at his leisure. As above, without the bloodscroll in hand or any
extra information, the PCs will have a hard time of things. But on the other
hand, it might teach them to be more careful in the future.
If the PCs have not played through any of the previous chapters of this
month's adventure, simply have them visit Kuni Toshi on routine business. Or,
you could have the zombie attack target any NPC in the same area the PCs
happen to be traveling in. After all, part of being a hero is facing any challenge
that comes your waywhether you asked for it or not.
Editors Note: Apologies to Sam Raimi for the title of this oneI just
couldnt help myself!
CHALLENGE
While consulting with Kuni Toshi, the famous magistrate tells the characters
of his long conflict with the maho-tsukai known as Satsujinki The
Cutthroat. Several years ago, he and four other magistrates led a force of
soldiers and stopped Satsujinki and his followers from slaughtering an entire
temple full of monks. Since that time, the madman has sought some way to
build his own army to terrorize the Empire. From the looks of recent events,
it appears that he is nearing his goal.
If the characters have the bloodscroll, Kuni Toshi researches a way to end
its power. In the meantime, he invites the heroes to stay as his guests.
FOCUS
The next day, Kuni Toshi announces that he has found a way to destroy the
bloodscroll. The purification ritual requires several hours of concentration,
but, when completed, should end all effects of the dark artifact. Although he
insists that his guests relax, he begins preparing scrolls and materials in order
to begin the ritual as soon as possible.
That evening, just before dusk, a large mass of people is sighted coming
up the hill to the fortress from the nearby village. From a distance they appear
to be farmers and heimin laborers. As they approach, however, it becomes
clear that the villagers are no longer alive the crowd is a mob of zombies!
As the call to arms goes out, a second alarm is raised. The second squadron
of guards has succumbed to undeath as well! There are zombies inside the fortress!

STRIKE
The power of the bloodscroll animates all creatures that die within its area of
effect. In turn, the potency and range of the artifact are increased by the
presence of Satsujinki nearby. Knowing this, the maho-tsukai systematically
executed every resident of the village in order to amass an army with which
to kill his hated enemy and take back the bloodscroll.
Furthermore, Satsujinki called upon a hidden ally to aid him in his attack. The
second squadron of guards was poisoned at dinner time by a traitorous servant
who sought to take the fortress from within. Unless he is discovered and stopped,
the cultist will strike again, causing more defenders to join the ranks of the undead.
The zombies' sheer numbers mean it is only a matter of time before they
break through the outer walls. The longer the siege continues, the larger
Satsujinki's army will become, as any guards, servants, members of the
household, or guests who are killed in the siege will also rise as zombies. If
the fortress is not held until Kuni Toshi can complete his ritual, all is lost.
Unless the PCs act quickly, hope is as good as dead.
It's Halloween, so go all out on this one. There are zombies outside and inside,
so no place is safe. Satsujinki's army of undead villagers is a constant threat,
but the zombified members of the second squadron can also strike without
warning, picking off stragglers. The need to maintain a constant defense,
secure the interior of the fortress, and locate any materials that Toshi forgot
to prepare for the ritual (he didn't count on having to complete it so quickly)
should prevent the PCs from gathering everyone into one room to fight it out.
Play up the sense that death can come from anywhere at any time, turn down
the lights, ramp up the body count, and have fun.

Winter Court
In August we faced haunting ghosts and restless spirits. In September we
fought roving gangs of vicious bandits. In October we battled bloodthirsty
hordes of zombies. Now it's time for something even more terrifying:
Winter Court.

36. CHARACTER ASSASSINATION


CHALLENGE
The PCs are asked to escort a popular young courtier to Winter Court. The
courtier, Saya, is the daughter of a powerful lord and is an influential figure
in the Court in her own right. While her father will host guests in his own
home, she will travel to visit another Clan.
Just after reaching the palace where they will spend the winter, however,
the characters receive an anonymous message warning that an assassin will
attempt to kill Saya sometime during Winter Court.

Kouji hopes to create a chance to gain glory for himself by taking over her
regular duties.
Saya's reaction to the death threat depends on the type of personality you
want to give her. If she takes the threat seriously, she agrees to any precautions
the PCs suggest, even to the point of staying isolated in her chambers if they
believe it is necessary. This will make Kouji quite happy, as he will be able to
schmooze to his heart's content. On the other hand, if Saya insists on living
her life as normal, it may cause the PCs some serious woes in their attempts
to keep her safe. Numerous dignitaries and courtiers request private meetings
with her every day, and her nights are often spent in romantic walks with her
betrothed. Needless to say, these are not settings in which armed guards are
welcome.
Of course, for those who like the simple and classic assassination threat
style, the plot involving Kouji can be discarded in favor of another culprit.
There are numerous people who would like to kill Saya, and any one of them
could have hired an assassin. Or perhaps, in a moment of weakness, the
ambitious Kouji became an accomplice, and his meetings with other
courtiers are actually updates on the security plans of the player characters.
The troubles need not end with the exposure of Kouji's scheming, either.
Saya's popularity is not the only reason he has not been promoted his skill
as a diplomat is sadly lacking. While Saya has been sequestered away for her
own protection, he has managed to anger and offend several powerful daimyos.
If something is not done to mend relations soon the spring thaws may see a
declaration of war, and the job is too big for Saya to handle alone.
Ah, the joys of Court....

37. POETIC LICENSE


The weather continues to get colder and colder. Winter is almost upon us. You
have secured an invitation to Court, haven't you?
CHALLENGE
A week or so after the start of Winter Court, one of the characters is asked to
give a private poetry recital for an important member of his clan who is
present in the palace. The woman is quite old and has difficulty leaving her
room, but her grandson Tatsu is on hand to attend to her during the
character's visit, and she is greatly appreciative of the gesture.
FOCUS
When court is assembled the next day, Tatsu stands before the host and recites
the player character's best poem as if it were his own. The host reacts quite
favorably, heaping ample praise on the young man. Tatsu responds by reciting
a few more of the character's compositions.
STRIKE
One of the many courtiers present remarks that the player character is reported
to be a skilled poet as well. Hearing this, the host of the Winter Court then
turns to the character in question and asks if he can match Tatsu's display of
poetic skill.

FOCUS
A number of people who could be considered Saya's enemies are present in
the court, ranging from childhood rivals to political opponents. Further,
several generals who have fought heated battles against her father are also
there. And the ex-lover of Saya's betrothed. And the son of the maho-tsukai
she gave testimony against last winter. And the list goes on! Every delegation
contains at least one person who seems likely to be behind the death threat.
STRIKE
The warning was actually sent by Kouji, one of Saya's aides. Jealous of the
attention and praise she received, the young man blamed her for his failure
to gain recognition in the courts. Although he does not actually intend to
have her killed, he does want her taken out of the picture long enough so that
he has a chance to shine. By instilling a sense of tension and paranoia in Saya,

Remember that everyone is watching this exchange as it happens. Winter Court


is a social affair, and just about everything takes place in the public eye. As
such, there could be numerous consequences for the character's actions.
Dealing with Tatsu can be a one-time event, or a continuing problem for
the character. He could be a talentless hack, or a skilled but unscrupulous poet
in his own right. Likewise, he could be a relative nobody within the court, or
have numerous connections to call upon if necessary.
If possible, have the player of the character in question actually compose
some poems for the recital in the Challenge section (which you can steal for
Tatsu's big performance later on). Be careful if he or she comes up with too
many poems, however, because having a stock of poems eliminates a lot of the
pressure in this scenario.
Colder than the snow,
This icy blade in my heart
A friend's betrayal.

38. CONTAGIOUS RUMORS


I'm afraid I'm feeling a little under the weather this week. I suspect the cold
I'm suffering from came from one of my students. One interesting thing about
the Japanese people I teach: When someone nearby is ill, they react quite

fearfully. When they themselves are sick, however, they have no qualms about
exposing others.
But at least my suffering can bring some benefit for others....

If the characters ask around, they can find out that while Kawachi is an
aspiring cook, the only item on the menu he has any experience in preparing
is red miso soup.

CHALLENGE

STRIKE

During Winter Court, the party members find themselves in a position where
they must negotiate with various emissaries from a number of different Clans
and families. They could be making a business deal to secure vital resources
for their Clan, arranging a marriage to cement an alliance, exchanging
military secrets about a rival Clan, or trying to find (or hide) information about
a political scandal. Whatever their mission, it will require several meetings
and a great deal of politicking.

If the player characters let Kawachi go through with his plan to prepare the
entire feast by himself, they run a terrible risk. If the meal is not a success, his
reputation in the courts will surely be ruined. But if they come out and tell
him their concerns directly, he's certain to be insulted and dejected. While his
confidence in his own cooking skills may be overblown, he does sincerely
want to make people happy through his own efforts.
Perhaps the player characters can find some way to make everyone happy
at the same time. And enjoy some good food while they're at it.

FOCUS
Early in the season, one or more of the characters are exposed to a sickness
of some sort. It could be an allergic reaction to some harmless substance, a
cold caught while venturing outside in the winter chill, or just a passing sore
throat picked up from a servant. Whatever the nature of the illness, it is brief
and non-fatal, but unpleasant enough to require rest in private.
STRIKE
The court is soon filled with rumors about the true nature of the characters'
illness. This could be simple gossip, or malicious lies spread by one of the
party's rivals. One version says that the characters have been afflicted by the
Shadowlands Sickness. Another claims that it is an outbreak of the Ebon Fever
which swept the Empire fifty years ago. Even the mildest rumors speak of
infectious fevers and punishments from the Fortunes, causing many to give
the party a wide berth.
With such whispered warnings in circulation, how will the characters
manage to convince anyone to meet or speak with them and complete their
mission?
If you want to make things even more difficult for the party, this scenario can
also be reversed. Infect one or more members of the Clans they must speak to
with a disease such as influenza or typhoid fever and set up the Rokugani
version of Outbreak. Will the characters risk their health for the sake of
speaking to a potential ally? Will they risk being shunned by other members
of the court for speaking to an afflicted person?
Keep in mind that Rokugani medical knowledge is not equal to the scientific
expertise we have today. While healers can recognize symptoms, treat
illnesses, and prevent diseases from spreading to a limited degree, the nature
and causes of diseases are still a mystery to even the most learned scholars.
People know enough to avoid victims who are sick because they observe the
sickness spreading to others nearby. But the cause of the illness may as well
be evil spirits, and even a case of the flu can be fatal in such a society. Thus,
the best advice possible is to keep one's distance and pray to the Fortunes.

39. DONT BITE MORE THAN YOU CAN CHEW


For those of you who live outside the United States, today is Thanksgiving.
For those of you who do live in the USA, have a Happy Turkey Day!
And while the holiday may not be traditionally celebrated in Rokugan,
there's no reason why we can't have a feast anyway.
CHALLENGE
A friendly young man named Kawachi (or another friend or clan mate of the
characters) approaches the PCs with an idea. He has noticed that recent bad
weather has cast a dark cloud over Winter Court, and he wants to do
something to brighten people's spirits. To that end, he proposes an elaborate
dinner party with lavish food, and asks the PCs if they would help him
organize it.
FOCUS
While Kawachis idea has merit, his guest list and his menu are both overly
ambitious. He has asked several people from every clan to attend, and while
none of the guests are particularly powerful, they are all quite active in
spreading gossip around the courts. Furthermore, the menu is also quite
complex. Kawachi intends to serve sashimi, chopped seaweed salad, red miso
soup, dried pheasant, pickled cucumbers, grilled fish, chestnut rice, and
marinated mandarin oranges. And, to better bring joy to his guests, he'll make
the entire meal by himself.

If you want to put a light-hearted spin on this adventure, increase Kawachis


skill in the kitchen to make him a master chef. Then have his assistants fall
ill. Instead of flexing their diplomatic skills to find a way to make the banquet
a success, the PCs will have to take an active hand in making the banquet
itself. Of course, with Kawachis guidance there shouldn't be any
problemright?
You can also raise the stakes by playing up the social nature of Winter
Court. Important figures will want to know whether or not one of Kawachis
feasts is worth going to in the future. Aspiring courtiers will want to have a
hand in its success. Rivals of the Clan will want to prevent him from gaining
influence with his grandstanding. And the PCs will have a good deal to gain
from either side.
For more information about historical Japanese food (as well as some
recipes) this site* is an excellent resource. Turns out some of our traditional
favorites like sushi and tempura aren't all that traditional after all. Definitely
worth a look.
*fibers.destinyslobster.com/Japanese/Food/japfood.htm
BONUS CFS: THE IRON CHEF VERSION!
CHALLENGE
Kawachi has another problem. He's been called upon to prepare dinner for a
distinguished courtier (Otomo Amato), his yojimbo (Yotsu Karami), and the
Abbot of a temple to Hotei (Master Nigasa). He's gathered the ingredients for
his famous red miso soup, and he's selected a nice area of the palace in which
to hold the event. But he's not sure how to keep the trio entertained for the
entire evening by himself, and he wants to know if it would be possible,
maybe, if they're not busy, for the party to accompany him?
FOCUS
As soon as the Abbot meets the party he becomes visibly excited. He reveals
that his duties as a temple keeper have always kept him too busy to pursue
his lifelong dream of traveling the Empire. While Hotei has blessed him with
a warm bed and a full meal every night, he would dearly like to sample the
cuisines of other Clans, and he asks the player characters which type of food
is the best in the Empire.
Upon hearing their ideas, Otomo Amato challenges Kawachi and the player
characters to prepare the foods they have suggested. After all, he claims, if
those dishes really are as delicious as the player characters say, even the
efforts of an unskilled cook would be a pleasure to try. Upon hearing this idea,
Abbot Nigasa jumps in with an offer to pray to Hotei on behalf of the person
who could bring him such joy with their cooking, and even Karami asks the
characters if they really believe that their Clans' cuisines are the best in the
Empire..
Of course, if their suggestions were made not with confidence, but simply
misguided pride, they're welcome to back down....
STRIKE
Kawachi has a good relationship with the kitchen staff of the palace, and is
able to call upon just about any common ingredients or cooking materials
needed for the competition. While this is good news for the PCs, it also means
that Kawachi can prepare just about any food he has heard of. While the loser
of such an impromptu and unorthodox contest faces no social stigma, the
blessings of a monk of Hotei (and the respect of allies in the Court) are not a
prize to pass up lightly. Not to mention the pride to be gained from defending
the honor of one's Clan.
If the player characters are ill-prepared to deal with the challenge, you can
tone down the level of competition Kawachi presents by having him choose to

prepare a dish other than his famous red miso. If you have a few aspiring
chefs in the party, however, you can take off the kid gloves and let them face
off against a delicious soup featuring baby clams, tofu, seaweed, and fine
vegetables.
The preferences and personality quirks of the three guests, unforeseen
difficulties in cooking, attempts to outdo other characters, and outside
interference can all add levels of complexity to this contest. Rather than boiling
things down to a single die roll, breaking the challenge into several different
stages and asking the players for their strategy in each stage can make the
process more involved and enjoyable. And if someone finds a way to use a
bugei skill, school technique, or mystic spell to their advantage, more power
to them!
And of course, if you wished to build an entire campaign around this sort
of thing, there are always new venues to aspire to. Why satisfy yourself with
being an Iron Chef when you could be the Jade Chef, or even the Emerald Chef
of the Emperor himself?

40. GOOD FORTUNE, BAD COMPANY


Winter Court continues. For many, the court is filled with rivals and enemies.
For others, it holds countless friends and allies. And for some, it holds a
number of annoying acquaintances.

41. FORGIVE & FORGET


Today's Winter Court scenario was originally going to be about finding strange
allies in unexpected places. However, a recent rash of dabblings in thread
necromancy have given me unexpected inspiration. So instead, we turn our
imaginations to examine what may happen when words are not forgotten.
CHALLENGE
While at Winter Court, one of the PCs makes an unfortunate and inadvertently
humorous social blunder. While the incident is quite embarrassing, it is
thankfully minor and quickly forgotten.
FOCUS
Or at least it would be quickly forgotten if not for the waggling tongue of a
court dandy named Yukio. The smiling courtier seems to think that the
character's mistake is the most humorous story he has ever heard, and he
delights in bringing it up again and again. It quickly becomes his favored
joke, and any time the two are in the same room the character can expect
Yukio to ask Hey, do you remember that time you

CHALLENGE
During a courtly gathering, a shugenja from another family strikes up a
conversation with one of the player characters. He explains that his hobby is
divination and offers to tell the character's fortune.
FOCUS
During the divination session, the shugenja claims that his own future is
highly compatible with the character's future. He suggests that they support
each other as much as possible in order to benefit from this harmonious
coincidence. While this may sound like a harmless gesture of friendship, the
shugenja is quite enthusiastic about their unbreakable partnership. He
begins following the character around at all hours, asking him for advice and
trying to be helpful in return.
STRIKE
Besides his skill in divination, the shugenja brings no useful skills to the party.
In fact, his low stamina, lack of combat skills, social ineptitude, and unlucky
nature may even hold the character back from time to time. As the winter
drags on, the player character must decide how he will deal with the hindrance
his constant companion has become.
Two points that can significantly change the way in which the players react
to the shugenja is the shugenja's age and gender. An older NPC may be treated
with more respect by some players, while others may show more leeway to a
younger and more inexperienced NPC. Likewise, a female NPC can often avoid
trouble in situations where a male would be scorned. Know your players' habits
and you can create an NPC which is likely to bring out the initial reaction you
desire.
Of course, prophecies are much more interesting when they are true. If the
targeted player character manages to get rid of the shugenja somehow, you
can have the shugenja come into some good fortune which allows him to aid
the player character later on. If the player character sticks it out and accepts
the shugenja as a companion, their continued association eventually allows
the shugenja to develop skills and abilities which let him aid the player
character in a vital situation later on.
This scenario can also be used to introduce a new player character into the
party. If so, you may want to eliminate signs of weakness and incompetence
from the new character, and instead have him plagued by rivals, social
conflicts and family problems. These can cause trouble for the party while still
allowing the new PC to be a viable member. After all, you wouldn't want the
party to try to get rid of a new player.
Keep the people you don't like close. Keep the people who really get on
your nerves closer.

CHALLENGE
As long as the story remains in the public mind, the character's image will
suffer. And as long as Yukio is left to his own devices he will continue
circulating the story. There are, of course, several ways to deal with Yukio. He
could be told of an even juicier incident, reasoned with, stoically ignored,
slandered to the point of losing all credibility, threatened into silence, or even
silenced permanently. In the end, it all depends on what kind of person the
character is deep down, and how he or she deals with mistakes.
If you do not want to role play out the initial scene that involves the target
PC's social mistake (or your players are smooth enough to avoid making such
mistakes), you can rule that the incident in question occurred at a different
Winter Court when the character was much younger, perhaps during their
initial meeting with Yukio. This bit of history can also be helpful in
establishing feelings of rivalry toward Yukio, as his infuriating retelling of the
same old story has continued since their youth.
Alternately, you could make Yukio's motivation much more malevolent in
nature. Perhaps he is jealous of the character and his stories are his way of
lashing out. He might be using the character's blunder as a joke in an attempt
to make himself more popular. Or Yukio could be trying to ruin the character's
reputation for other reasons. Maybe he's even working in tandem with another
person within the court to set the character up for further manipulations.
One thing to keep in mind is to refrain from making Yukio's comments to
overtly insulting or offensive. As long as his stories are true and delivered in
a light, off the cuff manner, the character in question should have no real
justification to seek vindication. Of course, if you decide that Yukio's true
intent has been to goad the character into a duel all along, you can make his
comments as biting and spiteful as you wish.
Be careful what you say (or write, for that matter). It may be brought back
for all to see someday later.

42. CHILDS PLAY


Today saw snow (or frozen rain at the very least) in Osaka, and flurries in
several locations throughout Japan. It made me glad to know I had a warm
home to return to, and I hope all of you can enjoy the same luxury. Of course,
this type of severe weather is exactly the sort of thing which forces samurai to
choose between braving the elements or braving the Courts. For those who are
lacking in social graces and political connections, Winter Court can be a
fearsome place, but it is also a place where new alliances can be made.
CHALLENGE
While attending Winter Court in the palace of another Clan, a player character
receives a mysterious message from an unknown source.
Esteemed samurai,
First, let me say that it is a great shame
that your prowess and skill are not appreciated
by the emissaries that dominate the palace this
season. Your power, wisdom, and integrity are a
credit to your Clan, and I believe the Empire
would benefit if there were more samurai of your
caliber.
At the risk of being overly direct, I would beg
your assistance in a matter of great importance.
A despicable villain stalks the Court, plotting
some evil mischief. Although I have gathered a
small group of magistrates to monitor his activities
in the hopes of foiling his plans, our numbers are
small, and his depravity boundless. If you could
lend us your strong arm and keen insight, it
would be both a great help and a huge honor.
Although I cannot yet risk revealing my
presence to the scoundrel and his cronies, I will
send a servant to meet with you tomorrow
afternoon and explain the situation in greater
detail. I hope you will choose to aid me in this
matter, and look forward to working with you.
May the Fortunes watch over you this night.
The Judge

FOCUS
The next day, the character is approached by a young girl named Mari. She
explains that she is a student of the Judge, who has asked her to relay his
directions while he coordinates with other magistrates in the Court. She
expectantly asks if the player character has decided to aid the Judge in striking
against evil and corruption, and does her best to secure an affirmative answer.
If the character agrees to help, Mari reveals that the suspect is a man of
low character named Toshihide. While his smooth tongue and careful manner
allow him to enjoy a good reputation in the Court, the Judge has reason to
suspect that Toshihide is not as honorable as he seems, and he would like the
PC to seek out evidence to that end. Mari volunteers to help, pointing out
Toshihide and giving basic information about him.
After a few days of observation, it becomes clear that Toshihide is not a
nice fellow. He is abusive to servants, drinks and gambles with ronin in secret,
tries to seduce married women, and lies profusely. However, his skill in
navigating the Court and hiding his misdeeds allows him to avoid any
negative consequences of his actions.
STRIKE
In truth, there is no Judge. Mari is the only other member of the
investigation. She founded the secret group for the sole purpose of
tormenting Toshihide. Two weeks ago, Toshihide carelessly stepped on one of
Mari's dolls and broke it. When she complained, he teased her until she cried,
embarrassing her in front of a large crowd. Vowing to embarrass him in the
same way, she formulated a plan and quickly sought out allies who could
serve as her voice in adult society. Once she and the PC have observed enough
of Toshihide's behavior, she will accidentally let slip some of his misdeeds
in public. With the PC's testimony to back up her claims, she figures she can
finally expose Toshihide as the snake he truly is.

This adventure idea is best suited for a character who is less socially adept
than others. While a courtier with several allies and acquaintances in their web
of contacts has little to gain from entering such an alliance, a bushi with few
friends in court may be more tempted to take whatever support he can find.
Furthermore, Mari can actually become a useful ally to the player character
in her own right. She is cunning and resourceful, and quick-witted enough to
keep her ears open for news that may be important. Her age gives her a great
deal of leeway in the Court, and those who dismiss her as a mere child do so
at their peril. While not as overtly powerful as an ambassador or emissary,
she can give aid to those who befriend her.
This scenario can also be useful as a change of pace from conspiracy driven
campaigns. Players who have read all about the Kolat, Gozoku, and Black
Lotus may think they know all the secrets in Rokugan. Presenting them with
a plot to expose the vile crimes of a single dishonorable courtier,
masterminded by a little girl, should turn any preconceived ideas they might
have upside-down.

43. THE GIFTED POET


There are only a few shopping days left until the holidays. Are you ready?
And while the holidays we celebrate are not observed in Rokugan, the custom
of gift giving is no less important. In fact, it may be even more vital for one
to find the perfect gift when honor and glory are on the line.
CHALLENGE
The famous poet, Yukishima, has just finished a new collection of poems,
entitled Winter Memories. This is the fourth set of poems Yukishima has
composed over the last fifteen years, completing the set he started with
Spring Wishes, and continued in Summer Dreams and Autumn Regrets.
To honor this great occasion, the host of Winter Court has announced three
days of feasting in Yukishima's honor.
FOCUS
Yukishima is a celebrity in courtly circles and the completion of his greatest
poetry series is an auspicious occasion. Many dignitaries and members of the
court have brought gifts of congratulations to offer at the feast. Yukishima is
famous for his practice of refusing gifts with appropriate haiku poems, and
many members of the court are looking forward to seeing how he will respond
when presented with unique and exotic gifts.
Needless to say, if the PCs do not prepare a suitable gift for Yukishima,
their reputation will suffer most severely.
STRIKE
The feast begins and a schedule is drawn up for the presentation of gifts to
Yukishima. Unless the PCs do something to change their position in line, they
are scheduled to give their gift to Yukishima on the second day of the
celebration.
On the first day they watch as many gifts are given, met with poems of
refusal, offered again, refused with new poems, offered a third time, and
finally accepted. If they pay attention, they may notice that Yukishima tends
to react less favorably to gifts that have had little thought put into them, or
gifts that are similar to gifts he has already received. As the first day's
festivities eventually begin to wind down, a samurai from another Clan
approaches Yukishima and offers his gift. It is almost identical to the gift the
PCs have selected.
The PCs have one day to decide what they will do in the face of this new
development.
The similarity of the other samurai's gift to the gift the party members have
selected may be coincidental, or deliberate. If they have a rival who seeks to
discredit them in court, their plans may have been overheard by a spy and
their ideas stolen. The samurai might be a desperate individual who latched
on to the first good idea that caught his ear. Or it could simply be bad luck.
If a player wishes for his or her character to be a fan of Yukishima's
previous works, you can let them make a Storytelling (Poetry) skill roll to
recall some details. And if a player tries to compose a haiku poem of his or
her own, by all means, encourage them to do so. Yukishima is a genuine lover
of the arts, and appreciates even the simplest offering of talent (but not quite
enough to waive the need for a present).

HAIKU SAMPLES

44. UNDER PRESSURE

As a bonus for over-worked or under-inspired GMs, here is a selection of


haiku poems you can use for the adventure above. They are arranged in sets
of three, as any properly educated samurai knows enough to refuse a gift twice
before accepting it.
Don't forget to save one set for the present the player characters eventually give!

I hope this week's installment finds you all happy and well. It's all too easy
to become overwhelmed by the pressures and demands of the holiday season,
and remembering to relax and enjoy yourself can be more difficult than it seems.
Which is all the more reason to spend some quality time gaming with your friends.
CHALLENGE

HAIKU SET 1
I seek not your gifts.
I wish only to delight,
And brighten your heart.
Your kind words alone
Are present enough for me.
Your words and your smile.
Generosity:
In this virtue, you give all
A great example.
HAIKU SET 2
You lend me your ears,
Appreciating my words.
I could wish no more.
In truth, I owe you.
To hear a dear friend's laughter?
Worth a hundred gifts.
Sincerely you give
This wonderful gift to me.
My thanks to your house.
HAIKU SET 3
A sword fit for a king,
As powerful as your Clan.
A waste in my hands.
This fine blade you give
I must turn away, I fear,
Lest I seem too keen.
Your gift honors me.
Though I am far from worthy,
I humbly accept.

An influential courtier from the Otomo family approaches the characters in


private. He offers them great favors and rewards if they agree to help him, but
he insists that they swear an oath of secrecy before explaining further.
FOCUS
The courtier is worried about his son, Shigeki, who is behaving strangely. He
fears that Shigeki might be possessed, tainted, cursed, drugged, acting under
coercion, influenced by the Lying Darkness (if it has been revealed in your
campaign), the victim of an abduction and replacement scheme, or even
brainwashed. He asks the characters to investigate without causing a big
scandal or disrupting his son's duties.
STRIKE
The cause for Shigeki's strange behavior is a completely mundane one. His
duties in the courts have been extremely stressful as of late, and the extra
work has caused him difficulties with his family. Feeling like he has been
assigned an impossible task, and unable to seek comfort at home, Shigeki is
in the early stages of a nervous breakdown.
If the party learn of this and inform Shigeki's father, the courtier is grateful
and bestows upon them the promised reward. However, if the PCs go the extra
step and try to help Shigeki deal with his personal problems (without
overstepping the bounds of etiquette, of course), they may also gain a
permanently grateful ally in the courts.
Keep in mind that psychology is only a rudimentary science in Rokugan, and
society encourages samurai to deal with their feelings in a completely different
manner than we are used to. While the effects of pressure and isolation on
morale are understood, methods of coping with those problems are not. A
samurai must control his emotions, even if they threaten to tear him apart.
If you want to add a more dramatic element to this tale, you can combine
Shigeki's normal stress with one of the other possibilities listed above. Perhaps
his work in the courts is being monitored by a criminal overlord who is
threatening to blackmail him unless he performs certain tasks. Or a rival might
be lacing his evening tea with drugs to cause horrible nightmares, disrupting
his sleep. He could even be battling a manipulative yokai for his very soul!
BONUS PLOT HOOKS

HAIKU SET 4
A thing of beauty
Shines with the light of Heaven.
Far too fine for me.
This gift before me,
Fit for a prince or hero
Not one such as I.
You stand before all,
Your heart as pure as your words.
How can I refuse?
HAIKU SET 5
And if you want to show your players how Yukishima reacts to a gift that is
lacking in thought or is too similar to a present he has already received:
Offer naught, my friend.
Worry not for simple things.
Your warm thoughts suffice.
Nay, again, I say.
Please be seated and relax.
It is no bother.
If it brings you joy,
I will accept this token
And give you this poem.

Editors Note: Akodo Akira provided an excellent post on a possible solution


or further complication for this adventure.
Geisha.
Geisha were the people that Samurai went to talk out their problems. There
were no psychologists, but there were great listeners. And you paid in
advance, in gold, and always had references.
Heck, just getting the poor guy an invitation to a geisha house, let alone a
private meeting, would be an adventure in and of itself. Possible plot hooks:
The geisha is inexperienced.
The geisha has a steady client who is resentful of the new client.
The geisha is a glutton for attention, and demands more and more of
his time.
The house is suffering financial difficulties and needs more clients,
regardless of the needs/wants of the geisha.
The boy falls in love with the Geisha. (Marriage troubles anyone?)
The geisha is a spy for [insert faction here].
The father thinks the geisha is a spy for [insert faction here].
The geisha wants to become an official concubine or even a spouse
and ruthlessly pursues that.
The geisha house also hooks samurai on opium, and the poor boy gets
hooked.
Ninja geisha! (Not Lying Darkness, just a shinobi.)
Oni geisha?

45. BEAUTY & WISDOM


In his remarks on last week's scenario, the esteemed Akodo Akira managed to
unwittingly guess the theme for this week's scenario. I speak, of course, of
those most beautiful and graceful creatures: geisha.
Now, before we get into the scenario, there is one thing I must clear up. I
admit it's a pet peeve of mine, but I absolutely must insist that people who
speak of geisha understand one basic fact.
Geisha are NOT prostitutes!
A lot of people think geisha are paid to provide such services, but that is
a misconception. And those who claim otherwise are doing nothing but
spreading ignorance. While the two professions may appear similar, they are,
in fact, completely different.
Now that we have that out of the way, we can get have a pleasant evening
of delightful entertainment.
CHALLENGE
While staying at the Winter Court of another Clan, one of the player characters
(or someone close to the player characters) is introduced to Yumi, a charming
and intelligent young geisha. While the other geisha present are popular for
their beautiful songs and dances, Yumi specializes in the art of conversation,
and has thus been overlooked by most of the guests.
FOCUS
If the PC spends any time talking to Yumi, it becomes clear that the girl is
wise beyond her years and has a keen understanding of human behavior. After
listening to a person's problems she is able to offer a solution and provide the
right words of encouragement to motivate the listener to put that solution
into motion. If given a chance to use her skills on behalf of the party she can
prove an invaluable source of advice on many topics.
STRIKE
Of course, such frequent meetings with a geisha will not go unnoticed, and
Winter Court is a breeding ground for gossip and rumors. If subtle hints and
hushed whispers are not enough to get the point across, eventually other
members of the character's family will confront him directly and pressure the
him to curb his desires. Whether the character (or Yumi herself) harbor any
such feelings is irrelevant in Rokugan, image is all that matters.
Will the character choose to save face, or continue to benefit from Yumi's
wisdom?
Some players may be slow or wary to act on Yumi's advice. While this is their
choice, you can move things along by offering them a Free Raise on any rolls
they make when taking an action she has suggested. This should give even the
most reserved character a reason to seek her out again and again.
If the character who meets Yumi does not become close enough to her that
he has to choose between his reputation and her advice, it is possible for one
of his rivals to do so instead. Or she may find another samurai who appreciates
her intellect, giving him advice that leads to success after success in the courts.
Of course, if a lasting relationship should blossom between the character
and Yumi, there are a wide range of other problems. The coming spring will
mark an end to their meetings, as the character's home is far from the geisha
house where Yumi lives. And even if they were to continue meeting each other,
it could never work outcould it?
In the courts, even beauty and wisdom are weapons. Do you have what it
takes to resist them? To wield them?

46. A MATTER OF RECOGNITION


The days are getting longer and the weather is getting warmer. Spring can't
be far off. Have you attended to all your business at Winter Court?
CHALLENGE
A peasant servant who has served one or more of the characters (or their
family) faithfully for many years approaches him and pleads for a favor.
Although it is not his place to make requests of a samurai, he is quite
distraught and begs the character to at least hear his story.
FOCUS
The servant explains that his daughter is pregnant with the child of a samurai
from another family. If the child is not recognized by the father it will grow
up as a heimin, or a ronin at best. But if the father accepts the child as his

own then the baby's future will be assured. Although the servant's daughter
has asked her beloved to recognize the baby several times, he has yet to do so.
STRIKE
The servant asks the character to tell the entire court that the samurai in
question has fathered the child his daughter is carrying. He hopes that by
bringing the matter to a head he can force the samurai to recognize and accept
the baby. As he lacks the social status to make the claim himself, the servant
places himself at the mercy of the character if he will do this deed in his stead.
Depending on how difficult you want to make this scenario, you can give the
samurai in question much lower Status and Glory than the PCs, or much
higher Status and Glory. Depending on the way in which the PCs break the
news and the samurai's reaction to it, a number of serious political events
could be set into motion. Remember that in Rokugan testimony from someone
of higher Status always trumps the claims of those with less influence.
Of course, your players are free to come up with alternate ways of
accomplishing their goal. Bribery, blackmail, negotiation, compromise, and
persuasion are all viable alternatives to making a big scene in the court, each
with their own good points and bad points.
If your players are comfortable being placed in difficult situations and
mature enough to deal with matters of romance, you could also try using one
of them as the target of this scenario. If so, you may want to have the servant
ask the other PCs to convince the father to accept the child, as players can
often resent being forced to do something.
Never a dull day in Winter Court....

47. BROKEN TRUST


Today's scenario is a new twist on an old favorite. While the tragic accident
and difficult choice are well established in previously published material,
the politically charged atmosphere of Winter Court allows for any number of
deliciously evil twists and turns.
Feel free to put on the pain. It's all part of the fun.
CHALLENGE
While at Winter Court, a visiting lord brings one of his prized possessions to
show the host. As the host is a fan of fine arts, he is quite impressed with the
unique treasure, a porcelain vase decorated with a floral design that was
painted by the grandmother of the Kakita daimyo, and asks the visiting lord
to display it in a location where everyone can gaze upon its sublime beauty.
FOCUS
During the course of their stay, the characters happen to witness a young
courtier clumsily bump into and knock down the vase, causing it to crack.
The courtier is the son of another visiting lord from a different family, and he
flees before anyone else sees what he has done. The incident occurs quickly,
and few (if any) other members of the court are present to witness what happens.
STRIKE
When the owner of the vase discovers what has happened he demands that
the host of the Winter Court take responsibility for failing to keep his precious
heirloom safe. He claims that he would never have brought the vase to display
if he knew that proper measures to protect it were not going to be taken, and
goes on to point out that, since the host was aware of the vase's importance,
his failure to keep it safe is a clear lapse in duty.
If the PCs help defend their host or reveal the young courtier's secret they
will spare the host further trouble. If the PCs say nothing they can save the
young courtier and his family from shame and embarrassment. If the PCs find
some other way to settle the problem they may end up making a number of
new allies or enemies. It's their choice.
One way to make the decision even more difficult for the characters is to give
them a number of opportunities to interact with and get to know the various
personalities involved. It's one thing to accuse a courtier you have never met
in order to shut up an old man you barely know. It's something else completely
to choose between two friends when you know you will have to betray one of
them.
Of course, the player characters have most likely been through tough
decisions like this before, and will no doubt deal with this one in stride.
Alternately, player characters being the cunning and capricious beings they
are, they may take a completely unexpected course of action (such as using

magic to repair the vase, or framing a rival who was completely uninvolved).
If this happens, you can keep the action moving by remembering that Winter
Court is a place filled with clever and ruthless people seeking political gain.
An eyewitness may step forward to implicate one of the characters. Or other
members of the court may become involved through bribery or blackmail.
Which is sure to cause a scandal. Followed by an accusation. Followed by a
counter-accusation. Perhaps even leading to a challenge?
And even if the matter of responsibility is decided, what then? Will the
groups and individuals involved remain angry and bitter with each other, or
will they be able to pick up the pieces?
No one ever said being responsible was easy.

48. THE PLAYS THE THING


It's been a long winter, and we've had many adventures together. We've seen
a wide variety of horrors, surprises, and wonders. We've gone through a number
of courtly CFS scenarios, sharing both good times and bad.
Of all the challenges we've encountered, this one is my personal favorite.
CHALLENGE
The host of a large and mixed Winter Court, Akodo Minoru, proposes a game
to pass the time. A devout fan of the theater, he asks his guests to perform
various dramatic scenes from well-known plays for everyone's enjoyment. He
makes it clear that acting skill is in no way required the game is just for
fun and an unskilled but spirited performance will be sufficient.

them and shout Good luck, come in! Oni get out! It's really quite fun and
interesting.
Thus, in recognition of Setsubun, I hereby declare February to be Oni Month
at CFS of the Week! Yay, oni!

49. KEEP YOUR ENEMIES CLOSER


CHALLENGE
An ally or superior of the PCs asks them for help on behalf of an old friend.
She explains that Inoue Sadahiro, a minor vassal of the Asahina family, has
gone into hiding. Over the past six months his only communication with anyone
has been to send out a call for capable and resourceful samurai. Naturally, the
PCs fit the bill, and she would like them to give her friend Sadahiro whatever
aid they can. Although she does not know the nature of Sadahiro's dilemma,
she can give them directions to the village where Sadahiro is staying.
FOCUS
If the PCs meet Sadahiro and agree to help him he explains that he is the
victim of a dark curse. Thirty years ago, his grandfather, the magistrate
Daimon, defeated a hated rival. Mad with rage, the rival swore he would have
revenge by wiping out every member of Daimon's family. Over the years, the
killer systematically hunted down and butchered Daimon and his kin.
Sadahiro, his wife, and his unborn child are the only surviving members of
his line.

FOCUS
As the schedule for the performances is being drawn up, Minoru asks the
player characters if they would present the story of his illustrious ancestor's
final duel. The story's climax, featuring Akodo Shujin's death at the hands of
Kakita Tairitsu, has been the subject of many famous plays, and Minoru would
like it to be performed for all to see.
STRIKE
Many versions of this warning tale exist. Some sources say that Shujin was
defeated because he had been weakened by a Scorpion rival's poison. Another
version tells of how a Phoenix shugenja was hired to put a curse on Shujin to
cause his loss. One rendition claims that Shujin's foolish pride led him to
challenge a superior opponent, while yet another says that Tairitsu took unfair
advantage of a loophole to set the conditions of the duel against his opponent.
As the night of their performance approaches, the player characters must
choose which version they will present.
As always, feel free to change the Clans and identities of the NPCs involved.
Depending on the families Shujin and Tairitsu come from, you may wish to
come up with other versions of the story. Perhaps Shujin was a wise old
Mirumoto who allowed his younger opponent to win. Or maybe Tairitsu was
a tainted Crab who used maho to secure his victory.
You can also use the court setting to make the decision rougher on the
players. Everyone loves a story where their Clan is presented in a favorable
light, but negative portrayals can draw ill will and anger. Even those who are
not vilified may have something to say about the way their ancestors are
presented on stage, and there is a thin line between naive youth and clueless
buffoon.
One final option for added fun is to have your players actually act out the
scene as they perform. You can have them go for a full rendition, or let them
simply recite the lines they will speak. The story and script, of course, are up
to them to decide, with all the responsibility that such freedom entails.
It's like I've always said: Noh theatre is good theatre.
Editors Note: I cant believe he went there. Anyhow, here is a website
suggested by the esteemed Isawa Nazomitsu for researching Noh-Kyogen
theatre: www.iijnet.or.jp/NOH-KYOGEN/english/english.html

Oni
Those of you who live outside Japan may or may not be aware that tomorrow
is the day of the Setsubun festival. The main event of the festival is a ritual to
drive out the evil spirits that have accumulated in the household over the long
winter. Some participants wear oni masks, while others throw dried beans at

All is not lost, however, for Sadahiro has a plan. He has found an ancient
ritual called the Rite of Hospitality. Designed to secure and preserve peace in
the days before the kami, the ritual prevents an individual from committing
violence against anyone whose hospitality he has accepted. Sadahiro has
already retained the services of a shugenja to perform the ritual and bless a
cup of sake on his behalf. All he needs the PCs to do is track down his rival,
lure him back to Sadahiro's home, and trick him into drinking the blessed
sake. If they do that, the curse will be broken and the killer will be rendered
forever unable to harm Sadahiro or his family.
STRIKE
The individual who swore to extinguish Daimon's family line is none other
than the infamous Oni no Toketsu, the Demon of Blood and Bile.
Feel free to make Oni no Toketsu as threatening as you wish. It may be possible
for the PCs to slay it through conventional means, or it could be nigh
impossible to cause the monster any lasting harm. If the PCs do destroy the
monster before the ritual is complete, Sadahiro may be safe for a while, but
eventually the oni will return from Jigoku to complete its vengeance. In which
case it may also decide to pay the player characters a visit for old times' sake.
Another way to make the scenario more difficult is to give the oni an idea
of what Sadahiro has planned. While your typical slavering oni may or may
not be open to the idea of a drink before tearing out your liver and feasting
upon it, Oni no Toketsu could have enough sense to avoid anything he is
offered. Do the PCs force the sake down his throat, or do they find another
way of showing hospitality and try to cast the ritual again?
And do they remember to have the sake blessed in their own names as well?
Good luck, come in! Oni, come in! And have a drink too!
Editors Note: For more information on the Setsubun Festival, check out:
www2.gol.com/users/stever/setsubun.htm

50. MY WORD IS MY BOND


This week marks the fiftieth installment of Challenge-Focus-Strike of the
Week. To mark that milestone, we're going to have an extra large, extra intense
adventure seed today.
I hope you brought your best armor.
CHALLENGE
The player characters, as well as several of their friends, family
members, rivals, and other notable members of the community are
invited to visit the home of Lord Ueshima and participate in
a ritual of blessing. Ueshima is a
member
of
the
Emerald
Magistrates,
and
is
quite
influential in the politics of his
Clan, so a ceremony at his home is
considered quite the social event. His
home sits on a high hill overlooking the
farming village he oversees, and is
built like a fortress. Stories tell of
how the building was
besieged three times by
bandits, and how the
defenders
were
able to hold out
against
superior
numbers each time.
It is, of course, impolite to bring
weapons or spell scrolls into the
home of someone who has invited you
to such a ceremony. Those who arrive
with swords on their hips will be
politely offered the services of Lord
Ueshima's armorer, who is quite adept
at polishing blades. Shugenja are also
advised to relinquish their scrolls and
talismans to Ueshima's shugenja for
purification, as a recent assassination
attempt by a band of maho-tsukai has
left the magistrate suspicious of
spellcasters.
Upon entering the main hall, guests
are met by Lord Ueshima's son,
Akamaru, and his second-in-command,
Shouichiro. They explain that Lord
Ueshima went to the next village to
personally escort the shugenja who will
perform the blessing through the valley, and
is expected to return some time in the
afternoon. The characters are invited to mingle
with the other guests and relax until lunch is
served. This should give them enough time to get
to know everyone else present.
FOCUS
Lunch is served at noon in the main audience chamber
of the central building, a spacious room overlooking a
small garden. All of the guests and most of the
household's staff gather to enjoy an extravagant meal
which has been specially blessed to fortify the body
and harmonize the spirit in preparation for the
ceremony that will be held afterward. Several of the
older guests are gossiping away, while young
mothers try their best to keep their children from
bothering their neighbors. The soft sound of a musician's
flute can be heard over the din of conversation that fills the room,
and servants bustle about with trays of food and pots of tea.
Indeed, the scene is so peaceful and normal that everyone is
taken completely by surprise when the oni leaps forth and grabs
Akamaru's beloved bride, Moemi!
The oni lifts the girl by the throat and threatens to snap her
neck unless the castle guards promise to abandon their weapons, sit down,

and remain seated. With several paces separating the samurai from the oni,
there is no way Shouichiro and his men can save the girl before the oni makes
good its threat. Reluctantly, they comply with its demands. No sooner have
they done so than a squadron of the oni's spirit slaves (see below) appear,
gathering the weapons and disarming any other guests who might try to resist.
The oni retains its grip on Moemi's throat, using its poison (again, see
below) to cause her to cry out in pain. Only after it has coerced her
into promising not to move does it release her to join Akamaru, who
has sat through the entire scene in a kind of paralyzed shock.
As lunch comes to an abrupt end, Lord Ueshima's samurai,
servants, and guests, including the player characters, have all become
hostages.
STRIKE
Once the estate is secured and its spirit slave
guards are in place, Oni no
Kyohaku
introduces
itself and issues its
demands. Although it
first recites them to
Akamaru, it goes to the
main gates to repeat
them
when
Lord
Ueshima returns. It asks
first for nearby Engyoji
temple to be completely
cleared of all holy items
and religious trappings.
Once this is completed, it
calls for several mahotsukai who are being held
captive and awaiting
sentencing in nearby
villages to be freed and
escorted to the temple. Finally,
it forces Lord Ueshima (and any
others it can threaten into complying)
to enter the abandoned temple and let
the maho-tsukai bind their names to oni.
If this is done, Oni no Kyohaku promises
to let all remaining hostages leave
unharmed. Otherwise, the demon makes
no guarantees.
In between negotiations with Lord
Ueshima, the oni spends its time
manipulating and torturing the other
guests for its own enjoyment. The PCs and
the other hostages are given freedom to
move throughout the living quarters and
the main audience chamber, but the oni's
spirit slaves patrol the other areas of the
estate, making access to the armory and
barracks difficult. While it is possible
for small groups to gain some degree
of privacy, the oni and its guards are
seldom far away.
Outside,
Lord
Ueshima
is
powerless to do anything, lest the oni slay his son
and his honored guests. His only recourse is to attempt to
bargain with the oni for either a more acceptable offer
(which is not likely to happen, as the oni holds all the cards)
or for more time. The hostages inside can do even less, for
they are completely at the oni's mercy. The oni need only bide
its time and wait. If its demands are met, Oni no Kyohaku will
have gathered itself a number of mortal slaves and several oni
servants, which will only further its reign of terror. If its
demands are refused, the oni will still be able to slay a
number of helpless mortals, causing chaos and despair. It's a
win-win situation as far as the demon is concerned.
Unless something can be done to foil its plans.

Once the situation is established, there are several ways you can take this
adventure. You can let the characters attempt to slip away and sneak around
the fortress looking for weapons or some way to evacuate the other hostages.
Of course, Moemi has already promised not to move, and Akamaru will be
loathe to leave without her, but no one ever said it would be easy.
You can put them in the role of negotiators, trying to find and exploit a
loophole that the oni did not expect. Through quick thinking and fast talking,
it is possible they could find a way to use the oni's own power against it.
If they keep from causing any direct trouble, Oni no Kyohaku might even
dispatch them to help Lord Ueshima complete the preparation of Engyoji
temple (under suitably powerful oaths to return, of course), giving them a
chance to help plan a siege. If you're feeling particularly kind you can even
have the oni let them go without making any kind of vow. After all, it still has
their families in its clutches.
One point to be wary of when running this adventure is to keep the players
from feeling as if they are powerless to do anything. While the oni is cunning
and powerful, it can and should make the occasional mistake. It may forbid a
samurai from using his sword, but forget to levy a similar restriction against
his courtier companion. It may accept an old woman's promise not to walk
through that door, but neglect the possibility of that same woman being
carried through by a heroic player character. And while the oni will try to
secure promises of non-interference from most guests before it leaves for its
talks with Lord Ueshima, it cannot possibly predict everything that the PCs
might try while it is absent.
The lack of initiative or creative thinking shown by the spirit slaves is
another weakness that the player characters can exploit in their struggle
against the oni. A command not to let anyone leave a room says nothing of
people entering. Slaves who have been ordered to attack anyone with a
weapon may not realize the destructive capabilities of a serving tray until it
is too late. A daring and clever group of players should be able to find
something to do, if you give them the proper opportunities.
The situation may seem hopeless, but dark times are when heroes shine
most brightly.
Of course, player characters being the consummate heroes that they are,
your group may go the exact opposite route. The shugenja with Fires that
Cleanse as an Innate Ability, the bushi with Crab Hands, and the ninja with
hidden weapons might just decide to rush the oni straight on. If they really
feel this is a good move, let them go for it. Oni no Kyohaku is smart enough
to keep human shields within handy reach, and completely without regard for
other living creatures. The heroes may win the day when all is said and done,
but Oni no Kyohaku will be sure to send a number of their friends and loved
ones to the grave before it is driven back to Jigoku.
One last note on the timing of this adventure: The socialization that takes
place between the Challenge and Focus stages is highly recommended, as it
gives the player characters a chance to sympathize with their fellow guests
when the oni attacks. If the various NPCs you gather are seen as nothing more
than nameless extras, your heroes may not feel any obligation to rescue them.
The beginning of the Focus stage, however, has a lot of action that does not
involve the PCs directly, and may cause some players to get bored. If you think
this may be a problem, you can deal with things in media res, cutting directly
from the time just prior to lunch to the point where Oni no Kyohaku has
gained control of the building and revealing in the details of what has
happened as you go along. If you feel really dramatic, you can start the action
at the Strike stage, filling in all of the background later.

ONI NO KYOHAKU
Known as the bargaining demon, Oni no Kyohaku appears as a tall, slender
man with pale skin and yellow eyes. Its facial features are slightly elongated,
causing its nose and ears to come to sharp points, and its completely hairless
head is crowned by seven short horns. If the oni wears a hooded robe or wide
brimmed hat, it can pass for human under cursory inspection. Its long
fingernails appear bright red, and its tongue is completely black.
The oni's Traits and Skills may be adjusted depending on the Rank and
abilities of the party. Its mental Traits and Social Skills are quite developed,
making it more than a match for any courtier present. Its physical attributes
are more geared toward speed than brute strength and stamina, but if pressed
it will be more than able to put up a fight. Its most terrifying weapon, however,
is the uncanny power it holds over the minds and hearts of its victims.

THE POWERS OF ONI NO KYOHAKU


MASTER AMBUSHER
Oni no Kyohaku's only real combat ability is its incredible speed, which it uses
to get the drop on opponents. You can express this ability either by giving
the oni the Combat Reflexes advantage, letting it roll and keep any number
of extra dice for initiative rolls, or simply dictating that the oni always has
the option to go first in a combat round.
Of course, the oni prefers to take hostages or hide behind non-combatants
rather than face enemies in a straight fight. After all, what's the advantage in
fighting with honor?
MIND READER
Oni no Kyohaku is able to read the emotions and surface thoughts of
individuals nearby. It uses this ability to determine what buttons to push when
making a threat or offering a deal. Keep in mind that while the oni is unable
to read anything more than a target's emotional reactions or immediate
intentions, it is a master of psychological manipulation. It has a great deal of
experience in dealing with mortals and generally knows what to say or what
type of questions to ask in order to get victims to think about their plans,
fears, or desires.
POISONED GRASP
Oni no Kyohaku is able to inject a poison into victims through its claws.
Although a single strike cannot deliver a sufficient amount of poison, anyone
who is grappled and held by the oni will suffer its effects. While the poison is
not lethal, it causes extreme pain and agony, increasing in severity the longer
the victim is exposed. Assume that the oni is able (if it so wishes) to make an
automatic Anatomy (Torture) skill roll against anyone it grapples, gaining a
Free Raise with each subsequent round. As with its Mind Reading ability, Oni
no Kyohaku uses this power to force uncooperative victims to accept the
bargains it offers.
BINDING OATH
Oni no Kyohaku's most feared ability is the incredible influence it holds over
those it speaks with. Any promise or bargain made within 100 yards of the
oni is rendered inviolate. The speaker is not made aware of this enchantment
when the oath is spoken, and even if the speaker or the oni move out of this
range the effects remain. Only the death of the oni or complete fulfillment of
the bargain end the oni's hold over the target (which is why the oni prefers
agreements which last indefinitely to those that require a single action). If a
character attempts to break the promise he is struck by a flash of incredible
pain, effectively bringing him to the Down wound level until he stops
resisting. Those who defy this power repeatedly are struck dead (although the
oni can, at its discretion, simply render such victims unconscious). The oni is
also affected by this power, and will always attempt to ensure that any
promises it makes have no negative consequences for itself.
Some bargains that the oni might offer include:
Do what I say and I'll put down the child.
Break your sword and I'll stop hurting your daughter.
If you promise not to attack me, I promise not to attack you.
If you swear to obey my orders, I'll let a fellow prisoner of your choosing
leave this place.
I'll spare this man's life if you tell me what those bushi over there were
planning before I came in this room.
If you can cut off your own leg, I promise not to harm your family.
Otherwise, I make no guarantees.
You can have medicine for the wounded, if you give one of them to me.
Kill that woman. Then I'll let these others go free.
Note that while the oni is likewise bound to honor the promises it makes,
it is not above twisting the spirit of such agreements. For example, in the case
of the first bargain listed above, the oni may tell the target to stand motionless
for the next 10 minutes, put down the child it is holding, and then, having
fulfilled its part of the bargain, pick the child back up and devour it.
Note that a good way to reveal the unbreakable nature of promises made
to the oni (if you choose to do so) is to have one of Shouichiro's guardsmen
from the Focus section of the adventure outline above attempt to break his
oath to remain seated. Letting the PCs watch the poor man writhe in agony
while the oni chides him for breaking a promise should give them an idea of
its powers.

SPIRIT SLAVES

FOCUS

The price for breaking a promise made in the oni's presence doesn't just end
with pain, however. Victims who die as a result of the Binding Oath power
are forced to serve the oni in death. Oni no Kyohaku may summon the ghost
of any character killed in such a manner and press them into service. There is
no chance for a spirit slave to resist, for they are unable to take any actions
besides those dictated by the oni.
By the time the adventure begins, Oni no Kyohaku has already trapped the
spirits of thirty samurai from across the Empire (give or take, depending on
the power level of the party), which it will summon as soon as it has secured
a hostage and forced the guards to lower their weapons. If the PCs try to
engage a spirit slave in combat, assume it has the stats it had in life. Again,
you will want to adjust the School Ranks of the spirit slaves the party faces
depending on how much of a challenge you want them to present. In most
cases, the fact that spirit slaves are fully armed and armored while the player
characters are clad merely in kimono should be a sufficient deterrent. If you
want to drive things home even more you can give the spirit slaves a Free
Raise on any attack roll they make against an opponent who is unarmed. Or,
if you want to give the PCs a break once they get their weapons back, you
can give any character who is using a proper weapon a Free Raise on attacks
against the spirit slaves. This makes the oni's guards fearsome in the early
stages of the adventure, but gives the player characters a chance to turn the
tables later on.
If killed, a spirit slave is dispelled and cannot be summoned until after the
next sunrise. The only true way to give such tortured souls peace, however, it
to slay the oni.

If the player characters ever become desperate enough to use the jade spike,
they witness a gruesome spectacle. Tiny pieces of skin, flesh, and bone fly
through the air, racing toward the party from far away. The bits of flesh adhere
to the base of the spike and clump together, forming a misshapen body that
gradually becomes larger and larger. Before long, the body of Oni no Saisei
becomes fully formed, revealing a four-legged centaur-like beast with four
arms, two reptilian tails, and a gaping mouth like a shark. The oni stands four
meters high, and has two rows of sharp spikes running down its back,
including the jade spike from which it was originally called.
The oni obeys the commands of the character who held the jade spike
before it was summoned, and will fight or perform other tasks on his behalf.
Although it is a ravenous, violent creature, it is completely unable to harm or
threaten the character in any way while the jade spike retains its enchantment.
This protection may be extended to anyone the summoner names as an ally,
but constant attention is required to keep the oni from striking out at any
targets that present themselves.
Although the oni is able to regenerate any normal injuries, the jade spike
affixed to its back is a constant source of damage. Eventually, the injuries
become too severe, and Oni no Saisei melts back into the ichor from which it
came, leaving only the jade spike behind. Once it has died in this manner it
may not be summoned again for a full day.

OTHER ABILITIES
If you feel your party needs more of a challenge, you can give Oni no Kyohaku
spellcasting abilities similar to those of a shugenja, Shadowlands Powers, or
even techniques from one or more Courtier schools.
Wow! That was a whopper! I hope you enjoy this extra special installment of
Challenge-Focus-Strike of the Week as much as I've enjoyed the challenge of
writing it. Oni are one of the signature monsters of L5R, and I tried to make
this one as menacing and threatening as possible while still offering a unique
type of adventure scenario with more punch to it than an oni attacks a
village. If you go all Die Hard on its butt and take it down hard, more power
to you! If you end up getting your elderly uncle eaten somewhere along the
way, well, you were warned.

51. THE ONIS PRISON


The Month of the Oni continues, bringing even more carnage and destruction.
Armed with great strength, incredible size, powerful abilities, and the blessings
of Jigoku, oni are capable of causing massive amounts of damage.
Sometimes, this is a good thing.
CHALLENGE
The party is summoned before an elderly and esteemed shugenja. The
shugenja is either a member of their Clan, a former officer in the organization
to which they belong, or simply someone who has reason to trust the player
characters. The shugenja starts the meeting with a barrage of questions, asking
about the characters' willingness to protect the Empire even at the cost of
their own lives, and what they know of the dangers of the Shadowlands. At
last, she gives them a jade spike about the size and shape of an ox's horn. She
explains that the spike is a powerful artifact that has been handed down to
worthy protectors through the ages. She entrusts it to the party to do with as
they will, but warns them never to use it unless there is no other course of
action.
There are three lines of symbols carved around the base of the spike. The
first two are indecipherable to anyone not trained in the history of magic, but
have something to do with blessings and bindings. The last line, however, can
be clearly read by anyone.
By the flesh bound within, I summon you.
By the purity of jade, I command you.
Saisei, heed my call.

STRIKE
The spike is actually a piece of the oni's flesh encased in jade. Because Oni no
Saisei's regenerative powers prevented him from being killed in the normal
manner, a ritual was enacted upon one of the spikes broken from his back,
turning it to jade. As long as the last piece of the oni's body remains sealed
in jade the monster will be unable to regenerate fully. Each time the oni
reforms it suffers damage from exposure to the jade, which eventually causes
it to melt back into sludge. However, the incredible power of the oni's taint is
slowly wearing down the effectiveness of the jade. Each time the oni is
summoned the jade becomes a little more tarnished and black. One day the
jade will melt away from the broken spike completely and Oni no Saisei will
be free once more.
Maybe the oni can be summoned many more times before it becomes
dangerous. Maybe it will break free the very next time it is called. There is no
way to know for sure. All that the party can be certain of is that controlling
the power of the oni is their responsibility.
For a party that is normally used to fighting oni, the chance to use one against
their enemies may be quite tempting. On the other hand, you may find your
players hesitant to call upon a source of power that could cost them their lives
and their very souls. Both lines of thinking can bring about some excellent
role-playing opportunities.
If necessary, you can press the issue by placing the PCs in situations where
using they must choose between calling upon the oni or facing a threat that is
more immediate. Whichever course of action they choose, they will have to
accept and deal with the consequences of their choice.
And if they do call upon oni one time without suffering any ill effects, why
not a second?
Calling upon an oni when things become difficult is certain to have political
ramifications, however, even if the PCs act for the right reasons. The PCs may
find themselves accused of crimes against the Empire if they are not careful,
and even if such claims cannot be substantiated they are certain to have a
negative effect upon their reputations. Another point that may draw unwanted
attention is the nature of the jade spike itself. The magic that was used to
encase an object in jade, and the spell binding the oni to the will of the spike's
holder are unknown throughout the Empire, and shugenja will want to
examine and study the magic for their own purposes. Furthermore, the
potential for using the oni as a weapon of destruction is certain to make an
impact on any who know of its existence. Thieves may attempt to steal it.
Generals may command the party to use it in battle. Inquisitors may try to
destroy it. And rivals may decide that it is too dangerous to leave in the hands
of the PCs, seeking either to gain it for themselves or nullify its power. Even
if the PCs never call upon the oni at all, the spike may still be a source of
great danger.
Oni may be troublesome opponents, but they are even more distressing
allies. Next week we'll wrap things up with another festival and a good oldfashioned slaughterfest.

52. BABY DOLLS


Oni Month started with a festival, so it is only fitting that we end it with one
as well. Many families here in Japan are already preparing for Hinamatsuri,
the Doll Festival. It is an especially important festival for young girls, who
often dream of growing up and meeting a handsome man to marry, just like
the Empress in the traditional display.
Of course, things don't always end so happily....

Nonhumans
One thing to keep in mind when using this months adventures is that they
can be applied to almost any type of nonhuman or non-Rokugani society. If
you are not a fan of naga or ratlings, you can easily replace them with kappa,
kenku, or zokujin instead. Or you could use Yobanjin raiders or Burning Sands
nomads. Just about any type of outsider is appropriate, and the final choice
depends on the type of campaign you want to run.

CHALLENGE

53. CULTURAL EXCHANGE


As the city where the player characters are stationed prepares for the Doll
Festival, a merchant begins selling ornately crafted ceramic doll sets. The
beautiful dolls she creates are quite popular, and soon become the talk of the
town. Almost every family aspires to buy a set, and with prices
running from inexpensive to extravagant there is hardly
a young girl in the city without at least one of the
merchant's new dolls for this year's festival.
If any of the PCs have a young daughter, sister,
niece, or cousin, they will notice one of the merchant's
dolls on the display stand in their home. Otherwise, a
well-connected PC may receive one as a gift from a
friend or admirer.
FOCUS
On the eve of the festival, the player characters are
awakened in the middle of the night by a crash and
a shriek coming from the main chamber of their
estate. It turns out that one of their servants has
accidentally knocked over and broken the largest
doll, revealing an underdeveloped (but still
living) oni fetus sleeping inside!
If the other dolls in the set are searched, they
are all found to contain gestating oni. Depending on
your mood, some of these oni may even have matured
enough to survive and fight after being discovered.
STRIKE
Although dawn is fast approaching, most of the city is still asleep. There
is not enough time to find and visit everyone who bought a doll set from
the merchant, and the early hour makes spreading the news difficult. The
characters must act quickly, lest the Doll Festival be marked by a
gruesome slaughter, and it is up to them to choose what they will do
and who they will save first.
One way to add more drama to this scenario is to have the player
characters be visiting another person's home when the doll
containing the unborn oni is discovered. Not only does this cut
down on the amount of time they have in which to act, but it
also makes the danger a lot more personal. Their home might
be all the way across town, and any number of problems
could delay them as they rush to save their loved ones. Do
they investigate the screams from a house they pass along
the way, or continue on their mission to save their own
families?
You could even leave the doll unbroken, giving the player
characters no advance warning of the danger that is waiting
for them. Whether they are at home or not, the sight of small
yet dangerous oni bursting forth from the dolls should shake the
PCs up quite a bit.
One the crisis is past, this adventure can also be expanded by
assigning the party to search for the merchant who created and sold
the dolls. Who or what is she, and why did she strike in this way? Why
would anyone attack young girls? Is this a random act of violence, or is there
some method to her madness?
If you want to be especially devious, you can make this event the first stage
of an invasion attempt by Pekkle no Oni spawn. Perhaps only certain homes
received dolls with oni inside. While the characters run around warning every
household they can find, the oni in other homes break free, slay the children
of important figures, and assume their identities for some nefarious purpose.
Editors Note: Take a look at this website for examples of hinamatsuri dolls:
http://japanese.about.com/library/weekly/aa022501a.htm

All cross-cultural encounters begin somewhere. Our first begins with chance
meeting.
CHALLENGE
While traveling through a stretch of deep forest, the party comes across the
comatose form of a naga. The naga has been gravely wounded and left for
dead by some attacker, most likely a Shadowlands creature. In addition to
his wounds, the naga has also been poisoned. He will most likely die
unless he receives some sort of medical treatment, and his
condition does not allow him to be moved until he has
had at least a day of rest.
FOCUS
If the player characters decide
to give the naga treatment it
is easy enough to bind his
wounds and fight the chills
that the poison causes, and
even an unskilled character should be able to do
something to ease his pain. The naga wakes up after an
hour or so. Upon seeing the party, however, he becomes
visibly panicked. He gazes at them with eyes filled with
fear, and clutches a light blue scroll to his chest
defensively. To make matters worse, he does not
know any Rokugani words.
If the player characters attempt to leave
without helping the naga or react with hostility, the
naga regains his senses just long enough to
mutter a few words in an unknown language
and press the scroll into their hands before
he lapses back into unconsciousness.
In either case, the player
characters must deal with someone
with whom they cannot fully
communicate.
STRIKE
The naga is a messenger, delivering
an important message to an ally in
the Doji court. If the player characters
aid him, they may gain the thanks of
both the Naga people and the Crane Clan.
Even if they do not save his life, delivering
the message in his stead will earn them a
measure of gratitude from both parties. On
the other hand, if the party had anything
to do with his demise, they may be treated
to a rather cold reception.
If the player characters left the naga in the
woods without doing anything, they are approached
by a second naga a few weeks later. Unlike the
previous naga the party encountered, she is a shrewd
courtier and speaks Rokugani quite fluently. She tells the PCs that she has
reason to believe they passed through the area that her missing clutchmate
(akin to a sibling) was traveling in, and asks if they have seen him. She is
quite worried about his safety, and doesn't know what she would do with
herself if anything were to happen to him....
This scenario is especially useful for introducing a nonhuman character into
the party. If you are looking for a way to explain why a naga would travel

with a group of human samurai, perhaps it is because he owes them his life.
Or maybe he recognizes that the human lands are too dangerous to travel
through alone, and follows the player characters around for protection.
If you really want to make things realistic when dealing with an NPC who
doesn't know what the PCs are saying, try to avoid making too many direct
leaps of understanding. Pointing to oneself for I and pointing to someone
else for you is quite basic. But miming the action of swinging a sword around
can be interpreted in many different ways. It could mean sword, to fight,
battle, soldier, violent, survival of the fittest, or even he wants to
play the game with the stick and ball. So go wild with the misunderstandings
and let your players spend some time working out how to get their message
across. They'll thank you for it later.

54. GUESS WHOS COMING TO DINNER


This week we continue our foray into the realm of cross-cultural encounters.
Having gotten past the shock of their initial meeting, both parties will
undoubtedly want to learn more about each other. And while this getting to
know you stage is rife with awkwardness, it also holds enormous role-playing
potential.
Let's meet our new friends, shall we?

eye color, and hair color are sure to be noticed in a society like Rokugan. And
even if no one reacts violently, the Shishya is likely to be disappointed if
everyone he or she meets runs in fear.
While it may be tempting to have the Shishya commit blunder after blunder
and let the player characters deal with the resulting mess, an equally
challenging possibility is to make the naga visitor incredibly curious about
Rokugani society. Describing traditions and cultural practices so that they can
be understood by a complete outsider is no easy feat, and questions such as
Why does that man turn away the other? Can he not see that he is hungry?
or Why does everyone obey the one called 'Daimyo'? Is it because he is the
strongest warrior? Or the wisest scholar? have no easy answer. Still, if the
player characters try their best, they just might be able to explain things clearly
and win the Shishya over.
Making new friends is an exciting prospect, but only if you have the courage
to take the first step.
PIRATE SPICES SUGGESTION
This situation could be even further complicated with the presence of a rival
of the daimyo (or an ambassador from an unfriendly province), who might use
the appearance of the naga as an opportunity to sow embarrassment.
AKODO AKIRAS SUGGESTION

CHALLENGE
The player characters are called to help a minor functionary named Tokuko,
who serves the governor of the province in which they live. She explains that
an important guest is coming to visit the area in preparation for diplomatic
talks. Although the governor would normally oversee such an auspicious
event by himself, other urgent matters that demand his attention have recently
come up. As such, responsibility for the tour has fallen onto Tokuko, and she
would consider it a great personal favor if the party would serve as aides and
escorts during the visit. She also hints that the governor himself is certain to
appreciate their assistance.
The guest is expected to arrive within the next few days, and although
Tokuko has already drawn up an itinerary for the visit she is open to any
suggestions that the player characters might have. Due to the last-minute
change in plans, Tokuko has been given only limited information regarding
the visitor. While she knows the guest is named Shishya, she sheepishly admits
that she does not know which city or province he (she?) is from, or what types
of things he is interested in.
FOCUS
When the day of the visit arrives, Tokuko and the player characters are greeted
by a shocking sight. Shishya is not human! The governor's friend is a naga!
Only after seeing the reactions of his staff does the governor realize that he
forgot to mention this detail. Nonetheless, he gives his unusual guest a warm
greeting and leaves him in the capable hands of Tokuko and the player
characters.
The Shishya, who has come in good faith, speaks Rokugani passably, but
has little practical knowledge of human customs or society. Still, he is eager
to see and learn as much as he can and attempts to strike up conversation
with any party members that seem friendly.
STRIKE
The tour that Tokuko has planned for the Shishya includes several potentially
troublesome stops, such as a visit to a temple and tea with the abbot, a stroll
through the marketplace, and a demonstration by a puppet theater troupe,
before returning to have dinner with the governor and his family. If the visit
goes smoothly, it may lead to a beneficial alliance with the Naga. If the visit
is unpleasant, the Naga may withdraw, or even react with hostility. In either
case, the outcome will have a large impact on the prosperity of the region, to
say nothing of the rewards or consequences that the PCs may find themselves
faced with.
It all depends on how well they can play host to a snake.
As with last week's adventure, this scenario can be adapted for a number of
different types of visitors. Boisterous gaijin, exotic shapeshifters, ancestral
spirits from the Empire's ancient past, or even a sheltered noble who has never
set foot outside his own estate could all provide a challenge for the tour
guideser, heroes.
Don't forget that the sight of a naga (or ratling, or bipedal fox, or blond
Westerner) is going to cause a great deal of ruckus. This can be minimized
somewhat if the Shishya is female naga with legs, but details like clothing,

Include a rival of the governor who knows of his friend and his friend's
identity. This rival greatly fears what will happen if the Naga assist his rival
or become trading partners (let alone allies!)and he has a plan.
He sends in several operatives (on this, or especially later visits) to cause
the meetings to go poorly. These operatives can incite the peasants, arouse the
interest of passing Kurioban and Witch Hunters (especially if the Naga are
still really rare), and generally cause mischief. They may not (or may) stoop
to causing injury, it's up to you. Their main goal is to get the naga to be
disgusted (or worried) and leave.
To kick it up a notch: the operatives do try to assassinate the naga (or a
samurai and blame the naga) in order to start a war with the naga and the
governor.
BAYUSHI MIFUNES SUGGESTION
One thing nobody has brought up is the motivations of the naga ambassador.
A lot would depend on how much of a known quantity the snakes are in your
campaign, but the naga could be a spy sent to discover just how much of the
ancient Naga Empire the monkeys have taken over, or to gain an estimate
of human military potential. Combining this idea with some of the other
posters ideas could lead to very murky and political scenario with multiple
factions struggling for the upper hand, with the poor characters stuck in the
middle.

55. WHATS YOURS IS MINE


We continue our cross-cultural journey this week with a scenario about deeper
understanding. After all, you can't really decide whether to like or hate
someone until you really know them, now can you?
CHALLENGE
The PCs are assigned to take a band of samurai guards and heimin laborers
into a remote valley. Their orders are to secure resources in preparation for
the construction of a new village, and ideally their efforts will pave the way
for further expansion into the area.
Shortly after establishing themselves, however, the PCs discover that a
naga border patrol has also entered the valley. Their objective is the same as
that of the player characters to gather supplies, build basic structures, and
make things ready for more naga to move into the area.
FOCUS
It doesn't take long before the two groups come into conflict. The humans
begin harvesting lumber from a forest that the naga use to protect their
settlements from the wind and rain. The naga divert a river to provide water
to their egg beds, cutting off the humans' water supply. More and more
arguments break out as the two groups vie for limited resources, and tensions
run high. Both sides dispatch diplomats to deal with the problem, but talks
drag on and little is achieved. Indeed, the diplomats themselves almost come
to blows when a crystal mine is discovered nearby and both groups lay claim
to it.

STRIKE
While the politicians are still discussing matters, a small army of Shadowlands
creatures is sighted near the entrance to the valley. Although the monsters in
the horde are not particularly strong, their numerical superiority gives them a
great advantage over both the humans and the naga. The crystals in the mine
would even the odds, but neither group is willing to give up a such a precious
resource. With the Shadowlands threat looming ever nearer, both the humans
and the naga see control of the crystal mine as vital for their continued
survival, and neither will brook any interference.
Unless the player characters do something, both sides will likely waste time
and energy fighting each other. If that happens, the chances that either the
humans or the naga will survive the subsequent Shadowlands onslaught are
slim.
This scenario works equally well for parties of human characters or naga
characters. Indeed, a flexible GM could even run two groups of players through
the adventure at the same time, letting them try to outwit, outmaneuver, or
out-negotiate each other. In this case, you might want to emphasize the
necessity of securing resources. There's only so much to go around, after all,
so why let some strange outsiders take what you need?
While the traditional happy ending to this sort of story involves both groups
learning to overcome their differences and work together, there are numerous
other ways for the scenario to play out. The characters can try to hold out
against the Shadowlands creatures on their own, or withdraw their forces
completely and return with reinforcements once the danger has passed. One
group could try to buy off the other with promises of money or aid. Or they
could just as easily try to eliminate their rivals in one sudden and decisive
strike.
And even if the two groups do work together to deal with this common
enemy, what will happen once the threat is over? Will they be able to maintain
the peace they have found, or will old arguments resurface once again?

56. EQUAL RITES


There are many challenges when it comes to meeting someone from another
culture. Opening a dialogue, finding common ground, coming to understand
each other, and dealing with differences are all rife with difficulties and
opportunities for trouble to arise.
Yet even after you learn to treat someone with kindness and friendship, it
can be a long time before you really, really accept them.
CHALLENGE
An emissary from the naga arrives to sign an important document and finalize
a formal agreement with the lord of the province. The document in question
could be a treaty, trade agreement, formal recognition of borders, or even an
alliance. Whatever the nature of the agreement, it is of great importance to
both parties, who have gone through a great deal to see their people come
together in peace.
If your players have gone through the scenario from two weeks ago it's
possible that the naga representative could be their old acquaintance, Shishya.
FOCUS
As the details of the document are being finalized, one of the lord's advisors
steps forward to inform him of some bad news. The law states that only a
samurai who is of legal age may sign binding agreements on behalf of his
family or Clan. While the naga are not human, they must still submit to the
Empire's laws if they wish to be recognized as allies, and in light of this news
it would seem that the pact cannot be completed.
STRIKE
If the player characters do not step forward with a plan, the naga makes the
first move and approaches them. He asks if the party would assist him in
undergoing the gem-pu-ku ordeals. He has achieved a basic understanding
of Rokugani society, and will dedicate himself completely to learning the basic
skills. All he lacks is someone to teach him about cultureand etiquetteand
heraldryand theologyand bushidoand historyand law....
While it is technically possible to change the law, Rokugan is a land of stability
and tradition. To allow one special case invites other exceptions, and adhering
strictly to the letter of the law reduces the chance that the agreement will be
overturned in the future. Furthermore, simply granting the naga representative
samurai status would be an insult to all samurai who have gone through

gempukku before. The rights and responsibilities of adulthood are not given
they must be earned.
Depending on the strengths of the player characters, you can adjust the
naga emissary's weak points to make the scenario either easier or more
difficult to deal with. He might have a knack for remembering points of
etiquette because they are so different from his own culture's manners. Or he
could have difficulty remembering what all the different mons and strange
symbols mean. He could be completely unused to martial skills, as the duties
of his caste do not call for such activities. Or he might be a seasoned warrior
- but have trouble judging how much he needs to pull his punches when
fighting someone who is not connected to the Akasha. Including a mix of
problems can keep your players on their toes and encourage them to try
different solutions.
Finally, there may be other problems as well. When Shishya first arrived
on the scene, Pirate Spice, Akodo Akira, and Bayushi Mifune offered some
excellent ideas for complications that may arise during a naga ambassador's
visit. Many of them may also apply to this situation. Not everyone is going to
react positively toward the idea of negotiating with the naga, especially if it
involves granting one samurai status in the process!

57. STRANGER AMONG STRANGERS


In teaching someone about your own culture, you cannot help but learn about
their own. When both sides make the effort to understand each other, a solid
bridge of friendship can be built.
Of course, it's not always easy. So far we've seen how guests may face
difficulty in our culture. Now it's time to see how well we fare in theirs. For
you cannot truly understand the plight of an outsider until you have been one
yourself.
CHALLENGE
In the course of their adventures, the player characters are afflicted with a
curse or disease. The ailment is not overly debilitating, but it is inconvenient
enough to interfere with their daily lives, and it resists all attempts at
treatment. Furthermore, it threatens to grow worse with time if nothing is
done.
FOCUS
A temple in a nearby naga settlement has a fountain inside which may be
able to cure the affliction, as all who bathe in its waters are cleansed and
blessed. However, the temple is protected by ancient wards which prevent all
non-naga from entering the temple. Not even the most powerful jakla can
break the enchantment, for the magic is as old as the naga race itself.
STRIKE
Legends tell of zokujin and kenku who became part of the community and
were admitted into the temple during special ceremonies. If the player
characters moved to the settlement, adopted the local customs, studied the
teachings of the Akasha, and embraced the naga way of life, it is possible that
they could be recognized by the protective spell and allowed entrance. Then,
if their intentions are pure, they might find the cure they seek.
The exact length of time and level of devotion necessary to gain entrance to
the temple are up to the GM. If you want to make things easy, the PCs may
be allowed into the temple after living in the area for a week or two and
making friends with a few members of the community. If you want to give
your players more of a challenge, you can require them to gain a much deeper
understanding of the ways of the naga. Simply going through the motions of
the rituals may not be enough - appreciating the meaning of each word and
action might be necessary.
Of course, you'll want to give the players some other challenges to face to
pass the time. Besides studying naga culture, they'll also have to make
themselves useful in the community (which means learning a trade and getting
a job), learn to get along with their neighbors (who may not may not be open
to the idea of humans living among them) participate in rituals and festivals
(even though they have no connection to the Akasha to guide them), and defend
the settlement against all dangers.
And don't forget that they're supposed to be living as naga while they do
all this. Performing a kabuki play at a ritual feast may make them popular,
but they might do even better to learn and recite a traditional epic poem in
nagash. Being welcomed (or even tolerated) as a guest is one thing, but being
accepted into naga society completely is another matter entirely.

58. TRAPPED LIKE RATS

59. A HELPING PAW

We continue our Countdown to the Creatures Book with more adventure


scenarios about Rokugan's nonhumans and cross-cultural encounters. This
month we take a look at those famed rodents of unusual size: the nezumi.
The naga, with their group mind and limited exposure to human customs,
retain a culture that is quite foreign to that of Rokugan. Nezumi, however,
come from an entirely different situation. When their civilization fell they lost
a great deal of their cultural identity. Further, centuries of living on the edge
of human lands have had an influence on their lifestyle and customs. Any
dealings they have with Rokugani are not so much cross-cultural as multicultural. Yet even when such similarities are apparent, it is often the
differences that stand out the most.

Last week we dealt with nezumi who were antagonistic. This week we'll meet
some who are simply indifferent. Of course, that's not always an improvement.

CHALLENGE
The party is subdued and captured by a tribe of angry ratlings. While the
ratlings attempt to use their superior numbers to pressure the PCs into
surrendering, they are willing to fight if necessary. The ratlings use nets, traps,
magic, and other methods of non-lethal combat to attack the group, and are
quite well-prepared. Once the fight is over, the PCs are bound in ropes,
relieved of their possessions, and taken to a nearby camp. The ratlings are
quite thorough in securing the PCs and take more than adequate steps to
prevent their escape.
FOCUS
After a day or so of rough treatment, the characters are brought before the
chieftain to stand trial. The tribe has suffered greatly at the hands of humans,
who consider them little more than vermin. As such, they have taken to
attacking any humans who approach their camp. While many members of the
tribe cry for blood, there are just as many who would rather ransom the party
to the local daimyo in exchange for a guarantee of being left alone, and
several who wish to have nothing to do with humans altogether. Over the
course of the trial the chief listens to all sides, as well as any rebuttals the
player characters may have.
STRIKE
The player characters must somehow convince the ratlings that they deserve
to go free. While all of their current equipment is forfeit, they may bargain
with other goods, promise any concessions they can make, plead, argue,
threaten or intimidate the ratlings as they see fit. However, the course of
action they choose will have a great influence on how the tribe perceives and
deals with humans in the future. Even if the party goes free, there is no
guarantee that there will be no further trouble in the future.
Because players seldom react positively to having their characters robbed, tied
up, and slaughtered, you may want to mitigate any death sentences that may
occur to something less permanent. The party could be left tied up by the side
of the road without any equipment or even beaten into unconsciousness and
dumped in a ditch. Either way, the nezumi will be satisfied with their victory
over the humans even if it does not involve blood.
Likewise, allowing PCs to hide or lose important items such as heirlooms
and treasured possessions in a place where the nezumi will not find them will
go a long way toward keeping your players happy. Or, if you want to encourage
more rivalry, you could make it possible for them to track the tribe down and
attempt to get their gear back.
One point to remember is that while nezumi are not part of Rokugan society
they do have a basic idea of how it works. They see farmers toil in the fields,
merchants go about their business, samurai march off to war, and nobles idle
away their days in courtly pursuits. Any players who think of them as ignorant
savages will be in for a rude awakening, for the nezumi are well versed in the
tricks that humans use, both martial and social.
And if your players somehow manage to convince the nezumi that they
come in peace, wish to be friends, and will aid the nezumi in their struggle to
escape persecution? Well, then, more power to them. As long as they remember
to act in a manner that upholds their promises. After all, a rat who has been
betrayed is a dangerous creature indeed.
Can you make up for a bad first impression? Will you even try?

CHALLENGE
After a long struggle through hostile territory the player characters find
themselves in desperate straits. They might be lost in the wilderness, trapped
behind enemy lines after a battle, or even stuck in the middle of the
Shadowlands after a scouting mission that went sour. Whatever the case, they
are still a long way from safety, and supplies are running low.
FOCUS
After a short time, the party comes upon a small tribe of nezumi who are also
traveling through the area. The nezumi are well equipped, with arms, armor,
supplies, and provisions to spare. While not openly hostile, the nezumi show
no signs of hospitality either. They simply greet the party, ask what they want,
and encourage them to be on their way.
STRIKE
The nezumi have the capability to help the party if they so choose, but see no
real reason to do so. Their own survival is assured, and they have nothing to
gain by aiding the humans. While it may seem cold and harsh, this outlook
has served the nezumi well, and unless the PCs can find something the nezumi
really, really want they will be turned away and left to fend for themselves.
Finding out exactly what the nezumi want can be difficult, so you may want
to drop some hints. If you want to be easy on your players you can have one
of the nezumi make an offer directly. Or you can force the players to ask
questions and make offers until they hit on the right one.
Likewise, the type of deal that the tribe will accept can vary quite a bit. If
the PCs have suitable items to trade, they can attempt to bargain for food and
water. If there are some other items that the tribe wants the PCs can promise
to procure them. Or they could lie about the marvelous qualities of their
magic baubles in an attempt to dupe the nezumi into lusting after the
contents of their traveling packs. They could teach the nezumi a new skill, or
tell them an exciting story. If the nezumi are being plagued by enemies the PCs
can offer to fight on their behalf. They just have to make the effort to negotiate
and keep trying until they get a good reaction.
Of course, some PCs might choose to forego bargaining altogether and try
some other method of getting what they need. If they engage the nezumi in
battle they may eventually prevail, but the cost will not be so small. If they try
to steal from the nezumi they will mark themselves as enemies, and face
retaliation in kind. After all, the nezumi are much more experienced at stealing
than they are. And if they look for supplies elsewhere they will have to take
the risk that there are no other sources of food to be found nearby.
If you want to expand this adventure you can have the nezumi approach
the party for further favors or offers to trade in the future. Having saved the
PCs lives it's only natural that the nezumi would seek more tokens of gratitude
further down the line, possibly even traveling a great distance and moving
their entire camp to do so.
Whether they ask politely or just help themselves, however, is up to you.

60. OF MICE AND MEN


Nezumi can be quite difficult to deal with at times. They raid warehouses,
steal unattended items, and just generally sneak into any area they're not
supposed to be. They completely lack any concept of honor.
But they do have compassion for others. And sometimes that's enough.
CHALLENGE
A powerful lord offers great rewards and a position of status and prestige
within his court to anyone who can return his son to him. The young boy was
lost in the wilderness during a hunting trip some days ago, and his father is
desperate to see him returned safely. While hopes are slim, there is still a
chance that the boy is alive, and a number of search parties are being organized.
FOCUS
Whether the party volunteers to search the forest or not, they are soon
approached by the boy's rescuer. His name is Ik'rik'uk, and he is a nezumi
tracker. While he has kept the boy safe and healthy, he is unable to approach

the lord's estate by himself. He asks the PCs to accompany him, so that he
may enter the human settlement safely and deliver the boy to his father.
STRIKE
There are many samurai (possibly including members of the party) who would
consider it unnecessary to keep a promise to a ratling. Such detractors are
bound to be quite vocal in their attempts to dissuade the boy's father from
making the nezumi one of their peers. The PCs are free to advise the lord as
they wish, as long as their decision is one that their honor allows them to live
with.
Even if he does not become a member of the court, Ik'rik'uk can still become
an ally of the party if they aid him and treat him well. His knowledge of the
wilderness is unmatched, and his skills in combat are quite impressive as well.
Although he does not follow bushido, he does his best to treat all creatures
with kindness, and can be depended on to help anyone in need.
Or, if you wish, it is also possible for Ik'rik'uk to become an enemy of the
party. For while Ik'rik'uk is kind at heart, he also has a strong sense of justice.
While his motives for saving the boy were noble, any creature is bound to be
angry upon hearing that they were discriminated against. He and the other
members of his tribe are owed a huge debt, and they have the capability to see
to it that the humans pay whether they want to or not.
Whichever option you choose, the outcome of the adventure is certain to
have a significant impact on the relations between humans and nezumi in the
area, either for good or for ill.
And what of the boy? How has the time he spent living with the nezumi
affected him and his perception of non-humans?
This scenario is another good example of how to integrate a non-human
character into an adventuring party. Being awarded a position in the court of
a human is a great honor, regardless of the responsibility it entails. The
humans have abundant food, finely crafted tools, and shiny baubles aplenty.
To bring such treasures back to one's tribe is worth any amount of service.

61. WHO FRAMED RAOSHU RATLING?


People don't trust nezumi. They think of them as scoundrels and thieves, little
more than animals. And while that may be true in some cases, part of getting to
know someone well is finding out that such generalizations don't always apply.
CHALLENGE
A group of monks visits a temple located in or near the area where the party
is centered. The group of pilgrims includes one very unusual member: a
nezumi called Raoshu, who claims to be a student of Shinseism.
FOCUS
The leader of the pilgrims explains that Raoshu was found by members of his
temple when he was just a pup. The monks took the orphaned nezumi in just
as they would have a human child and raised him as a member of the order.
While there were some problems at first, Raoshu has become a devout member
of the Brotherhood.
Unfortunately, Raoshu's piety is soon called into question. A number of
thefts are reported in the area shortly after the pilgrims arrive. While no formal
accusations are made, it doesn't take long before rumors of the nezumi's guilt
begin to spread.
STRIKE
The true culprit is a monk from the local temple. Upset at being forced to give
hospitality to pilgrims who would accept a non-human as one of their own,
he has taken it upon himself to see the nezumi cast out. He believes that
Raoshu (whom he calls that beast) lacks the humanity needed to be a true
monk, and will try to sow as much suspicion against him as possible. Unless
something is done, the plan is likely to succeed.
If your players are reluctant to get involved, there are some ways you can
motivate them. Magistrates are bound by honor to investigate any crime that
occurs within the area they serve. Especially pious or honorable characters
may be approached for help by the leader of the pilgrims, or even Raoshu
himself if he recognizes the tendency humans have to distrust outsiders. And
if all else fails you can have the thief target and steal an item from the PCs.
Personal loss and a desire to even the score are always great motivators.
You can, of course, change the culprit to suit your own campaign. Perhaps
another member of Raoshu's group is jealous of the attention that the nezumi

monk receives when they travel, and is trying to get Raoshu disciplined. Or
maybe the leader of the pilgrims is trying to teach the monks of both temples
a lesson in judging people by their hearts and not their faces. Or maybe Raoshu
really is having a relapse, and needs help in order to avoid disgracing himself
and his teachers.
Finally, if you want your players to also harbor some feelings of unease
around Raoshu, there are a number of ways you can make him appear
suspicious without actually having him steal anything. Nezumi have different
ideas about personal space within the family group - he might approach others
too closely or make body contact more frequently than they may like. Or he
could be more tactile than normal individuals, and insist on touching almost
everything he sees. And don't forget his tendency to stare at shiny objects.
It's tough to be a rat in a world of humans. Nobody likes you when you
live by your own rules, and nobody likes you when you try to live by their rules
either. But I suppose things could always be worse.
You could be a goblin....
SOME ALTERNATE TAKES BY PIRATE SPICE
I can see a few ways to tweak this CFS for additional twists:
Raoshu fully realizes that he will be mistrusted, and so keeps himself
hooded and disguised as an old man (cane and all, to account for his
posture). This will likely add to the suspicion when he is revealed as
a filthy rat.
Its quite possible that there have been similar crimes at previous temples and
shrines that these pilgrims have visited, which could mean two things:
The pilgrims are not pilgrims at all, but ronin thieves who have struck
an alliance with Raoshu. They use their cover as monks to infiltrate
temples and rob the place blind, while blame is placed on Raoshu
(who they are quite confident can escape if trouble starts).
Prejudice works both ways. Raoshu is being framed, but not by a
monk. The pilgrims are being following by a group of nezumi who
are offended at the idea of one of their own being a follower of human
religion. They have been trying to raise suspicions around Raoshu in
hopes that he will be cast out and they can rescue him.

Goblins
The Countdown to Creatures Book continues this month, with adventure
scenarios featuring goblins of all sorts.

62. DOWN, DOWN, DOWN TO GOBLIN TOWN!


I myself prefer the weak, pathetic goblins of old, but there's no reason why
you couldn't use this week's scenario with the more powerful goblins that have
arisen in recent years. Just don't say I didn't warn you.
CHALLENGE
The party is asked to restore order in a remote and mountainous area. The local
heimin have become superstitious in the aftermath of a severe earthquake,
and rumors of evil mountain spirits rising from the ground are spreading
rapidly. Farmers are afraid to leave their homes, and fields are going untended.
While the problem is most likely due to the peasants' ignorance, something
must be done to assuage their fears and get them back to work.
FOCUS
It is not long before the characters encounter some of the evil mountain
spirits for themselves. A pack of goblins appears out of the wilderness,
raiding the village and stealing whatever they find. The peasants are illprepared to face such a threat, and the goblins have become bold enough to
venture directly into the village itself in their search for food, where they will
cause a great deal of damage unless stopped.
If the party follows the goblins or traces their footprints, they find a large
crevice in the mountains.
STRIKE
Simply dealing with the goblins as they come forth from the hole will not
solve the problem, as more goblins emerge to take the place of those slain.
The recent earthquake opened an underground passage linking the crevice to
another cave system. This cave system could be the home of a giant colony
of goblins, or it might even extend all the way to the Shadowlands! In any

case, the caverns are teeming with goblins, and eliminating them all will take
quite some time. It is possible that the underground passage could be collapsed
with magic, but one would need to venture quite a ways in to find a suitable
spot to do so.
Depending on the area in which you place the village it may or may not be
plausible for the caverns to extend all the way to the Shadowlands. If this is
the case, you can rule instead that the goblins are part of a colony which has
lived underground for quite some time. They may even have adapted to life in
the dark. Goblins who strike in the night, use sonar to see in total darkness
and have natural camouflage in order to blend in with stone or earth could
present a big threat to a group of unwary heroes.
The number of goblins in the caves is up to you, but it should be more than
enough to prevent the party from simply going in and slaying them all in one
go. If the PCs do not have access to any means of collapsing the tunnels you
can spread the goblins out more in order to give them a fighting chance, but
it should still be a major undertaking for them to exterminate every last one.
And they'd better get every last one, because goblins breed like
cockroaches....

63. GRUBBY LITTLE HANDS


We find ourselves beset by more goblins roaming outside the Shadowlands this
week. Whatever will it take to get them to stay where they belong?
CHALLENGE
A string of robberies hits the city where the player characters are staying.
Witnesses tell stories of inhuman figures scurrying across rooftops and
melting into the night, sparking rumors of ninja and ghosts. The PCs are either
asked to investigate the manner, or approached by someone who wants them
to provide security for a warehouse full of valuable goods.
FOCUS
When the player characters finally face off against the mysterious thieves they
find the truth is much less impressive than the rumors that are circulating.
The culprits are goblins. A gang of more than twenty goblins, in fact. They
slip in under cover of darkness, distract (or neutralize) any guards, and quickly
make off with whatever they can carry. Surprisingly agile, the creatures do
their best to avoid combat, and attempt to flee if discovered. Incidentally, their
preferred escape route is through the sewage ditches and garbage heaps.
STRIKE
The goblins are acting under the orders of a merchant named Yasuki Jirokichi,
and use the basement of one of his warehouses as a hideout. If the player
characters manage to gain access to the building they will find the
Shadowlands refugees guarding a trove of purloined treasures and stolen
merchandise. Of course, Jirokichi and his sub-human servants are certain to
react negatively to anyone they find poking around in the area, and intruders
will soon find themselves beset by goblin guards intent on preventing their
escape.
You can change the type of mayhem the goblins cause to fit whatever
motivation you choose for Jirokichi. Thieves are helpful when your goal is to
become rich, but if he wants to secure information they can become spies
instead. Or, if he is trying to outshine his rivals (either in the market or in
court) in the goblins can be used for sabotage. And there's nothing like having
a mob of goblins at your command when you're trying to kill someone.
Jirokichi will do whatever he can to avoid being caught, and will most
likely deny any knowledge of the goblins' presence if confronted directly. After
all, they're only goblins. He can always get more. And the player characters
can be assured that as they were kind enough to remove the unwanted pests
from his property he'll be sure to send them an appropriate gift later on...
It's also possible for Jirokichi to have given the goblins some training and
education to improve their value as servants. The creatures might be skilled in
combat techniques, stealth, or even the ways of disguise! Of course, the fact
that they are goblins limits the use they will get out of such training, but it
could still give them an edge against PCs who think them no more than
unwashed brutes.
If you want to add a further challenge, you can also reveal that certain
aspects of the goblins' physiology make them well-suited for their role as
thieves. Perhaps their rubbery skin and soft bones allow them to squeeze
through tight openings. Maybe they can put on sudden bursts of speed when

evading pursuit. Or how about something really weird, like being able to shoot
blood from their eyes when threatened?
TAMERLANS SUGGESTIONS
One should be sure to have the thieves employ some simple but dishonorable
tricks that samurai would never think off, like using improvised mizugusuri
(or not so improvised onesmaybe Jirokichi is not a Yasuki, but a Shosuro
merchant, or a Shosuro Butei Actor disguised as a Yasuki). Other funny tactics
that come to mind is throwing...impure substances at the brave samurai.
If neither the investigation nor the guard request seem viable to introduce
the players, they can always be victims of the goblin thieves and have to get
back what is rightfully theirs.
If Yasuki Jirokichi is not Yasuki Jirokichi, the whole point of this operation
might also be to discredit the Crab. Maybe the Scorpion wishes to free some
warehouses that are currently held by the Crab (or whichever clan the goblin
master poses to be of), so that their Yogo merchants can move in. Even if they
dont compromise their agent (Jirokichi saying he did not know of the goblins),
this would still have the Crab look like they cant keep an eye on the
warehouses the citys governor entrusted to them.

64. NATURE VERSUS NURTURE


Goblins, goblins, goblins! Is there anything those accursed creatures won't foul
up?
CHALLENGE
A lone goblin approaches the party under a flag of truce. Speaking roughly
accented but passable Rokugani, he asks the characters to grant him mercy.
He tells them that he is a scout from the Rotfang tribe, and brings an invitation
to parley from his leader.
FOCUS
The Rotfang tribe consists of about forty or fifty goblins, and its leader is a
small, wiry goblin called Uulhan. Uulhan explains that he has been inspired
by the way humans resist becoming slaves to Fu Leng, and wants to give the
same freedom to his people as well. By giving goblins the gift of civilization,
he hopes to overcome the cycle of viciousness that life in the Shadowlands
breeds and break the dominion that Jigoku holds over their simple minds.
He begs the party to help him, swearing that every member of his tribe is
ready to renounce violence and accept human culture into their hearts.
STRIKE
Uulhan's pretty words are only half true. While the goblins of his tribe do
want to learn the ways of the Empire, they have no intention of leaving Fu
Leng's service. After mastering such concepts as engineering, tactics,
medicine, writing, and craftsmanship, they plan to take such knowledge back
to the Shadowlands and share it with other goblin tribes. This will give the
goblins an advantage in both their struggle to survive the horrors of the
Shadowlands and their constant war against the Empire.
Player characters will naturally be suspicious of Uulhan. That's to be expected,
of course, seeing as he is a goblin. But Uulhan's a cunning beast, and an
excellent liar. He's more than willing to stage opportunities to prove his
sincerity to the party, and will do whatever it takes to learn the secrets of
Rokugani science and technology. He'll play on the PC's sympathies, pretend
to be more or less intelligent than he really is, and even ingratiate himself to
those in power as if he were a pet if that is what's required to achieve his goals.
And if things take a turn for the worse, he's also an incredibly fast runner.
Another twist you could put on the scenario is to make Uulhan's intentions
completely true. He really does want to lift his tribe out of the muck and bring
them some measure of culture. But the bestial nature of goblins and the
prejudice against them make this an almost impossible task. Things could be
even further complicated if he approaches the party while they are in the
Shadowlands. Would they vouch for a group of monsters seeking asylum?
And what ramifications will Uulhan's plan have if he is successful?
Whether his words are lies or truth, his tribe stands to gain a great deal of
power if they are able to overcome their shortcomings. How will the Empire
react to the revelation that goblins are not simply filthy animals and have the
potential to achieve much, much more.
You can take a goblin out of the Shadowlands, but you can't take the
Shadowlands out of a goblin.

TAMERLAN OFFERS MORE SUGGESTIONS


Now one problem that may arise in this scenario, is that the PCs might not be
willing to talk to filthy animals in the first place, ending the scenario in a
hack and slay session, before the scenario even begins. I can imagine two
possibilities to handle this problem, off the top of my head.
SCENARIO 1
If the PCs slay the goblin scout outright, the GM could just keep sending single
scouts to the party, to be slain, until the players accept a parley. Of cause,
knowing nothing about goblins, I dont know, if it would be in character to
act this way (maybe even having the scouts refuse to defend themselves and
being cut down with the resolve of a Shiba Toriiko). Then again the goblins
might choose to get rid of any traitors, outcasts or prisoners they have,
manipulating their behavior by use of magic or drugs.

little magical support, and will likely be unable to call upon reinforcements.
These are all weaknesses that the party can capitalize on if they find
themselves in serious danger.
Alternately, you could pull out all the stops and give Samang as much of
an advantage as you want, emphasizing the fact that he is as a true Champion
among goblin-kind.
It's also possible to move the adventure to a different location if you so
desire. Having Samang attack a smaller outpost means that the party will
have limited access to resources and manpower, making a fight against a
massive army daunting, if not impossible. Stationing them in a larger city will
solve this problem, and may even tip the balance in their favor, so you may
want to increase the size of Samang's army in order to compensate.
And even if the PCs manage to defeat Samang their troubles aren't
completely over. For while cutting off the head may be enough to defeat a
human army, with goblins it only means that they will be without guidance as
they flail around.

SCENARIO 2
If this doesnt work or doesnt strike the GMs fancy, the PC group might be
captured by the Rotfang tribe (or by someone else and then rescued by
themwhich could be staged, of course). Or maybe they are even rescued from
starvation. This works especially well if the scenario is set in the Shadowlands.
After being prisoners/guests and treated well by the goblins for a while,
they may develop sympathies for the creatures (Stockholm Syndrom,
anyone?), which would make Uulhans plan much more workable (no matter
if the lies or truth option is chosen).
Another consideration if the goblins plan succeeds. If they didnt mean to
leave Fu Leng, maybe they change their opinion after they gain culture and
knowledge, but not the respect and influence among Fu Lengs minions they
thought would come with it. Of course changing sides would be much more
complicated after they cheated the humans once.
On the other hand, if they wanted to escape Fu Lengs influence, that does
not mean they become all nice and cozy with the Empire (they wont get a
warm welcome by most after all), so they might well become just another kind
of threat to the humans, maybe becoming wandering bandits or what not.

65. THE HEAD OF THE BEAST


Ask any Crab and he'll tell you that goblins aren't scary because of their
strength or skill, but because of their sheer numbers. For those who don't scare
all that easily, however, something more is necessary.
CHALLENGE
The characters are assigned to protect a small fort or village in a remote, outof-the-way location. The garrison is small, but the area is defensible, and
morale is high among the sentries who have been stationed there, as it is
considered one of the easiest assignments possible.
FOCUS
After a few months of peace and quiet, an army of goblins is sighted moving
through the area. Although the goblins have numerical superiority on their
side, their primitive grasp of tactics and lack of military skill ensure that they
pose little threat. None of the sentries see the advancing army as cause for
alarm, and many of them even look forward to the break in routine.
STRIKE
Only after the battle begins does it become apparent that this is no ordinary
horde of goblins. Their leader is Samang, an extraordinarily large and
intelligent goblin warrior. Not only is he skilled in combat techniques, but he
has also managed to master tactics and strategy as well. The goblins under his
command do not fling themselves into battle mindlessly, but undertake
preparations for a siege. Unless the PCs do something heroic, Samang's
massive army is almost certain to crush them.
Depending on how powerful your party is, you may want to give Samang extra
abilities in order to increase the threat he poses. He could have higher than
average stats and skill ranks, Shadowlands Powers, or even have ranks in a
school. While the Ogre Bushi or Tsuno Ravager schools would be thematically
appropriate you could really use any combination of techniques you like.
While Samang's army of goblins has force of numbers on its side, don't
forget that it is still inferior to a comparatively-sized army of samurai. Their
weapons are in disrepair, they have little to call on in way of a supply train,
and the warriors themselves are untrained. Samang lacks cavalry forces, has

Animals
The Countdown to Creatures Book continues for its fourth straight month (fifth
if you count Oni Month). We've met naga allies, come to terms with our ratling
neighbors, and faced hordes of raging goblins. This month we'll deal with
creatures of a different sort.
Animals.
In this day and age odds are good that you don't deal with animals on a
regular basis unless you have pets. In a setting with vast areas of wilderness
like Rokugan, however, encounters with wild animals are a daily occurrence.
Tigers, wolves, and bears all roam the forests and fields. Snakes and spiders
lurk in the grass.
And there are animals still more dangerous as well.

66. THE SAPPHIRE CHEF


CHALLENGE
The player characters and their families are invited to feast at the home of the
locally renowned Crystal Chef. If the party has played through CFS of the
Week scenario #39 they may already know their host, for it is none other than
their old ally Kawachi.
Kawachi has come quite a ways since the party saw him last. He has
mastered several new recipes and proven his skills to several influential
figures. Needless to say, the food he prepares is quite delicious and everyone
enjoys themselves.
FOCUS
After everyone has enjoyed a fabulous meal, Kawachi makes his request. A
high-ranking lord from the Crab Clan has challenged him to prepare a special
dish. Stories tell of a great tsu fish the king of all tsu fish that lives in the
middle of a distant swamp. The chef who could make sashimi from such a
beast would surely be worthy of the title Sapphire Chef and might even be
invited to cook for the Champion himself.
While he has some skill with a knife, Kawachi is much less adept at combat
than he is at cooking. Once again he turns to the PCs for help, asking them to
accompany him on his mission to find and kill the King Tsu Fish.
STRIKE
The King Tsu Fish is a formidable beast. It dwells in a muddy swamp dotted
with grassy hummocks and several deep pools, similar to the areas favored by
its smaller cousins. Unlike normal tsu fish, however, this extraordinary
specimen measures almost 20 feet in length. While the party may be unable
to move effectively through the muck, the King Tsu Fish has no such trouble,
and it's spines and jaws present a significant hazard to samurai who get too
near.
Feel free to assign the King Tsu Fish whatever stats you like. If you decide it
is simply an oversized freak of nature you can leave its traits and skills
relatively low. On the other hand, if you want to present it as a truly unique
and legendary creature you can give it as much power as it needs to present a
suitable challenge for the party.
The mission isn't over once the King Tsu Fish is defeated, either. Kawachi
still has to clean it, gut it, and prepare a suitable dish of sashimi. Which won't
be easy while he remains in the swamp. Likewise, moving the immense carcass

is also sure to be a difficult undertaking. And don't forget that time is of the
essence. After all, seafood is best when fresh.
A quick Google image search for mudskipper will turn up a number of
interesting pictures if you want to show your players exactly what the beast
they're facing looks like. These two are my personal favorites, but there are
plenty of others to choose from.
And in case you're wondering, yes, they are in fact edible.

67. HUNTING HANA


Last week we faced a wild, ravenous force of nature. This week we'll tackle
something a little closer to home. It's up to you to decide which one is more
difficult.
CHALLENGE
The PCs are asked to entertain a favorite relative of their commander or
supervisor. The guest, named Lady Eriko, is a figure of some standing. Her
entourage includes a trio of body guards, a number of servants, a private
physician, and a lady in waiting. As far as Eriko is concerned, however, the
most important member of her party is Hana, her pet (see below).
FOCUS
Once Eriko settles in, things go relatively smoothly, and she begins to enjoy
the player characters' hospitality. Sometime after lunch, however, a servant
approaches the player characters with bad news. Hana is nowhere to be found.
While a search of the room she was being kept in is underway, it appears that
she has escaped and is currently roaming around the building unwatched.
If the PCs insist on keeping Hana nearby, you may have to alter the
situation a little. Even animals have minds of their own, and a pet that is
forced to stay put will often attempt to do anything but sit still. A loud noise
might startle her into taking flight. Or a momentary distraction could offer
her all the time she needs to slip free from her handler and go exploring.
STRIKE
Hana could be anywhere in the building, the grounds, or even the surrounding
countryside. A single room offers numerous hiding places for a small animal,
and a armory or storage room alone could take hours to search. Not to
mention the fact that Hana is likely to flee from any strangers to try to catch
her. Wherever she is, the PCs had best find and recover her, for the wrath of
an angry pet lover can be grave indeed.
As always, you can adjust the age and background of Eriko as appropriate to
play upon the character traits of your players. If they are kind and considerate
types, you could make Eriko a young child. For more selfish groups, an
attractive maiden of marrying age might be a better. If your players are
respectful (or fearful) of authority, Eriko could be an older woman, or even the
daimyo's sister.
While one might expect Eriko to keep a traditional pet like a cat or dog,
there's no reason why she couldn't have taken a liking to some other type of
animal. While size is a consideration, there are a number of animals that have
the potential to be kept as a pet, and Hana might be any of the following: cat,
dog, rabbit, ferret, fox, monkey, piglet, mouse, chicken, parakeet, songbird,
falcon, turtle, frog, lizard, snake, cricket, praying mantis, stag beetle,
scorpionor any other animal you think might be suitable and/or interesting.
You could also introduce additional complications. What if Hana is not
really a normal animal, but a shapeshifting spirit from Chikushudo? Or the
magically controlled servant of a shugenja from a rival clan? What are her
intentions toward Eriko, and what can the player characters do if it turns out
that Hana is not the loving pet she appears to be?
Or, what if Hana cannot be found at all? Do the player characters tell the
truth and admit their failure, or do they try to find another similar creature to
take her place. One frog looks just like any other frog, right?
And what if Eriko is so impressed by how attentively the party treats Hana
that she decides to leave her in their care for a whole week?

68. RUNT OF THE LITTER


As the dominant species on the planet, we have the capability to do with other
creatures as we will. Whether we choose to be kind or cruel, their fates are in
our hands, and the choice we make reveals a great deal about who we really are.

CHALLENGE
A commander who is allied with the PCs asks them for a favor. His duties
require him to travel far afield for the next few months, and he would like
them to look after one of his prized hounds while he is gone. Although most
of the dogs he keeps are currently undergoing training to serve as war dogs,
one animal in particular requires special attention. Named Chibi, the small
dog is too weak to serve alongside his brothers and sisters. Nonetheless, the
commander hopes the party members can find some use for him.
FOCUS
While Chibi's parents were strong and fearless hunting dogs, he does not seem
to share their natural instincts. He is small, weak, and uncoordinated. He has
no natural skill in fighting whatsoever, and runs away from anything that
seems the least bit threatening. Despite his failings, however, Chibi is a
friendly and affectionate companion. He is intelligent and can be taught to
perform tricks, will play gently with children, and even has a way of lifting
people's spirits with his bright gaze.
STRIKE
After the PCs have had some time to bond with Chibi and get used to having
him around, a message arrives. The commander who owns Chibi has been
asked to provide half a dozen dogs to his lord, who is known as an avid fan
of dog fights. His first inclination is to send Chibi, as a weak hound is of no
use to him, and he would prefer to send as few of his best animals as possible.
Chibi would not last long in the arena against a vicious fighting dog, and to
send him to the lord's home would most likely mean his death. To keep him
around, however, serves no visible purpose, and if the PCs hope to convince
the commander to send another dog in his place they will have to come up
with some very good reasons.
You can, of course, change Chibi from a dog into another kind of pet. A young
falcon, foal, or lion cub would also be suitable. Just remember that some types
of animals are more likely than others to win people's hearts. A cowardly
fighting fish might be an interesting concept, but it is unlikely to have many
opportunities to get the player characters to warm up to it.
Don't like pets? Want to drive home the unfairness of Rokugan's caste
system? Change Chibi into a friendly eta servant named Chobei and send him
to the estate of a cruel, uncaring daimyo. This has the advantage of enabling
Chobei to speak and interact with the characters, but it also means that he is
fully aware of his lot in life and is expected to accept it. A helpless animal
like Chibi, on the other hand, can do nothing but trust in the party members
to protect him. And they would never betray his faith in them, right?
In either case, it is possible that you will find players who are completely
unconcerned with the fates of those beneath them. Eta and animals are all the
same anyway, so why should one be concerned with what happens to them?
One way to get around this is to set up a situation where the PCs in question
are indebted (or feel that they are indebted) to their charge. Perhaps Chibi's
barking warns of an assassin in the night. Or maybe he finds some lost item
in the grass. He could even make a brave stand against an enemy who seeks
to do the PCs harm. In any case, it will be harder for PCs to turn a blind eye
on the fate of someone who has helped them before.
And if they do, then they certainly have no cause to complain when one of
their social betters does the same to them.

69. WHO HUNTS THE HUNTER?


Having been busy for the past few days, I return to the forum to find some
ideas similar to the adventure I planned for this week already circulating.
Where others would pit the players against tainted monsters, however, I find
mundane creatures more than sufficient. Nature is, after all, both beautiful
and deadly.
CHALLENGE
The PCs are asked to visit a village deep in the wilderness. The village is near
a gold mine which is usually quite busy. Recently, however, there have been
few shipments of gold from the mine, and no word as to why production has
dropped off. It goes without saying that this situation cannot be allowed to
continue, and the PCs are to locate and correct the problem with all due haste.
FOCUS
Upon their arrival, the PCs learn that a great tiger has been sighted prowling
the forests near the mines. The peasant laborers are deathly afraid of the beast,

and ask the player characters for help in trapping or killing it. The maneater
has already claimed the lives of several men, dragging sentries into the woods
and wiping out entire hunting parties.
STRIKE
The tiger is larger, stronger, faster, and smarter than any other wild cat the
characters have encountered before. It is able to recognize traps, find weak
points in the party's defenses, and plan ambushes. Although it attacks only
when it feels secure that it has the upper hand, its superior wilderness skills
give it all the edge it needs to make short work of anyone who enters its
domain.
Including overconfident parties of samurai.
Just having the tiger launch an all-out attack against the player characters
will make for a short and relatively uninteresting game session. If possible, try
to get the PCs into a game of cat and mouse with the animal - albeit one where
both parties play the parts of the cat and the mouse simultaneously! Building
the tension up over the course of several encounters does wonders for making
the eventual showdown much more exciting.
As always, you can change the type of animal terrorizing the village. An
enraged bear or wild lion would be just as deadly as a tiger. For a further
challenge, you can also increase the number of animals present. Two tigers
hunting as a team could present a big problem for samurai who venture into
the forest without making sure everything is safe first. You could even give the
animals the Kharmic Tie advantage in relation to each other to represent their
cooperative tactics. If you want to give your players an encounter that they'll
never forget, put them up against a pack of lions or wolves, giving the biggest
member of the pack techniques from the Akodo War College school.
For more information on maneating hunters, I recommend the story of the
tsavo lions who inspired the movie The Ghost and the Darkness. Even for
skilled hunters with rifles, these two beasts were fearsome opponents. Imagine
how much more deadly they'd be against a village full of peasants.

70. FOLLOW THAT BIRD!


When I started writing these CFS of the Week scenarios, I considered the timehonored tradition of having the PCs deal with the escape of a shipment of
monkeys. Since I came up with that idea, however, Eindrachen presented his
own version of such a scenario and beat me to the punch.
My first inclination was to scrap the idea entirely rather than cover an idea
that had already seen light. But then I began to wonder if there was some
animal that would be even more interesting to chase around a small castle
than monkeys.
This is the result.
CHALLENGE
A noble of some standing (perhaps the exotic animal loving Eriko from CFS
#67) asks the player characters to look after her estate while she attends to
some family business. She is expecting a special delivery from the Unicorn
Clan soon, and is loathe to leave such an important matter to her servants.
It's a new addition to her already impressive menagerie, but the PCs should
be able to handle things with no problem.
FOCUS
True enough, the delivery arrives within a few day's time. It is a strange and
terrible beast from the Burning Sands, captured especially for inclusion in the
noble's menagerie. The creature resembles a long-necked bird, like a stork or
crane, but is much larger than any natural bird within the Empire. The
Rokugani name given to the animal is dacho, but the people of the desert
call it an ostrich.
As you may already suspect, the animal is not in a mood to go willingly
into its cage.
STRIKE
The ostrich is a formidable animal. It measures 8 feet tall and may weigh up
to 300 pounds. It can kick with incredible force, and while it can only strike
out at targets in front of it, its long legs enable it to attack anyone within 6
feet. Combined with 12 foot strides, this makes standing in front of the animal
a dangerous idea at any distance. It will often try to eat anything it can
swallow. It can run at speeds of up to 30 mph for 15 minutes, so woe be to
those who let the ostrich escape the estate grounds.

If the PCs fail to secure the ostrich or inflict lasting harm upon it they will
face dire consequences, as the rare animal cannot be easily replaced. If they
manage to keep it healthy and happy, however, they may find their services
well-appreciated (and possibly called upon again in the future).
While you may use any stats you wish for the ostrich, I would recommend
making it at least equal to a hawk or eagle. While they are incapable of flight,
their incredible speed and large size gives them an edge in combat, so the end
result is about the same. You could even give them a free raise or two on kick
attacks, to represent the fury of their fearsome strikes.
Remember that the ostrich is in an unfamiliar environment, and may be
threatened or surprised by any number of things. While the bird may become
aggressive if threatened, it is unlikely to fight to the death or engage in
prolonged combat unless pressed. However, that doesn't mean that it can't
wreak other kinds of havoc. Having to explain why they let the ostrich tear up
the moss garden or chase the servants around the courtyard is not something
the PCs are going to look forward to.
There are websites that offer advice for the care, handling, and control of
ostriches. While most player characters would know nothing of these procedures,
they may be useful for game masters who wish to determine how successful a
given course of action stands to be. For example, the proper course of action
to take when faced with a territorial ostrich may surprise you.

The Shadowlands
With its sweltering heat and driving rains, can there be any doubt that July is
Shadowlands Month? Of course not! After numerous requests, I'm glad to
bring you four long-awaited adventure scenarios featuring danger, terror, and
corruption in Rokugan's most dangerous locale.
But that's not all! The four scenarios presented this month are designed to
be used either individually, or as part of an extended mini-campaign. Together
they form a saga that will take your players into the depths of evil and,
hopefully, bring them back out again.

71. THE OBSIDIAN IDOLS: AN IDOL THREAT


It all starts with a request from the Imperial guard.
CHALLENGE
The player characters are asked to visit the home of Bayushi Nayami and see
if anything is amiss. An advisor to the Imperial families specializing in traps,
fortifications, and security tactics, she has been out of contact with her
daimyo and her superiors for quite some time. The idea that something could
cause such a loyal servant of the Empire to suddenly become lax in her duties
is quite worrisome, and the PCs are ordered to find out exactly what has
befallen her.
FOCUS
When the party arrives at Nayami's estate, they are greeted by a shocking and
unsettling sight. The entire complex, as well as much of the surrounding area,
has been corrupted by the Shadowlands Taint. Plants and trees are sick and
twisted. Dogs, rats, and crows appear more like monsters than like animals,
and may attack the party without provocation. The servants and sentries who
remain are either raving madmen or broken shells of their former selves.
It is, in short, just like being in a slice of the Shadowlands that has been
uprooted and replaced in the middle of the Empire.
STRIKE
The center of the corruption (which can be located by either spiritual or
mathematical means) is the family shrine in the heart of the house. There, the
PCs may find a small obsidian idol, carved in the shape of a man in armor.
While there was once writing on the statue, it is no longer readable. The idol
radiates magic, and is the unmistakably the source of the taint that is affecting
the area. Unfortunately, the idol cannot be moved or destroyed through
normal means. Some other way of rendering it inert must be found.
And the longer it remains in the shrine the wider its influence grows.
While you can change Nayami's family name or gender as you wish, it is
recommended that you have her train in a school that involves indirect ways
of dealing with enemies. The Kaiu Engineer School, the Bayushi Saboteur
School, the Daidoji Harrier School, or the Ikoma Spymaster School would all

be appropriate. The reason for this advice will become apparent in future
installments.
It's also worth noting that Nayami may have used her specialized
knowledge of traps and security in certain areas of her own home. While not
every room or hallway will be trapped, it is certainly possible that she has
taken special precautions in especially private areas.
Players may be hesitant to venture into an obviously dangerous area
without proper protection. One way to set their minds at ease is to give them
direct assurance that the taint is not yet strong enough to affect them unless
they spend a prolonged period of time in the area. Another way to motivate
them to act quickly, rather than calling the Jade Magistrates and waiting for
back-up, is to impress upon them the importance of their mission. They must
learn what has become of Nayami before vital clues are lost or ruined. Or
before the problem spreads further.
Even after the obsidian idol is located, the problem may not be ended. Can
the estate ever be purified again? If so, how long will it take? Are any other
homes in Rokugan suffering the same troubles? What about the peasants and
animals that have gone loose into the Empire? What trouble will they cause
for those who are unprepared to deal with them?
SHOUT
Although the party finds no sign of Nayami anywhere in the estate grounds,
they do come across a servant who has managed to retain some of his mental
faculties. He tells them that the trouble started not long after a general from
the Crab Clan paid Nayami a visit. The two spoke for quite some time, and
when the Crab departed Nayami gave him some weapons and several koku of
rice. In return, he left the obsidian idol that has wrought so much damage on
the household.
The Crab's name was Kuni Kuroshige. He took a unit of soldiers into the
Shadowlands not long after completing his business with Nayami.
If anyone knows what is going on and how to deal with it, it is him.
WHAT ABOUT TAINT IMMUNITY?
MIRUMOTO KURO: Rats and crows have been specifically said to be immune
to taint in the official canon. In fact [it is] said most vermin were immune.
ISAWA NAZOMITSU: That was actually supposed to be a hint for any players
versed in Lore: Shadowlands. The fact that Obsidian Idols can inflict the Taint
regardless of regular immunities would hopefully tell the players that the Idols
are doing more than just radiating Taint. In retrospect I could have made that
a little more clear.

72. THE OBSIDIAN IDOLS: COMPASSION & MERCY


If you have not already played through last week's adventure, but still wish to
go through the entire campaign, it is relatively easy to set up. Simply have an
influential figure send the party into the Shadowlands to complete some
mission. If you want to be completely direct, the assigned task might even be
to find and bring back either Kuni Kuroshige or Bayushi Nayami.
If you just want to spice up a trip through the Shadowlands with an
interesting encounter, however, no special preparation is necessary. Simply
start the screaming.
CHALLENGE
The PCs are sent into the Shadowlands on an important mission. While they
have enough supplies to last them through their expedition and subsequent
return to civilization, their resources are limited, and time is of the essence.
FOCUS
On the third day of their journey, the player characters spot a humanoid figure
propped up against a jagged outcropping of rock. It appears to be a ronin with
a traveling pack beside him and a sword across his lap. His left leg ends in a
stump, which has been bound with a blood-soaked bandage. He waves to the
party, and calls to them for help as they move by. If they are hesitant to
approach he shows them the jade finger he wears to prove that he is not
tainted and beseeches them in the name of the Fortunes.
It's worth noting that making a large amount of noise has the potential to
be very dangerous in the Shadowlands.
STRIKE
The ronin was wounded by some sort of giant centipede monster (which may
either have died on his blade or still be in the area, depending upon your
preference). He has enough food, water, and jade to last him quite some time.

However, he is unable to move under his own power, and has no chance of
getting back to civilization on his own. And it should go without mentioning
that the party could definitely make good use of the jade he holds. They can
try to save him, give him a clean and honorable death, or take his jade and
leave him to waste away.
His fate is completely in their hands.
You will, of course, want to give the ronin a name, identity, and personality
beyond some poor victim. By giving the player characters a chance to
interact with him and get to know him as a person, you make their decision
as to what to do with him much more important and meaningful. The way you
present him can also have an impact on what course of action your players
ultimately choose. I have deliberately refrained from giving any information
regarding what type of person the ronin is for exactly this reason. You may
tailor his behavior and mannerisms specifically toward your players.
While this type of choice typically has no right or wrong answer, you may
wish to present further consequences for player characters who are especially
foolish. If the ronin is treated poorly, he could return to torment the party as
an undead samurai or a tainted ghost. If the party decides to split up, you can
have the characters who stay with the ronin discover that he is actually a bog
hag, and is far from helpless.
Alternately, player characters who risk their own lives and safety in
delivering the wounded ronin back to the Kaiu Wall before continuing their
mission (even though doing so will mean a loss of supplies) may gain
themselves a loyal ally.
If your players are mature enough to explore difficult situations, you can
adapt the scenario somewhat. Start with an attack by an ogre, oni, or other
monster. By the time the fight is over, place a trusted companion (or even one
of the player characters themselves) in the situation the ronin was in: wounded
and unable to travel. The debate over how to deal with such a complication
should be much more intense when the players have a personal stake in the
outcome.
SHOUT
Some time before he was wounded, the ronin noticed a well-armed unit of
samurai patrolling the Shadowlands. He did not call out to them because he
feared them to be tainted, as they wore carved statues of black stone around
their necks rather than jade.
If asked, the ronin reveals that the only structure in the area worth
occupying with soldiers is an old watchtower called Kousei Bougyo Fortress.
It was once a major staging point for offensive movements against the
Shadowlands Horde, but it is now little more than a supply station for scouts
and sentries.
For so many men to gather there now is most unusual.

73. THE OBSIDIAN IDOLS: SHARED BURDEN


Shadowlands Month continues with another scenario useable either on its own
or as part of a longer campaign. If you've played through both of the previous
scenarios presented this month, your players are probably already aware that
something strange is going on and that the mysterious obsidian idols have
some connection to the problem. This week they get to find out exactly what's
going on.
If you haven't played through either of the last two weeks' adventures, you
can still use this scenario with a minimum of preparation. The most difficult
part is getting the party into the Shadowlands. You could have them happen
across Kuroshige's fortress during an unrelated mission, or perhaps send them
into the Shadowlands with orders to re-establish contact with his unit. From
there it's simply a matter of hinting at the sinister nature of the obsidian idols
and getting their suspicions aroused.
Now, let's meet the good soldier who has Tainted the Empire.
CHALLENGE
The party comes upon Kousei Bougyo, a heavily defended fortress about a
week's journey into the Shadowlands. There, they meet Kuni Kuroshige, a
veteran soldier and skilled shugenja who has dedicated his life to fighting the
Shadowlands. His specialty is striking at disorganized groups of monsters
while they are still in the process of marshaling their forces, and disrupting
the armies that march on the Kaiu Wall. While he welcomes the player
characters, he seems uneasy about their presence in the fort.

FOCUS
If the player characters know about Bayushi Nayami or the obsidian idols, it
is possible that they may confront Kuoshige directly. Even if they have
stumbled into the situation unaware of the deals Kuroshige has made, it
should not take them long to notice that a large number of the samurai in the
fortress are wearing carved obsidian statues around their necks instead of
fingers of jade. If they investigate further they can learn the horrible truth.
The obsidian idols are talismans empowered with sympathetic magic. Each
idol is part of a matched set. One idol from each pair is kept in the family
shrine of a samurai somewhere in the Empire. The matching idol is worn by
a member of Kuroshige's army. While worn, the idols block any Taint the
bearer may be exposed to, protecting them completely. The Taint blocked in
this manner is not prevented; it is simply redirected to the area where the
other idol is being kept. This is what happened to Bayushi Nayami when she
pledged her assistance to Kuroshige, although she did not know exactly what
her promise entailed.
STRIKE
Every day that Kuroshige and his men remain in the Shadowlands the Taint
spreads deeper and deeper into Rokugan. While their campaign against the
Horde has saved the lives of numerous Crab samurai stationed along the Kaiu
Wall, it has also caused a blight on the Empire. Kuroshige believes that the
other Clans owe the Crab their support, and that his plan serves the greater
good. Those who have become Tainted against their will, however, may think
otherwise.
It is entirely possible that some or all the player characters (especially members
of the Crab Clan) may be sympathetic to Kuroshige's cause. Why shouldn't the
rest of the clans share the heavy spiritual burden that the Crab bear every day
of their lives? The final decision is theirs, of course. But even if they choose
to let the deception continue, there will be problems for them to face. If they
remain at Kousei Bougyo Fortress they will have to take part in its defense,
holding off assaults by goblins, oni, and other monsters. If they return to
civilization, they may find peace for a while, but eventually the obsidian idols
scattered around the Empire will cause scores of households to fall to the might
of Jigoku.
On the other hand, if the player characters decide to put a stop to
Kuroshige's plan, there are a number of ways they can do so. They could
convince him that his plan is dishonorable, or tell him stories of how
unprepared the other residents of the Empire are to deal with the Taint. They
could appeal to his sense of honor, or shame him for resorting to trickery in
order to get the samurai he spoke with to accept the idols into their homes.
They could even try to remove him by force if they wish.
And then they just have to repeat the process for each of the Crab soldiers
under Kuroshige's command.
Even if the player characters believe they can face down an entire fortress
of armed and desperate Crab samurai, don't forget that they are still in the
middle of the Shadowlands. There is no one to help them if things get out of
hand, and nowhere for them to go if they make themselves completely
unwelcome within the fortress.
SHOUT
Eventually, the player characters will find their supplies running low, and be
forced to return to the safety of the Empire. If they have convinced Kuroshige
or any of his soldiers to discontinue their use of the obsidian idols they will
be forced to return as well, as their remaining jade stores are not large enough
to last much longer.
Not far from the fortress, they find the massacred body of one of
Kuroshige's men. It looks as if he has been torn limb from limb by a wild
animal. However, no animal could have written the bloodstained note that
accompanies the body.
No one goes home alive.
-Nayami

TAMERLANS SUGGESTIONS
TAMERLAN: If a character feels sympathetic with the Kunis plan, will it
change their mind, if one of the obsidian-carrying soldiers is the neighbour of
the PCs family?
ISAWA NAZOMITSU: It doesn't even have to be the neighbor himself. That's
the beauty of Kuroshige's plan. He doesn't have to convince a Crane to march
into the Shadowlands. He just has to convince the Crane to keep a small token

in his home and pray to the Fortunes for the protection of this samurai.
Then he can take his trained Crab soldiers into the Shadowlands and let the
Crane worry about the Taint.
TAMERLAN: Finally, what happens if one or more pendants have been lost
in battle (or maybe the soldiers themselves have become Lost) and must be
regained to save the homelands of the fallen soldiers?
ISAWA NAZOMITSU: A lost pendant would be devastating. You'd either have
to find the remains of the owner or discover some way to end the enchantment.
As for a soldier becoming Lost, they'd be safe from worry as long as they
kept their pendant active. But what if Kuroshige was mistaken? Or lying?
What if the pendants and idols merely hide the Taint? Is he on a suicide
mission, or is his plan to protect the Empire just a cover for something else?

74. THE OBSIDIAN IDOLS: HOSTILE TERRITORY


Shadowlands Month concludes with a trip through the deadliest place in the
Empire, made under the watchful eye of a vengeful madman. If you have
already played through the three previous adventures presented this month,
you should be all set for the big finale. If you haven't gone through them all
in order, some preparation may be required.
If the party knows nothing of Bayushi Nayami or Kuni Kuroshige's obsidian
idols, your first challenge is getting them into the Shadowlands. This can be
done as part of a scouting mission, a quest to recover a lost item, or an effort
to rescue besieged samurai. Once the party has finished the main part of their
mission, you can simply present Bayushi Nayami as a victim of Shadowlands
Madness who attacks the party simply for being in the wrong place at the
wrong time. It takes a little bit of the personal edge off of her actions, but it
underscores the terrible and brutal nature of the Shadowlands.
If the player characters know about the trouble at Nayami's estate but have
not met Kuni Kuroshige, you can play this week's scenario as written. The fact
that the player characters are untainted and have homes to return to is enough
to draw Nayami's wrath.
Finally, if the party encountered Kuni Kuroshige without first learning
about Nayami it may be necessary for Kuroshige to explain who Nayami is
and why she is so angry. He will be sure to recognize her, and once that point
of exposition is revealed you should be able to play through this adventure as
written.
Before we begin, I'd like to point out that different people have different
ideas about PCs getting Tainted. Some GMs refuse to pull punches. Others
neglect to build up any sense of danger. Some players are devastated when
their beloved characters are Tainted even a little. While my own style is to
take the PCs right to the edge of ruin before letting them escape to safety, you
may prefer to run your game differently. Just make sure everyone at the table
is comfortable with the same play style before you start. It may save you from
hard feelings later.
That said, on to the carnage.
CHALLENGE
The party is on their way out of the Shadowlands. They have limited supplies,
are traveling through terrain outside the Crab Clan's control, and are pressed
for time. Every hour they delay could cost them dearly, as jade, fresh food,
and clean water are all running low, and the Shadowlands are the very
definition of hostile territory.
If the party has already met with Kuni Kuroshige and convinced him or
some of his soldiers to discontinue using the obsidian idols, they may be
accompanied by a force of anywhere from thirty to forty men. This figure may
be lower if they managed to sway the opinions of only a few samurai in the
fortress. At the worst they will be traveling on their own.
FOCUS
One of the player characters' companions lets out a cry of pain. Investigation
reveals that he has stepped in a small hole, with spikes wedged in the bottom
at such an angle as to prevent him from freeing himself without great pain.
In addition to the injury to his leg and the possibility of his wound becoming
infected, the group will have to deal with the transportation of a member who
cannot move quickly.
The trap is not a natural feature of the Shadowlands. It is the work of
Bayushi Nayami. Driven mad by her desire for revenge and the Taint that she
has already contracted, she is determined to see the group dead or Tainted
before they can reach the Kaiu Wall.

STRIKE

FOCUS

As the party continues their desperate flight, they encounter more traps,
obstacles, and setbacks. Time is running out. As their numbers and supplies
dwindle, the party and any others who may be traveling with them stand a
dangerously high chance of becoming Tainted before they reach the safety of
the Kaiu Wall. Unless something is done to deal with Nayami, her sabotage
will continue to impede the player characters' progress at every turn. Can she
be avoided? Defeated? Reasoned with? Or is only a matter of time before the
darkness inevitably consumes their souls?
It's a long way home.

The artisan lives on the other side of the city, quite some distance away. He
has been swamped with orders for floral displays, and is in the middle of
putting the finishing touches on the piece that the player characters seek when
they arrive. The ikebana arrangement is quite large and extremely ornate. It
is also very fragile and delicate. The artisan warns them that any rough
handling (including being carried while running or while riding on horseback)
is likely to disrupt the subtle and beautiful balance of the flowers, which could
render the piece useless.

Nayami is deadly serious about her threat. She knows that she is too far gone
to be allowed home, but no longer cares. Her only pleasure in life is striking
out at others, and laughing at their pain in an attempt to forget about her
own.
Nayami uses traps both to slow the travelers' progress and to increase their
chances of becoming Tainted. Snares, rock slides, deadfalls, sprung spear
traps, pits (with or without sharp spikes at the bottom), and shallow holes to
catch and injure victims' legs are all appropriate, as they maximize the
chances that the victim will be exposed to the Shadowlands Taint eventually.
She might also try to steal or befoul supplies, and while she is not foolish
enough to engage a group of samurai directly, she just might try to make a
few ranged attacks from a suitable ambush point. And if there are any natural
hazards, monsters, or Lost in the vicinity, Nayami will be sure to steer the
player characters in the appropriate direction.
As mentioned in this month's first CFS scenario, there are other schools
which would allow Nayami to hinder the progress of her victims besides the
Bayushi Saboteur school. She could use the skills of a Shosuro Assassin to
move about unseen, strike from the darkness with the accuracy of a Tsuruchi
Archer, or even use the underhanded tactics of a Daidoji Harrier in her quest
for revenge. If you want to make her a more threatening opponent, give her a
few Shadowlands Powers dealing with stealth and secrecy.
If you're interested in the types of traps that might be used in such a situation,
check out the following website: www.rogueturtle.com/articles/avoidtraps.php
If you have played through CFS of the Week scenario #72 and have an
appreciation of irony you can break the leg of one of the party members. Did
they ignore the pleas of the ronin from before, or put him out of his misery
because they were in too much of a hurry to carry him back to safety? Will
the PC espouse the same course of action when his own life is on the line?
Of course, Kuroshige still has the obsidian idols. Using those would
eliminate the time pressure that the army is facing. But it would cause more
Taint to spread through the Empire. Can the player characters live with
themselves knowing that their safe escape has ruined the life of another? And
even if they decide not to use the idols, what do they do if other members of
the group feel otherwise?
There are no easy answers in the Shadowlands.

Potpourri / Variety

STRIKE
To make matters worse, a number of obstacles stand in the player characters'
path as they make their way across the city. Peasants, servants, merchants,
and samurai alike are all rushing about hurriedly making last minute
preparations for the festival. Some of the inhabitants of the city may even
have begun celebrating early. The streets are crowded with people, and getting
an easily-crushed item like an ikebana display across town in one piece would
take a legendary effort.
Did I mention that it absolutely has to be there in time for the party?
There are a number of other problems you could throw at the player characters
as they try to keep the flower arrangement in one piece. Overly friendly
drunkards, panicked horses, young ladies rushing to dance practice, and
collapsing scaffolds are all problems one could face in trying to cross a city in
the throes of a festival. And woe betide the player characters if they're forced
to do battle while protecting the flowers from harm. Why, I couldn't think of
a worse (better?) time for an old rival to show up and start pushing people
around.
You can find information on ikebana and some beautiful pictures of flower
arrangements at the following website: http://www.nihonkoryu.org/en/. Keep in
mind that a large part of the appeal of ikebana is that the way the vase,
flowers, and other elements are arranged enhances their beauty. A missing
petal or leaf may go unnoticed, but a bent branch or stray blossom could throw
the entire thing out of harmony.
And we wouldn't want that, now would we?

76. WAITING FOR GODO


Like last week's scenario, today's adventure is inspired by another work of
fiction. Is it a book? A movie? Can you guess the source? Don't rush. I'll wait.
CHALLENGE
The player characters are sent to a sake house in a small town to meet a man
named Godo. He could be a traveling magistrate, a retainer, a samurai or
courtier returning from a mission, a wandering merchant, or even a spy with
valuable information. Whatever the case may be, the party is instructed to go
to the sake house and wait for him.
FOCUS

People have asked me where I get my inspiration. To be honest, I don't have


any one source. I just keep my eyes and ears open for things that strike my
fancy, and ask myself How could I use that? whenever I find something cool
or interesting. So this month I'd like to showcase some various adventures
based on different sources. A CFS potpourri, if you will.

Since Godo is scheduled to arrive at the sake house in the middle of the night,
there's not much for the player characters to do but wait. The town itself is
mostly quiet and peaceful, with most residents retiring to their homes once
evening comes. Of those who are awake, most make their way to the sake
house to drink or chat with their neighbors.

75. IKEBANA DANCE

STRIKE

Today's scenario is based on a heartwarming story of modern origins. An


internet flash animation, to be exact. You can find it here:
www.newgrounds.com/portal/view/224148. Just how can this tale be adapted
to Rokugan, you ask? Read on.
CHALLENGE
The player characters are lucky enough to find themselves in a large town on
the day of a major festival. Before they can enjoy the celebration, however,
their host asks them for a favor. She is having a dinner party tonight (which
the PCs may or may not be invited to attend, at your discretion) and has
ordered an ikebana piece from a local artisan to serve as a centerpiece.
Unfortunately, it has not yet been delivered. If the party members could go
and retrieve the flower arrangement, she would be most appreciative.

There is no Strike in this adventure.


If Godo ever arrives, he conducts his business with the player characters
and goes on his way.
If Godo fails to show up, the player characters are eventually contacted by
a messenger who informs them of what has happened. If Godo has been
delayed, they may be forced to wait another night. If Godo is unable to come
at all, the player characters are given a new assignment.
In the end it doesn't really matter whether they complete their mission or
not. The entire adventure is just an exercise in role-playing, to see what the
player characters get up to while they are waiting for Godo.
Some people who may enter (and leave) the sake house over the course of
the evening include:
An old man named Sonoda. One of the regular customers of the sake
house, he knows quite a bit about the inhabitants of the town and can
identify most of them on sight.

Shutaro, a great general who is escorted by a handful of his advisors.


He is passing through the town on his way to a great campaign, and
stops only for a short rest.
Haruki, a young boy on the cusp of his gempukku ceremony, eager
to experience a true battle. He wants to meet General Shutaro and
join his army as a soldier.
Haruki's father, Haruhide. He is looking for his son, and trying to stop
him from running after General Shutaro. He could arrive before or
after Haruki comes by the sake house, and does not stay overly long.
A strange lady in traveling clothes. She claims to be a messenger
named Ryoko, but she is actually an assassin seeking to kill General
Shutaro.
Yuta, a shugenja from the local temple. He has a special present for
his girlfriend, and has snuck away from his duties in order to deliver it.
Niimai, another shugenja from the local temple. He has come to warn
his friend Yuta that the master of the temple is coming to look for him.
Abbot Osho, the master of the temple where Yuta and Niimai are
studying. He is searching for Yuta and recites a constant litany of the
punishments he will inflict upon the young man once he finds him.
Yuta's girlfriend, Ai, is a delicate flower of a girl. She comes late, and
may miss Yuta if he has already fled from Abbot Osho.
Daisuke, a samurai stationed in the town. He has been gambling, and
has lost a great deal of money. He's in the sake house trying to work
up the courage to face his wife.
Hiroshi, another samurai who has been gambling. He's feeling good,
since he just took most of Daisuke's money and offers to buy drinks
or food for everyone in the room.
Daisuke's wife, Tachiko, also comes to the sake house. She's looking
for her no-good wretch of a husband, and is ready to make him suffer.
Kero, a crazy old monk in torn robes who alternately claims to have
been a great warrior, a wise scholar, or a nobleman who was
dishonored by a rival's slander.
Any other interesting characters you want to include. The player
characters will likely spend a lot of time in the sake house, so it is
possible for them to encounter any number of individuals, each with
their own goals and motivations.

The number one danger in this scenario is that the player characters may
become bored. They aren't really doing anything besides sitting around talking
to the locals. Sure, there are things going on, but none of them involve the
player characters directly unless they choose to become involved. The PCs may
feel that having to wait is a signal to do nothing, and become disengaged. The
best way to avoid this problem is to keep things happening and draw the party
into the events as they unfold. Hiroshi or Daisuke may challenge the player
characters to a quick game of dice in which to pass the time. Haruhide might
ask the player characters to pass on a message to his son if they see him, or
Yuta may beseech them to send Abbot Osho on a wild goose chase across town.
A drunken brawl might break out, or even a deadly battle if Ryoko and Shutaro
cross paths.
If you're really lucky, you may be blessed with the type of players who
welcome any opportunity to get into their characters' skins. If your players
are content to converse among themselves in-character for an hour or so, by
all means, let them do so. If you need to give them a little prodding you can
use Sonoda as a mouthpiece to start a conversation or ask questions when
things start to get slow.
For those who wish to remain true to the spirit of the original source
material it would be appropriate to have Godo send word that he has been
delayed and have the party remain in town another night. If you're feeling
really devilish you could leave the PCs for weeks, playing out night after night
of their conversations with the other characters who come by.
You know, if your players are into that sort of thing....
So many adventures begin with the PCs meeting in a tavern. I wonder how
many end there as well.
SO WHATS THE SOURCE MATERIAL?!
It is a Samuel Beckett play called Waiting for Godot. In fact, Bayushi Mifune,
Kakita Shisumo, skip, Mirumoto Kuro, and Toku Yojiro discussed Beckett and
his work a great deal on the forum, which inspired Nazomitsu to introduce a
new set of sake house denizens:
Mifune, Shisumo, Kuro, Yomitoba, and Yojiro, who are loudly
debating how to classify the works of the playwright Bunjin III. While
some believe he belongs in the Minimalist School of Ikoma Tradition

(like his teacher, Bunjin II), others claim he is an early founder of the
New Classical style that arose following his adoption into the Shosuro
family. Members of the group drift in and out of the conversation,
occasionally running home to check dates and references. They may
ask the PCs for opinions and support, or to pass on messages to other
members of the group in the event that they miss each other in their
constant comings and goings.

77. A WOMAN SCORNED


Potpourri Month continues with a scenario inspired by the storytelling techniques
used in the movie Memento. While having seen the movie will in no way lessen
the enjoyment a group can take from this week's adventure, a passing familiarity
with the way in which the story is organized will greatly aid those who attempt
to run the scenario. Notes on the movie and the unique editing used in it can
be found here: en.wikipedia.org/wiki/Memento_%28film%29
STRIKE
It is almost midnight in the home of the Scorpion governor. Outside, a storm
is raging.
Tozai takes the party members aside and attempts to apologize for the
dishonorable scenes that they have witnessed, but his words are cut short by
a servant's scream. In the hallway, a pair of guards have been slain, and a
trail of bloody footprints leads towards the garden maze. Two more sentries
rush forward and report that Hideko, Setsuko, and Chifune cannot be found.
If the player characters hurry to the garden they can just make out the
fleeing figure of the killer through the driving rain. She holds a sword in one
hand, and pulls a struggling hostage along with the other. As she enters the
labyrinth, a flash of lighting illuminates her face, revealing her to be none
other than....
CHALLENGE
The player characters are sent to the home of a Scorpion governor named
Tozai to deliver some documents, secure his approval of the trade agreement
detailed within, and return the signed papers to their daimyo. While Tozai is
quite busy, he invites the PCs into his home until he is able to look over the
details of the treaty.
Tozai shares his home with three women. His wife, Hideko, is loyal and
dutiful in all things, but she receives little attention from her husband. Rumors
say that she had an affair some years ago that ended the love between them.
Tozai's assistant, Satsuko, is the new focus of his affection. While the two are
not officially married, she manages to secure the influence and respect due a
governor's wife. Naturally, this causes quite a bit of strife between Satsuko
and Hideko. Hideko and Tozai's daughter, Chifune, is fast approaching her
gempukku. While she is unable to do anything about the stress that is tearing
her family apart, she is acutely aware of it.
Although Tozai acts as if nothing is wrong, tensions run high in his
household. It turns out that Satsuko is pregnant, and if she delivers the son
that Tozai has always wanted it is likely that the boy will be made his heir.
Should this happen, Hideko and Chifune stand to lose a great deal of status,
and may even be expelled from the family. While no one speaks of the
situation openly, there is an atmosphere of dreadful anticipation in the air, as
it is only a matter of time before things come to a head.
FOCUS
A few days after the player characters' arrival, an incident occurs at dinner.
One of the women (your choice as to who) makes a snide comment about one
of the others. Tempers are strained to the breaking point and an argument
breaks out. Tozai does his best to deal with the unsightly incident, but things
escalate to a point where even he cannot control himself. Harsh words are
bandied about, and the things that are said are not easily forgiven. Eventually,
all three women storm off.
There are a number of ways to present this scenario, each with their own strengths
and weaknesses. Simply playing through the three stages in chronological
order like a traditional CFS adventure is the easiest, and no extra preparation is
required. Or, you can spice it up and try something different. While non-linear
storytelling can be difficult, it can also be an interesting experiment to try with
your players. Instead of worrying about where the characters end up, you can
spend more time investigating how they got there.
One method is to play through each stage in reverse chronological order,
starting with Strike, moving on to Focus, and finishing with Challenge. While

this order of events is easy to organize, you run the risk of losing your players'
interest. There's really no need for them to care about their first meeting with
Tozai's family when they already know who will live and who will die.
Alternately, you can start with the Focus, play through a few scenes to give
the player characters a chance to form friendships or rivalries with the various
members of the household, go back to the Challenge to play through when they
first met, then end with an abrupt cut to the Strike and the subsequent
conclusion. This keeps things relatively simple, but still offers some interesting
opportunities for role playing and character development.
Another technique is to run the adventure in several different stages. Begin
with the start of the Strike, and play through the scenario until the moment
just before the PCs get their first glimpse of the killer. Then give them a
flashback, going either all the way back to the Challenge or just to the start of
the Focus (covering the Challenge in a subsequent flashback). Play up to an
hour or so before the point where you started the adventure, setting the stage
for the Strike (which you already played through when you started). Finally,
you finish the showdown you started at the beginning of the adventure,
revealing the identity of the assassin and letting the player characters decide
what they will do.
The major danger with running an adventure in non-chronological order is
mistakes in continuity. If you play through the battle scene in the Strike first
and none of your PCs are wounded, you'll have some trouble if one of them
gets stabbed when you're flashing back to the Focus. Or breaks the sword that
he was (will be?) using later. Or decides to leave the group and go hide in the
stables.
There are three ways you can avoid such problems. The first is to keep
combat and dice rolls to a minimum. Dice don't care that you're running a
flashback. They'll maim and kill and lop off limbs without remorse. If it looks
like things are about to get bloody, try to stop the violence before the dice hit
the table.
The second point is to leave yourself a cushion of off camera time before
and after each section of the story you play through in a flashback. If you start
the Focus with everyone in the audience chamber at noon, try to make sure
that you finish the Challenge at least an hour or two before that. Then, even
if your players are nowhere near the audience chamber at the end of that
flashback, you can say that they made their way there somehow in the
intervening period.
Finally, enlist the help of your players in telling the story. Tell them up
front that this adventure is somewhat experimental, and they'll need to work
with you in order to ensure their maximum enjoyment. If you explain the
nature of the scenario's non-linear organization you can even let them add
some of their own details. Perhaps they have their own ideas for scenes that
may happen in flashbacks, developing details you never considered. And if
worse comes to worse you can always give free Void Points to the first player
to find some feasible way to correct timing-related errors.
The identity of the assassin and her hostage are up to you to decide. Any
of the three women in Tozai's life could have reason to seek the death of any
of the others. Hideko and Setsuko could easily be driven to kill each other out
of jealousy. Setsuko might try to murder Chifune in order to ensure that her
child is the only possible heir to Tozai's estate. And either Hideko or Chifune
could try to kill the other in an attempt to frame Setsuko for the killing. Or
perhaps two of the three have made a deal and are working together. Maybe
it's part of a maho ritual. Maybe it's just the first in a series of killings that
will stop only when Tozai himself is dead. Maybe it's someone else entirely.
Who knows. It's all up to you.

FOCUS

78. PORTENTS & SIGNS

COURSE A: THE RANDOM CFS GENERATOR

Following the strange theme set by last week's adventure, we delve further into
the oddities of time. This scenario was originally inspired by the video game
Chrono Trigger, but somewhere along the way it mutated into a cross between
Shadow of Memories and The Butterfly Effect. I hope you can find it in your
hearts to forgive me.

First, get a 10-sided die. Roll it four times, and check the results in the table
below. No need to re-roll 10s.

CHALLENGE
The player characters bear witness to a great tragedy. It could be the death of
an important figure, the fall of an entire family or clan, a terrible disaster, or
even a war that tears the Empire apart. Whatever it is, the damage it wreaks
is so great that recovery is all but impossible.

Just as all hope seems lost, the player characters awaken to find that their
vision was just a dream. The fact that each of them remembers the same
dream, and can recall it in perfect detail, however, hints at deeper truths. As
they go about their business, they notice other details that correspond to their
shared vision, each of which unfold just as they did in the dream.
The nightmare was not simply a dream. It was a premonition of the future.
STRIKE
If the player characters do nothing it is entirely possible that the tragedy they
witnessed will come about. If they try to change the course of future events
and bring about a new outcome, they have a new dream the next time they
sleep. Depending on their actions they may well succeed in changing the
events that lay ahead. But will the changes they make be for the better?
The exact nature of this adventure can vary quite a bit depending on the type
of crisis you decide to use and its underlying causes. A revolt or coup might
occur due to any number of factors, each of which must be resolved before the
danger passes. Likewise, a dark conspiracy's evil plot might have several
components that hinge on numerous contingencies. And who can know what
minor influences could contribute to a daimyo's eventual decision to declare
war. The old rhyme about the kingdom being lost for want of a nail could
certainly hold true here.
Whether or not you wish to reveal the source of the characters' visions is
up to you. It is within the power of a greater kami or Oracle to grant such
premonitions. Perhaps the PCs have been selected to serve as agents of a
powerful force for good (striving to put right what once went wrong) such
as the Water Dragon or the Seven Fortunes. Or maybe they are being led astray
by some darker intellect. Maybe the very act of trying to prevent the tragedy
they have seen ultimately brings it about.
If you want to be especially hard on your players, you can reinforce the
idea of kharma and balance. Each time they change the course of events to
avoid one tragedy, they set themselves on a path leading to another. In saving
their loved ones they may damn the Empire. There is no such thing as a
completely happy ending. They can only choose the outcome they believe is the
least terrible.
Unlike most time travel stories and adventures, time continues to move in
only one direction throughout this scenario. The characters can't go back and
try again if they mess up. There is, however, the possibility for failures to be
corrected through further adventures. If they are unable to convince a general
not to embark on the mission that ends in his death (leaving the Clan helpless
against the assault of their rivals) they may still be able to gather allies to
stand with him, or even ride ahead and attempt to slay the necromancer that
will ambush him. Just remember that the effects of their actions will not be
clear to them until the next time they slumber. Simple actions can have widereaching repercussions, and a lot can change in a single day. Even more so if
the party members find themselves assigned to the night shift of guard duty.

79. CFS CREATION TOOLS


EDITORS NOTE: I have to jump in here and just express the awe Im in at the
incredible job the great Isawa Nazomitsu did on this installment. What youre
about to read arent so much CFS scenarios unto themselves, but rather they
are tools for quickly generating a CFS with your own input. My hat goes off
to you, Nazomitsu-san. This is just brilliant.

CHALLENGE
Select one or more of the PCs.
A(n) _________________________
[check Table 1]

__________________________.
[check Table 2]

(an emotion)

TABLE 1: WHO IS THE NPC?

than the message he was told to deliver: In the name of ________________


ROLL

(a famous Rokugani person)

NPC

1
2
3
4
5
6
7
8
9
10

please _____________ as soon as possible.

influential courtier
powerful shugenja
samurai from a rival clan
young clansman
mysterious woman
monk advisor
ninja infiltrator
ronin
maho-tsukai
rich merchant

(verb)

FOCUS
When the PCs arrive they find Anaume lying in a pool of ______________ .
(a liquid)

The _____________ corpses of ____________ ____________ (s) lie on the


(adjective)

(a number)

(a profession)

floor with her. The room is __________ , but undisturbed, and it looks as if
(adjective)

TABLE 2: WHAT DOES THE NPC DO?

they were in the middle of ___________________ when they died.


(verb ending in -ing)

ROLL

ACTION

1
2
3
4
5
6
7
8
9
10

gives the PC a valuable gift


challenges the PC to a duel or contest
attacks the PC unexpectedly
warns the PC not to trust his sensei
begins following the PC around
asks the PC for a favor
offers to reveal useful information to the PC
invites the PC to dinner
sends the PC on a dangerous mission
tries to tempt/trick/threaten the PC into revealing important secrets

Before she dies, Anaume gasps Sacred __________________ ... stolen.


(noun)

_________________ ... in ________________ ... _________ days.


(an unpleasant event)

(a place)

(a number)

STRIKE
The PCs must somehow track down the ___________________ s who killed
(a profession)

Anaume and ___________ them. On the way, they must also avoid a group
(verb)

of _____________ s who want to question them, and _________ a horde of


(a profession)

FOCUS
The NPC in question is actually trying to ____________________________ .
[check Table 3]

(verb)

____________ zombies. If they fail, the entire _________ will be plunged


(adjective)

(area)

into _________________ .
(something scary)

TABLE 3: WHAT IS THE NPC REALLY UP TO?


ROLL

PLOT

1
2
3
4
5
6
7
8
9
10

kill the PC
woo the PC
test the PC
dishonor the PC (or the PC's family, or sensei)
spy on the PC (or the PC's family
distract the PC from a plot against the PC's family (or daimyo, or sensei)
see the PC indebted to his/her own family
protect the PC from a curse
manipulate the PC into taking action against someone else
steal something from the PC

COURSE C: CHOOSE YOUR OWN CHALLENGE-FOCUS-STRIKE


Any manner of making choices will do. Roll a die, flip a coin, pick the choice
you like the best, or use any other system to choose your own way through this course.
PARAGRAPH 1

STRIKE
Unfortunately, while this is happening, the PC ________________________ .
[check Table 4]

TABLE 4: WHAT COMPLICATION OCCURS?


ROLL

COMPLICATION

1
2
3
4
5
6
7
8
9
10

has another important mission


is in the middle of a week-long cleansing ritual
currently lacks a weapon/kimono/other necessary item
is being targeted by two other NPCs with similar agendas
cannot take direct action against the NPC without offending his superiors
has temporarily lost his voice/mobility/stamina/sight/etc.
is being watched for suspicious actions by magistrates
is unable to discover the NPC's identity
is the victim of a case of mistaken identity
has a deeply personal connection to the NPC

SET UP: The governor of the province is building a new fortress, and the PCs
have been dispatched to gather workers and resources from the local area.
Following a small path from their last campsite, they come to a road running
North and South. A short distance to the North, the road intersects another
road running East and West, forming a crossroads.
If the PCs want to go North, go to Paragraph 2
If the PCs want to go South, go to Paragraph 3
If the PCs want to go East, go to Paragraph 4
If the PCs want to go West, go to Paragraph 5
If the PCs want to go back the way they came, go to Paragraph 12
If the PCs want to wait at the crossroads, go to Paragraph 27
PARAGRAPH 2
CHALLENGE: Heading North, the PCs arrive at a bustling town on the banks of
a river. Barges from upriver bring bushels of rice here to be tallied, taxed, and
stored. A sake house near the docks looks like a good place to find laborers
or ronin in need of work. There is also a warehouse where supplies could be
requisitioned in the governor's name.
If the PCs want to look for laborers in the sake house, go to Paragraph
6
If the PCs want to get supplies from the warehouse, go to Paragraph 33

COURSE B: CHALLENGE-FOCUS- _________________

PARAGRAPH 3

Just fill in the blanks with appropriate words.

CHALLENGE: Heading South, the PCs follow the road through a heavily wooded
area. After some time they reach an ancient temple in the middle of the forest.
The monks who tend the temple do not seem to be around. Behind the temple
there is a massive rock outcropping with a large crack running through it. It
looks like the crack might open up into a larger cave, as there is a large banner
to the side. There is also a small path through the brush, leading to the East.
If the PCs want to enter the temple, go to Paragraph 22
If the PCs want to investigate the cave, go to Paragraph 24
If the PCs want to follow the small path, go to Paragraph 19

(verb)

CHALLENGE
The
__

PCs

are

called

to

shrine

to

meet

Anaume,

(adjective)

______________ from the ____________ Clan. The _________ messenger


(a profession)

(an animal)

(adjective)

who approaches them is clearly ______________ , but knows nothing more

PARAGRAPH 4
CHALLENGE: Heading East, the PCs reach a small fishing village on the coast.
The port holds a handful of ships, all of which appear to be in a state of
disrepair. Near the gates, a traveling merchant struggles to load a heavy box
onto a wagon. Inside the village's central courtyard, a number of peasant
fishermen have gathered, engaged in some sort of heated discussion.
If the PCs want to talk to the merchant, go to Paragraph 10
If the PCs want to listen to what the peasants are saying, go to
Paragraph 8
PARAGRAPH 5
CHALLENGE: Heading West, the PCs come to a small village. As they approach,
they notice the fields are empty and silent. By the time they reach the
settlement they can see it has long been abandoned. Most of the buildings
stand empty. One large manor house, however, shows signs of recent use. On
the other side of the village, the stables are set back away from the road, and
appear to be undamaged. There is also an artificer's shop tucked behind the
remains of what was once the marketplace.
If the PCs want to enter the manor house, go to Paragraph 30
If the PCs want to check the stables, go to Paragraph 14
If the PCs want to look in the artificer's shop, go to Paragraph 26

return so soon and wastes no time in dressing them down. Failure to perform
such a simple task as rounding up workers is a grave disgrace indeed, and the
PCs are soon assigned other, less demanding duties.
The End. (You can start over from Paragraph 1 if you so wish.)
PARAGRAPH 13
STRIKE: The chanting stops as soon as the PCs knock on the temple door, and
a voice beckons them to come inside. Upon entering, they find a wizened old
monk engaged in meditation. The monk tells the PCs that he has been waiting
for them, and offers a riddle: Which is the true self? The self of the body, or
the self of the mind? If the PCs can argue for their answer to the monk's
satisfaction, they will gain the blessing of the Fortunes, and find that the rest
of their mission (and anything else they may attempt in the next day or so)
goes smoothly.
PARAGRAPH 14
FOCUS (CONTINUED): The stables are empty. The odor of hay and horses has
long since faded, and all that remains to indicate that this building was once
used are some discarded tools and dried droppings.
If the PCs want to enter the manor house, go to Paragraph 30
If the PCs want to look in the artificer's shop, go to Paragraph 26

PARAGRAPH 6

PARAGRAPH 15

FOCUS: As they near the sake house, the PCs can hear commotion coming from
within. There are definitely a number of people inside, but it sounds like
they're in the middle of something intense.
If the PCs barge in with their weapons ready, go to Paragraph 16
If the PCs open the door and check inside before entering, go to
Paragraph 21

STRIKE: Venturing down the left branch of the cave, the PCs find themselves
in a straight, gently sloping passageway. Once they have gone far enough into
the cave for the light from the entrance to grow dim, a dark shape drops down
from the ceiling behind them and blocks their escape. It is an oni! The foul
monster has been terrorizing the area for some time, and eliminating it will
make the job of moving workers and supplies through the area much easier.
But first the PCs must fight their way out of its lair.

PARAGRAPH 8
FOCUS: Approaching the mob of peasants, the PCs notice that most of the men
and women in the group wear severe expressions. Some are even holding
weapons. A man at the front is speaking animatedly, and upon seeing the PCs
approach cries out The only language they understand is violence!
If the PCs react with hostility, go to Paragraph 11
If the PCs try to find out more about what is going on, go to Paragraph
25
PARAGRAPH 9
STRIKE: Slipping in through the back entrance of the warehouse, the PCs hear
a loud giggling. As they move among the sacks of rice, the sound gets louder
and louder. Finally, they catch a glimpse of the culprit. A fat mujina is gorging
itself on uncooked rice, while two others throw handfuls of the food around
like children. If left to their own devices, the creatures will ruin the area's food
stocks, and must be stopped.
PARAGRAPH 10

PARAGRAPH 16
STRIKE: Bursting into the sake house with their weapons at the ready, the PCs
find the establishment full of drunken sailors in the middle of a boisterous
song. They have intruded on an impromptu festival giving thanks to the Seven
Fortunes. Their rude behavior will be forgiven, however, if they join in the
festivities and perform some sort of art (singing, dancing, poetry) in praise of
the Seven Fortunes. If they refuse, a negative reputation is sure to follow them
throughout the area.
PARAGRAPH 17
STRIKE: Venturing down the right branch of the cave, the PCs follow the
twisting passageway down a steep slope. After several minutes, the cavern
comes to a dead end. The journey is far from fruitless however, as a large pile
of glittering gold coins lays upon the cave floor. There is more than enough
money to aid the governor, or do anything else the PCs might wish. Indeed, a
creative samurai could find any number of ways to put that much money to
good use....

FOCUS: The merchant looks up upon hearing the PCs approach and humbly
asks them if they might lend a hand in holding his wagon still while he loads
the box upon it. The maneuver only takes a moment with the PCs' help, and
the smiling merchant thanks them profusely. In return for their help, he offers
them their choice of two presents: a medicine box with many small
compartments filled with various herbs, or an umbrella gilded in silver. He is
quite insistent, and will not be satisfied until the PCs accept one of the two
items.
If the PCs take the medicine box, go to Paragraph 31
If the PCs take the umbrella, go to Paragraph 20

PARAGRAPH 18

PARAGRAPH 11

RESOLUTION: Making their way down the small path, the PCs find themselves
tramping through a densely overgrown section of the forest. Brambles tear at
the hems of their kimonos, and biting insects swarm around their faces.
Finally, they manage to break through the underbrush and emerge onto a
well-groomed path.
It is the path they started on when they first embarked this morning,
leading to the crossroads! They've managed to go in a circle and waste an
entire day, gaining nothing for their trouble but tired feet.
The End. (You can start over from Paragraph 1 if you so wish).

STRIKE: The man at the front of the crown declares that the men and women
of the village should no longer submit to the governor's rule. He accuses the
governor of having gained his position through dishonorable means and
decries his plans to build a new fortress as nothing more than wastefulness.
The mood turns dark very quickly, and unless the PCs do something to sway
the crowd's opinion they may find themselves facing a peasant uprising.
PARAGRAPH 12
RESOLUTION: Heading back the way they came, the PCs eventually reach the
outpost they departed from. The governor's aide is displeased to see them

STRIKE: Opening the door to the artificer's shop, the PCs find the main room
filled with trinkets, fetishes, clockwork devices, and other strange items that
demand closer inspection. Once they have ventured past the threshold, the
door slams shut on its own. A cool breeze blows through the room, and an
eerie glow comes from the deepest recesses. The shop is haunted by the ghost
of its former owner. Her creations could be put to good use, but she must first
be convinced to depart the world of the living.
PARAGRAPH 19

PARAGRAPH 20

PARAGRAPH 28

STRIKE: The merchant gives the PCs the silver umbrella and bids them farewell.
Before long, he has trundled off down the road and is out of sight.
Some time later, the PCs are approached by a big, burly, mountain of a
man who accuses them of stealing his family treasure. He seems quite upset,
so the PCs will have to come up with an excellent story to explain how they
came to possess stolen goods.

STRIKE: After ringing the gong outside the artificer's shop, the PCs hear a
shuffling sound coming from within. It continues to get louder and louder,
until the door of the shop flies open to reveal a gigantic clay soldier. The
automaton will obey any orders it is given, but the deep crack in its head
sometimes causes it difficulty in parsing complex commands. Still, if the PCs
are able to puzzle out some method of using it, it could be an invaluable
resource.

PARAGRAPH 21
STRIKE: Opening the door to the sake house, the PCs are greeted by the sight
of two gangs, each about a dozen men strong, in the middle of a heated
argument. The criminals have their weapons drawn, but remain locked in a
standoff, glaring at each other with open hatred. As the PCs enter, one of the
men cries out He's got reinforcements! Get 'em! Bloodshed is likely to ensue.
PARAGRAPH 22
FOCUS: While the temple stands strong, it has seen better days. The red paint
is cracked and faded, and the ornamentation is in disrepair. Nonetheless, as
the PCs approach the door, they can hear a low chanting coming from inside.
If the PCs knock, go to Paragraph 13
If the PCs open the door and go right on in, go to Paragraph 32
PARAGRAPH 23

PARAGRAPH 29
RESOLUTION: Huh? What are you doing here? You must have made some kind
of mistake. Rocks fall. Everyone dies. The End.
PARAGRAPH 30
FOCUS: The front gate to the manor house is only slightly ajar, but it is a
simple matter to push it open completely. Like the other houses in the village,
it is empty and abandoned. Or so it appears at first glance. In a secluded corner
of the courtyard a young man can be found kneeling on the ground, facing
away from the PCs. He appears to be deep in thought or contemplation.
If the PCs wish to call out to the man, go to Paragraph 34
If the PCs wish to approach the man more closely before revealing
themselves, go to Paragraph 23
PARAGRAPH 31

STRIKE: The man remains in a kneeling position as the PCs approach, and as
they come closer they can see tears streaking down his face. If addressed, he
identifies himself as a provincial magistrate named Umikaro. Having failed to
find and destroy the mysterious monster that has victimized the local
peasants, he intends to commit seppuku. The death of such a talented man
will be a great loss to the entire region, and he would be a great ally if he
could be convinced to live.

STRIKE: The medicine box contains several exotic combinations of medicinal


herbs, with about three doses of each mixture. A note on the top of the box
boasts such wonders as enhanced strength, incredible reflexes,
imperviousness to fire, sleeping medicine, deadly poison, and other
strange effects. Unfortunately, the part of the note identifying which
combination provides which effect has been torn off. The only way to
determine what the herbs do is to test them through trial and error.

PARAGRAPH 24

PARAGRAPH 32

FOCUS: As the PCs climb up the short path to the cave, they can see that the
banner by its entrance is marked with the kanji character for bravery. From
here, they can see that the crack in the rock is much larger than it appeared
from the path, and extends quite some way into the earth. After a few feet the
cave splits into two branches. The left branch appears to be smooth and level,
while the right branch drops down sharply.
If the PCs want to go down the right branch, go to Paragraph 17
If the PCs want to go down the left branch, go to Paragraph 15

STRIKE: The chanting comes to an abrupt stop when the door to the temple is
opened. As light streams into the ancient building, the PCs can see a group of
hooded figures gathered in a circle around a family of bound and gagged
peasants. Their unholy ritual interrupted, the bloodspeakers turn upon the PCs
and prepare to do battle. If the PCs win, the peasants will sing their praises to
the rest of their village. If the PCs lose, they are likely to find themselves being
sacrificed as well.

PARAGRAPH 25

FOCUS: As they approach the warehouse, the PCs find a large group of guards
and sentries gathered outside. Everyone's attention seems to be on the
building itself, with their eyes locked on the doors and windows. Upon seeing
the PCs, one guard calls out to them: You're agents of the governor, right?
You've got to help us! There's some crazy monster inside.
If the PCs want to go in through the front door, go to Paragraph 35
If the PCs want to go in through the back door, go to Paragraph 9

STRIKE: The man at the front of the group continues to speak, calling out to
the PCs. Mighty samurai, we are simple folk. We are not skilled in the art of
war like you. Please, help us to defeat the pirates who prey upon our village.
We beg you. At these words, every man, woman, and child in the mob drops
to their knees, imploring the PCs for aid.
PARAGRAPH 26
FOCUS: The artificer's shop appears to be much more secure than the
surrounding buildings. Several wards against evil have been hung on the
walls, and the windows are boarded up. Despite these precautions, the chain
on the front door is not secured by any lock. A gong lies flat on the ground
in front of the shop. A faded sign next to it reads Please ring for service.
If the PCs open the door and go right on in, go to Paragraph 18
If the PCs set up and ring the gong, go to Paragraph 28
PARAGRAPH 27
FOCUS: The PCs wait at the crossroads for some time, without seeing any other
travelers. At long last, they spot a merchant pulling a wagon down the road
from the North. He appears to be in a hurry, and in his haste he manages to
tip a number of boxes off the back of his cart. At the same time, they also
notice a lone man wandering down the road from the West with his head
bowed. Suddenly, he falls to his knees, and makes no move to get up.
If the PCs want to help the merchant, go to Paragraph 10
If the PCs want to check on the kneeling man, go to Paragraph 23

PARAGRAPH 33

PARAGRAPH 34
STRIKE: The man looks up as soon as the PCs call out to him. Rising slowly to
his feet, he hobbles towards them. He introduces himself as Sunechi, a samurai
who was stationed in this village by the former governor. He explains that he
took leave from his post some months ago to visit his family in a distant land.
While he was gone, the village was destroyed by bandits. Since his return, he
has spent his days praying for forgiveness.
As heart-rending as this story may sound, it is all a lie. Sunechi is actually
a pennaggolan. Once the PCs have settled in and accepted his hospitality he
will strike. It has been a long time since the last villager died at his hand, and
he is very, very hungry.
PARAGRAPH 35
STRIKE: Slipping in through the front entrance of the warehouse, the PCs catch
a quick glimpse of three men with painted faces and red kimonos. Before they
can act, however, the intruders dart into the recesses of the building with
uncanny speed. The three criminals are incredibly skilled acrobats, and will
use their amazing skills to evade capture as well as they are able. The PCs will
have to be both clever and lucky to catch them.
EDITORS NOTE: Paragraph 7 was corrupted by the Shadowlands, and had to be
destroyed.

Allies & Enemies


We've had a lot of strange and unusual CFS scenarios this year. Oni and
goblins, nezumi and naga, and even some unusual storytelling methods. This
month, I'd like to get back to basics and present some adventures that deal
with life in Rokugani society. Thus, this month's theme is Allies and Enemies.
Each week's scenario will feature a chance for the PCs to win a loyal ally, or
gain a bitter enemy. Or even both at the same time!
By the way, it is also possible to use the adventure seeds provided this
month as backgrounds for PCs with either the Sworn Enemy or Ally advantage.
Just how did your character end up being owed a favor by that Mirumoto
general anyway?

80. THE SWEETEST GIFT


We start off with a story about one of the most common ways of gaining allies
in Rokugan: through gifts.

PCs make an effort to stay in contact with her. And both of them are certain
to take a disliking to any who speak or act without respect.
If you want to make things a little more dramatic, the PCs may not be the
only one's looking for the strawberries. Perhaps there are other samurai who
wish to curry favor with Tousuke. Alternately, there could be those who wish
to see him fail in his efforts. Perhaps the daimyo knows of the relationship
that Tousuke and his wife had in the past, and is not about to let the courtier
succeed in his efforts to impress her. Or maybe their competitor is someone
else entirely, like a rival noblewoman or one of Lady Momoyo's servants.
Many times, the simplest gifts make the biggest impressions.

81. UNFORGETTABLE GIFT, UNFORGIVABLE GIFT


Like last week's scenario, this adventure features a gift that could bring either
friendship or hostility. This week, however, the story that unfolds is a little
more complex, and the choices it demands are more difficult as well. Are you
ready to enter the social arena?
CHALLENGE

CHALLENGE
The PCs are approached by a crippled courtier named Tousuke. He asks them
if they would do him a favor during their free time. He tells them of a grove
where they can find sweet strawberries. It is not far, but the terrain is too
rugged for his ruined legs to handle. He offers to tell them the location of the
delicious treat on two conditions. The PCs must deliver some berries to him
when they come back, and tell no one else of the grove's location.
FOCUS
Just as they are returning from their errand, the PCs hear that the daimyo's
wife, Lady Momoyo, also desires some fresh strawberries. It is growing dark,
and there is not time to go all the way back to the grove before nightfall. If
they wish to gather any more berries, they will have to wait until tomorrow
to do so, at the very earliest.
STRIKE
It was Tousuke's intention to give the strawberries to Lady Momoyo all along,
as a memento of their short romance when they were young. If the PCs keep
their word and deliver the strawberries to him, he will be extremely grateful
and lend them whatever support he can in the future. On the other hand, if
the PCs give the strawberries to the daimyo's wife directly she will show her
appreciation with a fine gift, but Tousuke will be furious, and do everything
in his power to make their lives unpleasant.
Depending on the area in which your campaign is set you may want to change
the object of Lady Momoyo's desire from strawberries to another item.
Seasonal fruits and flowers are easy choices. Small items like wooden toys or
polished stones might also evoke a sense of nostalgia. Or, you could make
things especially difficult and have her wish for a callico cat just like the one
she had in her youth, or the exact stone sculpture from the garden where she
met Tousuke.
It is possible that the PCs will attempt to bring back extra strawberries to
share with their friends or use as gifts, thus eliminating the need for them to
choose whether they will deliver their burden to Tousuke or Lady Mamoyo. In
that case, you may want to extend the adventure a little further. If Tousuke
and Momoyo are both present in court at the same time, how do they make
their delivery, and to whom? Would they give credit for the gift to Tousuke if
he asked them to? It's a small gift, but it means a lot to the people involved.
Or you can simply rule that there are no more than ten berries left on the
bush by the time the PCs arrive. Do they trust Tousuke (or Momoyo, for that
matter) to give them anything in repayment, or will they take the risk that
their efforts might be in vain?
Keep in mind that the gratitude the PCs are shown for the gift they bring
has a lot to do with the manner in which they present it. If they go straight to
the daimyo's wife they will be praised, but unless she knows them personally
her appreciation is likely to fade over time. A single favor is worth but a single
favor in return. Tousuke's gratitude, however, is much deeper. The PCs have
helped him a great deal, and he will not soon forget the aid they have given
him.
Of course, this may all change depending upon the actions and attitudes of
the PCs. If they try to haggle with Tousuke he'll see them more as business
partners than saviors. The daimyo's wife could become a staunch ally if the

The PCs find themselves playing host to a delegation of samurai from another
clan. The purpose of the visit could range from resolving a dispute to a simple
exchange of pleasantries. In any case, both groups hope the meeting goes
smoothly and ends well.
FOCUS
While there are several members of each delegation, two in particular spend
a great deal of time interacting with the party. One is Shiori, a shy and soft
spoken clansmate of one (or more) of the PCs. The other is Hirohisa, a
handsome duelist from the visiting clan. They both attend a number of
diplomatic functions with the PCs, and have numerous opportunities to speak
with them.
One night, after a few too many cups of sake, Shiori reveals that she has
strong feelings about Hirohisa. She might be hopelessly enamored with him,
or she might hate him with a passion. Whatever her feelings, she has had them
for quite some time and is quite frustrated that they have gone unnoticed.
STRIKE
The next morning, a member of the visiting delegation approaches the player
character (or characters) who belong to the same clan as Shiori and tells them
that the gift their servant delivered had quite an impact on Hirohisa. If
pressed for details, he can say only that Hirohisa was speechless.
The PCs sent no such gift, of course. It was the work of Shiori. Nonetheless,
Hirohisa believes they are the ones responsible. Depending on what was sent
and the manner in which they handle the situation, the PCs may make an ally
or enemy of either Hirohisa or Shiori, or even both of them at the same time.
Shiori's feelings toward Hirohisa have been deliberately left vague in this
adventure outline in order to allow GMs the freedom to alter the story as they
see fit. There are several different stories that can be told in this situation, and
each presents different choices and consequences for the PCs.
If Hirohisa liked the gift that Shiori sent, the PCs may let Shiori reap the
rewards of his admiration, or take the credit for themselves. While it would be
honorable to aid a member of one's clan, there is much glory to be gained by
securing allies among other families. Why not take the credit for something
that was done in their name? He is handsome, after all.
On the other hand, if Hirohisa reacts badly to the gift, the PCs must choose
whether they will take the brunt of his wrath or leave Shiori to face the
consequences alone. If they stand by Shiori's side or take the blame themselves
they'll certainly win Shiori's admiration, but they'll likely make a bitter enemy
of Hirohisa in the process.
Further variations include having Hirohisa react in a manner counter to
Shiori's intentions. If the floral arrangement she sent as a token of affection
is interpreted as an insult to his manliness, the PCs could have to decide
whether or not they will attempt to make amends. And if they do, on whose
behalf? Shiori's or their own?
What happens if Shiori's feelings toward Hirohisa and the PCs' feelings
toward Hirohisa are very different? A character who hoped to win the duelist's
heart could find herself challenged to a duel instead. Or, a character who
despises Hirohisa might have to put up with his continual advances when he
becomes convinced that she admires him.
A very strange twist could occur if Hirohisa's reaction to the gift echoes
the feelings of the PC more closely than those of Shiori. Would Shiori be

willing to let the man she hates find happiness with a member of her own
clan? Will she stand idly by as someone she confided in prepares to enter a
blood feud with her beloved?
And let's not forget the problems that may arise from differences of opinion
among the PCs themselves. Where one member of the party may be perfectly
happy to cut the lout down where he stands, another could be intent on
securing a valuable alliance. Or, even more devastatingly, both could seek his
hand in marriage, becoming rivals in the game of love.
As always, feel free to change the names and genders of Shiori and Hirohisa
as appropriate for your campaign, and adapt their personalities as needed.
Some groups might find an outgoing samurai pleasant and friendly, while
others may react with suspicion. Knowing the tendencies of your players is
key to guiding their emotional reactions. If all else fails, you can use details
from their past to color their perceptions. There's nothing like saying This is
the guy who killed your brother or He was one of the soldiers who helped
defend your home three years ago to get PCs interested in an NPC.
Gifts are nice, but they can be a lot of trouble too. Not to mention the
difficulty inherent in finding something for the samurai who has everything.
Next week we'll look at a completely different way of making friends.

82. THE HONOR GUARD


This week's scenario is going to be short and sweet.
CHALLENGE
The local daimyo is making preparations to attend the Emperor's Winter Court.
As a high-ranking member of the nobility, he is entitled to an Honor Guard
of several samurai. The assignment is both prestigious and comfortable, and
those who are able to join the Honor Guard are often offered other promotions
later on. Needless to say, the few openings that are currently available are
hotly contested.
Ideally, you should select a daimyo who has authority over at least one
(possibly more) of the player characters. If you are dealing with a mixed-clan
party, a provincial magistrate or courtier with influences that reach across
clan lines can be substituted.
FOCUS
Takuya, a friend and clansmate of one of the eligible PCs, mentions that he is
interested in joining the daimyo's Honor Guard. It may be a passing fancy due
to his recent conversation with the cute young diplomat in the daimyo's
entourage, or a solemn vow he made to his dying father many years ago. In
any case, he is desperate to see his dreams realized.
STRIKE
The captain of the guard (or perhaps the daimyo himself) approaches the PC
in question and asks him if he would like to join the Honor Guard.
If the PC says yes he will have to be careful about how he breaks the news
to Takuya. If the PC says no he could recommend any other person in his
stead, but in doing so he would be staking his reputation on the ability of the
individual whose name he puts forward.
If possible, an established character who has a reasonably good relationship
with the PC in question should be used in place of Takuya. If no such character
is available, it might be a good idea to run a few other adventures first, giving
Takuya small supporting roles and occasional appearances. The conflict is a
lot more meaningful when the PCs have some real connection to Takyua and
respect for his feelings. Of course, don't go too far. Honorable samurai won't
even consider doing something that would disappoint a friend who has saved
their lives a dozen times or more. Try to find the middle ground between
valued associate and friend without going too far in either direction.
Possible complications to the resolution of this adventure include the
reactions of the PC's family, sensei, other clansmates, and even Takuya's
friends and family. If the PC gives up his chance at glory too soon he may
draw ire from those in his family who seek political influence. His sensei's
response might range from concerned to insulted, and any members of
Takuya's family who have strong feelings will be sure to air them. Even if he
attempts to stay on Takuya's good side, the PC could find himself accused of
attempting to set Takuya up for a debt he cannot repay, or overshadowing his
long years of service with a recommendation from one of his betters.
The easiest way to make this adventure more challenging is to increase the
number of people who want to join the Honor Guard without changing the
total number of openings available. The easiest version would offer enough

positions for everyone interested, making landing an assignment a simple


matter of proving oneself. On the other hand, adding another clansman with
the same dream as Takuya to the mix practically ensures a moral dilemma.
Where Takuya is an honorable soldier and skilled with the sword, Miki is a
clever tactician and crack shot with a bow. The PC can only choose one of
them to accompany him (unless he gives up his own spot in the Honor Guard
completely). Who does he choose, how does he justify his decision to the other
hopeful, and how do they take the bad news?
Alternately, if you'd like to deal less with the political side of things and
more with the aspect of competition that surrounds the situation, hold a
contest. Takuya, Miki, the PCs, and any other able samurai in the household's
employ all have the opportunity to prove themselves worthy of the position
through a variety of challenges and tournaments. Of course, the same
considerations of who to help and who to hinder still apply. Did someone
happen to overhear secret details concerning the scoring method...?
While I normally recommend against doing so, if you deeply feel that you'd
like to foster inter-party conflict, announce a similarly prestigious assignment,
open to all, calling for one or two less people than the total number of player
characters in the party. Even if the PCs don't take to backstabbing each other,
they're still likely to build rivalries. Be aware, however, that such a move can
significantly reduce the amount of fun that the game offers for some players.
Make sure that everyone at the table is mature enough to deal with the
consequences before going through with such a severe course of action.
You can't always get everyone to like you. Sometimes the best you can do
is avoid earning their undying hatred.

83. REPUTATION
We go through countless social interactions in our lives. Some of them are
positive. Some are negative. Look back on your day so far. Would most of the
people you've met today think of you as friendly, or as something else?
CHALLENGE
While walking through town, the PCs are approached in broad daylight by a
group of scruffy young ronin. After watching the party from a distance for a
while, the ronin make their move, sending the smallest member of their gang
forward to speak with the PCs. He addresses them respectfully, using the
names by which they are known throughout the area, and asks if they are
really who they claim to be.
FOCUS
There is some muttering among the ronin once the PCs confirm their identities.
If the PCs listen closely they can hear snippets of the conversation, such as
really him? incredible! and doesn't look so tough. After a minute or so
of deliberation, the leader of the ronin steps forward and boldly announces
his intentions. He is Ryuken, and he wants to challenge the party's greatest
fighter to a sparring match.
There is a temple with a dojo and practice field nearby which is open to
all. The only restriction is a prohibition against deadly weapons, as the
resident monks dislike bloodshed. Unless the PC who was challenged has a
good excuse there is no reason why the contest cannot proceed, and Ryuken
will press the point as best as he is able.
STRIKE
Ryuken is good, but he is no match for the PC he has challenged. The match
ends quickly, with Ryuken on his knees and the PC's weapon at his throat.
Their eyes meet for a moment, and then, reluctantly, Ryuken admits defeat.
This is, however, only the first of many times that the two will cross paths.
In the coming years they may meet as allies, or bitter enemies, and the future
of their relationship hinges upon the PC's reply.
There are a number of different directions in which the adventure can continue,
depending on the manner in which the PC treats Ryuken after the duel. If he
is dismissive or impolite, Ryuken may take an active dislike to him. If he is
outright rude to the young man it is possible that Ryuken may devote himself
to becoming the character's rival. On the other hand, a character who is polite
or friendly may find the ronin a helpful ally, or even end up becoming Ryuken's
role model. If his performance was exceptionally outstanding the entire band
of ronin could seek permission to study as his pupils.
One way to extend this scenario is to provide a ronin challenger for each
of the party members. A burly young brawler might try his luck in a sumai
wrestling match against the most muscular of the party's bushi, while a cocky

adept with some small degree of mystic skill could challenge the party shugenja
to a taryu-jiai magical duel. Courtiers (or even bushi who have gained fame
in the courtly arts) might be surprised by the sight of a ruffian calling them
out for a poetry or ikebana contest. Do they encourage their erstwhile admirers,
or take the uppity youths down a peg?
While it is genre appropriate to begin a rivalry or friendship on the outcome
of a single duel, you will probably want to arrange future encounters that build
upon the first impression provided in this scenario. Perhaps the ronin and the
PCs could cross paths at the right moment to help each other defeat some
bandits. Or maybe they both want to buy the last rice cake in the merchant's
stall. Ryuken could be the eternal loser, forever struggling to escape from the
PC's shadow, or there might be opportunities for him to gain the upper hand.
Likewise, if the two become friends, it is possible for either of them to lend the
other some assistance in times of need.
What if the ronin have ulterior motives? Are they trying to set the PCs up
as enemies of the populace? Or looking to secure steady food and lodging by
joining their entourage? Maybe they've been hired to get close to the PCs and
learn their secrets. When the time comes to report to his hidden master will
Ryuken do so, or has the time he's spent with the PCs changed his outlook on
the situation?
And what do others think of the PCs associating with ronin? Will the PCs
be allowed to keep such unconventional allies? If it comes down to a choice
between Ryuken's friendship or political advancement, which will the PC
choose? And what if Ryuken is taunted for putting on airs and trying to run
shoulders with the better samurai? Will the PCs be able to keep counting on
his aid?
What if the rivalry was set up by the PC's sensei in order to spur the PC
into training harder? Will he still feel the same hatred he once had for the
ronin when he finds out the youth was simply manipulated into serving as a
training tool?
You can, of course, change Ryuken's gender as you see fit. If you think a
male NPC is likely to draw a reaction that is either too hostile or overly
amicable, a young swordswoman named Ryoko is equally useable. You can
also make Ryuken a member of a Clan if you wish, keeping in mind that doing
so greatly increases the chances that your PCs will treat him with at least a
minimum degree of civility. It's ironic, but people are more likely to show their
honest feelings to a wave man than to a member of a rival Clan.
Finally, this scenario can also be used to introduce a new player character
into the campaign by giving the new character a clearly and quickly defined
relationship with one of the existing party members. It can be especially useful
if the new character's school rank is lower than that of the other characters,
establishing either a student-mentor type of relationship, or a friendly rivalry.

Ninjas
It's October once again, and that means it's time for some CFS scenarios of
the unsettling variety. This year the theme is ninjas those shapeless minions
of the Living Darkness. So let the horror begin!
Unlike last year's October scenarios, I would recommend against playing
through all of this month's adventures consecutively. While zombies become
more and more terrifying the more you see of them, shadowy ninjas actually
lose a lot of their impact once their true nature is revealed. Once the players
know they are dealing with shapeshifting minions of pure darkness they are
able to plan and prepare. Better to keep them guessing and unsure of what
exactly is real.

84. FIRST IMPRESSIONS


This week's scenario will certainly keep them guessing.
CHALLENGE
After arriving in a new town, the characters meet the local magistrate, Asako
Fujiko. She greets them warmly, helps them find accommodations, and even
invites them to dinner at her home. Over the course of the next two or three
days the player characters have a number of opportunities to spend time with
Fujiko and get to know her, and she does everything she can to make the PCs
feel welcome and comfortable during that time.
FOCUS
One morning, Fujiko leaves town to run an errand. She sets off early in the
morning before anyone else is awake, leaving word that she will be back soon.

When Fujiko returns, however, it soon becomes apparent that something


is wrong. She is no longer warm and friendly toward any of the party
members. Instead, she is distant and withdrawn. She carries herself differently,
and seems to have no interest in the things she enjoyed before.
It's almost as if she were a completely different person.
STRIKE
The Fujiko that the players met upon their arrival was not the real Asako
Fujiko. It was actually a ninja shapeshifter impersonating her while she was
conducting an investigation elsewhere. After leaving town, the shapeshifter
sought out the real Fujiko, spent most of the day adopting the appearances of
the player characters, and engineered a first encounter for each of them in
turn. Needless to say, it did not leave the real Fujiko with a good impression
of party when it did so. Now that the real Fujiko has returned to find the
people she just met going about her town as if they owned the place, she's
more than a little suspicious.
Of course, while Fujiko and the heroes are busy figuring this out, the ninja
shapeshifter is already going about its nefarious plans...
The exact details of what the ninja shapeshifter says and does during its
meetings with Fujiko is up to you. If you want to keep things simple, it just
puts on a PC's face, approaches Fujiko, introduces itself on the PC's behalf,
then leaves. Or, if you prefer more complex situations, it can cause more
lasting trouble.
It might ask Fujiko for some favor, or offer to do her a favor. It might boast
about having done something questionable, or plans to do so in the near future.
It might try to befriend or seduce Fujiko, or insult and threaten her. Maybe it
just acts suspiciously, portraying the PC it is impersonating just a little
differently from their true character. Just enough to make Fujiko worry about
what's really going on....
Likewise, the ninja shapeshifter's portrayal of Fujiko is also tailored to
make the PCs suspicious. It could present a Fujiko that is completely unlike
the real thing, or one that is only slightly different. Maybe it impersonates her
as perfectly as possible in an attempt to keep the uncertainty going for as long
as possible.
Why is the ninja shapeshifter doing this? There could be any number of
reasons. Maybe Fujiko's investigation is bringing her close to something better
left unrevealed, and the entire ruse is designed to distract (or even eliminate)
her. Or it could be the PCs who are treading close to dangerous territory and
have been marked for termination. The entire affair may be nothing more than
a sick game. Maybe it's all the shadow puppet can remember of its former life.
As always, you can change Asako Fujiko's name, gender, or Clan affiliation
as you see fit. If there is a Clan that your players are prone to view less than
favorably you might want to make her a member. And don't forget that there
are a number of other reasons for the PCs to distrust an NPC that they've just
met. Are those scars from maho, or simply old war wounds?
Everyone knows there are no such things as ninja. That's why they never
believe it when they really show up.

85. NORITADA, NORITADA


Ninja Month continues with another scenario filled with trickery and
deception. Why do these servants of Shadow plague us so? Will we ever
discover their true plot, or will we be forever left in the dark?
CHALLENGE
The player characters are invited to accompany Lord Noritada on a hunting
excursion. Noritada is an important figure in the area, and depending on your
campaign might be a local governor or daimyo, one of the PCs' superiors, or
even a high-ranking official. Whether the PCs have been selected as guards
or fellow members of the hunt, to be included in such an outing is a great
honor, and to refuse would be most foolish.
FOCUS:
Although the hunting trip starts off pleasantly, it soon takes a strange and
unexpected turn. While the party and their charge are walking through the
woods, a disheveled figure jumps from the bushes and denounces Noritada as
an imposter. He claims that he is the true Noritada, and has managed to escape
from a secret prison nearby. Save for his unkempt appearance and the bruises
he suffered during his incarceration he is physically identical to the other
Noritada in every way.

The Noritada who invited the party on the hunting trip responds by
accusing the newcomer of being the imposter, and orders the PCs to seize him.
The escaped Noritada replies with his own command for the PCs to seize the
charlatan and what started as a walk in the woods soon degenerates into a
shouting match.
STRIKE
One of the two men is actually a ninja shapeshifter in disguise. The other is
the real Noritada. Unfortunately, there does not seem to be any simple way to
tell the difference between them. Both have detailed knowledge of Noritadas
personal history, his relationships with others, his likes and dislikes. Both have
convincing stories, and both lack any corroborating witnesses or evidence
that would prove their identity. Furthermore, neither of them will permit the
PCs to obey the other's commands until the matter is settled.
Unless the PCs do something to end the impasse, they may find themselves
stuck with two angry men arguing in circles for quite some time.
It is up to you which of the two men is the impostor and which is the true
Noritada. The man in the bushes might have been hoping to find Noritada
alone and replace him with a minimum of fuss. Will the presence of the PCs
ruin his plans, or will he convince them to believe his lies about being captured
and escaping?
On the other hand, his story could be true, and the Noritada that the PCs
started their journey with might be the fake. Depending on when he was
kidnapped and replaced, the real Noritada may never even have met them.
Will he still be able to prove that the man they know by his name is a spawn
of the Shadow?
If your party has played through CFS of the Week scenario #2 it is possible
that the shapeshifter is their old nemesis Goju Ryosuke. Sowing doubt and
suspicion matches his modus operandi, and managing to replace a highranking official like Noritada would certainly further his agenda. Alternately,
if you dislike the Lying Darkness, the imposter could simply be a skilled actor
who has done a bit of research and happens to look a lot like Noritada. Could
he be a long lost twin?
Certain skills, techniques, spells, and abilities may make determining the
identity of the true Noritada quite easy. Courtiers who can detect lies, shugenja
who can read minds, and monks who can sense the presence of the Lying
Darkness have the potential to bring the adventure to a screeching halt before
it even begins. There are, however, some ways to deal with these problems.
The first method is to give the ninja some resistance or immunity to such
information gathering methods. Courtier techniques do not work on him, and
magic refuses to function in his presence. While this approach keeps the
players in the dark, it can be especially annoying for those it is used against,
as having one's abilities nullified out of hand is never fun. Telling players
outright that they must ask some questions and gather clues before their
techniques will be effective enough to overcome the shapeshifter's resistance
can keep them from becoming frustrated.
Another way to keep the adventure from ending too quickly is to have an
NPC who is familiar with Noritada accompany the party. When the question
of which Noritada is the real one is brought up, have him make a decision and
stick to it. In this case, the aim of the adventure changes from find out which
Noritada is real and which is the fake to convince the advisor that the
Noritada he believes is genuine is in fact an imposter. Why should he believe
that some shugenja (who likely has his own agenda and may even be in league
with the pretender) knows the true Noritada better than he does? What proof
does the party have to back up their claims of being able to detect lies?
And even after the adventure ends, there's always the question of whether
or not the Noritada the PCs chose was actually the real one....
TAMERLANS SUGGESTIONS
What if both are the genuine article? Lord Noritada could have been magically
duplicated or the imposter is deranged and actually believes to be the real deal,
too. Maybe the real Noritada is deranged and believes he is the imposter (which
he doesnt want to confess, of course). In any case, finding the real lord
(techniques and spells or not) might be much harder this way.
(EDITORS NOTE: This next one is my personal favorite. Im a big fan of
seemingly supernatural conundrums with a mundane twist.)
What if Noritada vanished long ago and was believed to be dead. An
imposter was found by the lords aids that took over control. Now the real
Noritada has returned (or so he claims).

TERAN NO ONIS SUGGESTIONS


Both of them are fake. Lord Noritada is either dead or captive and a Shosuro
Actor has taken his place. And now a shapeshifter has come to steal from the
thief? Or did it simply want the actor unmasked to achieve another goal.
Or perhaps it is the other way around. Lord Noritada was to be replaced by
a skilled Actor, but what he did not know that Noritada himself has already
met his end and that his place is now filled by a Goju.
Or maybe Lord Noritada never survived his infancy devoured by a Pekkleno-Oni in his crib who then took his place. And he just starts to consider that
the whole event might draw too much attention to him, and that everybody
else involved (including the characters) should have a rather nasty accident....

86. DRAFTED BY DARKNESS


Things are not always as they seem. This is especially true when dealing with
minions of the Lying Darkness, as deception is their stock and trade. Players
who rush in may find themselves dealing with something completely different
from what they expected, and possibly even more than they bargained for....
CHALLENGE
While traveling in the evening, the party comes across a group of monks
locked in battle with a gang of bandits. The fighting is fierce and bloody, and
the monks appear to be outmatched. Unless the player characters interfere,
the bandits will most likely be victorious.
FOCUS
If the PCs aid the monks they are able to dispatch the bandits without much
trouble. Ayashiku, the leader of the monks, thanks the PCs profusely, and
offers them shelter at his temple nearby.
If the PCs do nothing, the bandits slay all the monks within the next round
of combat and turn their attentions on the party. The leader, Ayashiku,
commands his men to take them alive, and the bandits fight until every
member of the party has been subdued.
Yes, the leader of the monks and the leader of the bandits have the same
name. But don't let the PCs know that just yet. It's a secret.
STRIKE
The monks and the bandits are all ninja shadowspawn. The entire battle was
staged for the benefit of the PCs in order to get them involved and reduce
their fighting capability. Once they are in his clutches, Ayashiku will use
torture, dream manipulation, threats, temptation, or any other means possible
to convert the PCs into pawns of the Lying Darkness. And while his minions
may not be perfect actors, he is confident that even if the PCs see through his
plan they will not be able to escape.
Will the heroes be able to recognize the danger they are in? And will they
be able to escape it?
Depending on how the initial battle turns out, Ayashiku may take a number
of different approaches to converting the PCs to the cause of Nothing. If he is
playing the part of a wise monk he may offer special training in the guise
of meditation techniques that empty the mind and spirit of outside
distractions. Or he could offer mystic power to those who are brave enough to
open their spirits. If he is a bandit lord and the player characters are his
captives he might threaten or cajole them into agreeing to serve him.
Alternately, he may attempt to bargain with the player characters, saying that
he will give them their freedom if they agree to do him a small favor.
If the PCs are captured by the bandits it is important to remember that
many players can become quite upset if their free will is taken from them.
Some would even prefer to see their characters mangled than give in to an
NPC's demands. If you feel that your players will not react well to their
characters being captured and tortured, you can take another route. Make
Ayashiku a monk who was also captured and (conveniently enough) placed in
the same cell. As the bandits speak of their plans to ransom or slaughter the
PCs, Ayashiku can appeal to them as a fellow prisoner. He can help them
escape. All they have to do is drink the special reflexes-enhancing herbal
stimulant he has with him and call upon the favor of the Fortune of Night
to guide them. When the alternative is torture who could possibly object to
that?
As with the other ninja-related adventure ideas presented this month,
exactly why the player characters are receiving such special attention is up to
you. Maybe they are in a position to advance through the ranks, and the Lying
Darkness has decided to get influence over them while they are still relatively

unknown. Is there a plot that requires the Darkness to have agents within
their Clans? Does it already have other agents? Or maybe the PCs were targeted
by this recruiting drive just because they were unlucky enough to be in the
wrong place at the wrong time.
Even if Ayashiku manages to trick some of the party members, there may
still be hope. It's possible for a samurai to resist the whispers of the Lying
Darkness for quite some time if he is strong. Unless they are very far gone, the
PCs should still be able to retain control of their actions in most situations. And
rumors tell of men who escaped the contracts they made with evil spirits by
tracking down and killing the creature before it completed its hold on their
soul. Might the same feat be possible with an agent of the Shadow?
Human beings have been afraid of the dark for countless centuries. And for
good reason. Next week we'll see what happens when every shadow holds danger.

87. FAMILIAR STRANGERS


Halloween is just around the corner, and while we don't have any zombies this
year there are other things you can use to scare the pants off your players.
Things that go bump in the night and take you away while you sleep. Things
that are much more subtle. Things that can go anywhere, or look like anyone.
They could even be behind you right now....
CHALLENGE
The player characters are stationed in a small town to oversee the training
and outfitting of a unit of ashigaru soldiers. Several of their comrades
accompany them, and due to the lengthy period of the assignment their
families may also be relocated to the town until the mission is complete. While
the town has no other purpose than to support the training camp located near
it, it is a pleasant enough place to live, and the PCs should be able to adapt
to the new area fairly quickly.
FOCUS
While things seem to go smoothly at first, several problems arise as time goes
by. Fights break out in the barracks between trainees who were formerly the
best of friends. Brothers accuse each other of having become completely
different people. Children from the town complain that their mothers are no
longer their mothers. A healer from the training camp disappears for an entire
day, and acts as if nothing is wrong when he returns. Eventually, someone
close to the party expresses concern that some of the trainees may be having
trouble adjusting to life as soldiers. He or she cites severe changes in
personality, paranoia, and feelings of isolation, and worries that these mood
swings may be a sign of serious morale problems.
The next time the PCs encounter this particular individual, he or she has
succumbed to the same problem. Instead of having some new insight into its
cause, however, he or she claims it is not a problem at all. There's no cause
for concern. Everyone is fine. Everything is fine. It will all be settled soon.
That's what everyone says. The exact same words.
STRIKE
The training camp is under siege from within. One by one, the soldiers are
being consumed by the Lying Darkness and replaced by identical copies. As
the night of the new moon approaches, the shadowspawn step up their efforts,
taking over more and more of the populace, and as the moonless night falls
the PCs may find themselves surrounded by enemies on all sides. Alone
against the world, and unable to trust even their closest friends, will they be
able to escape the clutches of the Darkness? Or will their very identities be
stolen away?
A great way to catch your players off guard with this scenario is the bait and
switch routine. Make it seem like tensions with another Clan are building, and
the town's residents must be trained as ashigaru as soon as possible. Focus
the players' attention on the immediate challenge and you can deceive them
into believing that the goal of the adventure is to prepare for a military
campaign. They might even think that the changes in some of the NPCs are
thanks to their leadership. Then, when they're worried about the external
threat (which may or may not be lies spread by the Lying Darkness itself),
spring the trap and show them just how much trouble they're really in.
The classic movie Invasion of the Body Snatchers provides excellent
inspiration for methods of running this scenario well. The feeling of being
overwhelmed by enemies and completely cut off from any hope of outside help
is quite frightening. Add the fact that it is effectively impossible to tell friend from
foe until it is almost too late and you have a perfect formula for terror.

If your players are comfortable with inter party conflict you can take the
idea of being unable to tell who has been replaced and who is still in control
of their own actions a step further. Hand out notes to certain players. They
might give damning information like You are a shadowspawn duplicate who
has infiltrated the party in the guise of one of their friends, or You notice
that Mike's character is acting oddly, or they could say something harmless
like No one else notices, but you find a golden hairpin on the ground. Even
if all of the PCs are free from the Shadow's influence, the fact that you are
passing notes with secret information to some players is enough to sow
suspicion in many cases.
Splitting up the party is another great way to build suspense and mistrust
between characters in this type of situation. Is that samurai really your trusted
companion, or just a shadow wearing his face? Just what happened to the
others while you were away? Of course, dividing your attention between two
different groups of players can lead to complications. Players may feel
neglected when they do not receive your attention, or even become distracted.
One solution to this problem is to round out each group of PCs with an
appropriate number of NPCs. If your party of four players splits into two
groups of two members each, you can have them encounter some other
survivors along the way, with the players whose characters are in the other
group taking on those NPCs as loaner characters. That way, each player has
a character in each group, even if the character is not actually their own.
And if a PC or player controlled NPC should turn out to be a ninja
shapeshifter in disguise? Why, there's no better Halloween gift than the
opportunity to play one of the bad guys.
If you don't want to kill off the numerous NPC allies, rivals, and contacts
that have accompanied the PCs on their mission you can rule that victims of
the Shadow invasion are not actually consumed, but are merely being abducted
and replaced with skilled impersonators. Not only must the PCs foil the Lying
Darkness' plans and escape with their lives, but they must also find and rescue
their captive loved ones. I would also recommend this approach if you try to
recruit one of the players to play a ninja spy within the party, as the promise
of recovering one's beloved character later on makes turning to the dark side
much more enjoyable.

Winter Court, Part II


Winter Court is upon us again! That happy time, where we gather to meet old
acquaintances and strengthen ties of friendship has come once more.

88. GREAT DEEDS & TALL TALES


You did make lots of friends at Winter Court last year, didn't you?
Oh well, no matter....
CHALLENGE
The PCs arrive at Winter Court to find a familiar face waiting for them. Yukio,
the courtier with the waggling tongue, is once again a guest at the same palace
the PCs will be staying at. He has already planted himself squarely in the
middle of court, and everyone present can look forward to a winter season
filled with his incessant chattering.
FOCUS
Yukio has changed his tactics in the year since he last crossed paths with the
player characters. Instead of trying to make himself look good by pointing
out the follies of others, he now seeks to impress listeners with stories of the
great heroes he has befriended. Of course, his favorite targets are the PCs, and
he goes on at great length about the magnificent deeds they have performed
in an attempt to gain some respect by association.
STRIKE
Many of Yukio's tales get embellished in the telling. If the heroes defeated six
bandits, he'll say sixteen, or even sixty. If they defeated an ogre, he'll say they
slew an oni. Maybe two. The soldier they captured becomes a general, and the
general they bested in a game of shogi becomes a daimyo. Sooner or later
someone is going to take the PCs to task and find out the truth about their
supposed heroism.
If your players have already met and dealt with Yukio previously you may
need to alter some details. Depending on the way the scenario played out, the
number of changes required may be quite large. If the PCs took the diplomatic
route last time they met him, Yukio may simply smile warmly and say that he

is spreading word of their good deeds in order to make up for his past
unkindness. If the PCs took a more permanent approach to the problem (such
as cutting out his tongue), you may need to replace Yukio with a similar, but
completely new character.
Even if you haven't played through CFS of the Week Scenario #41, this
adventure seed can be adapted quite easily. Simply present Yukio as a
sycophant who seeks to latch onto the PCs and ride on their kimono hems as
they make their way to greatness. Even if he does not know them very well, he
is more than happy to sing their praises. After all, they'll be sure to remember him
when their daimyos reward them for their heroic deeds later, right?
There are many ways Yukio's stories can cause trouble for the PCs. If he
paints them as slayers of monsters they may be asked to perform some great
and difficult task to prove their might. If he tells of their triumphs over rivals
from other families they may find themselves getting a cold reception from the
Clans in question. And if his stories are so incredible as to defy belief the PCs
may find themselves accused of being liars.
And what if Yukio's stories are accepted as truth? Can the player
characters live with the lies that have been told in their names? What will
they do with their newfound Status and Glory? People may want to hear their
version of The Battle Against the Oni Army. Can they keep their stories
straight? Fame often brings its own problems, and stolen fame can be even
more difficult to manage.

Everyone has old friends they dearly want to meet again. Friends whose
company we enjoy more than anything else. Friends we wish could stay by our
side forever.
Unfortunately, the old friend in this scenario is not that type.

89. MASTER & STUDENT

CHALLENGE

Last week we examined some of the problems that may accompany glory at
Winter Court. This week we look at fame from a different point of view. And
we pay our respects to another old friend along the way....
CHALLENGE
One of the PCs is asked to give a demonstration of his abilities. An artistic
skill such as Weaponsmithing or Painting would be best, but a performance
skill like Dance or Acting would also be appropriate. If all else fails, a kata
routine or a display of martial skill may suffice as well.
FOCUS
The famed sensei Yoshimoto is also present in court, and although he is retired
(see CFS of the Week #21) his reputation is still strong. As a former instructor
of the PC, he is asked to perform alongside his student for old times' sake.
While no formal contest is declared, there is much whispering amongst the
onlookers and excitement over finally being able to see which of the two is
more skilled.
STRIKE
Yoshimoto's age has caught up with him, and he is no longer the able-bodied
teacher he once was. There is no way he can match the PC's physical
capabilities. While others may not know this, the PC is able to judge his
sensei's condition with but a glance. Will he hold back and let his sensei win
the day, or will he surpass Yoshimoto and make his own bid for greatness?
This scenario works best if Yoshimoto-sensei has already been established as
a prior teacher of the player character in question. If the two have no
relationship to speak of the decision in the Strike section loses a lot of its
punch. Feel free to substitute another NPC in Yoshimoto's place as necessary.
Any teacher, old friend, or family member would be acceptable.
There are a number of ways the scenario could play out, depending both
on the PC's choice and the way in which the victor of the contest reacts to
the outcome.
If the PC loses the contest Yoshimoto's reputation would be safe, but the
PC would see his own fame lessened. Is it worth giving up a chance at glory
to protect one's teacher from a crushing defeat? And how will Yoshimoto react
to such a development? He could heap praise on his beloved student's efforts
toward perfecting his art, or he could lash out in disappointment at the fool
he expected to one day surpass him. After all, does not the level of skill the
PC displays reflect Yoshimoto's ability as a teacher?
If the PC wins, he stands to gain great glory and incredible recognition for
his triumph over the legendary Yoshimoto-sensei. Of course, he could claim that
his achievements are all thanks to Yoshimoto's great skill as an instructor. This
would allow Yoshimoto to save face, but it would also mean that the PC would
risk forever remaining in the shadow of his legendary teacher.
Additional complications may be presented in the form of allies or rivals
with their own agendas. Perhaps another student of Yoshimoto tries to convince

the PC that their sensei is owed respect above all else. Or a relative of the PC
could ask him to do what is necessary to improve their family's standing in
court. Maybe a member of a rival school attempts to beat both of them.
And if the PC manages to outdo the great Yoshimoto, how will he fare
against other challengers?
TAMERLANS SUGGESTION
An interesting twist might be when the samurai becomes aware that the sensei
he had looked up to all his life is cheating to win the contest (well except for
a Scorpion, where it might be expected from both sides and actually be the
real contest of skill). Will this revelation change their mind? Will they ask for
a return match?
Then there could be interference from outside sources. The PCs or the
senseis family or enemies might try to influence the outcome by unsavory
means.

90. ELEMENTAL AFFECTION

If you've already played through CFS of the Week #40 your players will no
doubt be familiar with Mukachi. One of them may even have the honor of
being the shugenja's guide to greatness. So they should know enough to be
cautious when he approaches them with a bright smile, backs them into a
corner, and earnestly asks for their assistance. Even if they haven't met the
less-than-capable diviner before, he'll proceed without hesitation to tell them
that stars indicate that their involvement in the experiment he plans would
be most beneficial anyway. He's just that kind of guy.
FOCUS
Mukachi explains that he has been working on a new project. He believes that
divination is a result of mortal minds glimpsing the Great Truth that is shared
amongst the Elemental Dragons and their Oracles. Because elemental spirits
are servants of the Dragons, they are also privy to the Great Truth, and it is
their inspiration which brings seers visions of the future. In any case, his
research has lead him to develop a new spell one that will enable individuals
with no spiritual training to Commune with the kami just as shugenja do. He'd
like to test it, and he hopes his dear friend will be able to help him
as a test subject.
STRIKE
Unfortunately, something goes wrong. The ritual does not enable the character
to Commune with the kami, but Summons the elemental kami to the character
instead! Mukachi has no idea what went wrong, but he's sure he can find
some way to reverse the effects.
It'll just take a few days to research....
A PC surrounded by Air kami will find his every motion accompanied by
a gust of air, blast of sound, or a whiff of some strange odor. Air kami aren't
as destructive as other kami might be in this situation, but they can still cause
distraction and annoyance.
If Earth kami are summoned to the PC, a fine coating of dust and grime
will soon cover him and anything he touches. Not only will it be impossible
for him to keep clean for any period of time, but small bits of earth and soil
may follow in his wake.
If the PC is followed by Fire kami he will have to be cautious indeed. He
may find an aura of light and heat radiating from his body, and flames from
candles and cooking fires will reach out to him. Should he handle any
flammable object for too long it may even start to smolder in his grasp.
Similar to Earth kami, Water kami will cover the PC and anything he
touches in heavy condensation. His surroundings may become waterlogged,
and onlookers are sure to notice the constant dripping of water from his hair,
clothes, and skin.
If you're feeling especially malicious, you can have several different types
of kami visit the PC in turn, or even all at once.
And if Mukachi somehow managed to summon Void kami to the PC, to
hover by his ear and incessantly whisper countless details about every person,
place, or thing he may set eye on? Oh, may the Fortunes have mercy on the
poor soul!

If your players have met Mukachi before they may have formed some strong
opinions about him, and could be quite hesitant to participate in any ritual he
has devised. This is to be expected, given his past history. Showing some ways
in which Mukachi has grown as a shugenja (perhaps due to advice and support
gained from the player characters) can help allay their fears. If worst comes
to worst, you can always have another NPC vouch for Mukachi, or even replace
him completely if necessary.
Of course, this adventure isn't just about coping with the enchantment that
the unfortunate PC finds himself under, but dealing with the pressures of
Winter Court at the same time. Other people don't stop going about their
business just because a tornado is following you around. A courtier will still
have to meet and greet people and stay abreast of important developments. A
yojimbo is expected protect his charge no matter what impediments he faces.
Allies must be met with, and rivals must be thwarted, even if you have a steady
stream of water streaming from your hands and face.
Further complications can arise from the ramifications of Mukachi's
research. Whether or not his beliefs about divination and the Grand Truth of
the Celestial Order are correct, the ability to grant laypeople the ability to
command the kami is a great power indeed. Many individuals would be
interested in controlling such power, or seeing it eliminated entirely. What
would life be like if courtiers, bushi, and even peasants could perform magic?
Or maybe Mukachi's spell research does somehow lead to a better
divination technique. The player characters would find themselves on the
cutting edge of a revolution that bridges the gap between mortals and the gods.
What secrets might they learn in their experiments, and to what end would
they put their newfound knowledge?
Science isn't always an exact science. Even less so when it's magic.
TAMERLANS SUGGESTION
Id choose a bit more subtle approach to the influence of the kami. After the
ritual, the PCs, and Mukachi himself, might think the enchantment didnt
work and had no effect at all. However, the spell unbalanced the elements
inside the samurai which in turn will lure the kami to him, as the imbalance
increases over time.
Maybe the next night, the PC has a dream about the element.
At first the imbalance only effects the PCs emotions, which may eventually
affect opposed mental attributes negatively.
Too much fire might intensify anger, enthusiasm or lust and lead to
brashness, lust, overconfidence or greed). The samurai may become
lost in his own thoughts and feelings, missing even obvious things in
his surroundings
Air may make the PC capricious, emotions ever changing, if a bit
shallow. He may also become indifferent, unable to form a solid
opinion. Trouble focusing and standing by ones opinion may arise
Water might lead to moodiness and a temperament leaning towards
the extreme, seemingly calm and emotionless at one moment, only to
have the feelings hidden in the deep break free in a raging storm at
the next. The PC may have troubles concentrating, constantly
distracted by surrounding stimuli and own emotions.
Earth may freeze the character in his current emotional state,
seemingly never changing in temperament or feelings about any
given thing or person, making him stubborn and inflexible to the
point of not reacting to anything
Void finally may have the poor samurai feel everything at once
leading to the ultimate confusion.
Over the next few days, the victim develops some bodily symptoms, which
may also effect opposed physical attributes negatively.
Fire produces fever without sweat, a red face and a dry throat and a
feeling of weakness, while consuming tremendous amounts of food.
Air might make the samurai look pale, smell funny and be hyper and
nervous
Water makes the PC sweat all the time and cool down, possibly
shaking, the complexion turning sickly green or blue.
Earth will bring sore muscles and locked joints, lack of fine motorcontrol and make him look yellow.
Too much void may lead to an ever changing mix of symptoms, also
the body may cycle more matter leading to hyper ventilation, diarrhea
& vomiting with unnatural thirst and hunger at the same time.
Finally the external physical effects described above will set in.
Fire may also make colors bleach, liquids dry up or evaporate and
make objects look charred and blackened and fires get out of control.

The PC never seems to find a cooling shadow (spontaneous selfcombustion anyone?)


Air can lead to getting parchments and small objects into chaos or
blown away, clothes may loosen maybe even be lost and it is stormy
or at least windy all the time.
Water can make liquids leak from their containers, paint & ink wash
out from parchment and snowy weather follows the PC everywhere,
he might even become partially covered with frost and ice (and
eventually fully encased in ice?).
Earth might make even solid objects crack under the PCs touch
Void might make things or persons spontaneously appear and
disappear or change mysteriously.

There is also the question how long this will haunt the PC. Can another
casting with the opposite element negate the effect or will it get worst, being
bugged by two types of kami or erratically changing from one to the other?
Maybe they will have to unite with a person suffering from the opposite
element? Does it go away with time? Does the PC have to search for the help
of some other source (shugenja, Oracle, Dragon) or find some mysterious
wisdom or artifact? Can the samurai master the effect with time (maybe even
gaining the Friend of the Elements or Friendly Kami advantage) or by making
some offering to the kami (similar to the invocation spell)?

91. UNUBORES EXPLOITS


The holiday season is a wonderful time to remember just how important it is
to have good friends and a loving family. Of course, there are times when
friends and family make conflicting demands. When you choose between them,
will you be able to live with your decision?
CHALLENGE
While going about their business at court, the PCs happen to run into Akodo
Minoru, the Lion samurai with a deep appreciation for drama who was last
seen in CFS of the Week #48. Minoru hasn't been seen in court much this
season, because he is busy with a special project. He is writing a play detailing
the exploits of Akodo Unubore, a great general who also happens to be
another of Minoru's ancestors.
FOCUS
Minoru reveals that he has been looking for the player characters for quite
some time. In the course of researching historical records for the play he's
writing, he came across a scroll marked with the personal seal of one of the
player characters' ancestors. Evidently the figure in question was an ally of
Unubore, and left his private journal in the general's library. While Minoru
has not opened the scroll out of respect for the PC's family's privacy, as he
hands it over he mentions that he would like the chance to read it at some
point in the future.
STRIKE
The PC is in for a rude shock once he opens the scroll and reads it, for the
story it tells is not a happy one. The Lion army, Unubore, and the PC's ancestor
were all party to some horrible actions. They could have broken cease fire
agreements, abused local heimin, utilized dishonorable and/or illegal tactics,
or even wasted the lives of their own men. Perhaps they were guilty of all
these things. Whatever the case, the records would cause quite a scandal if
they were to become public.
For example, if they were used as the subject matter for a play....
It doesn't matter if none of the PCs are from the Lion Clan. The ancestor who
served with Unubore may have married across clan lines, joining either the
Lion Clan or the PC's Clan later in life. Or he could have been part of a unit
sent to provide military support in exchange for political aid. It's even possible
that he aided Unubore in an unofficial capacity, requesting leave from his
duties in order to fight by his friend's side.
One easy way to adjust the difficulty of this adventure is to change the
nature of the misdeeds that Unubore and his ally committed. Something minor
like seizing rice from conquered villages or executing prisoners is easier to
overlook and excuse. On the other hand, especially heinous war crimes like
hiring assassins or allowing the use of maho within the ranks would ruin the
reputation of the character's entire family and have serious consequences if
made public knowledge.

Likewise, changing the identity of the commander who authorized such


tactics can also result in different outcomes. The PC will feel less guilt about
his ancestor's actions if the scrolls say that he was only following Unubore's
dishonorable orders. If the PC's ancestor was the one who convinced Unubore
to take such drastic measures (or even took it upon himself to do so without
authorization), however, it becomes much more difficult to let the truth be
known.
A possible conflict that could arise is if Minoru and the PC have different
ideas about what to do with the new details that the scroll presents. Minoru
is especially proud of his ancestors, and would be shocked at any implication
that Unubore was a wicked man. How far would he go to keep such an ugly
truth from becoming known? If the PC's ancestor was a hero and Unubore was
a tyrant the PC might have to choose between his own glory and Minoru's
disgrace. Or the situation might be reversed. Minoru is sure to welcome the
news that Unubore was a righteous man, but would he be willing to hide the
truth about the terrible acts of the PC's ancestor? Was he telling the truth
when he said he hasn't read the scroll, or does he need to be silenced
permanently....
One especially wicked twist is to have information about the ancestors of
two different PCs come to light in the same scroll. One is shown to have been
a great hero, or noble follower of bushido. The other is revealed as an honorless
villain who pursued victory without any thought of right and wrong. The
resulting conflict of interests offers an excellent opportunity to explore issues
of loyalty. Would the PC whose ancestor was a disgrace be willing to sacrifice
his family's good standing in order to bring glory to his friend? Would the PC
whose ancestor was an unsung hero agree to keep quiet about the event in
order to save his friend from shame? Can they trust each other with the truth,
or will the secret they share tear them apart?

92. THE POETRY OF LIFE


EDITORS NOTE: This is easily one of my favorite adventure hooks. Though not
every player would enjoy it, if you have just the right player in your group,
this can add great drama and humor to your sessions.
CHALLENGE
A young man comes up to the PCs while they are in the middle of court. If
you have already played through CFS of the Week #37 the PCs may recognize
him as Tatsu, the aspiring poet who was nothing more than a poem thief. Even
if your players have not completed the previous adventure, Tatsu will still seek
the party members out, as word of their great cleverness precedes them. Facing
off against the PC whose poem he stole last time they crossed paths (or the
PC who has proven to be the most glib in court), Tatsu calls on all assembled
to bear witness to his challenge.
FOCUS
Tatsu's challenge is simple. While the quality of individual poems are largely
based on the personal preferences of the listener, the true mark of a master
poet lies in being able to compose a poem for any situation. The contest he
proposes will force the PC do to exactly that. For the next month, both he and
the PC will speak only in haiku verses. The first person who fails to do so will
be the loser, and will have to acknowledge the other as a better crafter of poems.
Feel free to remind the players that everyone in the room is watching them
and waiting for their reaction while they consider Tatsu's proposition.
STRIKE
Writing haiku off the top of one's head is not an easy thing to do. Whenever
the PC meets with a delegate from another clan, reports to his daimyo, woos
an attractive courtier, or threatens his rivals, he will have to do so in haiku
form. Some people might go out of their way to engage the PC in conversation
in order to hear him recite a poem, while others decry his participation as
foolish. Still, despite the difficulty involved, there is great glory to be had for
one who establishes himself as a master of poems for all situations.
You can adapt Tatsu's challenge somewhat if you wish. You can choose a
longer or shorter span of time for the contest to run. Or, you can have the
game continue until either contestant makes a mistake. If you want to involve
all the players Tatsu can issue an open challenge to anyone who will face him,
including the entire party and possibly even some NPCs as well.
There are a number of ways you can simulate the contest conditions for
your players. The most direct is to actually force the PC in question to compose

a haiku every time he speaks in character. If you want to be especially cruel,


you can rule that out of character speech must also be in haiku form.
I live but to serve,
A sword in my master's hand.
What is your command?
I attack the guard.
Let us see what fate may hold.
Please pass me the dice.
Another, simpler, option is to say that the PC may only speak in utterances
of only three, five, or seven words, representing the number of lines and
number of syllables per line in a haiku poem. While less evocative, this style
of speech is can be easier for players to adapt to and allows for the use of long
words that would never fit into the regular haiku formula. The name
Mirumoto, for example, is quite difficult to fit into a line of only a few
syllables, and may cause trouble for some players.
I bow, respectfully.
Look for clues. Don't touch the body.
Can I have a cola?
One that I like, even though it has nothing at all to do with haiku poetry, is
to require the PC to speak in rhyming couplets. While rhymes are not a feature
of Rokugani poetry, they are easy to think up quickly and can be judged as
acceptable or not in a short period of time. This option is wonderful for players
who don't like having to spend ten minutes planning every sentence they want
to say and GMs who don't want to be bothered counting syllables to make sure
every poem is appropriate.
Your wicked insults cause much strife.
Stand down before I end your life.
My lady, with your smile sweet,
You melt my heart each time we meet.
If you want to go for a real challenge, require the player to include some
reference to nature or the seasons in his poem, just like in a real haiku.
Want to throw some complications into the adventure? Give the PCs an
important mission to complete at the same time. It could be something where
they have to give clear and direct instructions, like organizing the guard details
or finalizing a trade agreement. They could find themselves gathering
information or questioning murder suspects. Even something as simple as
delivering a message can be difficult when you have to give it in haiku form.
Does Tatsu attempt to cheat again in this contest, or has he truly worked
at improving his skills? And what about the PCs? Do they let down their guard
when no one is around, or do they continue to observe the rules of the contest
no matter what? Even if they do so, will their haiku be good enough to pass
muster?
Please take this idea
For use at your next game night.
Enjoy in good health.

Romance
93. LOVE COMES IN MANY GUISES
In Japan the major event of the winter season is New Years, but Christmas is
also celebrated. But it is not seen in the same light as it is in Western countries.
Christmas in Japan, you see, is a time for young couples to go on romantic dates.
Thus, in keeping with the spirit of the season, I present a month of
adventure scenarios dealing with love and/or marriage (because the two do not
always go hand in hand in Rokugan). Please enjoy them with your loved ones.
CHALLENGE
One of the PCs becomes friendly with a young maiden named Itsuko. The
youngest daughter of a mighty general, she is heir to a great deal of political
power. Rather than take advantage of such influence, however, she prefers to
spend her time in simpler and more innocent pursuits. Indeed, she's often
more like a free-spirited girl than a young woman.
FOCUS
After Itsuko and the PC have had some time to cement their friendship, her
father makes a bold announcement. Rather than see his beloved daughter used
as a bargaining chip to be traded away, he would give her the freedom to
marry for love. His promise to approve of any marriage that Itsuko wishes to

enter comes as a great surprise, even to Itsuko herself. Before long, however, the
court accepts the idea, and several suitors emerge to seek her hand.
STRIKE

risk, but the risk in this case is much greater than heartbreak and rejection.
Depending on how he proceeds the PC may find himself headed for happiness
or sorrow.

We find ourselves involved in yet another romantic entanglement this week.


Hearts can be so fragile, and yet there are those who think nothing of playing
with them. Love, like the courts, is truly a battlefield.

One of the most difficult parts of this adventure is convincing the PC in


question to begin a romantic relationship with Natsumi. While some players
will go along with such themes, others can be reluctant to do so. If you feel
that your players lack the maturity to deal with such issues (or any interest in
doing so) you can change Natsumi's background and methods to make the
adventure run more smoothly.
One alternative is to forego any mention of romance. Simply have Natsumi
take a liking to the PC for some other reason. Maybe she invites him to a tea
ceremony, saying she enjoys the interesting conversations they share. Or she
could ask him to join her for a game of shogi, flattering his skills as a tactician.
If she is especially well-known and respected in court she might offer to take
him on as a protg. Sure the menial jobs and errands he has to perform at
the start of his training might be dull, but think of the benefits he'll reap in
the future!
Another option is to take an NPC with whom the PC has already formed a
positive relationship and have the rival issue a warning about her (or him,
depending on the NPC you decide to use) instead. A PC's fiance, wife, servant,
sensei, yojimbo, sister, or friend could all be accused of having ulterior motives
in their dealings with the PC. You could even have the PC's rival try to sow
seeds of distrust between the party members. Or maybe one of the PCs really
is working against the others.
Another common pitfall in adventures involving romance is finding the
right balance between friendly and suspiciously friendly. If your players
have been betrayed by allies in the past (even if with previous Game Masters)
they may be wary of NPCs who take a sudden interest in them. The PC won't
hesitate to shun Natsumi if the attention she showers on him is unwelcome or
seems too good to be true. Taking care to build a positive relationship between
Natsumi and the player character is especially important if you want the
choice you present to have any meaning.
If you want to make the PC's choice even more difficult, have a friend or
trusted ally deliver the bad news about Natsumi. A rival might deliver a
warning out of some sense of honor and fair play, but you can never really be
sure whether or not they are speaking the truth. A friend, on the other hand,
is always expected to look out for one's best interests. Unless he wants the fair
maiden's favor for himself....
As always in cases where the PC has an important choice to make, you
can decide what the truth is either before or after the PC has acted. If he
dismisses his rival's words he could avoid a great tragedy, or he could find
himself made a laughingstock in front of the entire court. By breaking off all
contact with Natsumi he may thwart her malicious plans, or he just might end
up losing the greatest love he has ever known. Depending on how high you
want to raise the stakes you can drop some hints beforehand, or simply decide
what version you favor as you go along.
All is fair and love and war, but Hell hath no fury like a woman scorned.
Who knew dating was so difficult!

CHALLENGE

95. A GIFT OF LOVE

Itsuko has very little experience in matters of the heart, and is unable to
accurately judge which suitors genuinely love her and which ones harbor
ulterior motives. Furthermore, she is acutely aware that marrying into the
wrong family could create complex debts and obligations for her parents. She
turns to the PC for advice, eager to accept his wisdom.
If possible, try to have Itsuko become friends with the PC (or all the PCs, if
you wish) quite a while before running this adventure. Players will be more
concerned with the long term fate of someone they have known and liked for
a long time than some new NPC of the week that shows up like a one-time
guest star on a TV show and never shows up again. Taking the time to develop
her as a real character and making her genuinely likable goes a long way
toward running this type of adventure successfully.
The names and genders of NPCs presented this month's CFS scenarios are
not written in stone. If you have a party made up mainly of female characters
you should not hesitate to replace Itsuko and any of the NPCs in the coming
weeks with suitable male romantic interests. After all, the core principle of
romance is finding someone you're interested in, and what one player finds
charming may be repulsive to another.
Marriage is largely a political matter in Rokugan, and there's no reason
why this one should be viewed any differently. While Itsuko's beauty and
charm attract many young men, being a general's daughter certainly doesn't
hurt. Some daimyos would think nothing of ordering a samurai to win Itsuko's
heart in order to forge a political alliance. One of the PCs may even be given
such a task if you wish.
Likewise, politics may extend into the courtship as well. Suitors who know
that Itsuko values the PC's advice may approach him with gifts and favors in
return for his support. Even those with pure motives might seek inside
information to aid them in their quest to win the fair maiden's heart. It never
hurts to have a little extra help, after all. If multiple PCs have become friendly
with Itsuko it is possible that they could all be approached by different agencies
with different motives.
If you want to take the focus of the adventure away from politics and focus
on the more personal side of the situation, the fact that Itsuko's future
livelihood and happiness hang in the balance can have a big impact on the
PC. Does he advise her to choose the suitor who loves her with all his heart,
or the first born son of a rich and powerful provincial governor? Would being
the wife of a soldier bring her happiness or sorrow?
Does he step forward and nominate himself?

94. IN LOVE & WAR

Natsumi, a charming and attractive courtier of rather high social status takes
a fancy to one of the player characters. While her advances are not overt
enough to be scandalous, she does manage to let the PC in question know
quite clearly that she is available and interested in pursuing a relationship.
Furthermore, her personality and interests would seem to make her an ideal
match for the PC that she has set her eye on.
FOCUS
Just as he is enjoying his new relationship, the PC finds himself faced with
unpleasant news. One of his rivals warns him that Natsumi is only playing
with him, and intends to humiliate and disgrace him in public once she has
strung him along for a few weeks. Although the PC's rival lacks any proof,
she claims to have seen Natsumi do the same to other men before. While the
two of them may be rivals, honor will not allow her to sit idly by while
Natsumi plays games with the PC's feelings. Having delivered this warning,
however, the rival leaves the matter in the PC's hands and refuses to involve
herself any further.
STRIKE
The PC must decide who he will trust. Opening one's heart and entering a
romantic relationship with another person always carries a certain amount of

This week's scenario is based on an actual Japanese folk tale. Hopefully your
players will be able to get a happier ending than the original (which can be
read here: wabei4.tripod.com/xlation/kaguya/kagtoc.htm)
CHALLENGE
The PCs are lucky enough to visit the same Winter Court as the renowned
Kazari-hime. Her beauty and charm are known throughout the land. Her wit
and poise are legendary. Her family is rich, powerful, and influential, and she
is the sole heir. She is a master of the sword, the mystic arts, and the ways of
court. She is widely regarded as the most extraordinary and desirable young
woman in the Empire, and men have been known to fall head over heels in
love with her at but a single glimpse of her radiant beauty.
And that's exactly what happens to one of the PCs.
FOCUS
Unfortunately, there are a great many men who desire Kazari-hime's hand in
marriage. She is soon overwhelmed with proposals, love poems, and offers of
riches and treasures. In order to narrow down the number of suitors, she
announces that she will only consider offers of marriage from those who can
successfully find and bring her five special gifts.

STRIKE

STRIKE

The items that Kazari-hime requests are not that easy to come by.
One is A rainbow I can keep inside my room.
Another is A spark that does not burn in my hand.
Yet another is Stones that sing.
One more is A picture of waves that dance.
And the final item is A box of love.
Unless the PC can find these items, there is no way Kazari-hime will
consent to be his bride.

To make the matter public would cause a great scandal for both families and
potentially ruin any chance of an alliance between them. But if the PC does
nothing, Reika will kill herself and cause a scandal anyway. The date of the
wedding ceremony is several months away, however, and if the PC hurries he
may still have time to change Reika's feelings and save her life.
And maybe even win her heart.

If none of your players are interested in pursuing Kazari-hime, you can still
get them involved in the contest to secure the items she desires. An ally who
is infatuated with Kazari-hime can come to the party for help. Or perhaps
someone suggests that they find the treasures and trade them for gifts and
favors. They could be ordered to secure the items on behalf of their daimyo. If
you want to make things interesting, you can have each PC receive such an
assignment from their daimyo.
The easiest way to complicate things in this adventure is to have rival
suitors interfere with the PCs' efforts. They could be spied upon, sabotaged,
misdirected, or even ambushed. Honorable competitors might try to cut deals,
or issue challenges in order to gain any items the PCs have found.
Unscrupulous ones may copy, rob, or even attempt to do away with the PCs
before they can deliver their gifts. Even if the other young men do not compete
with the PCs directly, they will still do their best to be the first ones to deliver
their presents.
What are the mysterious presents Kazari-hime asks for? She has some
ideas, but is also willing to accept inspired and imaginative alternatives. Items
made using magic, however, will fail to please her unless they are particularly
impressive. She already knows how to craft such trinkets, and does not
consider doing so to be a challenge. On the other hand, finding some unique
way to fulfill her requests without the aid of the kami is certain to make a big
impact.
WHAT DOES KAZARI-HIME REALLY WANT?
These are only my ideas. You're welcome to use your own, or accept any good
ideas the PCs may come up with as well.
A rainbow I can keep inside my room A prism or stained glass. A pet
with many bright colors.
A spark that does not burn in my hand A firefly. A fleck of gold, or
a diamond.
Stones that sing A stone xylophone or crystal flute. Windchimes made
from carved stones.
A picture of waves that dance A picture of waves on a flag or pinwheel.
A flip book of the ocean.
A box of love Anything that shows the PCs' affection for Kazari-hime.
A box full of her favorite things. A box full of things they can share and enjoy
together. A volume of love poems. A mated pair of lovebirds. The PC's own
heart (but not in the literal sense).

96. LIFE OR LOVE


EDITORS NOTE: Love and marriage rarely coincide for samurai. But even some
samurai have a sense of romance that far exceeds their sense of duty.
CHALLENGE
There is much celebration in the court, for a wedding has been arranged. The
necessary treaties and agreements have been made. The exact amount of the
dowry has been settled on. And the lucky bride and groom have been selected.
One is Reika, a proud young woman from a powerful family. The other is one
of the PCs (or a friend or relative if you feel bad about forcing one of your
players into a political marriage).
FOCUS
Soon after the wedding is announced, one of Reika's maids approaches the PC
she is to wed with some startling information. Despite the wishes of their two
families, Reika cannot bear the thought of marrying someone she does not
have feelings for. Her sense of romantic idealism is so strong that she intends
to commit seppuku on the night before her wedding. Although the maid has
sworn not to tell anyone, she is unwilling to stand by and watch while her
mistress kills herself, and asks the PC to do something.

This scenario will almost certainly involve romantic themes and situations. If
everyone approaches the matter with a reasonable level of maturity there
should be no problem. Every group is different, so be aware of your players'
reactions and talk to them beforehand if you feel they may have trouble dealing
with such issues.
Even without dealing with romance, there are a number of different ways
to approach the situation. The PCs could attempt to convince Reika that the
union between their two families is more important than any one person's
happiness. They can try to show her that love can come from outside the
marriage. Or they might be able to find something she believes is worth living
for.
Of course, trying to woo Reika and gain her love before the wedding occurs
is a time-honored option. If your players take this track, be prepared to make
some tough calls. There are no rules for romance in the game book, and you'll
have to decide how effective the PC's attempts are by yourself. Is Reika a
warrior who respects strength, or does she go for romantic expressions of love
like flowers and poetry? What does she enjoy doing, what kind of gifts does
she like, and how does she like to be spoken to? Knowing her personality can
help you gauge how well a certain approach will work, and also makes the
process more enjoyable for your players.
This tale also has a lot of potential for tragedy. Perhaps Reika is already
in love with someone else. Maybe the two of them are determined to commit
lovers' suicide and be together in Meido. Or maybe she is the subject of another
man's unspoken affection. If she dies, he will blame the PC for driving her to
such lengths. But even if she lives, he won't be happy to see her marry the PC.
Sometimes there is no happy ending for everyone.
Even after things settle down, there is the possibility that things may turn
sour later on. Does the PC truly love Reika, or is he just looking out for his
family's best interests? Reika is not likely to be happy if she learns that the
man she fell in love with isn't as affectionate as he first seemed. And she's
certain to react badly if it turns out that he's a fraud who was only toying
with her emotions.
Perhaps he is the one who should commit seppuku....

More Winter Court, Part II


97. THERE ARE NO SECRETS
There are only four weeks left in Winter Court! Are you ready for some
excitement?
CHALLENGE
During a particularly slow day at court, a courtier offers to provide some
entertainment for everyone's amusement. After getting the host's permission
he summons a shugenja named Zeshin, who takes a seat in the middle of the
main court chamber and begins to enter a meditative trance. As Zeshin does
so, the courtier warns the other members of court that if they have something
to hide it would be best for them to leave now.
It should go without mention that no one does so.
FOCUS
The courtier explains that Zeshin has been touched by the spirits, and is able
to read hearts. He is especially attuned to feelings of guilt, and can pick up
on people's secrets.
No sooner has the courtier finished saying this than Zeshin mutters I
spilled ink on the kimono I borrowed. His announcement is followed by a
young girl's gasp of shock, leaving no question as to the veracity of his ability
(or the identity of the person whose heart he has just read).
Again, to leave now would be a clear indication that one is hiding secrets
they do not want revealed.

STRIKE
Zeshin continues to reveal the secrets of those present, ranging from the
innocuous to the slightly risqu. Before long, many of the younger courtiers
present begin a game of guessing which secrets belong to who. In some cases
it is easy to tell by the culprit's reaction. Others do a much better job of hiding
their feelings. Unfortunately, things take a much darker turn when Zeshin
mutters three dire secrets in quick succession.
I've hired assassins to kill my daimyo.
I lost the Fan of Onnotangu somewhere in the palace.
And an especially juicy secret about one of the player characters.
Things go downhill soon after.
The court will be filled with questions once Zeshin reveals the last three
secrets. Which daimyo is being targeted by the assassination attempt? What
is the Fan of Onnotangu, and what are its powers? Are all three of these
secrets from the same person, or are they from different individuals? And who
is that person or persons? Panic and rampant speculation are sure to break
out, and things could become very ugly unless the PCs do something. Even if
they choose not to get involved in any of the investigations, the fact that one
of their secrets was revealed means that sooner or later they will find people
looking in their direction. And if they are guilty of hiding one secret, they just
might be blamed for the other two secrets as well....
One thing to note about Zeshin's power is that it is not true telepathy or
mind reading. It's more like a specialized type of empathy. He can't pick up
specific details or identities. He can only detect feelings of guilt, and the
reasons for those feelings. This prevents him from being able to tell which
secrets go with which people. It also means that someone who is completely
without guilt or remorse (like a homicidal bloodspeaker, a ninja who
unfailingly follows the commands of his daimyo, or a kolat agent who feels
his actions are perfectly justified) will not have their misdeeds revealed.
Some examples of secrets that Zeshin could reveal include:
I dye my hair.
I lost to a child at shogi.
I don't really like my wife's cooking.
I didn't really make that origami crane.
My mother chooses my kimono for me.
I sold my scrolls to a ronin.
I let a bandit get away.
I broke my daimyo's vase.
My ancestor was a bad general.
I went to the geisha house last night.
I told a lie to my brother.
I can't really paint as well as I claim to.
My servant helped me kill that ogre.
I have an embarrassing birthmark.
I've never really met the Emperor.
I haven't paid my respects to my ancestors recently.
I drink too much.
I kissed Ruriko in the garden.
I ate the last rice cake.
And any secrets your player characters might have. In fact, you could even
go so far as to elicit secret shames from your players, and let them guess which
character is guilty of which. I've found offering an XP bonus for the best one
makes the process especially fun. Be careful about revealing especially deep
secrets (or Dark Secrets taken as per the disadvantage) without player
permission, though. When in doubt, ask first.
GMs should also think carefully before revealing any scandalous secrets
about NPCs as well. A general who ran from battle will be expected to commit
seppuku, and a wife who was unfaithful will likely be disowned, or worse.
Unless you want to bring the mood down quite suddenly, small misdeeds and
untruths are best.
Some may wonder whether or not this type of entertainment is appropriate
for samurai. Why would the courtier who brought Zeshin forward do such a
thing? Is it part of a plot to dishonor and/or blackmail the people present?
Does Zeshin have mystic powers, or is he really a fraud trying to stir up
trouble? Maybe the pair are trying to cause a decay in the moral fibers of
Rokugani society and bring about the fall of bushido. Or maybe they're part of
a secret investigation force out to search for traitors to the Empire.
And even after the dust settles, how will things change for the PCs once
people know their dirty little secrets?
BONUS FUN FACT #1: The following secrets were actually based on previous
CFS of the Week Adventure Seeds.
I sold my scrolls to a ronin. CFS of the Week #3

I let a bandit get away. CFS of the Week #31


I broke my daimyo's vase. CFS of the Week #47
My ancestor was a bad general. CFS of the Week #91
BONUS FUN FACT #2: The title of this installment is taken from a quote from
the Tao of Shinsei: There are no secrets. There is no understanding. Void is
all and nothing. It is the dance of the elements.

98. AN UNLIKELY HERO


Only two more weeks until the end of Winter Court! The clock is ticking! Mark
your calendars now!
CHALLENGE
The PCs wake up to find the court abuzz with big news. It seems that an
assassin snuck into the chambers of their daimyo's wife last night. Luckily,
there was someone in the hallway to hear her cries of distress and race to her
aid. Even though he was armed with little more than a broom, he drove off
the intruder and saved the day single-handedly, and is being hailed as the
greatest hero of the season.
The great hero that everyone is talking about is Gonbei, a heimin servant.
FOCUS
Gonbei is a friendly and charismatic fellow whose humble manner and
devotion to his daimyo's family endears him to many. While many samurai
profess to value their lords' lives more than their own, the number of heimin
who hold the same principles to heart is very small. Tales of his extraordinary
service and devotion spread quickly. Before long, there is even talk of
elevating him to samurai status.
STRIKE
If the PCs dig around they may find a horrible truth. The entire affair was
orchestrated by Gonbei himself. The assassin was no more than a patsy a
hired thug who is still awaiting payment. The rumors of Gonbei's heroism,
bravery, and loyalty are encouraged by his cousins in the palace, who pass
them along as truth to the samurai they serve. Even the face he presents to
the court is a lie, as he cares nothing for the daimyo or his wife.
Unless the PCs do something to expose his lies, they may soon find this
honorless dog standing among them as an equal.
One sure way to make PCs get involved in investigating Gonbei is to make
them responsible for the safety of the daimyo whose wife he saves. Nothing
riles players up more than being made to look incompetent in front of their
superiors. The fact that the person who made them appear foolish is a mere
servant only adds insult to injury.
Depending on the attitudes of your group, there may be characters (or even
players) who wish to see him succeed in his plot. Samurai from more
egalitarian Clans like the Unicorn or Crab might find it easy to accept a new
member as long as he is willing to stand and fight. The Kolat would be
extremely interested in seeing Gonbei made a samurai, as it sets a precedent
for the eventual destruction of the class system. Perhaps he is already a
member of the conspiracy. Or maybe they'll wait and pay him a visit sometime
in the future, threatening to expose his lies unless he aids them.
Of course, the fact that Gonbei has yet to be made a samurai means that
you run the risk of your players killing him outright. Be sure to impress upon
them just how displeased the daimyo's wife will be if something were to
happen to her savior. Or, if you want to take the adventure in an entirely
different direction, let the PCs kill Gonbei and then have the daimyo demand
explanation for what happened to his loyal and most beloved servant.
You can also play through this scenario from a couple of different angles.
What if Gonbei was the grandfather of one of the PCs, who must face up to
his family's terrible secret? Would he step down from his current position, or
seek some way to prove himself worthy? Or, you could also start all of the PCs
out as members of the heimin conspiracy and have them work together to get
Uncle Gonbei made a samurai. It won't be easy, but if they can pull it off
their days as slaves just might be over!
Remember to treat your servants nicely! They spit in your soup if you don't....

99. INSUFFICIENT MEMORY ERROR


This week marks the 99th installment of Challenge-Focus-Strike of the Week!
Wow. Just one week short of the magic number 100.
What better time could there possibly be to jump the shark?

Things are going quite splendidly for the PCs at Winter Court. They've
arranged several meetings with important figures, learned information which
will give their Clans a significant edge in negotiations with rivals, issued
challenges to their enemies, and even convinced attractive members of the
opposite sex to meet them for tea. Life is perfect!

This scenario also has the potential to be highly character driven. Our
memories are deeply connected to who we are and what we believe. If one of
the PCs loses his or her memory, it may fall to the others to help bring it back.
What sort of picture will they (and loved ones, and rivals) paint of the victim's
personality and character? Do they tell him of his many victories in battle, or
of his love for flower arranging? The healing process may reveal a lot about
not only who the PC is, but what the other PCs think of him.

FOCUS

PIRATE SPICES SUGGESTION

CHALLENGE

But things never go so smoothly, do they? Suddenly, one, several, or all of


the PCs are somehow struck with amnesia. The exact type and cause of the
memory loss is up to you, but it leaves them unable to complete all of the
tasks they need to perform or remember all the meetings they are expected to
attend.
STRIKE
There will, of course, be consequences if the PCs do not honor the promises they
have made. At best they may find themselves the objects of scorn and suffer a
poor public reputation. At worst they may drive away their Clans' allies, or even
start a war. Somehow, they will have to cope in the turbulent world of the court
without any memory of what they are trying to do or what they have already
done.
Amnesia is a popular literary device, and has been featured prominently in
many stories and movies. Not only are there many types of amnesia, but each
type has also been presented in a number of different ways over the years. As
such, there are a several approaches you can take.
One possibility is to wipe the character's memory completely. The character
has no idea who he or she is, and cannot recall any events of the past. Even
though allies and servants would be able to tell the afflicted character of his
or her background, he or she would still be at a loss for details. This choice is
especially good if there is one member of the group whose skills are
particularly important. Forcing the other PCs to cover for the Doji Courtier
who cannot remember who is in his social network and how he should greet
people when they approach him in court can be quite amusing for everyone.
Another choice is to eliminate specific memories. Perhaps the PCs
remember who they are, but are unable to use any of their skills. Maybe they
cannot remember anything that happened more than a few weeks ago. Or
maybe they have completely normal memories, save for the lack of any
memories from the past two weeks. A great way to simulate this last option
is to start the adventure at the beginning of the Focus section, with the PCs
unaware of anything that has occurred up to that point. They know nothing
of the allies and enemies they have made, the treaties and trysts they have
organized, or even the big news that everyone is talking about. Which will
leave them completely unprepared when people approach them saying things
like What did your daimyo say about that news I gave you? and So, have
you considered our proposal?
One other option that is related to amnesia is confabulation, where one is
unable to tell the difference between real memories and situations from the
imagination. A great way to simulate this would be to set up several different
events and social encounters during the Challenge section of the adventure.
Then, in the Focus section, reveal that some (or even all) of those events may
not have been real. Did that Lion soldier really challenge you to a duel? Is that
Phoenix maid really interested in spending a romantic evening with you? Were
you really attacked by ninja who wiped your memory, or was it something
else? But then how did you get that bruise?
The cause of the amnesia can also be a fun subject to explore. Did the PC
in question bump his head? See or experience something traumatic? If so, the
lost memories may come back with time and treatment. What if the PCs were
all caught in a mind-erasing spell? Their lost memories may never return, and
they'll simply have to cope without them.
One possible twist is to have the memory loss be related to something that
happened at court. Maybe the PCs learned a dark secret about someone they
met, and he cursed them with amnesia soon afterward. Or maybe the PCs
volunteered to have their memories erased after participating in some secret
mission or ritual. Their search for the truth may bring them closer to danger
than they would like.
And there are always the old classics as well. The PCs may have been
kidnapped and brainwashed by Kolat, had their memories eaten by a baku,
been targeted by thieves who used magic to steal away some important
information, or been victimized by outside forces who erased the PCs'
memories to cover up their crimes.

Introducing amnesia into any story can be tricky. In role-playing games, it can
be especially difficult, particularly if it is a PC that youre inflicting the
memory loss on. No matter what you decide the character doesnt remember,
the player will still have that information, and may end up frustrated at the
challenge of tip-toeing around that knowledge.
One way to get around this is to present the amnesia as blocks of missing
memory; blackouts, if you will. Just skip entire chunks of time: hours, days,
even weeks. It means that youll have to decide what the PCs did during those
times, so Id advise that you try to keep their decisions simple, and have the
unremembered stories be fairly strongly driven by external forces. The benefit
of this is that you dont have to ask your players to pretend they dont
remember something, because they never experienced it in the first place!
What if the PCs know in advance that theyll be losing their memories?
What if they leave themselves clues to try to piece together what happened?
The movie Paycheck plays with this technique in an interesting way. The film
Memento has a similar theme (and was also the inspiration for CFS of the
Week #77).

100. A CHANCE FOR GREATNESS


This adventure marks the 100th week of Challenge-Focus-Strike of the Week
(even though its a full week late). It is a milestone I have been looking forward
to for quite some time, and I hope you will all join me in celebrating with an
extra-special, super-sized Winter Court adventure.
Let the games begin!
CHALLENGE
As Winter Court begins, the PCs hear an unusual rumor. It seems that an
important guest has arrived unexpectedly, forced to change his travel plans
by a sudden storm. While no one but the host has seen the guest or even
knows who he is, speculation is rampant, and everyone looks forward to the
opening of Court in the evening with great anticipation, eager to rub shoulders
with a member of the social elite.
Of course, there is much to do in the meantime. Many of the PCs friends,
allies, contacts, and rivals are also present at Court this winter, and the last
hours before the festivities begin are certain to be filled with greetings from
old friends, reaffirmations of friendship (and hostility) and no small amount
of political maneuvering. Still, the main question on everyones lips is the
same: Who is the mysterious guest?
When the momentous occasion finally arrives, the truth is much more
amazing than anyone could have imagined. As the host welcomes everyone
to Court in a formal ceremony, the Imperial Seal hangs on a great banner
behind him. A majestic throne sits upon the dais, and members of the Imperial
Guard stand by it. Whispers of the Empress or an Imperial Cousins presence
run through the court. Finally, amid a collective gasp of surprise and awe, the
guests identity is revealed when the Emperor himself emerges to address the
assembled guests.
The Son of Heaven will be staying at the same Winter Court as the PCs.
FOCUS
The presence of the Emperor is a great honor, but after a few days, two
problems become apparent, and both have to do with a lack of preparation.
The first lies in the absence of several key members of the Emperors
entourage. While many (but not all) of his servants and yojimbo were able to
accompany him, a great number of his clerks, aides, advisors, and councilors
were delayed or prevented from coming. In the absence of proper
intermediaries, many guests are hesitant to approach the throne directly,
leaving the Emperor sitting idle.
The second problem is due to a lack of suitable entertainment for the
Emperor. Winter is a boring time of year at best, and it is even longer without
some way to pass the time. While several social activities were planned, few
of them are fitting for a figure of such stature. To think that the Emperor
would be entertained by simple guessing games and performances by a

lackluster acting troupe would be a grave insult, and it is better to present


nothing at all than to offer such low fare.
In order to solve both of these dilemmas, the host announces a contest.
Anyone who wishes may come forward and demonstrate a skill or talent
before the Court. If anyone else believes they can match or surpass such skill,
they are welcome to try. In the end, the person who displays the highest level
of ability will be named the winner. All comers are welcome, and any skill
(within reason, of course) will be considered.
STRIKE
Pleased at the hosts proposal, the Emperor takes things one step further. He
declares that any person who is able to prove that his or her level of skill is
unmatched is welcome to serve him in an appropriate capacity for the duration
of Winter Court. Failing that, the winner may ask the Emperor for any one
favor, which he will grant.
The Court is shocked by this unprecedented announcement. Never before in
recent history has the Emperor shown such boundless generosity, and the
reaction is overwhelming. Warriors, scholars, artisans, priests, and diplomats
all spring forward to claim a chance at greatness. Courtiers and politicians
rush about making deals and searching for opportunities. Where moments
before the Court was filled with an uneasy silence as people hesitated to speak
to the Emperor, now it is bristling with energy and excitement.
It is a true once-in-a-lifetime chance, for the PCs could gain almost
anything they desired
if they have the courage to seek it and the skill to take it for their own,
that is.
This adventure is designed to be played in a court that would not normally see
the presence of the Emperor for two reasons.
The first is the potential difficulty involved in getting the Emperor and the
PCs to the same Winter Court. If your party has sufficient social status to
secure an invitation to a court that the Emperor is likely to visit on their own
merits, so much the better. However, many groups may find themselves
relegated to a less glamorous location, where the odds of an Imperial visit are
quite low. Thus, it may be necessary to have the Emperor come for reasons
that are beyond his control.
The second reason is to present a the PCs with an arena that is not
automatically dominated by higher-level figures. Unless they are truly epic
heroes, your PCs probably wont be able to defeat Clan Champions and family
daimyos in contests of skill. While having some powerful NPCs present is a
good thing, you dont want the PCs to be completely overshadowed by everyone
they meet.
Of course, you are welcome to change these two points if you so wish.
Perhaps the PCs are lucky enough to receive a personal invitation to the palace
where the Emperor is holding Court this winter, or are asked to accompany a
general or daimyo from their Clan. Maybe the more experienced bushi and
shugenja in attendance are specifically asked not to compete, so that talented
youngsters have a chance to show their skills. If you want to make things
challenging, put the PCs in a position where they will face off against living
legends. Or you could scale down the premise completely, placing the
adventure in the court of a provincial governor and having inexperienced
participants compete for favors from a minor functionary.
If your game is set in a time period where there is no Emperor, or one in
which the Emperor holds limited power, feel free to change the identity of the
Courts benefactor appropriately. The Otomo and Seppun families hold
significant political sway, and their daimyos might be interested in hosting
such an event. The Champions of the Crane or Scorpion are also wellconnected enough to offer great favors to those who can entertain their courts,
even if they do not have as wide-reaching or powerful influence as the Emperor
himself. A power behind the throne, such as the Gozoku (in either incarnation)
or an imperial chancellor, might also be interested in giving away gifts to sway
the opinions of potential allies. If all else fails, its entirely possible for
different rewards to come from various sources. Generals are always looking
for skilled fighters, patrons of the arts often show support to those with talent
and vision, and spiritual leaders have been known to give great boons to those
who can show they have bettered themselves in some way.
Keep in mind political ramifications of such a contest are not insignificant.
There is much glory to be had by demonstrating peerless skill in front of the
Emperor, but there is even greater glory in being granted a favor by him.
Competition is certain to be fierce for exactly this reason. Even those who do
not have some specific goal in mind may step forward to show the might of
their schools techniques and the lessons of their sensei. And those who do

have a request for the Emperor will work that much harder to ensure that they
can claim victory.
Keep in mind that there are certain limits to what the Emperor can do.
While he may have limitless authority, there are some things that would be
beyond the scope of his command, both in terms of practicality and decorum.
Asking for a woman to be separated from her husband and made your wife
instead is a very bad idea for several reasons. Not only does it make you look
bad, but it shames the Emperor as well, as he must either break his promise
or carry through with such a distasteful action. Making a request that the
Emperor could not possibly fulfill, such as a gift of ten million koku, would be
a very foolish idea.
There are, however, an almost countless number of favors that the Emperor
could grant. As the ruler of the Empire, he can call upon any loyal subject to
perform any task desired. As owner of all the land and wealth in Rokugan, he
can gain access to just about any gift. And as the most powerful individual in
Rokugani society, he can bestow any honor upon an individual. While one
should take care in asking for a gift or privilege beyond ones station, being
able to seek a favor from the Emperor is a tremendous opportunity, and no
small number of individuals will compete for the right to do so.
Player characters (and NPCs as well) will have a lot of difficult decisions
to make if they are able to win a favor from the Emperor. Do they ask for
something they desire themselves, or make a request on behalf of their Clan?
Characters whose families or superiors are present may find themselves under
pressure to ask for things beyond their own wishes. Courtiers are sure to offer
various gifts and promises in attempts to buy favors. Some Clans may try to
keep their rivals from gaining any favors from the Emperor, and a great deal
of political maneuvering is certain to go on as competitors attempt to sell or
trade favors in exchange for other gifts. PCs may find themselves asked not to
compete against any members of a certain Clan, or even ordered to use their
favors towards certain goals.
As for the contests themselves, there are numerous areas in which
participants might try to show off their skills. High arts, works of
craftsmanship, martial skills, scholarly learning, mystic rituals, or any other
special ability could potentially be used to show off ones merit. Players should
be able to use traits, skills, school techniques, spells, kiho, kata routines,
martial arts maneuvers, advantages, and their own creativity in their attempts
to gain favor from the Emperor. A clever samurai might even be able to find
a way to show off mastery of a Low skill without losing honor in the attempt.
Keep in mind that certain skills may overlap but still be conceptually
different. This is especially true for skills that have different emphases. One
character may claim the prize for "best storyteller" while another could be
known as the "best poet," and yet another as "best playwright" (which would,
of course, be different from "best actor.") In some cases a distinction might be
less important, but PCs could argue for one if they wished. A bushi who is
unable to win the prize for "best swordsman" might claim that using a katana
is different from using a wakizashi skillfully and make a case for a second,
separate contest. But he would also run the risk of the person who defeated
him entering the second contest as well, and possibly winning another favor
from the Emperor. Be careful to stay within the bounds of common sense,
however. Claiming that "Mirumoto Rising Fire Dragon Style" and "Kakita
Western Snow Crane Style" are two different skills is all well and good for
theoretical purposes, but its more likely that the prize will go to whichever
fighter can defeat the other. Likewise, a courtier who has encyclopedic knowledge
of the folding fan designs of the Shosuro family during the reign of Hantei
XIV but knows little of other styles or time periods will likely be praised for
his skill but see the Emperors favor awarded to the competitor who shows
greater familiarity with the subject matter as a whole.
This makes the way in which one demonstrates their skills a point of some
consideration as well. Showing a fan and asking other competitors if they
know the artist whose painting is featured upon it is very different from asking
challengers to bring you painted fans for you to identify. Designing a garden
and actually building a garden may fall under the same skill heading, but the
two actions are very different, and a clever gardener will try to arrange the
contest so that his own strengths come into play more than the strengths of
his opponents. One bushi may try to demonstrate his prowess by throwing an
apple into the air and cutting it into pieces before it falls to the ground,
challenging others to do the same. Another bushi may simply issue an open
invitation to any who think they can beat him in single combat. Either method
would be valid, and it comes down to which one steps forward to set the terms
of the contest first.
All in all, theres a lot to do here. Players who like political adventures will
be able to broker deals and apply their influence. Players who enjoy social
interaction get to support their allies and oppose their enemies. Players who

are into combat and tactics can compete in a number of different contests.
Players who like moral dilemmas can be thrown into situations where they
must reconcile differing desires. And everyone (hopefully) gets a chance to ask
the Emperor for something nice!
Being a Game Master can be a difficult job sometimes, but it also offers a
great deal of reward and personal fulfillment. You get to take charge of an
entire world and all the people in it. You get to tell stories, and set up a stage
for your players to tell their stories as well. And, most importantly, you get to
provide an evening of fun for your friends.
Thus, it is my deepest hope that you and your players will enjoy this special
one hundredth installment of CFS of the Week, as well as the possibilities it
offers. For there is no greater reward for a GM than to give a feeling of
enjoyment to others.

BUT WAIT, THERES MORE!


A competition isnt much of an adventure unless you have someone to compete
against. And what better choices for opponents than the NPCs weve met in
the past 99 adventures? See the Appendix for a host of characters to use in
this and other CFS adventures.

Duels
If all goes well we should be seeing Art of the Duel on shelves soon. And since
last week's adventure involved a contest, what better theme for this month
than contests, duels, and challengesand focusesand strikes.

101. CHALLENGE, FOCUS, PSYCH!


CHALLENGE
One of the player characters is approached on the street by a ronin. Although
the two have never met before, the ronin seems determined to face the PC in
a duel. It could be due to a perceived or inadvertent insult, a case of mistaken
identity, simple brashness, or even a desire to test himself against a famous
samurai. In any case, the ronin is quite persistent in his demands for the PC
to show his stance.

Remember that most unemployed ronin are not going to risk their lives for
a few koku. Unless one of your PCs has a particularly rich and influential
rival, odds are good that none of the hired duelists are going to fight to the
death. They may be willing to engage in a little violence, but if things turn
ugly there's a good chance the party may be able to get them to reveal what
they know.
Why is the PC's rival putting so much time and effort into finding his
rival's weakness? Is it merely a contingency plan, or does he have intend to
issue a challenge of his own soon? If so, he could be setting the PC up for a
particularly nasty defeat. Some schools give their students special advantages
if they are able to observe opponents prior to combat, but you could also give
other bonuses. Even a few ranks in the Know the School skill or free raises in
certain situations would be useful. If you want to be really nasty, you can rule
that intimate knowledge of the PC's fighting style enables his rival to
counteract all of his moves, giving him the initiative automatically.
Maybe the rival's plan is not to overcome the PC's fighting style, but to
copy it. He might be trying to steal the secrets of the PC's school and use them
himself. Or it could be part of a plot to impersonate the PC. Faces can be
changed with magic or disguises, but the way a man holds his blade never lies,
right?
One other complication lies in the social ramifications that being involved
in so many public duels (or challenges, at the very least) may have for the PC.
Even if he doesn't gain an inflated view of his own abilities, it's possible that
others might. Perhaps he gains a reputation for being a fearsome duelist, and
others track him down to see the truth behind the rumors. His daimyo might
reprimand him for being such a hothead, or he just might ask him to serve as a
courtier's personal champion. Maybe the ronin weren't hired by a rival, but by
a friend who wants to give the PC's reputation a boost. Can the PC live up to
his new image?
Even a duel that doesn't go past the challenge stage can lead to further
complications. In a few days we'll see what can happen when you get all the
way to the actual striking part.
SHOSURO TAKASHIS SUGGESTION
What might be an interesting twist is that the person who is send all these
Ronin against the PC is not a rival, but a potential ally. He might need the
PCs assistance, but wants to make sure they are the right people for the job
before he decides to take them on.

FOCUS
Upon seeing the PC's stance, the ronin is quiet for several seconds. Finally, he
bows and apologizes for wasting the PC's time, acknowledging him as the winner.
Later, another ronin comes up to the same PC and challenges him again.
Like the first, he insists upon a duel quite strongly, but backs down upon
seeing the PC's stance. Later still, another ronin comes forward and repeats
the process. And another. And yet another after that.
STRIKE
The ronin have no intention of dueling the PC. They have all been hired by
one of the PC's rivals, who is hiding nearby. By watching the PC adopt his
dueling stance again and again, he hopes to learn the secrets of the PC's
fighting style. Once he has found the PC's weaknesses he will come forward
and challenge the PC to a fight himself, using his knowledge to gain an
advantage.
This adventure can easily be adapted to a PC who has no skill in iaijutsu by
changing the nature of the challenge. Tests of martial prowess or physical
ability can encompass everything from feats of raw strength to mock combat
with bamboo weapons. For the more socially inclined, poetry contests or shogi
games can be used. Or how about finding the telltale signs that someone is
lying? There are plenty of situations where it would be beneficial to know what
types of strategies and techniques one's opponent is likely to use, so don't feel
like you have to stick to the duel formula if it doesn't fit your party.
Most players will get suspicious by the third or fourth time they are
challenged by some random swordsman off the street. However, if you want to
make it a little more clear that something fishy is going on, there are a number
of clues you can use. Two ronin might use the exact same words when making
their challenge. Or a particularly poor actor could deliver his lines
unconvincingly, failing to show any emotion when he accuses the PC of
insulting his honor. Maybe the first time the party encounters a challenger he
is quite poor, but he has come into some money when they see him on the
following day. And if you want to make things really clear, let them catch
occasional glimpses of a mysterious figure watching them from the shadows.

102. THE ENEMY OF MY ENEMY IS MY PAWN


More dueling today! Hope you brought your katana. Or a sharp wit, at the
very least.
CHALLENGE
The PCs hear that two prominent local samurai have recently faced each other
in a duel of honor, which killed one and left the other seriously wounded.
While the two were not friends, there did not seem to be any bad blood
between them, and the fact that they came to blows is a surprise to many.
FOCUS
Over the next few days several other disagreements are settled with blood.
Some are long-standing feuds, but others seem to be simple
misunderstandings blown out of proportion. If the PCs have made any
enemies they may find themselves challenged as well. Or, they could even
receive challenges from people they barely know.
STRIKE
This rash of duels is being orchestrated by an unscrupulous mastermind, who
seeks to eliminate his rivals. Rather than take direct action himself, he has set
things up so that the figures he would like to see removed come into conflict
with each other. When the dust finally settles he should be able to take over
the prestigious appointment he desires without any interference or objection
from his (now dead) political opponents.
If the PCs happen to be in his way, that's just their bad luck.
There are a number of ways in which the PCs could be dragged into the
mastermind's game. If they are especially active in local affairs he may see
them as rivals to be eliminated. Otherwise, he may consider them pawns to
use against others. An ally may ask one of the PCs to serve as a personal
champion. Even if the PCs have no skills in politics or dueling whatsoever,

they should still be concerned at the sight of so many of their friends and
neighbors dying.
The method by which the mastermind pits his rivals against one another
can be changed to suit the type of story you want to tell, and the abilities of
your PCs. The easiest way is to simply spread rumors and lies, or to give advice
that will lead to bad ends. If you favor something more mysterious and exotic,
however, there are other avenues that the mastermind could take. Perhaps he
is influencing the emotions or opinions of his targets with magic, causing them
to become more brash and violent. Or maybe he commands an entire
conspiracy of agents, pulling strings and manipulating people like pieces on a
chess board.
How can you goad someone into a risking their lives in a duel? You could
spread slanderous rumors about them, challenge their honor, or insult
something or someone that they hold dear. Or you might convince them that
they have been grievously wronged by another. You could accuse them of a
crime, dishonorable behavior, or cowardice. You might even threaten to take
away something they love if you aren't stopped. Of course, the mastermind
doesn't actually have to do these thingshe just has to make his victims believe
that someone has done them.
One thing to keep in mind when running this adventure is that duels are
very serious affairs. It may take a lot (or only a little, in some cases) to prompt
a duel, but once a challenge has been made it cannot be taken back lightly.
This is especially true if both participants are willing to go through with the
duel. Even if one duelist changes their mind later, it can be very difficult to
back out, lest others consider them a hothead, liar, or coward. Remember that
reputation and image are very important in Rokugan, and it is often better to
die with honor than to lose face.
The exact nature of the position that the mastermind seeks is also up to
you to determine, but it should be something that would bring an increase in
power and status, and something that he would not be able to gain easily
(although there is something intrinsically villainous about a man who would
throw away the lives of others simply for his own amusement). If at all
possible, try to make the position one that would give the mastermind enough
influence that the PCs oppose him out of both fear and righteousness. After
all, it's never good when a callous schemer has that much power....
One possible twist comes from asking what would happen if the "villainous
manipulator" were actually a member of the PCs' own Clan, or someone who
favored a policy that they themselves support? Can they overlook his
dishonorable methods in favor of his noble goals. What if he seeks to get one
of the PCs appointed to a position of status? While characters with low honor may
feel that the ends justify the means, more idealistic characters may feel it is wrong to
advance by causing misfortune for others.
Even after the mastermind has been exposed or eliminated, the local
inhabitants may still remain angry at one another. The situation may remain
tense, and further violence may erupt unless something is done. Even if all is
settled, feelings of doubt and mistrust may linger for quite a while. It may only
be a short time before the next challenge is issued.
TAMERLANS SUGGESTION
It might be fun for the mastermind to be someone nobody would think of. The
lowly ji-samurai vassal of one of the PCs, or maybe the PCs younger sibling
or even her child that hasnt passed gempukku yet. Always an interesting
choice is the unassuming wife, of course.
If that option is chosen, the question remains: Is this surprise candidate
really the mastermind, or just a pawn himself?
I always like it when players interests collide to some degree, so Id make
the masterminds links to the PCs vary from player to player. This could of
course be a serious test to the band of friendship/loyalty/blood (if there is any)
between the group members. But in the end, the masterminds true purpose
might be to divide the PCs!

103. UNBREAKABLE SPIRITS


We have another troublesome duel this week. But where last week's problem was
in the challenge, this week's comes from the strike. I hope you're all ready.
CHALLENGE
A duelist by the name of Baruda enters town, wasting no time in making
enemies. He is arrogant, insulting, and outright rude to just about everyone
he meets. He has enough manners to keep from causing a major incident, but
still manages to make quite a nuisance of himself. It should only be a matter
of time before Baruda duels one of the PCs. Perhaps the PC takes it upon

himself to take the loud-mouthed braggart down a peg. Or maybe a group of


the local peasants asks the PC to intercede on their behalf. If worst comes to
worst, Baruda may simply challenge the PC himself, boasting about his
eminent victory as he does so.
FOCUS
Since the local authorities frown upon wanton killing, the duel must be settled
by first blood. As the contest begins, the PC in question may begin to feel
confident about his chances of victory, for Baruda's stance is wide open.
Baruda, however, seems unconcerned about the fact that he may be
outclassed. In fact, he even goes so far as to ask the PCs if they would like to
raise the stakes with a wager. He offers to give tribute to the party every month
for the next year if he loses, but demands the PC offer an item of significant
value to him should he win. After all, he mentions, there's no real incentive to
duel unless something precious is on the line, and with the duel being limited
to first blood neither of them are in any real danger. And it certainly appears
like it would be any easy win for the PC....
STRIKE
No matter how skilled a duelist the PC might be, his strike somehow fails to
draw any blood from Baruda. In fact, Baruda shows no signs of being cut
whatsoever, and will be able to claim victory if he is able to land even the
slightest blow on his opponent. He offers anyone he defeats another chance
to win back anything they have lost, but at even higher stakes, and will prove
untouchable no matter how many times the duel is repeated.
The truth is that Baruda has used gaijin magic to protect himself from
harm. While traveling in foreign lands, he learned the names of ancient spirits
who hold dominion over various aspects of the physical world. By entering
into pacts with these spirits, he has gained complete protection from any harm
that they might cause. Steel will not cut him, fire cannot burn his skin, and
sticks or stones do not crush his body.
If he is to be defeated another way must be found.
Baruda knows that his tricks would never hold up in an officially sanctioned
duel. Not only is it highly irregular for the participant of a duel to offer a
wager on the outcome, but to contest a successful strike on the grounds that
it did not draw blood smacks of either pettiness or audacity (which may very
well be Baruda's reasons for his actions, but it would not do to let others know
that). Even if the commonly accepted protocols for dueling do not support his
methods, however, Baruda figures that a convincing argument is likely to carry
more weight than any accusations of cheating that can be brought against
him. As long as the participants in the duel accept the terms, the outcome
may be considered valid, and the fact that he was not cut does do a great deal
to support his claims to victory. Who is to say he shouldn't be allowed to take
the prize he says he has won?
Of course, this willingness to play fast and loose with the honored
traditions of dueling may work against Baruda as well. Once it becomes clear
that swords are useless, the PCs may try to defeat him with other weapons.
What kind of duelist would be afraid of a man armed only with a leather
whip? And he did say he would offer a rematch to anyone who wanted one.
It's easy to talk big when you think yourself invulnerable, but living up to your
claims later on may be another matter entirely.
If any of the player characters are interested in tracking down the spirits
that Baruda contacted it may be possible for them to gain similar protection.
The embodiment of steel will offer to turn away any swords or knives that
threaten them. The embodiment of disease can prevent them from ever getting
sick again. The embodiments of fire and ice will protect them from any
extremes of temperature. With enough deals, they could make themselves just
as invincible as Baruda, or even more so.
The only problem lies in the heavy price of such a bargain. For once a
mortal gains the power of the spirits incarnate his fate is forever altered. The
character in question gains the Dark Fate disadvantage, to someday be slain
by an incarnation of a spirit whose protection he has not asked. Perhaps he
will drown, or be strangled by a rope. Maybe he will choke on the pit of an
apricot. Or he might even be killed by a rival wielding a spear made of bamboo.
No matter what he does, there will always be something he is not protected
against, and it will seek him out.
This also means that Baruda himself will one day meet his own end. Will
the PCs be the ones to cause it? By finding a way to make him bleed they may
set into motion a chain of events that ends in his death. Perhaps the crystal
sword they use against him shatters, sending a shard into his throat. Or maybe
the roundhouse kick they deliver to his head ends up breaking his neck. Even

if the PCs don't end up killing Baruda, he will have to be careful to avoid any
threats that do not come from weapons.
Rivals can be hard to keep around sometimes. Even invulnerable ones. PCs
are just too darn good at destruction, I guess.
SHOUT
You could also run the scenario so that Baruda has complete invulnerability to
all possible attacks except in one spot of his body. The trope doesn't just apply
to mythologyit's been used in some martial arts films as well. Can the PCs
find and strike the one pressure point that will overcome his incredible body
hardening power?
TAMERLANS SUGGESTION
A way to bring in a group that dos not accept the duels wager or even the
duel in the first place (i.e. if all are non-combatants), would be to have a friend
or ally lose something to Barudas ruse and ask the PCs to find a way to beat
him.

104. AN UNFAIR ADVANTAGE


CFS of the Week turns two years old next week (or this week, depending on
how you want to count it). Wow. It seems like I was writing CFS #52 just a
few weeks ago. In any case, I appreciate all the support everyone has given,
and I hope the next year sees as much fun and inspiration as the last two have!
But you're not here for such sappy reminiscing, are you? On to the dueling!
CHALLENGE
One of the PCs finds himself scheduled to duel a famous swordsman on behalf
of his family. Although all of the details have been finalized, two weeks
remain until the actual duel itself. It could be a matter of honor, a tournament,
or even a friendly contest. In any case, the match promises to be quite
exciting, as the two are roughly matched in terms of skill and ability.
FOCUS
Two or three days before the duel is to take place, a piece of shocking news
begins to circulate around the city. It seems that the swordsman the PC is
supposed to face has suffered a grievous injury. The exact details of the
incident are up to the GM to determine, and could range from wounds
sustained in battle to a simple accident. His wounds are said to be quite severe,
and there is even talk of canceling or postponing the match.
STRIKE
Even though he is still far from making a complete recovery, the swordsman
insists on going through with the duel as scheduled. His wounds present him
with a serious handicap, and there is no way he will be able to be able to fight
at his full capability under such conditions. Nevertheless, the duel is set to
take place in just a few days, and the PC must decide what his honor demands.
Like all difficult decisions, there are several ways this could go. If the PC
decides to go through with the duel he will have to deal with the stigma of
having entered the match with an unfair advantage. If he wins, people are
sure to claim that his victory was only due to the swordsman's terrible injuries.
He may even gain a reputation for cruelty. Even if his public image doesn't
suffer, he will still have to deal with the fact that he chose an easy victory
over fighting fair.
And should the PC somehow lose the duel? Fortunes have mercy! He'll
never hear the end of it!
Of course, the party members could also try to find some way to even the
odds. Perhaps the PC can inflict similar injuries upon himself in an effort to
make the fight a little more fair. Or they could try to stall for time, making
some excuse to delay the duel that has nothing to do with the swordsman's
injuries. Can they find a healer capable of restoring a man to complete health
in a matter of hours before the day of the duel arrives?
One other point that bears considering is the manner in which the
swordsman suffered his injuries. The timing certainly seems suspicious, and
the PC may find himself in need of an alibi if he is not careful. Someone may
have deliberately weakened the swordsman on the PC's behalf. Of course, there
would be grave consequences for the PC if such knowledge ever became public.
It could also be the case that someone just wants it to look like the PC's
victory was gained by questionable means, to discredit his school and family.
Perhaps the swordsman fears losing, and wants to cast as much doubt on the

PC's skills as possible. Or maybe his injuries are only superficial, and he
intends to lull the PC into a false sense of confidence.
This scenario can be adapted for other types of competitions as well. A
dancer or wrestler might be hampered by a broken arm or twisted ankle. Poets,
singers, and actors could be laid low by a cold or allergy. It's possible for
shugenja and monks to have their mystic abilities removed by a curse or
spiritual imbalance, and samurai are likely to suffer a wide variety of injuries
in the course of their duties. In such a case, is it better to play fair, or to seek
glory for one's family?
DOJI RYOKUS SUGGESTION
I would personally add an extremely naggy relative urging you on, or even
one's daimyo insisting you keep the duel! Or, even worse, your beloved ancestor
could be all out for you to go to the duel and cut him down! What if he was
your wife's most hated brother? What if you hold a grudge against that person?
I can see how this could link in, if the PCs witness or go through scenario
#101. This could completely change the games outcome. It is even possible
for the PC's opponent in the duel to be victim to the events in #52.
WHAT ABOUT PATH TO INNER PEACE?
In regard to healing spells, I probably should have made my thoughts on the
matter a bit clearer. In fact, I can certainly see GMs having some trouble with
this point.
Yes, it is possible to eliminate wound penalties completely with spells such
as Path to Inner Peace. In fact, you can pretty much go from death's door to
perfect health in a few minutes with a capable shugenja on hand. This is very
handy for combat. It is not so good, however, for drama.
(This is a basic problem with trying to model reality with game mechanics.
Put a dagger to a Hida Bushi's throat. Even the toughest guy around should
be feeling a little vulnerable in that situation. But the Hida knows he has about
100 wounds before he hits the Down level, and the assassin can't possibly be
keeping that many dice with a simple knife. So the dramatic tension of the
situation flies right out the window.)
Of course, while a GM has the power to nerf a healing spell, there are other
options available.
Say a party member other than the duelist has access to a healing spell.
While he is not currently involved in the duel, helping the swordsman would
certainly get him involved very quickly. Does he really want to help the
swordsman? Maybe his family wants the PC to win. Or maybe his family wants
the swordsman to win, and pressures the shugenja to provide other blessings
at the same time as the healing spell. What if the shugenja heals the
swordsman and the swordsman loses. Couldn't he then make the case that the
shugenja's healing was not as good as it should have been?
The duel may only be the beginning of the adventure....

The Fortunes
As we start the third year of Challenge-Focus-Strike of the Week, let us take
a moment to give thanks to the Fortunes.

105. THE FORTUNES FAVOR


CHALLENGE
One or more of the PCs are visited by Bishamon, the Fortune of Strength. This
encounter could take the form of a vision, or even a full manifestation of the
Fortune in the physical world. In either case, the spectacle should be dramatic
enough to leave no doubt in the PCs' minds that they are facing a being of
immense power.
Bishamon reveals that he has aided the party on previous occasions,
lending them strength when they faced adversity and conflict. Whether or not
they were aware of his intervention or even if they sought it does not matter
to him. They have received the favor of a Fortune, and are in his debt.
FOCUS
Bishamon demands that the party do him a favor in return for the aid he has
given them. Recently he has received numerous prayers and offerings from a
mortal follower who seeks divine intervention. Bishamon asks the player
characters to provide the petitioner aid on his behalf. If they can do this, they
will prove themselves worthy of greater favor in the future. If they fail, they
will have to fight their own battles without him.

The prayers come from a magistrate named Umikaro (who the PCs may
have met before, in CFS #79C), who wishes to hunt down the bandits who
destroyed his village.
STRIKE
Unfortunately, Umikaro is nowhere near skilled enough to defeat a gang of
bandits on his own. His martial skills are undeveloped, and he has not had
enough training to be able to take on multiple opponents at once. Even worse,
his physical abilities are no match for the bandit leader's strength and agility.
While the PCs can help Umikaro go about avenging himself in any way they
choose, Bishamon will only be fully satisfied if Umikaro himself is the one to
defeat the criminals, and will let the PCs know this in no uncertain terms. If
they want his full blessing, they cannot simply rely on their own strength, but
must help bring out the inner strength in others.
There are a number of ways the PCs could help Umikaro defeat his nemesis.
They could teach him new skills or techniques to use in battle. They can try to set
up the skirmish so that the bandits have a disadvantage or Umikaro has an
advantage (or even both). Perhaps some surveillance and careful planning will
enable them to tip the balance in Umikaro's favor. Or maybe they could weaken
the bandits somehow before letting Umikaro strike the final blow. Training,
tactics, magic, traps, poison, and environmental factors are all possible ways
to secure victory.
On the other hand, if your players are all experienced campaigners they
may already know several ways of defeating a vastly superior opponent, giving
Umikaro a marked advantage over the bandits. If this is the case, you should
feel free to throw in a complication or two to make things more interesting.
Maybe the bandits have hostages who must be freed before combat can begin.
Their numbers could be much greater than previously expected, or they could
have connections to another Clan. Umikaro himself might reject the idea of
using dishonorable methods to win his battles, desiring victory through a fair
fight.
When I originally came up with the idea for this adventure I intended to
use only Bishamon. However, in the writing process I realized that it could be
adapted for use with other Fortunes as well. Any being of power that is
worshiped by human beings could ask the PCs to do a favor on their behalf,
from a revered ancestor spirit to one of the great Kami themselves.
Other Fortunes and tasks that could be used in this adventure include:
Benten asking the PCs to help Fumimaro (from CFS #6) overcome his
shyness and woo Miyuki.
Daikoku asking the PCs to help Ochaku (from CFS #27) secure and
deliver a valuable commodity.
Hotei asking the PCs to help Nagasunehiko (from CFS #13) find inner
peace and contentment in his new, less glamorous duties.
Jurojin asking the PCs to help Hana-Saka-Jiji (from CFS #7) make
the pilgrimage to a temple where he can receive healing for his
crippling arthritis.
Ebisu asking the PCs to help young Junpei (from CFS #30) tend to the
stables that his family is responsible for.
Fukurokujin asking the PCs to help Baramucha (from CFS #8) compile
a civic development plan to deliver to his superiors.
Akodo Unubore (from CFS #91) asking the PCs to help his descendant,
Akodo Minoru, to make amends for his misdeeds.
The elemental kami asking the PCs to help Kintaro (from CFS #3)
build a temple with his own two hands.
Or any other task you can think of that a Fortune, spirit, or otherworldly
entity might want performed.
In each case, the PCs will have to overcome different obstacles and
difficulties on the way. And while they themselves may be capable of
completing such tasks, don't forget to remind them that their mission is to
provide support and guidance. Like grade school teachers, the Fortunes are
less worried about the task being completed than they are about their followers
making an actual achievement. It doesn't count if you do the student's
homework for them.
Of course, if your players aren't fond of helping NPCs, you can always lay
the responsibility on one of them. Perhaps Bishamon (or Benten, or whichever
Fortune you wish to use) wants them to make up for a previous failure. Or,
he could be checking whether or not they are worthy of attention in the future.
Maybe he has an even greater mission, and this initial task is only a test. One
can never be sure of what agenda celestial beings such as Fortunes and
demigods may have.

Helping people may be its own reward, but it's nice to get some positive
attention from divine beings too.

106. BALANCE IN ALL THINGS


Sometimes the Fortunes give missions. Sometimes they give gifts. And
sometimes they just give headaches.
CHALLENGE
While walking through the marketplace in a large town, one of the PCs meets
a fat smiling merchant in fancy clothes. The merchant greets the PC by name,
and introduces himself as Daikoku, the Fortune of Wealth. He explains that
he has not distributed enough wealth and good fortune this year, and the
balance of positive and negative energy in the world has become uneven as a
result. The Fortune is looking for a mortal to bestow a gift upon in an attempt
to set things right, and asks if the PC might be interested.
FOCUS
Daikoku's gift is simple, but very powerful and useful. Any time the PC is
involved in matters of money, he can choose to change the outcome of the
transaction so that it would benefit him. The items he buys are worth much
more than he pays for them, and when people buy products from him they
somehow end up overpaying. Things always seem to go his way when it comes
to business, and great opportunities just fall into his lap.
There is a drawback to this gift, however, and it shouldn't take long for
the PC in question to discover it. Whenever he alters fate to benefit himself,
someone else suffers a sudden stroke of bad luck. Pouches full of coins are
lost, valuable items break, and trade negotiations go sour. He may even see a
merchant fall into ruin if he continues to use his powers long enough.
STRIKE
Unfortunately, that's not the only problem the PC has to deal with. After a
few weeks, he meets Daikoku once again. But this time the Fortune is not
smiling. He claims that the PC has called upon his gift too many times, tipping
the cosmic balance in the opposite direction. Unless the PC in question wants
to be cursed with financial misfortune for the next several lifetimes, he will
have to make restitutions to some of the people he has "stolen" from.
Even though samurai are not supposed to be concerned with matters of wealth,
it is still necessary for them to deal with money from time to time. Organizing
one's household expenses, procuring supplies, paying for dinner at a
restaurant, brokering a peace treaty, exchanging gifts, and even dice games
involve some sort of financial transaction between two parties. Even if actual
money is not involved, it is still possible for one to come out ahead in some
way. Perhaps a miscalculation results in the PC getting expensive sake for a
very low price. Or maybe the fan he gives his daimyo is actually a rare antique.
While I am personally fond of putting the final say over what form the PC's
good luck takes in the hands of the GM, there is no reason you couldn't let
the player offer suggestions. Having such power can be quite a rush, and
letting a PC play at being "the demi-Fortune of Wealth" can add a lot of spice
to a game session if done well. Just be sure to keep things from getting out of
hand, as the other players may feel uncomfortable about one party member
having so much power.
If none of the PCs seem interested in accepting Daikoku's blessing, you can
always have an NPC who is close to them do so instead. One advantage to this
is that you can bypass the potential problem of a player being reluctant to call
upon the gift. Having a dependent or superior dig themselves into a hole they
cannot escape from alone is a time honored method of pulling PCs into a
conflict.
The act of repaying the people who have been cheated out of their own
good luck can be an especially challenging aspect of this adventure. Does the
PC come forward and explain the situation honestly, or does he attempt to set
things right in a less obvious way. Just giving someone a present is unlikely
to work, because Rokugani manners require the recipient to offer a gift of
similar value in return. On the other hand, people are likely to be a little upset
if they learn that their previous misfortunes were brought on by the PC.
What if the total number of people who have been wronged is greater than
the number who must be reimbursed in order to set the kharmic balance right
again? Who chooses which victims receive aid and which are left in poverty?
There may be a number of people close to the PC who met with bad luck. Will
he try to help them all? How about his enemies? Is there a way he can set
things right without giving them much of an advantage over him?

Like last week's adventure, this scenario can also be altered to work with
other Fortunes. Some examples include:
Bishamon offering good fortune in battle.
Benten offering good luck in love.
Fukurokujin offering wisdom and insight.
Hotei offering happiness and general good luck.
Jurojin offering good health.
Ebisu offering success in craft-related endeavors.
Or any other Fortune promising good luck in an area related to their sphere
of influence (good weather, safe travel, success in swordsmithing, flawless
penmanship, etc.).
Of course, choosing a Fortune that is sure to capture the fancy of the PC
in question is a big part of making this adventure work. Not only will a mousy
courtier have little opportunity to make use of a blessing from Bishamon, but
she probably won't be all that excited about it either. Knowing your players
goes a long way toward finding an approach that works well.
Money can be the root of all evil, but even a samurai needs roots.

107. WHO WANTS TO LIVE FOREVER?


I'm still running behind schedule, but I'm going to do my best to get back on
track by the end of this month. If I can post another adventure this Friday and
get next week's out before the month's end it should all be okay.
Of course, there are worse things than being late. You could be dead. Or
you could have an even worse fate than that...
CHALLENGE
While traveling through a remote area of the Empire, the player characters
come across a village that is not on any of their maps. Upon entering, however,
they find that the settlement is practically a ghost town. Everything in the
village is dusty and run down. Even the people who live there are ancient,
shuffling about their business like living zombies. There is not a single young
person to be found anywhere in the area, or even any sign of any contact
with the outside world in the last century.
FOCUS
The villagers explain that they have been kept alive for over two hundred
years. Old age, famine, plague, and violence have all failed to end their lives.
They cannot die, for Emma-O will not allow them to leave the mortal realm
until they have made amends for a grave insult that angered him long ago.
They have endured countless years of old age, and face more of the same
unless something can be done to appease the merciless Fortune of Death.
STRIKE
Emma-O's anger stems from the theft of a golden statue from his temple, and
he will not lift the curse he has placed on the village until it is returned. The
thief (who may or may not still be in the area) took the statue to a cave deep
in the mountains, where it remains to this day. Unfortunately, the way is
fraught with danger, ranging from natural hazards to cunning traps. Even
immortal as they are, the men and women of the village would never be able
to make the journey in their decrepit bodies, and they beg the PCs to recover
the statue on their behalf.
Feel free to throw any traps and hazards you like at the PCs as they make
their way toward the cave where the statue is hidden. Ancient rope bridges
across deep chasms, sheer cliffs, pitfalls, collapsing tunnels, and spring-loaded
spears are all useful for keeping adventurous samurai on their toes. The local
animals may be affected by the curse as well, their age-addled minds causing
them to lash out blindly at anything they encounter. And if the thief is still alive
in his hideout he's certain to be unhappy to see the PCs. For as unpleasant as
the years have been, the punishment that awaits him at the hands of Emma-O
is certain to be much worse.
Of course, the PCs might not care about any of these problems. After all, if
no one in the village can die they should also have nothing to fear, right?
Whether or not this is actually the case is up to you to decide. Whatever
approach you take, it might be nice to let the PCs know whether or not they
are protected from death before they start throwing themselves in the path of
danger. If you feel like being nice, that is.
The fact that it took over two hundred years to recover the statue opens up
the possibility for further adventures. Emma-O may have further demands
before he is completely satisfied. He could demand a new temple, or a festival

in his honor, or even a great offering of incense and burnt offerings in his
name. Once again, the PCs will have to provide aid when Emma-O asks for
more than the villagers are capable of delivering on their own. Maybe his
demands are too great, and the PCs must find some way to tell him so without
incurring further wrath. Or perhaps they could search for some other way to
regain his favor. But what could the Fortune of Death possibly want?
On the other hand, there are those who might refuse to help the villagers,
seeing the absence of death as a great gift. If word of the lost village were to
spread it would certainly become the center of a great deal of attention.
Wounded, sick, and elderly pilgrims would flock to the area from all over the
Empire. Influential men and women might seek to make their homes there,
free from the worries of accidents or illnesses (or assassinations). Powerful
lords might even attempt to take control of the region by force, leading to a
battle where undying soldiers hack away at each other without end.
If you feel your players are mature enough to deal with the nature of death
you can explore the issues of someone asking you to help them die. Is it right
to help an entire village of men and women embrace death? Do the PCs have
the right to make such a decision on their own? If not, who should they
consult? What if one of the PCs or a loved one has been fatally wounded during
their time in the village? Will they accept their fate in order to give the other
inhabitants the peace they desire? Should they even be asked to?
There are a number of ways you can take this scenario, which just goes to
prove the old saying: Death isn't the end. It's a new beginning.
TAMERLANS SUGGESTIONS
If the PCs are too reluctant to help the villagers, maybe the presence of their
famous (and long believed dead) great-great-great-grandfather waiting to join
his beloved companion in Yomi can change their mind.
Another complication might be that some villagers are still not ready to
leave Ningen-doeither for the same reasons the thief has, because they are
on the verge of finding some miraculous way to regain their youth or simply
out of pure stubbornness. They might find some waymagic, poison,
misinformationto work against the PCs efforts.
Still another complication would be that the villagers dont quite remember
the whole story correctly, due to slowly failing mental abilities and the PCs
have to piece together the true picture from the twisted stories of old men and
women. Or maybe the only villager physically able to serve as a guide has lost
much of his skills and knowledge to the old age. Add a humorous twist at your
own discretion.
PIRATE SPICES SUGGESTION
One thing that occurred to me is that, infirm or not, these people are immortal,
and with enough determination they could eventually recover the statue. This
led me to question what happens when one of them is mauled by a wild animal
or plummets down a chasm. I suggest ramping up the horror of their situation
by showing the PCs exactly what happens to such a person. Perhaps the village
healers house contains a patient who was partially eaten by a tiger. He cannot
heal the gruesome wounds that should have killed him, but he cannot die. So
he lays in bed, mutilated, in eternal agony.

108. INARIS CHILDREN


Fortunes may be powerful, but that doesn't mean they are completely different
from human beings. They have feelings just as mortals do, and can become
pleased, show anger, or even fall in love.
CHALLENGE
As harvest season approaches, a nearby village reports that their rice fields
have been affected by a sudden blight. Plants that were green and healthy no
more than a week ago have suddenly turned wilted and brown. If the problem
spreads, the entire area could be affected by a dire famine. Normally the
farmers would seek the blessings of the priestess who tends the shrine to Inari,
the Fortune of Rice, but no one has seen her in a long time, and they are all
too busy to make the journey to her home. Desperate, they ask the PCs if they
would visit the shrine and bring back the priestess.
FOCUS
The shrine where the priestess makes her home is on the edge of a forest, some
distance away from the village proper. When the PCs arrive at her home,
however, they find a tragic scene. The priestess is dead, and the shrine has
been ransacked. The altar to Inari is in shambles, and several precious

treasures have been stolen. Looking upon such destruction it is no wonder


that Inari has withdrawn his favor.
STRIKE
In actuality, Inari is less concerned about justice or the recovery of his
treasures than he is about the safe return of his children, Kuzu-no-ha
("Arrowroot Leaf") and Hagiwara ("Clover Field"). The priestess was more than
a follower of Inari. She was also his beloved. Until the children that she bore
him can be found and brought back to his shrine, he will be too worried to
carry out any of his normal duties.
Unfortunately, finding the children is easier said than done. As children of
Inari, they are both able to take on the form of a fox at will. Frightened by
the death of their mother, they fled into the forest, and it will be very difficult
to find them and convince them to come back.
Depending on whether you want Inari's relationship with the priestess to be
common knowledge or not, it could take the PCs quite some time to piece
together the true reason for Inari's displeasure. If you want to make the
adventure longer, it is possible that the priestess hid Inari's children from
everyone. Not only do the PCs have to track down Kuzu-no-ha and Hagiwara,
but first they have to find out that the children even exist. Perhaps a few false
leads pop up first, such as someone suggesting that finding the murderers and
bringing them to justice might be a good way to regain Inari's favor. The fact
that the situation does not improve even after the party does so should give
them some indication that there is another problem to be dealt with. On the
other hand, if you want to make things easier, some of the villagers might
know about the two children the priestess was caring for and inquire about
their whereabouts. Or maybe someone notices the red-haired girl (Kuzu-noha) and the brown fox (Hagiwara) that have been lurking on the outskirts of
the village recently. Of course, even if the PCs know where to look, they still
have to be careful about how they approach the scared children. Chasing
someone through the woods is hardly an effective way to get them to trust you.
There may also be other threats that the party has to deal with as well.
Whether humans or foxes, children are vulnerable to a wide variety of dangers.
If they stay in the forest, wild animals may try to attack them. Unfortunately,
the village isn't much safer. Stealing food, either as a child or a fox, is not
likely to be looked upon kindly during a time of famine. And the person (or
thing) who killed their mother may still be hunting for them. Inari's children
could be in very dire straits indeed by the time the PCs track them down.
And just what manner of villain would attack a shrine to Inari? Was the
killer a simple bandit looking for some easy money? A jilted lover who was
tired of being rejected? Or did he have some other agenda? A poor harvest
weakens not only the village itself, but the entire province, and possibly even
the Clan that governs it. The motive might be political, economic, or even
military in nature. Maybe a rival shrine seeks to gain Inari's favor for
themselves, jealous of the attention he showed his chosen follower. Or what if
someone or something was trying to strike at Inari himself?
Also, did the village manage to recover from the sickness that struck their
fields, or was their harvest incomplete? If you're feeling generous Inari may
see fit to reward the heroes who delivered his children to him safely with a
bountiful harvest. But he could just as easily decide to punish humanity for
their violent ways by withholding his blessing. The PCs might have to search
for some other way to regain Inari's good graces. Or maybe there is nothing
they can do but prepare for the coming lean times as best they can.
A possible follow-up to this adventure deals with the fates of Inari's
children. How will they be raised, and who will care for them? Their natural
abilities may enable them to fend for themselves, but they have the potential
to be so much more than street urchins or wild foxes in the forest. Kuzu-noha is smart and charming, and could be a remarkable shugenja or courtier if
she so wished. Quick and nimble Hagiwara would make an excellent bushi if
only there were someone to train him. The PCs could search for a suitable
teacher, or even train the two themselves. Depending on how old the children
are caring for them might be quite a task, even for brave samurai like the PCs.
For gods, spirits, mortals, and beasts alike, one thing is true: There is
nothing as precious as family.

109. JUST REWARDS


In a world where spirits and gods are a part of everyday life, worship isn't so
much about faith as about piety. The Fortunes have already proven their
power. What remains to be proven is the devotion of mortal men and women.

CHALLENGE
Peasants, merchants, and craftsmen from all around the province begin
flocking to a small village a few days' travel from the party's current location.
They invite anyone they meet, including the PCs, to join them on their
pilgrimage. It seems that Sagishi, the Fortune of Just Rewards, has come to
Ningen-do to hold audience with those seeking his favor.
FOCUS
If the player characters investigate they find Sagishi in the lap of luxury,
greeting visitors from far and wide, accepting offerings, and promising great
blessings to come in the future for those who please him. Although he seems
to be a normal human, he is able to display a variety of magical powers
without casting spells. Furthermore, records in the local temple tell of him
making a similar visit to the village two hundred years ago. Despite his
unorthodox behavior, Sagishi seems to be a legitimate deity.
STRIKE
Sagishi is a charlatan. There is no Fortune of Just Rewards. His "powers" come
from a wide collection of Asahina fetishes and nemuranai, and the scrolls in
the temple are forgeries that he planted in order to make his assumed persona
seem legitimate. He has neither the ability nor the intention to help any of the
heimin who worship him, and it merely playing on their hopes in order to
enjoy a life of comfort and ease.
If you think your players are unlikely to investigate Sagishi on their own, you
can easily set things up so that they cross paths with him. Their current
mission could require them to visit the village he has taken up residence in.
Or maybe their servants beg to be allowed to join the mob of pilgrims. Have
the PCs made sure to show proper appreciation to their attendants, or do they
have yet to bestow their "just rewards" upon them? It's quite possible that
Sagishi's continued presence has caused problems for local businesses and
temples, and the PCs could be called upon to investigate the cause of the
disturbance.
Two potential problems with this adventure lie in the reactions of the player
characters. If a PC is too direct in confronting Sagishi, it may be difficult to
keep the "Fortune" from getting ousted or killed, even with a number of
worshipers supporting him. If this happens, you may want to adapt the nature
of Sagishi's deception. Perhaps he is not human after all, but is a ninja
shapeshifter, or a talented mujina playing an elaborate trick on the villagers.
On the other hand, if your PCs are too trusting they may not suspect Sagishi
of any wrongdoing at all. In this case, dropping more direct clues that Sagishi
is not what he seems could be useful. Maybe someone asks him to perform a
feat of mystic power that his magic items cannot duplicate. Or the player
characters might catch a glimpse of him talking to some other conspirators. If
you want to be extremely direct, have a known liar (Yasuki Jirokichi from CFS
#63 is a likely candidate if your players have already encountered him) act as
Sagishi's head priest. The PCs are sure to have some doubts about the validity
of Sagishi's claims when they find him associating with such a dishonorable
crook. In this case, the challenge might not be discovering Sagishi's deception,
but finding some way to prove it to his admirers.
Of course, there are completely different directions you could take the
adventure in as well. Maybe Sagishi really is the Fortune of Just Rewards, and
his constant demands are a test of the villagers' generosity. Can the PCs prove
themselves worthy of his blessings, and what rewards will they reap for
themselves if they do? Do they have any recourse if what they deserve is not
what they desire?
You could incorporate a moral dilemma by making Sagishi a sympathetic
figure. He could be a monk impersonating a Fortune in order to draw donations
from the greedy and impious. Or he may be the victim of a blackmail plot,
trying to raise enough money to pay the ransom for his family. You could even
give him some noble motives. Some investigation might reveal that the local
governor is unwilling to raise taxes because he doesn't want to draw the ire of
the many rich merchants who have shown him favor in the past. Sagishi has
mentioned to the governor that several rural villages lack clean drinking water
time and time again, only to be ignored. So now he has taken matters into his
own hands. Surely, he reasons, it's worth lying to those who have more than
they need in order to improve the life of the common people, right?
If you want to reverse the adventure completely, you can involve a case of
mistaken identity. A series of strange coincidences might lead the villagers to
believe that one of the PCs (or an ally of the party) is the mortal incarnation
of a Fortune, whose visit was foretold by an ancient prophecy. Any efforts to
dissuade them of such a notion will be taken as attempts to test their faith,

and the unlucky PC may have to find some way to deal with the villagers'
constant requests for divine favors. Maybe mortals do have the power to
change the world....
Or maybe the PCs and Sagishi have been sent to the village for the express
purpose of impersonating a Fortune. The abbot of the local temple could be
concerned that the people are lax in their worship and seek to restore their
sense of spirituality through a direct demonstration. Or they could be part of
a covert mission, infiltrating a rival clan's lands to cheat, rob, and demoralize
the local peasants. In any case, they may have to face some pretty heavy
skepticism in order to convince everyone that they are telling the truth and
succeed in their mission.
Faith is like honor. It can come easy, and it can be lost in an instant. Such
is the nature of men and women. For to err, is, after all, only human.

Tsu Fish
No creature in the history of Rokugan is more feared than the topic of these
next adventures. Consider yourself warned.

110. ONE FISH, TSU FISH


CHALLENGE
Life is good in the town of Horyou. The provincial governor has spent the last
few years enacting a number of special projects to improve the quality of life
in the area, and they have all recently come to fruition. Land has been cleared
for rice fields, which are a great new source of income for the town. Laborers
have been brought from other areas to develop a quarry, and the increase in
population has attracted several merchants and businesses as well. A haunted
shrine has been cleansed, new wells have been dug, and a number of local
samurai families have taken advantage of their new fortunes by adding
elaborate gardens to their estates. Everything is wonderful!
FOCUS
At least, it seems that way until the town is hit by a plague of tsu fish!
Hundreds of thousands of the slimy creatures invade the town from the north,
sweeping through the streets. They slither and flop their way into homes,
restaurants, bath houses, marketplaces, the local kabuki theater, the temple to
Shinsei, and anywhere else they can reach. The sheer number of tsu fish makes
it difficult, if not impossible, to stop their advance, and their presence causes
quite a disruption for the local populace.
STRIKE
All of the recent construction and developments in the area have changed the
local chi flow, which in turn has affected the tsu fish migration routes. Where
the tsu fish formerly spawned in smaller streams in the north, they are now
drawn to wetlands in the south. This new route takes them directly through
the middle of Horyou, and they will continue their march unless something is
done to change the situation.
While the species is different, the movie on this page can be helpful in getting
into the proper mood for presenting the tsu fish invasion:
http://www.metacafe.com/watch/80129/christmas_island_red_crabs/
Just imagine flippers instead of claws and you should have a good idea of
what the town will look like.
If you choose to believe the latest information that has been provided
concerning tsu fish the invasion is actually less threatening than it is
annoying. The creatures present no danger to humans and are easily dealt with
individually. In fact, the only advantage the tsu fish may have in this case is
their great numbers. There are simply too many for any one person or group
of people to take care of, and those who try should be able to recognize the
futility of their efforts. It's like trying to juggle a hundred balls at once.
If you prefer the old school style of tsu fish as they appeared in the First
Edition rule book, however, Horyou could be in for a great deal of trouble.
Peasants and merchants have almost no chance of standing up against such
monsters, and would be forced to flee in abject terror before the plague of tsu
fish. Even samurai may find themselves hard pressed to deal with wave after
wave of these formidable creatures, and you may want to cut back on the
number of tsu fish encountered at one time.
Depending upon the skills that the player characters possess, they may
have some trouble recognizing the cause of the problem. If you feel a clue is
necessary you can have someone mention that the old tsu fish spawning

grounds were close to where the new rice fields are. If you want to give a big
hint, let the PCs overhear two merchants discuss the best layout to bring about
positive chi flow in a new store prior to the arrival of the tsu fish, and then
give them the information about the old spawning grounds once the march
begins. Mentioning both of these factors should definitely give them a push in
the right direction.
One thing that can be a big help is drawing a simple map of the area,
including recent changes and the current route that the tsu fish are taking in
their migration. You can show the players exactly what influences are affecting
the movements of the tsu fish swarm by illustrating the sources of positive
(bodies of water, green plants) and negative (polluted, dirty, or barren areas)
energy in and around the city.
Of course, even after the player characters know the cause of the problem,
they may still have quite a bit of trouble finding a solution. No one wants to
live next to a garbage heap, no matter how effective the negative chi flow is at
keeping tsu fish out of the area. Likewise, the local nobles are certain to be
displeased to hear that they must give up their beautiful gardens in order to
avoid attracting unwelcome pests. The changes in chi flow caused by the
purification of the haunted shrine and the opening of the quarry may be
especially hard to undo. The PCs might have to eliminate negative influences
and bring in more sources of positive chi flow. Or maybe they'll have to find
some way to do the opposite, making the town less of a magnet for beneficial
energy. Without careful planning (http://en.wikipedia.org/wiki/Feng_shui) it's
entirely possible that they'll make the situation worse.
For those who are not adverse to exploring real world issues in their games,
this scenario offers a great chance to examine the impact of humanity's actions
upon the ecosystem at large. Perhaps it is not possible to undo the changes
that have caused the tsu fish to alter their migration routes. Can the residents
of Horyou coexist with the tsu fish, or will the conflict end in destruction?
What other consequences might such damage have upon the environment?
On the other hand, this adventure also has a lot of potential for comedy as
well. Tsu fish have been known to climb trees and hop distances of up to
several feet, so there's no telling just where they might end up. PCs might find
the critters in their homes, baths, food, or even their kimono. Going about
one's daily business, or just getting from one place to another can be a hassle
when there is a constant swarm of fish underfoot. And woe be to a party of
player characters who has to deal with an important (or squeamish) visitor
during this chaotic time. There's really no situation that can't be made more
interesting by adding more tsu fish.

Appendix
Additional Material for CFS #100
ALLIES, RIVALS, AND OTHER COMPETITORS
A few notes before we begin.
The information listed below is not set in stone. Your campaign has
probably unfolded in a completely different direction. Maybe the PCs failed to
stop Satsujinki and Kuni Toshi was eaten by zombies. Maybe they killed Ryota
for his crimes. Maybe Saya was betrothed to one of the PCs and theyve been
married for the past six months. The ideas given here are only guidelines to help
you get started, and you can use, change, or ignore them as much as you want.
Many of the NPCs listed below were not given names or Clan alignments
when they originally appeared. I have taken the liberty of providing such
information for the purposes of this scenario, but there is no reason why you
should feel compelled to use my suggestions if you do not wish to do so. If you
think that Kawachi should be a shugenja from the Unicorn Clan, go for it.
Likewise, if you have already used a name of your own creation for an NPC
which was previously nameless, keeping the established name is much better than
introducing a completely new character.
I have not, however, given any of the NPCs school ranks, skill ranks, or
spell lists. This was a conscious decision on my part in an effort to make this
adventure useful for as many different groups as possible. GMs already have
too many things to handle without having to adjust Insight Ranks and skill
levels to fit the capabilities of their own group.
Instead, I have provided some minimal information on the strengths and
weaknesses of the NPC competitors using a sliding scale, ranked from C to A.
Using these rankings as a guide, you can adjust the exact school, trait, and
skill ranks of a given NPC to match the power level of your player characters.
C stands for Common, and means that the NPC is pretty close to
average, give or take a little. While not a real weakness, the listed skill or trait
is not one in which the NPC can claim any great expertise. A C ranking
basically means that the NPC is better than unskilled in such areas.
B stands for Bright, and means that the NPC is somewhat better than
average when it comes to that skill or trait. Most skills or traits that an NPC
uses frequently will have a B ranking.
A stands for Amazing, and means that the skill or trait in question is a
specialty of the NPC. Only those who have undergone a lot of training should
be able to rival the NPCs performance in such an area.
Skills or traits in which the NPC has no special training will not be listed.
In addition, skills or traits in which the NPCs rank is significantly below
average (indicated by a D for Dismal) are also not listed, except in special
cases.
That said, lets meet some old friends:
RAI LI

(ORIGINALLY APPEARED IN CFS #A)

MONK HISTORIAN
C: Calligraphy, Etiquette, Investigation, Perform: Storytelling, Air kiho, Void kiho
B: Awareness, Artisan: Painting, Meditation, Lore: History, Lore: Heroes, Lore: Theology
A: None
Agenda: Rai Li isnt interested in glory or gaining any favors from the Emperor, but he
would like to record the valiant deeds of the competitors. As such, hell spend as much
time as possible talking to the Emperor and getting his opinion of the proceedings. Those
who think to talk to Rai Li will be able to learn much of what the Emperor thinks of those
present at Court.

THE AUTHOR

(ORIGINALLY APPEARED IN CFS #B)

PHOENIX SHUGENJA
C: Perception, Spellcraft, Calligraphy, Tea Ceremony, Lore: Literature, Void magic
B: Intelligence, Divination, Perform: Storytelling (Fiction), Investigation, Air magic
A: Lore: Myths
Agenda: The Phoenix shugenja known as "The Author" is best known for his stories of
fiction. What many people dont know is that the stories he sets to paper are actually based
on old scrolls he discoveredincluding both historical records and prophecies of the future.
If given the chance, hell attempt to approach the PCs with advice on how they can use any
favors they are granted, as it seems he knows what troubles they might face....

MASTER JIANZHEN

(ORIGINALLY APPEARED IN CFS #1, BUT NOT NAMED)

MONK TEACHER
C: Divination, Lore: Geography, Staves, Defense, Athletics
B: Stamina, Willpower, Lore: Theology, Jiujutsu, Earth kiho
A: Meditation
Agenda: Jianzhen is concerned about a group of cultists that has been active in the area
near his home temple. It seems one even went so far as to impersonate him. He would
like to gain help through conventional means, but if he has to enter a contest in order to
gain the Emperors attention hell do so without regret.

KINTARO

(ORIGINALLY APPEARED IN CFS #3)

RONIN SHUGENJA
C: Hunting, Athletics, Defense, Sincerity (Deceit), Heavy Weapons
B: Artisan: Sculpting, Craft: Woodworking, Commerce, Traps, Earth magic
A: None
Agenda: Kintaro has spent the last several months trying to make amends for the crime
he committed, donating a large amount of money toward building a new shrine to the
kami. If he is able to win a favor (most likely through his sculpting skills) he will ask for
aid in the shrines completion. Unfortunately, Kintaro gained the money he donated by
ambushing and robbing bandits. A group of them have tracked him down, and will try
to exact vengeance before the winter is over.

AKUJIKI

(ORIGINALLY APPEARED IN CFS #4, BUT NOT NAMED)

IMPERIAL COURTIER
D: Honor Rank
C: Intelligence, Knives, Acting, Lore: Politics, Battle
B: Awareness, Courtier, Lore: Law, Lore: Anatomy (Torture), Perceived Honor
A: Etiquette, Sincerity (Deceit)
Agenda: If the PCs did not eliminate this madman the last time they met him, theyll find
him back to his old tricks. Somehow he managed to convinced some influential friends
that the testimony given against him was merely slander, and has been cleared of all
wrongdoing. If he secures a favor from the Emperor hell ask to be made governor of a
small village somewhere remote, so that he can continue his reign of terror.

BANZAEMON

(ORIGINALLY APPEARED IN CFS #5, BUT NOT NAMED)

MANTIS BUSHI
C: Perform: Song, Craft: Sailing (Navigation), Kenjutsu, Kyujutsu, Perform: Storytelling
(Bragging), Craft: Fishing
B: Peasant Weapons, Jiujutsu, Perform: Drums, Lore: Food and Drink, Craft: Cooking
A: Stamina
Agenda: Banzaemons primary goal at this years Winter Court was simply to relax and
have a good time. While the presence of the Emperor means he cannot unwind as
completely as he would like, it has also given him an idea. He would like the Emperor to
attend Winter Court at his home next year. Naturally, he or another Mantis will have to
secure a favor before another Clan can make a similar invitation.

FUMIMARO

(ORIGINALLY APPEARED IN CFS #6, BUT NOT NAMED)

CRANE COURTIER
C: Artisan: Poetry, Courtier, Etiquette, Perform: Biwa
B: Lore: Romantic Epics, Lore: Myths, Lore: Drama, Artisan: Painting
A: None
Agenda: Fumimaro has neither the ambition nor the confidence to compete for the
Emperors favor. He doesnt have the confidence to tell Miyuki how he feels about her
either. Even though he held a flower viewing party in her honor, it took him years to
work up the courage to do so. Unless someone does something to encourage him, hell
likely end up wasting the entire season.

WAKASABURO

(ORIGINALLY APPEARED IN CFS #7, BUT NOT NAMED)

UNICORN BUSHI
C: Horsemanship, Animal Handling (Falconry), Artisan: Gardening, Jiujutsu, Craft:
Armorsmithing
B: Strength, Etiquette, Battle, Kenjutsu, Heavy Weapons, Lore: Bushido, Lore: Drama
A: None
Agenda: Wakasaburo is used to having a lot more power and influence than he currently
wields. Most of his subordinates, staff members, and servants were sent to other courts
for the winter. It is a decision that Wakasaburo has come to regret since the Emperors
arrival. Hed like to request aid in repairing the damage that a storm did to his familys
holdings, but it is a difficult task to undertake by himself, and hed be willing to offer a
great deal to anyone who could help.

HANA-SAKA-JIJI

(ORIGINALLY APPEARED IN CFS #7)

FOX SHUGENJA
D: Reflexes, Strength
C: Spellcraft, Lore: Spirits, Artisan: Gardening, Water magic

B: Craft: Farming, Lore: Plants, Lore: Weather, Earth magic


A: Inner Gift: Equivalent to the Speed Growth spell
Agenda: Hana-saka-jiji has been ready to retire for many years, but his love of plants
and flowers keeps him traveling the Empire. He has heard a lot of news and stories in his
travels, and can be an excellent source of information for those who will ask. While he
has no pressing request to make of the Emperor he will compete if invited and ask for a
small cottage with a garden if he wins.

Agenda: As a personal friend of the host, Ayako has a vested interest in seeing that the
winter passes without serious incident. After all, one doesnt get a second chance to
impress the Emperor. To that end, she will do her best to smooth over disagreements
between Clans and settle disagreements without undue trouble. What shed really like for
herself is a gift from the Emperor to remember this special event by, but such wishes will
have to wait.

TAKEDA EICHI
BARAMUCHA

(ORIGINALLY APPEARED IN CFS #8)

ALLY COURTIER
D: Courtier, Lore: History, Lore: Heraldry, Lore: Law, Battle, Investigation, Commerce,
Engineering, any other complex skill
C: Etiquette
B: Artisan: Gardening
A: None
Agenda: Baramucha has a highly inflated view of his skills, ans will end up embarrassing
himself and his Clan if he is not stopped. He does, however, have a hidden aptitude for
landscaping and gardening, which he engages in as a hobby. Unfortunately, persuading
him to compete in such an endeavor rather than show off his "talents" in the higher skills
will be quite a task.
Baramuchas Clan alignment should be chosen to match one or more of the Player
Characters.

SHINICHIRO

(ORIGINALLY APPEARED IN CFS #9)

ALLY BUSHI
C: Void, Defense, Lore: Ancestors, Lore: Weapons, Meditation, Kata routines
B: Reflexes, Agility, Kenjutsu, Iaijutsu, Lore: Bushido
A: None
Agenda: Depending on which version of Shinichiro the PCs met, he may be either eager
or hesitant to use his skills with the sword. Regardless, his family has great confidence
in his abilities, and will attempt to trade away the favors they earn from his victories
before the contest even begins. If Shinichiro does not win the competitions he enters his
family may find themselves unable to uphold their part of the bargain they have made.
Shinichiros Clan alignment should be chosen to match one or more of the Player
Characters.

NOBUISA

(ORIGINALLY APPEARED IN CFS #10, BUT NOT NAMED)

CRAB BUSHI
C: Willpower, Strength, Athletics, Defense, Craft: Cooking, Lore: Shadowlands, Traps
B: Battle, Kenjutsu, Heavy Weapons, Engineering, Craft: Masonry, Lore: Superstitions
A: None
Agenda: Nobuisa has spent the last year rebuilding the damage that an oni did to his
family home. In the process, he has devised some new ideas for siege engines and
fortifications that he would like to develop. If possible, hell ask the Emperor to provide
someone to take over his duties to his daimyo so that he can have free time to confer
with learned Kaiu Engineers about what he has designed.

KITSU RURIKO (ORIGINALLY APPEARED IN CFS #11 AND #23, BUT NOT NAMED)
LION SHUGENJA
C: Calligraphy, Divination, Lore: Theology, Lore: Spirit Realms, Lore: Heraldry
B: Lore: History, Lore: Ancestors, Spellcraft, Meditation, Water magic
A: Ancestor magic
Agenda: If the PCs have dealt with a sodan-senzo at some point in their travels, odds are
it was Ruriko. Her travels have taken her to various corners of the Empire, and shes
talked to countless scholarsboth living and deadabout the genealogies of various
families. Now, shed like to invite the Emperor to view her completed work. But first she
has to win a favor before someone else can invite him.

(INSPIRED BY CFS #12)

RONIN BUSHI
C: Lore: Takeda Family, Craft: Farming, Hunting, Battle, Meditation
B: Agility, Void, Iaijutsu, Defense, Animal Handling (Horses), Kata routines
A: Kenjutsu
Agenda: Claiming to be a descendant of the legendary ronin Takeda Fujimu, Eichi seeks
to reclaim his familys lost lands and title. The lands he claims are not that vast, and
parting with them would be no great consequence for the Clan that currently holds them.
Unfortunately, Eichi has no proof that he really is who he says he is. As such, hell attempt
to show the truth of his claim the only way he can: by using his familys kenjutsu style
to defeat all challengers.

OTOMO NAGASUNEHIKO
IMPERIAL COURTIER

C: Tea Ceremony, Investigation, Lore: Politics, Lore: Economics, Artisan: Bonsai


B: Courtier, Calligraphy, Lore: Heraldry, Lore: Law, Lore: Gifts
A: Etiquette
Agenda: Fate has not been kind to Nagasunehiko. It all began when he turned away a
young cook from the palace gates. Soon afterward he learned that the young man had
been Sapphire Chef Kawachi, and that hed come at the invitation of the Otomo daimyos
cousin. Since that time hes found himself relegated to increasingly less important duties.
Nagasunehiko has long rued that day, and his hatred for the Sapphire Chef is almost at
the boiling point.

ENDOU

(INSPIRED BY CFS #14)

MANTIS BUSHI
C: Commerce, Forgery, Craft: Locksmith, Knives, Sincerity (Deceit), Acting (Disguise),
Read Lips
B: Courtier, Lore: Underworld, Stealth, Kenjutsu, Jiujutsu, Know the School (various bushi
schools)
A: None
Agenda: Whether or not they know it, Endou has been searching for the PCs for quite
some time. At some point in their travels, they came across an item that his employers
would like returned, and its Endous job to find it and get it back. Unless they no longer
have the item. In that case, it becomes his job to convince them that it is in their best
interest to recover the missing item. Either that or make their deaths look like an accident.

YAMAZAKI

(ORIGINALLY APPEARED IN CFS #15, BUT NOT NAMED)

RIVAL SHUGENJA
C: Agility, Intelligence, Artisan: Tattooing, Kyujutsu, Lore: Law, Courtier (Gossip)
B: Spellcraft, Meditation, Lore: Maho, Polearms, Fire magic
A: None
Agenda: Having been accused of being a maho-tsukai and almost executed has done
little to improve Yamazakis outlook on life. If anything, it has only served to make him
more bitter and hateful toward others. Yamazaki will do his best to encourage others to
compete against members of his rivals Clan, even offering additional favors from his
own Clan. He doesnt care who wins, as long as the PC and his family loses.
Yamazakis Clan alignment should be selected with the PC he will serve as a rival to
in mind.

SHIBA TOSHIHISA
IEMITSU

(ORIGINALLY APPEARED IN CFS #11, BUT NOT NAMED)

RIVAL BUSHI
C: Reflexes, Battle, Courtier, Games: Dice, Spears, Perform: Drums
B: Agility, Kenjutsu, Games: Kemari, Kyujutsu, Defense, Artisan: Origami
A: None
Agenda: Many years ago Iemitsus ancestor was defeated by the ancestor of one of the
PCs. The insult was not forgotten, and Iemitsus ancestor has guided him to thwart and
oppose the PC in retribution. Although he does not hate the PC enough to wish him dead,
he will do everything he can to see his rivals efforts fail miserably.
Iemitsus Clan alignment should be selected with the PC he will serve as a rival to in mind.

(ORIGINALLY APPEARED IN CFS #12, BUT NOT NAMED)

IMPERIAL COURTIER
C: Awareness, Intelligence, Calligraphy, Investigation, Lore: Art
B: Etiquette, Lore: Law, Lore: Geography, Lore: Heraldry, Games: Go
A: Courtier

(ORIGINALLY APPEARED IN CFS #17)

PHOENIX COURTIER
C: Perception, Commerce, Perform: Flute, Kenjutsu, Engineering
B: Etiquette, Courtier, Games: Go, Lore: Geography
A: None
Agenda: Toshihisa has never been happier than since he married Hikaru. Not only does
she manage their home well, but she has also proven herself to be quite resourceful.
Though it is difficult for him to say to her directly, he is very proud of her and glad to
have such a strong woman for a wife. He is even considering putting her name forth for
consideration as a teacher of kenjutsu at the dojo near their home.

SHIBA HIKARU
OTOMO AYAKO

(ORIGINALLY APPEARED IN CFS #13)

(ORIGINALLY APPEARED IN CFS #17)

PHOENIX BUSHI (FORMERLY CRANE BUSHI)


C: Reflexes, Perform: Dance, Perform: Storytelling, Artisan: Painting, Etiquette, Courtier,
Tea Ceremony
B: Agility, Kenjutsu, Iaijutsu, Defense, Athletics, Kata routines
A: None

Agenda: Hikarus life has been a lot quieter since she married Toshihisa. There are times
when she misses life on the road, but she has gotten used to being in charge of the
household and does a fine job of managing the familys affairs. Nonetheless, there are
times when she wonders if Toshihisa is truly happy with the woman she has become.
Does he long for a more cultured and demure wife, like her sister? Perhaps if she was
able to best Mizuho in a contest of courtly arts, instead of martial skill, she would be the
woman Toshihisa has always dreamed of.

DOJI MIZUHO

(ORIGINALLY APPEARED IN CFS #17)

CRANE COURTIER

MIYA HORIKAWA

C: Lore: Heraldry, Calligraphy, Perform: Flute, Perform: Storytelling


B: Tea Ceremony, Courtier, Etiquette, Perform: Dance
A: Artisan: Painting
Agenda: Mizuho cannot help but feel a twinge of envy when she looks upon her sister.
Hikaru and Toshihisa have settled into married life quite comfortably, while she and
Denyu have yet to set an official date for their marriage. Mizuho has no intention of
stealing her sisters husband, but she figures that if she can show Denyu that others
appreciate her womanly charms he just might get jealous and pay more attention to her
instead of his work.

KAKITA DENYU

(ORIGINALLY APPEARED IN CFS #17, BUT NOT NAMED)

CRANE ARTISAN
C: Acting, Lore: Fashion, Tea Ceremony, Perform: Puppeteering, Etiquette
B: Awareness, Artisan: Origami, Artisan: Poetry, Artisan: Ikebana, Craft: Cooking
A: Lore: Art
Agenda: Denyu takes pride in his skills as an artist, and is eager to show off for the
assembled members of Court in the Emperors competition. But there is another reason
why he competes as well. The Crane are attempting to curry favor with another Clan, and
any favors Denyu acquires will be used on behalf of members of that Clan. Denyu might
even give the favors themselves away as gifts. But after the Crane have given so much,
theyre sure to expect something in return.

KUMA

(ORIGINALLY APPEARED IN CFS #18)

LION BUSHI
C: Strength, Lore: Law, Courtier, Etiquette, Horsemanship
B: Jiujutsu, Battle, Kenjutsu, Defense, Hunting
A: None
Agenda: Kuma will not be at Winter Court unless his brothers crimes were revealed. If
so, ignore the events listed in Washis write-up.
Kuma has seen too many members of his family pass away in the past two years. His
children were murdered. His father, Lord Takanobu, died soon after. And now he is forced
to hunt down his own brother. Even in exile, Washi retains the loyalty of his followers,
and has been able to escape justice time and time again. But Kuma will call upon every
ally he has if necessary. The ghosts of his children demand it.

WASHI

(ORIGINALLY APPEARED IN CFS #18)

LION BUSHI
C: Strength, Jiujutsu, Etiquette, Lore: Superstition, Battle
B: Sincerity (Deceit), Kenjutsu, Defense, Horsemanship, Hunting
A: None
Agenda: Washi will not be present at Winter Court unless he was able to somehow pin
the blame for his own crimes on his brother. If so, ignore the events listed in Kumas
write-up.
Lord Takanobu named Washi his successor only hours before he died. Before he was
choked to death. Guards came forward with testimony implicating Washis own brother.
The fact that Kuma fled from the house when Washi tried to apprehend him only
confirmed his guilt. Now, Washi seeks help in hunting down and executing his brother,
for once he does his perfect crime will be complete.

KEISUKE

B: Games: Dice, Sincerity (Deceit), Craft: Silk Weaving, Craft: Tailor, Lore: Trading
Houses, Lore: Fashion
A: Commerce
Agenda: Ochaku has managed to save the Kirekazu Silk Works from ruin by hitting upon
the unique idea of cutting up bolts of silk for use as ribbons, enabling him to make more
money for less product. Due to his poor reputation, it would be quite difficult for him to
compete in the Emperors contest. But Ochaku is not concerned with such things anyway.
Hes more interested in betting on the outcome of each game, and will approach anyone
who looks like they might be tempted to join in the gambling.

(ORIGINALLY APPEARED IN CFS #26)

RONIN BUSHI
C: Willpower, Lore: Underworld, Hunting, Stealth, Knives, Lore: Merchants
B: Reflexes, Athletics, Kenjutsu, Jiujutsu, Defense, Peasant Weapons
A: None
Agenda: Having left his life in Kurushiis band of robbers behind, Keisuke is trying to
make a new start in life. He has tracked down the family his father was from, and learned
that he has an uncle named Wakasaburo. It took every bit of luck he had, but Keisuke
was able to find out which castle Wakasaburo would be attending Court at and get
himself invited as well. He has yet to approach his uncle about his heritage, but he hopes
that if he can distinguish himself well in the contests that have been announced he will
be accepted into the Clan of his fathers birth.

KIREKAZU-YA NO OCHAKU (ORIGINALLY APPEARED IN CFS #27, BUT NOT NAMED)


TORTOISE MERCHANT
C: Awareness, Reflexes, Navigation, Etiquette, Forgery, Lore: Underworld

(ORIGINALLY APPEARED IN CFS #28)

IMPERIAL COURTIER
C: Etiquette, Lore: History, Lore: City Planning, Way of the Land (Various)
B: Navigation, Horsemanship, Lore: Heraldry, Calligraphy
A: Lore: Geography
Agenda: Despite his brush with death at the hands of bandits, Horikawa remains devoted
to his mission of mapping the Empire. He has noticed that several villages have expanded
since the last road maps were made, and significant revisions are required in order to
bring them up to date. He would never dream of saying that the Emperors maps were
inaccurate. Rather, the villagers have failed to keep the governors notified of new
construction. Luckily, Horikawa himself is willing to make the necessary inspections and
adjustments to update the maps. He just needs permission to requisition supplies, and
maybe the services of a few bodyguards to protect him while he travels.

RYOTA

(ORIGINALLY APPEARED IN CFS #31)

RONIN BUSHI
C: Commerce, Defense, Jiujutsu, Knives, Animal Handling (Horses), Lore: Underworld
B: Kenjutsu, Athletics, Craft: Carpentry, Lore: Crab Lands
A: None
Agenda: If the PCs encountered Ryota and let him live, theyll find he has managed to
turn his life around almost completely. He has found steady employment with the Crab
Clan protecting shipments of iron ore and weapons going to and from the Kaiu smiths.
Its safe work, and he is able to support his family without trouble. However, he lives in
constant fear that someone will learn of his past as a bandit, for while such news would
not end his relationship with the Crab, it would probably get him reassigned to a less
desirable and much more dangerous position.

KUNI TOSHI

(ORIGINALLY APPEARED IN CFS #35)

CRAB SHUGENJA
C: Courtier, Lore: Law, Kenjutsu, Meditation, Lore: Theology, Lore: Nemuranai
B: Perception, Willpower, Spellcraft, Lore: Shadowlands, Earth magic
A: Investigation
Agenda: With the defeat of Satsujinki and the destruction of the Bloodscrolls, Kuni Toshi
has turned his attentions to other artifacts that pose a threat to the Empire. His most
recent target is the Horn of Saisei, last seen in the possession of Lady Osumi of the
Phoenix. Believing that the Horn would be much safer in the custody of the Crab, Toshi
has begun petitioning Osumi to turn the item over to him. So far the disagreement has
been a personal matter between the two of them, but Toshi is prepared to cause a scene
and reveal the matter to the entire Court if Osumi continues to resist.

SAYA

(ORIGINALLY APPEARED IN CFS #36)

ALLY COURTIER
C: Tea Ceremony, Perform: Song, Artisan: Ikebana, Artisan: Painting, Lore: Fashion
B: Awareness, Etiquette, Courtier, Perform: Oratory, Lore: Gifts
A: None
Agenda: Things have gone smoothly for Saya since Kouji was reassigned to aid another
diplomat. She has dealt with many of the skeletons in her closet, and made several
beneficial deals for her Clan. Now, with the chance to win even greater favors, she is
determined to do even more for her people, starting with inviting the Emperor to visit
her familys estate next year.
Sayas Clan alignment should be chosen to match one or more of the Player
Characters.

KOUJI

(ORIGINALLY APPEARED IN CFS #36)

ALLY COURTIER
C: Intelligence, Perception, Etiquette, Courtier, Investigation
B: Calligraphy, Commerce, Lore: Logistics, Lore: Law, Games: Shogi
A: None
Agenda: Even though he may be a member of the same Clan, Kouji bears no love for
Saya and the PCs. He has yet to recive any promotions or recognition for his efforts, and
he blames their meddling for his failure to advance. But he has a plan to change all that.
When he served under Saya she was always the one to win allies with her charming
smile, while it fell to him to take care of the actual paperwork. If he can goad her into
entering a competition in one of his strong areas, he will finally be able to show that his
skills are superior to hers.
Koujis Clan alignment should be chosen to match Sayas.

TATSU

(ORIGINALLY APPEARED IN CFS #37 AND CFS #92)

ALLY BUSHI
C: Medicine, Lore: Literature, Sleight of Hand, Chains, Peasant Weapons
B: Artisan: Poetry, Games: Kemari, Precise Memory
A: None (But using Yukishimas poems give him Storytelling at this rank)
Agenda: Tatsu wants to be a great poet, but he just cant organize words as well as the
great masters. The fact that he lacks the patience to practice and perfect his art doesnt
help. He wants to get famous quickly and make his aunt Junko proud without going
through any hard work. Thats why he has copied several poems from the notebook of
the great poet Yukishima. He knows what he has done is wrong, but he just cant help
himself. He figures that maybe, just maybe, if he uses them as a basis for his own poems
hell be able to write something great. But the contest is approaching quickly, and hes
becoming more and more desperate.
Tatsus Clan alignment should be chosen to match one or more of the Player Characters.

own skills are formidable, his lack of confidence may lead him to try his luck in other
competitions first.

YUKIO
CRANE COURTIER

C: Etiquette, Perform: Jesting, Investigation, Lore: Heraldry


B: Awareness, Perform: Storytelling, Games: Sadane, Lore: Current Events
A: Courtier (Gossip)
Agenda: Its possible that Yukio could win a favor from the Emperor on his own merits.
If he did hed be sure to use it to gain a position in the Emperors staff. Its more likely,
however, that hell simply latch on to anyone who distinguishes themselves as a favorite
of the Court and follow him or her around simply for the sake of being seen with someone
popular and famous.

TOSHIHIDE
KAWACHI

(ORIGINALLY APPEARED IN CFS #41 AND CFS #88)

(ORIGINALLY APPEARED IN CFS #42)

(ORIGINALLY APPEARED IN CFS #39 AND CFS #66)


SCORPION BUSHI

SPARROW BUSHI
C: Athletics, Etiquette, Medicine, Instruction, Craft: Fishing, Lore: Regional Products
B: Tea Ceremony, Knives, Lore: Food and Drink, Lore: Animals
A: Craft: Cooking
Agenda: Anyone who knows Kawachi knows his biggest wish is to become the Emerald
Chef. It has been his single biggest goal for the past year, and if he can impress the
Emperor with his cooking, he stands a chance at earning a place among the Imperial
Kitchen staff. His dream has never been closer. But recently another dream has entered
Kawachis thoughtshaving dinner with the sweet maiden Eriko. With two precious
dreams, could he bear to choose between them?

C: Kenjutsu, Polearms, Spears, Games: Sadane, Knives, Games: Kemari, Perform: Dance,
War Fans
B: Temptation (Seduction), Defense, Chains, Kyujutsu
A: Agility
Agenda: Toshihide has been charged with a special mission in order to maximize the
number of Scorpion Clan members who can gain favors from the Emperor. His job to
enter as many martial contests as he can. And while hell do his best to win, its not
actually required of him. All he really needs to do is injure as many of his opponents as
possible, preventing them from competing in any further games. The fact that he enjoys
hurting people is simply a bonus.

OTOMO AMATO

OTOMO SHIGEKI

(ORIGINALLY APPEARED IN CFS #39.5)

(ORIGINALLY APPEARED IN CFS #44)

IMPERIAL COURTIER

IMPERIAL COURTIER

C: Lore: Food and Drink, Lore: Law, Lore: Heraldry, Calligraphy


B: Courtier, Etiquette, Lore: Politics, Lore: Art
A: None
Agenda: Ever since tasting Kawachis cooking at last years Winter Court, Amato has
been a devout supporter of the aspiring chef. Amato was the one who recommended
Kawachi to the Otomo daimyo, and he still regrets the fact that Kawachi was turned
away. The entire incident has become somewhat of a sore point between him and his
estranged cousin Nagasunehiko. So great is his faith in Kawachis abilities that he is even
considering betting on the outcome of the contest, wagering his precious tapestry
collection against Ensakus prized vase.

C: Commerce, Lore: Heraldry, Lore: History, Battle, Investigation, Artisan: Painting


B: Meditation, Artisan: Bonsai, Courtier, Etiquette, Lore: Politics, Tea Ceremony
A: None
Agenda: Shigeki has managed to work through the difficult times he was facing last year
and regain a feeling of inner peace. He has balanced his duties to the Empire with his
personal life, and taken up a number of hobbies to help him relax. But while this helps
him deal with the difficult decisions he must make in his job, it does not make those
choices any less unpleasant for others. Someone is very upset with the way Shigeki has
reorganized the men under his control, and has hired an assassin to kill him. In his relaxed
state of mind, however, Shigeki may not realize the danger he is in until it is too late.

YOTSU KARAMI

JOTARO

(ORIGINALLY APPEARED IN CFS #39.5)

(ORIGINALLY APPEARED IN CFS #46, BUT NOT NAMED)

IMPERIAL BUSHI

MANTIS BUSHI

C: Kyujutsu, Battle, Horsemanship, Athletics, Spears


B: Reflexes, Agility, Kenjutsu, Iaijutsu, Kata routines
A: Defense
Agenda: Karami has a secret shame, of which even Amato is unaware. One of his brothers
was mistakenly charged with a crime and executed. And while his family was later
cleared of any guilt, there is still no official record of his brothers innocence. The stain
on his familys honor weighs on Karami heavily, and he would desperately like to put
right this oversight.

C: Commerce, Kenjutsu, Perform: Biwa, Defense, Lore: the Sea


B: Sailing, Navigation, Peasant Weapons, Kyujutsu, Games: Dice
A: Temptation (Seduction)
Agenda: The recent birth of a healthy son has put Jotaro in a good mood, even despite
the shame he has suffered for his indiscretions with the serving girl who bore his child.
With the announcement of the contest, he hopes to win the right to request governorship
of a thriving fishing village, so that he might one day pass it on to his son. But he may
find himself father to another son if he does not curb his womanizing ways.

ABBOT NIGASA

ENSAKU

(ORIGINALLY APPEARED IN CFS #39.5)

(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)

MONK

LION COURTIER

C: Perform: Storytelling, Lore: Food and Drink, Water kiho, Earth kiho
B: Void, Meditation, Lore: Theology, Lore: History, Lore: Myths
A: None
Agenda: There are many things that Nigasa would like the call upon the Emperors favor
for. There is a village in the North that needs a skilled healer. There are bandits roaming
the land, preying upon the helpless. There are peasants whose homes have been destroyed
by storms. All of these problems could be solved with the Emperors influence. But, alas,
Nigasa has no way to win a favor from the Emperor. If only someone else could help him
do so....

C: Courtier, Commerce, Perform: Storytelling, Artisan: Porcelain Pottery, Calligraphy


B: Etiquette, Games: Go, Athletics (Kemari), Lore: History, Lore: Art (Porcelain Vases)
A: None
Agenda: Last year Onohisa brought a treasured vase to Ensakus home, where it was
accidentally destroyed. In a surprising show of good faith, Ensaku has brought one of his
own vases to Court this year to show Onohisa. Despite the problems last year, hes not
worried about anything happening. Thats because the vase is a fake. Hes still debating
whether to give the vase to Onohisa, barter it away, or stage an accident where it is
broken (although he favors the last choice, because it would give Onohisa a chance to
see what it feels like to be put in such a situation).

MUKACHI

(ORIGINALLY APPEARED IN CFS #40 AND CFS #90)

PHOENIX SHUGENJA
D: Agility, Reflexes
C: Perception, Medicine, Tea Ceremony, Lore: Shugenja, Water magic, Air magic
B: Calligraphy, Meditation, Spellcraft, Lore: Oracles, Lore: Superstitions
A: Divination
Agenda: Mukachi wants to organize a meeting of shugenja, scholars, and specialists in
fortune telling to discuss new developments in spellcraft. He even approached his daimyo
about the idea, but was dismissed before he could convince him of its benefits. So he
hopes the Emperor will be more receptive. But the presence of seers like Zeshin and The
Author have eroded Mukachis hopes of winning a divination contest. Even though his

ONOHISA

(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)

SCORPION BUSHI
C: Etiquette, Tea Ceremony, Acting (Noh), Lore: Heraldry, Artisan: Porcelain Pottery
B: Courtier, Commerce, Lore: Law, Calligraphy, Lore: Art (Porcelain Vases)
A: None
Agenda: While decorum has forced Onohisa to let the matter of his broken vase drop, his
anger at Ensaku has not faded. To make matters worse, recent events have left his family
in debt. He could part with more items from his extensive collection, or even arrange a
marriage for his daughter into a rich family. But his daughter and his vases are both
precious, and hed rather find some other way to get the money he needs.

CHOHEI

(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)

LADY OSUMI

(ORIGINALLY APPEARED IN CFS #51, BUT NOT NAMED)

UNICORN COURTIER

PHOENIX SHUGENJA

D: Strength
C: Horsemanship, Animal Handling (Horses), Etiquette, Courtier
B: Calligrapy, Lore: Theology, Staves, Lore: Geography
A: None
Agenda: Choheis given a lot of thought to his future since he broke Onohisas vase last
year. Hes not sure if hes cut out to be a courtier, and he knows he could never pass the
training required to become a bushi. The only real option left to him is to seek training
as a shugenja. Luckily for him, his superiors have granted him permission to transfer to
a new schoolprovided he wins a favor on behalf of his Clan first.

C: Investigation, Medicine, Etiquette, Tea Ceremony, Lore: History


B: Intelligence, Lore: Shadowlands, Lore: Law, Spellcraft, Calligaphy, Fire magic
A: Lore: Nemuranai
Agenda: Life has made a number of demands on Osumi lately. Her yoriki report that
maho-tsukai and bandit activity has been on the rise, the horn of Oni no Saisei continues
to deteriorate, and, to top it all off, Kuni Toshi has gotten involved in her private affairs.
There are too many problems to deal with everything at once, and Osumi is seriously
considering using some of the less conventional resources at her disposal to solve some
of her problems.

AKODO MINORU

CHIKAYASU

(ORIGINALLY APPEARED IN CFS #48 AND #91)

(ORIGINALLY APPEARED IN CFS #54, BUT NOT NAMED)

LION BUSHI

DRAGON BUSHI

C: Lore: Heraldry, War Fans, Tea Ceremony, Defense, Kyujutsu, Kata routines
B: Lore: History, Acting, Perform: Storytelling, Kenjutsu, Iaijutsu, Battle
A: Lore: Drama
Agenda: Minoru has always dreamed of presenting a full list of his heroic ancestors and
their great deeds to the Emperor. If he manages to win a favor hell do exactly that. And
with the next favor he wins hell commission a great work of art in their honor. And then
a temple. He wont be satisfied until hes claimed as many favors as he possibly can,
making him a relentless competitor.

ASAHINA SADAHIRO OF HOUSE INOUE (ORIGINALLY APPEARED IN CFS #49)

C: Agility, Intelligence, Void, Etiquette, Lore: History, Meditation, Games: Shogi


B: Reflexes, Kenjutsu, Iaijutsu, Kyujutsu, Craft: Bowyer, Lore: Naga Culture
A: None
Agenda: Since his meeting with Shishya, Chikayasu has put considerable time and effort
toward ensuring good relations with the Naga. Many within his Clan have scoffed at the
amount of resources he has used in what they believe to be a foolish endeavor. But
Chikayasu sincerely believes that the Naga are worth having as allies. His current plan is
to ask the Emperor to give him the resources to build a library of Rokugani scrolls within
a Naga city, so that they might learn more about human society. But he will have to
overcome the negative influences of his Clansmen first.

CRANE SHUGENJA

TOKUKO

C: Etiquette, Courtier, Lore: History, Divination, Air magic


B: Lore: Shadowlands (Oni), Spellcraft, Craft: Talismans
A: None
Agenda: After his last encounter with an oni, Sadahiro has been researching other
incidents of Shadowlands activity within the Empire. While he has turned up little more
than rumors and hearsay, it is still enough to worry him, and he intends to ask the
Emperor to station a Jade Magistrate in the area near his home. Even if he does not win
a favor to use for this purpose, he will be quite outspoken in stating the threat that such
attacks present.

LORD UESHIMA

(ORIGINALLY APPEARED IN CFS #50)

DRAGON COURTIER

AKAMARU

(ORIGINALLY APPEARED IN CFS #50)

DRAGON BUSHI

(ORIGINALLY APPEARED IN CFS #60, BUT NOT NAMED)

CRAB BUSHI
C: Strength, Courtier, Lore: Ratlings, Defense, Kyujutsu, Horsemanship
B: Etiquette, Kenjutsu, Polearms, Games: Go, Acting (Noh)
A: None
Agenda: Fusanori has had to put up with some unkind rumors being spread about him
since his son was rescued by a ratling. He really wishes people would stop talking about
his decision to make Ikrikuk one of his retainers, or young Fusahiros interest in nezumi
culture. He hopes that by showing off his skills in other areas and giving gifts to the
other members of Court that he can make a name for himself other than the Lord of
Ratlings.

YASUKI JIROKICHI

C: Perform: Oratory, Medicine, Spellcraft, Lore: Shugenja, Lore: Oni


B: Etiquette, Kenjutsu, Lore: Heraldry, Lore: Theology, Acting
A: None
Agenda: Akamaru is a troubled young man. His beloved bride Moemi has fallen ill, and
his search for a shugenja capable of curing her has turned up no leads. Hes willing to
do anything to save her, but he has no idea who to turn to, and is becoming increasingly
desperate.
If Oni no Kyohaku is present in the Court, Akamaru will automatically be able to see
through his disguise. Rather than expose the oni for what he is, however, Akamaru will
attempt to make a deal. He knows the oni is bound to keep any promise it makes. If it
promises to save Moemi, theres no telling what Akamaru might offer in return.

SHOUICHIRO

DRAGONFLY COURTIER
C: Commerce, Meditation, Lore: Theology, Tea Ceremony, Lore: Naga
B: Etiquette, Courtier, Artisan: Gardening, Lore: Politics
A: None
Agenda: Every time Chikayasu praises Tokuko for her fine service she feels worse about
what she must do. Unless she can come up with one hundred koku, the truth about her
brothers involvement in the opium trade will be revealed. With no idea who the
blackmailer is, she has no choice but to pay the money and hope he will leave her alone.
But what other way can she get that much money besides diverting it from Chikayasus
coffers?

FUSANORI

C: Lore: Law, Lore: Heraldry, Games: Shogi, Athletics, Jiujutsu, Horsemanship


B: Stamina, Courtier, Etiquette, Spellcraft, Kenjutsu, Defense, Hunting
A: None
Agenda: Last years attack by Oni no Kyohaku left Ueshimas forces severely depleted.
Several dozen of his best men were killed, and most of his remaining troops are unskilled.
More than anything, he needs support, either in the form of troops or rice, if he is to
maintain his defenses. Unfortunately, his pride has kept him from telling either Akamaru
or Shouichiro of the dilemma that they all face, and any efforts made to solve this
problem will be his alone.

(ORIGINALLY APPEARED IN CFS #54)

(ORIGINALLY APPEARED IN CFS #50)

CRAB BUSHI
C: Athletics, Horsemanship, Engineering, Battle, Kyujutsu, Heavy Weapons, Craft:
Weaponsmithing
B: Reflexes, Agility, Defense, Kenjutsu, Iaijutsu, Spears, Knives
A: None
Agenda: Although he is employed as a yojimbo to Lord Ueshima, Shouichiro sees no
reason why he should dedicate himself to gaining favors for another. He has already
promised Ueshimas family his life and his loyalty. Isnt that enough? While it would be
imprudent of him to make such an announcement publicly, Shouichiro does his best to
make it known that anyone who needs a champion in their quest to get a favor from the
Emperor need only turn to him. So long as they bring ample payment, he will do his best.

(ORIGINALLY APPEARED IN CFS #63)

CRAB COURTIER
C: Instruction, Stealth, Sleight of Hand, Sincerity, Courtier, Locksmith
B: Commerce, Lore: Merchants, Games: Dice, Animal Handling (Goblins), Lore:
Shadowlands (Goblins)
A: None
Agenda: Jirokichi hopes to win a hunting contest by sending a pack of dogs into the
woods to catch game. In reality, the actual hunting and killing will be done by his goblin
servants, with the dogs merely carrying the spoils back out to their "master trainer."
Hopefully, this will gain Jirokichi a chance to ask the Emperor to let his caravans bypass
certain inspections, and let him smuggle more goblins across the Empire.
If Uulhan is present in the Court Jirokichi will become one of the goblins chief
supporters, even offering to donate significant resources to civilizing his tribe of wayward
goblins. It is, of course, just a ruse to help him get more followers.

ERIKO & HANA

(ORIGINALLY APPEARED IN CFS #67 AND #70)

MANTIS COURTIER (AND PET)


C: Awareness, Horsemanship, Artisan: Ikebana, Artisan: Origami, Lore: Foreign Lands,
Games: Animal Tricks
B: Animal Handling (Several Types), Lore: Geography, Courtier, Etiquette, Lore: Fashion
A: Lore: Animals
Agenda: Eriko has two wishes this winter. One is to have a giant salamander brought
from the Ivory Kingdoms for her menagerie. But the other is that she might have the
chance to become better acquainted with Kawachi. Although she has only talked to the
young chef a few times she feels a deep connection with him already, and wonders what
it would be like to eat his cooking, or if he would get along well with her beloved Hana.

CHINUA, THE HUNTER (ORIGINALLY APPEARED IN CFS #68, BUT NOT NAMED)

TOZAI

UNICORN BUSHI

SCORPION BUSHI

C: Defense, Battle, Kyujutsu, Animal Handling (Dogs), Lore: Barbarian Culture


B: Strength, Stamina, Hunting, Kenjutsu, Athletics, Polearms, Heavy Weapons
A: Horsemanship
Agenda: No one dares speak of Chinuas reputation for cruelty openly. The fighting dogs
he pits against one another are as ill-tempered and vicious as he is. His long-standing
feud with General Shutaro is well known, and many believe that the only favor he could
possibly want from the Emperor is permission to duel his hated rival.

C: Battle, Lore: Heraldry, Lore: Economics, Courtier, Defense


B: Polearms, Etiquette, Kenjutsu, Iaijutsu, Games: Shogi
A: None
Agenda: Tozai has three big problems this winter. Hes supposed to request Imperial aid
for his province with Otomo Ayako. But the presence of Hideko and Satsuko make it
difficult for him to present his case in a sympathetic manner. And to make matters worse
some "Judge" keeps sending him letters threatening to "reveal his lies to the Court."
Suffice it to say, his patience is running extremely thin, and it is all he can do to keep
from lashing out at those around him.

GENSHIRO & CHIBI

(ORIGINALLY APPEARED IN CFS #68, BUT NOT NAMED)

UNICORN BUSHI (AND PET)

HIDEKO & SATSUKO

C: Spears, Chains, Battle, Perform: Drums, Medicine, Athletics, Craft: Cooking


B: Horsemanship, Animal Handling (Dogs), Hunting, Kenjutsu, Jiujutsu, Kata routines
A: None
Agenda: Having found that Chibi makes up for what he lacks in strength and size with
intelligence, Genshiro decided to keep and train the small dog. Since that time, the two
have perfected a number of tricks, which Genshiro will use in an attempt to gain the
Emperors favor. Unfortunately, he plans to ask the Emperor for permission to serve in
the Imperial Legions, which will likely mean that he will have to part from Chibi once again.

MASAAKI

(ORIGINALLY APPEARED IN CFS #72, BUT NOT NAMED)

RONIN BUSHI
C: Stamina, Hunting, Craft: Weaponsmithing, Knives, Defense
B: Willpower, Lore: Shadowlands, Heavy Weapons, Kenjutsu
A: None
Agenda: If the PCs helped Masaaki theyll find him very, very grateful. But life has been
difficult for him since losing his leg in the Shadowlands. He managed to avoid the Taint,
but his handicap and the lingering fear that he may be infected by the Dark Lords touch
make it extremely difficult for him to find employment. His deepest wish is to be given
stewardship over a quiet village where he can life out his life peacefully, and he would
do anything for someone who could make that happen.

KUNI KUROSHIGE

(ORIGINALLY APPEARED IN CFS #73 AND CFS #74)

CRAB SHUGENJA
C: Stamina, Strength, Lore: Anatomy, Kenjutsu, Athletics, Spellcraft, Defense
B: Willpower, Heavy Weapons, Jiujutsu, Battle, Medicine, Earth magic
A: Lore: Shadowlands
Agenda: Even after his disastrous march into the Shadowlands, Kuroshige remains
convinced that the only way to defend against the Horde is to present a strong offense.
He plans to lead another group of samurai on a hunt for trolls and ogres in the spring,
and will do his best to secure any logistic support or supplies he can find.

CHASUMI

(ORIGINALLY APPEARED IN CFS #75, BUT NOT NAMED)

UNICORN ARTISAN
C: Awareness, Etiquette, Lore: Art, Lore: Gifts,
B: Artisan: Bonsai, Artisan: Gardening, Lore: Plants
A: Artisan: Ikebana
Agenda: Flowers are Chasumis art, and her life. She has spent years perfecting her skills,
and acquired a reputation as one of the best artisans in the area. Shed like nothing more
than the chance to assist the caretakers of the gardens in the Imperial Palace. But she knows
the competition will be fierce, and worries that her skills outside of gardening are too limited.

GENERAL SHUTARO

(ORIGINALLY APPEARED IN CFS #76)

LION BUSHI
C: Perception, Strength, Spears, Lore: History, Instruction, Athletics, Craft: Armorsmithing
B: Agility, Battle, Kenjutsu, Defense, Kyujutsu, Horsemanship, Kata routines
A: Games: Shogi
Agenda: Despite having finished his maneuvers for the year, Shutaro remains troubled.
Civilian losses were heavy, and a number of defensive structures in the area he patrolled
were damaged. Believing that he could do more to protect the region if given more
authority, Shutaro intends to ask the Emperor to name him the new governor.

ABBOT OSHO

(ORIGINALLY APPEARED IN CFS #76)

MONK TEACHER
C: Intelligence, Investigation, Medicine, Staves, Lore: History, Craft: Sculpture
B: Perception, Void, Lore: Theology, Meditation, Water kiho
A: None
Agenda: Oshos main concern during Court will be to see that his pupils, Yuta and Niimai,
dont cause any trouble. Even though he is not from their Clan, he takes his responsibility
as their mentor very seriously, especially seeing as their behavior reflects on his ability
to teach them proper etiquette. But Osho would also like the chance to show off his skills
as a teacher. A good enough presentation might gain him more students, or even a chance
to teach the children of the Imperial families.

(ORIGINALLY APPEARED IN CFS #77)

(ORIGINALLY APPEARED IN CFS #77)

SCORPION COURTIERS
C: Intelligence, Sincerity (Deceit), Lore: Fashion, Calligraphy, Tea Ceremony, Investigation
B: Awareness, Etiquette, Courtier (Manipulation), Craft: Cooking, Knives, Perform: Dance
A: None
Agenda: After the incident that nearly tore his family apart, Tozai decided that it was
impossible to keep his wife and his lover under the same roof. One of the two women
was sent away to serve as a liaison to the Imperial Clerks. The other was allowed to stay,
and used the opportunity to regain Tozais good graces. As it stands now, the woman
who was allowed to stay holds Tozais full affections.
Depending on how things turned out, either Hideko or Satsuko could have been forced
to leave Tozais home. Whichever lady was sent away will be sure to bear the other quite
a bit of ill will, and the friction between them is certain to make things difficult for Tozai.
The fact that these two women share many of the same skills is not accidental. They
are meant to be perfect rivals for each other.

REI

(INSPIRED BY CFS #79-B)

DRAGON SHUGENJA
C: Intelligence, Perception, Kyujutsu, Lore: Theology, Calligraphy, Fire magic
B: Meditation, Investigation, Spellcraft, Lore: Riddles, Void magic
A: None
Agenda: Rei was once the student of Anaume, and dreamed of following in her masters
footsteps to become a magistrate. Since her teachers death, however, she has been
seeking a new purpose in life, and wonders if she cant serve her Clan better by recovering
lost wisdom. Shes heard rumors of secret records kept in the Shosuro Libraries, but would
need a sponsor as powerful as the Emperor himself to have any hope of being granted entry.

UMIKARO

(ORIGINALLY APPEARED IN CFS #79-C)

MANTIS BUSHI
C: Reflexes, Investigation, Sailing (Navigation), Perform: Flute, Medicine
B: Agility, Kenjutsu, Kyujutsu, Lore: Law, Hunting, Craft: Fishing
A: None
Agenda: Umikaro is still feeling the sorrow of having failed to protect the city he was
assigned to guard from the predations of the bandit lord Kurushii. Seeing no way to
escape his shame, hed like to join a Deathseeker unit, and hopes for permission to join
one. Hell join any contest he possibly can to gain a favor to use to this end.

LADY MOMOYO

(ORIGINALLY APPEARED IN CFS #80)

UNICORN COURTIER
C: Awareness, Lore: Theology, Horsemanship, Artisan: Fashion, Lore: Food and Drink
B: Tea Ceremony, Courtier, Etiquette, Lore: Music, Artisan: Bonsai
A: None
Agenda: This winter has brought a number of surprises for Momoyo. It was her husbands
intention to punish her by sending her to a minor Court while he basked in luxury.
Instead, she has found herself brushing shoulders with the Emperor. And, even more
surprisingly, her old lover Tousuke somehow managed to find an invitation to the same
Court despite her husbands best efforts. As long as she is careful not to let anyone see
the two of them together, the season promises to be quite enjoyable.

TOUSUKE

(ORIGINALLY APPEARED IN CFS #80)

TORTOISE COURTIER
D: Reflexes
C: Temptation (Seduction), Commerce, Perform: Jesting, Artisan: Poetry, Lore: Fashion,
Lore: Gifts, Calligraphy
B: Courtier, Etiquette, Perform: Shamisen, Perform: Song, Lore: Romantic Epics
A: None
Agenda: Tousukes standing orders are to secure gifts of fine steel and grain from the
Emperor in order to build the financial might of his Clan. His first priority, however, is
to spend as much time in the company of Lady Momoyo as possible, recreating their
childhood romance. If he is not careful, he may find himself with nothing to show for
the winter once it has ended.

SHIORI

(ORIGINALLY APPEARED IN CFS #81)

ALLY COURTIER
C: Perception, Awareness, Calligraphy, Lore: Gifts, Perform: Biwa, Tea Ceremony
B: Intelligence, Courtier, Etiquette, Lore: (Hirohisas Clan), Artisan: Poetry
A: None
Agenda: Depending on her feelings for Hirohisa, the players might find Shiori overjoyed,
or dismal. At the behest of Otomo Ayako, the two are to be wed in a ceremony that will
bring their respective Clans closer together. As such, Shiori would be very interested in
ensuring that Hirohisa sees her in a positive light, so that she might enjoy a relatively
peaceful marriage. The only problem is that she doesnt know how to gain his friendship.
Shirois Clan alignment should be chosen to match one or more of the Player
Characters.

HIROHISA

(ORIGINALLY APPEARED IN CFS #81)

RIVAL BUSHI
C: Reflexes, Agility, Battle, Lore: (Shioris Clan), Kyujutsu, Meditation
B: Kenjutsu, Iaijutsu, Defense, Lore: Bushido, Animal Handling (Falconry), Kata routines
A: None
Agenda: No matter what his feelings for Shiori, Hirohisa will accept his betrothal without
complaint. Likewise, any favors he wins will be used for the benefit of his Clan. Such is
the duty of a samuraito serve without complaint. There is however, one thing he would
like for himself, even if he could never bring himself to request it. He dreams of having
a hawk from the Emperors own aviary, and anyone who could get one for him would
certainly earn his undying gratitude.
Hirohisas Clan alignment should be selected with his rivalry to Shioris Clan in mind.

TAKUYA

(ORIGINALLY APPEARED IN CFS #82)

ALLY BUSHI
C: Perception, Kyujutsu, Battle, Games: Shogi, Lore: Heraldry, Iaijutsu, Kata routines
B: Kenjutsu, Spears, Athletics, Lore: History, Artisan: Origami
A: None
Agenda: Takuya hasnt given up on his dreams of glory. He hopes to ask the Emperor
for a chance to serve in the Imperial Legions, or even the Imperial House Guard. In order
to do so hell first have to prove his skills, and hes certain to enter any contest he stands
even the slightest chance at winning in hopes of doing so. The fact that Miki is likely to
request the same thing only makes him more desperate to win a favor as quickly as possible.
Takuyas Clan alignment should be chosen to match one or more of the Player
Characters.

MIKI

(ORIGINALLY APPEARED IN CFS #82)

C: Agility, Kenjutsu, Lore: Ancestors, Perform: Dance, Athletics, Animal Handling


(Falconry), Kata routines
B: Kyujutsu, Battle, Games: Shogi, War Fans, Horsemanship
A: None
Agenda: Like Takuya, Miki also continues to strive for a position in the Imperial Guard.
And while their rivalry remains friendly, they both know that they will need to put forth
their best efforts in order to win such a prestigious appointment. Every contest Takuya
enters is a chance for him to achieve his goal before Miki does, and vice versa. So if one
of them enters a specific competition, the other one is sure to follow.
Mikis Clan alignment should be chosen to match Tatsuyas.

(ORIGINALLY APPEARED IN CFS #83)

C: Willpower, Lore: Underworld, Kenjutsu, Iaijutsu, Games: Dice, Peasant Weapons,


Animal Handling (Dogs)
B: Reflexes, Jiujutsu, Athletics, Commerce, Lore: Ryoko Owari (or other relevant city),
Defense
A: None
Agenda: This is the biggest social gathering young Ryuken has ever been to, and he has
no clue how to handle himself. His brash nature makes him an excellent target for more
skilled manipulators, and hell need help if hes to get through the winter unscathed.
Likewise, hell also require guidance if he manages to win a favor from the Emperor.
Without someone to suggest a better use, hell waste his favor asking for a relatively
minor amount of koku, which hell go through all too quickly.

(ORIGINALLY APPEARED IN CFS #84)

PHOENIX SHUGENJA
C: Calligraphy, Lore: Theology, Lore: Ninja, Games: Go, Air magic
B: Meditation, Spellcraft, Investigation, Lore: Law, Intimidation, Fire magic
A: None
Agenda: Never one to seek out glory for herself, Fujiko would rather leave direct
competition to others. Instead, she has devised another way to help her Clan win the
favors that the Emperor offers. Just as bandits can often be scared away simply with a
show of force, she intends to convince others that it would be in their best interests not

(ORIGINALLY APPEARED IN CFS #85)

DRAGON BUSHI
C: Artisan: Painting, Meditation, Tea Ceremony, Lore: Bushido, Kyujutsu
B: Agility, Kenjutsu, Horsemanship, Hunting, Battle, Lore: History
A: None
Agenda: Until recently, there was nothing suspicious about Noritadas behavior. Upon
coming to Winter Court, however, he has been quite tense and agitated. Noritadas
daughter has been kidnapped by the bandit lord Kurushii. If he wins a favor and uses it
to present testimony that Kurushii is innocent of any wrongdoing, his daughter will be
returned unharmed. Of course, he cannot explain his strange behavior to anyone, and
hes sure to become unpopular by claiming that Kurushii was framed, but he cares only
for the safety of his beloved daughter.
Those who know of Noritadas recent conflict with faceless shapeshifters may be
especially suspicious of his strange and secretive actions.

ITSUKO

(ORIGINALLY APPEARED IN CFS #93)

CRANE COURTIER
D: Gullible
C: Courtier, Acting, Games: Childrens Games, Lore: Fashion, Craft: Cooking
B: Tea Ceremony, Etiquette, Artisan: Origami, Perform: Song
A: None
Agenda: If the PCs can count on one person to help them this winter, its Itsuko. While
she does not command a great deal of influence, she is genuinely friendly and wishes to
be helpful. And she doesnt even want anything in return, as the only favor she could
want is to see the Empire, which she already plans to do in the spring. As such, she may
be the best friend the party could possibly have.

NATSUMI

(ORIGINALLY APPEARED IN CFS #94)

MANTIS COURTIER
C: Perform: Shamisen, Tea Ceremony, Calligraphy, War Fans, Artisan: Ikebana, Artisan: Poetry
B: Awareness, Commerce, Etiquette, Courtier, Lore: Fashion
A: Temptation (Seduction)
Agenda: Natsumi has no intention of competing in the Emperors game if she doesnt
have to. While she might want to ask him for permission to send a ship to trade with
Yobanjin, she sees no reason to compete when she can simply ask some lovestruck fool
to win the favor for her. After all, isnt that why she was given such beauty in the first place?

(ORIGINALLY APPEARED IN CFS #94, BUT NOT NAMED)

RIVAL COURTIER
C: Investigation, Acting, Lore: (Rival Clan), Sincerity (Deceit)
B: Intelligence, Etiquette, Perform: Oratory, Courtier, Games: Sadane, Lore: Literature,
Lore: Insults
A: None
Agenda: Kataki deeply regrets ever helping the PCs. She only told her hated rival that
Natsumi was playing with his heart because her honor demanded it. But now people are
whispering that she did it out of unrequited love. The very idea would be ridiculous if it
were not so appalling. Katakis hate for the PCs has never been stronger, and she wont
mince words in telling him how she really feels.
Katakis Clan alignment should be selected with the PC she will serve as a rival to in mind.

KAZARI-HIME

RONIN BUSHI

ASAKO FUJIKO

NORITADA

KATAKI

ALLY BUSHI

RYUKEN

to oppose her Clansmen. Some may be deterred by rumors of great skill, while others
might be bought off with promises of help in return. Either way, she reasons that the best
way to win is to be the only one playing.

(ORIGINALLY APPEARED IN CFS #95)

IMPERIAL SHUGENJA
C: Perception, Void, Calligraphy, Meditation, Perform: Storytelling, Lore: Theology,
Kyujutsu, Defense, War Fans, Fire magic, Water magic
B: Awareness, Intelligence, Spellcraft, Kenjutsu, Courtier, Etiquette, Artisan: Ikebana, Tea
Ceremony, Perform: Biwa, Air magic
A: Lore: Riddles
Agenda: If no one has yet managed to solve the riddles which Kazari-hime posed to her
suitors, she will offer a new challenge, open to anyone who first beats her in a contest
of skill. On the walls of her chambers hang tools of every variety, from chopsticks and
brushes to hammers and spears. Whoever can find "the tool that is the most useful and
important" will be able to claim her hand in marriage (or gain a favor from her if she is
already married).
ANSWER FOLLOWS: The question is a trick. The "most useful and important tool" is
actually the challengers own hands, or possibly his brain. Any other answer will be
dismissed, regardless of its merit.

REIKA

(ORIGINALLY APPEARED IN CFS #96)

Lion Bushi
C: Strength, Lore: History, Lore: Drama, Battle, Etiquette
B: Athletics (Kemari), War Fans, Kenjutsu, Jiujutsu, Lore: Literature, Lore: Romantic Epics
A: None

Agenda: The one thing Reika truly wants is something that no noble or Emperor can
give. She dreams of marrying for love, but she is betrothed to a man she barely knows.
The last few months have been filled with despair. But recently she has met a man who
seems to understand her feelings of loneliness, and can speak to her as a kindred spirit.
His name is Sunechi, and though she is not attracted to him, she trusts him completely.

ZESHIN

(ORIGINALLY APPEARED IN CFS #97)

SCORPION SHUGENJA
C: Intelligence, Etiquette, Lore: Law, Spellcraft, Lore: Shugenja
B: Awareness, Perception, Divination, Courtier, Investigation, Meditation, Air magic
A: Inner Gift: Empathy
Agenda: Zeshins divination abilities are limited to learning the secrets of other people,
so hell try to arrange any contest of skill toward so that it involves such a demonstration.
If his power becomes known to the Court at large, however, hell soon find himself the
target of assassination attempts by every bloodspeaker, ninja, monster, and bandit in the
Court. Such villains wont care that he is unable to tell which secret belongs to which
persontheyll just kill him and be done with it.

GONBEI

(ORIGINALLY APPEARED IN CFS #98)

HEIMIN SERVANT
C: Awareness, Stealth, Sincerity, Animal Handling (Horses), Lore: Samurai
B: Intelligence, Peasant Weapons, Craft: Housekeeping, Craft: Cooking, Sincerity (Deceit)
A: None
Agenda: Gonbei has his heart set on becoming a samurai and escaping the life of a
servant. If he can secure permission to compete, hell do everything he can to win a favor
from the Emperor, including sabotaging other competitors. Of course, he cant ask to be
made a samurai, but he figures that using his favor on behalf of the family he serves will
garner him the last bit of respect and admiration needed to be nominated for elevation
to samurai status.

NON-COMPETITORS
The following characters are not likely to participate in the games that the
host of Winter Court has organized, but may influence the events that go on
in some other way. At the very least, they can provide alternate avenues of
help or information for the PCs.
YOSHIMOTO-SENSEI

(ORIGINALLY APPEARED IN CFS #21 AND #89)

MONK (FORMERLY DRAGON BUSHI)


C: Meditation, Lore: Theology, Instruction, Lore: Weapons, Kata routines, Fire kiho
B: Agility, Reflexes, Void, Craft: Weaponsmithing, Kenjutsu, Iaijutsu
A: None (but Craft: Weaponsmithing was formerly at this rank)
Agenda: Yoshimoto is still trying to adjust to retirement. On one hand, the fact that he
is considered a living legend for both his swordplay and his skill in forging weapons
brings him great satisfaction. On the other hand, it also means that his slow descent into
old age is that much more devastating. While Yoshimoto does not wish to compete for
himself, there are sure to be those who pester him to display his skills, and the more they
ask the harder it will be to refuse politely.

JUNPEI

(ORIGINALLY APPEARED IN CFS #30)

HEIMIN CHILD
C: Animal Handling (Horses), Lore: Animals
B: Games: Childrens Games, Craft: Farming
A: None
Agenda: After his father died in an accident, Junpei was sent to study with his
grandfather, a stable-hand for the Unicorn. It was there that he met Mari. Although they
came from completely different worlds, Junpei became smitten on her, and began doing
whatever he could to get her attention. Now that she has begun spying on Tozai, he has
expressed a desire to help her and get involved. But if he was caught interfering in the
business of a samurai there would be dire consequences.

LADY JUNKO

(ORIGINALLY APPEARED IN CFS #37, BUT NOT NAMED)

ALLY COURTIER
D: Stamina, Strength, Reflexes, Agility
C: Courtier, Etiquette, Lore: Ancestors
B: Perform: Storytelling, Lore: History, Lore: Theology
A: None
Agenda: Once Junko was a beautiful and respected courtier. But that was long ago, before
her body began to fail her. Now, it is all she can do to get out of bed by herself. She has
made her peace with the world and is ready to meet her ancestors, but there is one
lingering regret that troubles her. She worries about her grandson, Tatsu, and what will
become of him once she is gone.
Junkos Clan alignment should be chosen to match Tatsus.

MARI

(ORIGINALLY APPEARED IN CFS #42)

UNICORN CHILD
C: Calligraphy, Etiquette, Courtier, Lore: Law
B: Perception, Forgery, Sincerity (Deceit), Games: Childrens Games
A: Investigation
Agenda: At the request of her friend Chifune, Mari has taken up her "Judge" persona
once again. Sometimes she spies on Tozai directly. Sometimes she lets Junpei do it for
her. She knows she is playing a dangerous game, but its so much more exciting than the
boring routines of Court, and she honestly wants to help Chifune. But Tozai is much more
respected than Toshihide ever was, and angering him would be very dangerous.

YUKISHIMA

(ORIGINALLY APPEARED IN CFS #43)

MONK POET (FORMERLY UNICORN POET)


C: Intelligence, Lore: Art, Lore: History, Meditation, Lore: Theology, Courtier
B: Awareness, Calligraphy, Lore: Literature, Lore: Famous Places in the Empire, Etiquette
A: Storytelling (Poetry)
Agenda: Yukishima does his best to avoid the Courts since his retirement. People still
approach him at times and ask for recitals, to which he responds politely with a poem or
two before returning to his duties. As a member of the local temple, he still hears a lot
of what goes on in the Court however, and will be interested in news about anyone who
shows an aptitude for poetry.

YUMI

(ORIGINALLY APPEARED IN CFS #45)

GEISHA
C: Investigation, Courtier, Calligraphy, Craft: Cooking, Perform: Shamisen, Lore: Fashion,
Lore: Art
B: Awareness, Artisan: Ikebana, Artisan: Origami, Etiquette, Instruction, Many different
Lore skills, Perform: Song, Perform: Dance, Perform: Storytelling, Tea Ceremony
A: None
Agenda: As a geisha, Yumi has less chance of being allowed to compete in the Emperors
contest than many of the non-Rokugani guests. If approached, she could give useful
advice on a wide range of subjects that would be a big help to anyone who listened. But
the only way her skills would truly shine is if she there was some way she could
participate directly.

IKUE

(ORIGINALLY APPEARED IN CFS #46, BUT NOT NAMED)

HEIMIN SERVANT
C: Craft: Cooking, Perform: Song
B: Craft: Housekeeping, Craft: Tailor
A: None
Agenda: Life has taken a wonderful turn for Ikue, and she has the PCs to thank for it.
After acknowledging her child as his own son, Jotaro took her on as a concubine. While
she will probably never advance beyond her current station, her son will grow up to be
a samurai. As a mother, it is more than she could hope for.
If Ikues father is still working as a servant for one of the PCs, he will also be very
glad for this good news.

MOEMI

(ORIGINALLY APPEARED IN CFS #50)

PHOENIX COURTIER
C: Awareness, Lore: Fashion, Perform: Storytelling, Tea Ceremony
B: Perform: Song, Artisan: Ikebana, Etiquette, Courtier
A: None
Agenda: Moemi is barely well enough to get out of bed these days. The grave illness that
has befallen her defies all attempts at conventional healing, and even magical cures are
of limited effectiveness. Despite this, however, her main concern is for her beloved
Akamaru. As long as some kind soul remained to comfort him in his time of need, Moemi
would be able to pass on without regrets.

FUSAHIRO

(ORIGINALLY APPEARED IN CFS #60, BUT NOT NAMED)

CRAB CHILD
C: Lore: Nature, Games: Childrens Games
B: Lore: Ratlings, Ratling Language
A: None
Agenda: Despite his young age, Fusahiro knows more about the nezumi than most adults.
Since he was rescued from the woods by Ikrikuk, he has looked up to the ratling scout
with great admiration. The two are often found together, and Fusahiros greatest wish is
to someday become a master hunter, like the nezumi. Fusanori hopes this is simply a
stage that the boy is going through, for while he is glad to have allies among the nezumi,
he would rather his son behaved more like a samurai.

SONODA

(ORIGINALLY APPEARED IN CFS #76)

HEIMIN SERVANT
C: Lore: Shadowlands, Lore: Law, Etiquette, Spears
B: Craft: Carpenter, Lore: Local Villages

A: Lore: History
Agenda: Sonoda has seen many things in his time. Hes served in the armies of the Crab.
Hes worked as an assistant to traveling local magistrate. Hes even been to the Imperial
Court as a guard. And while he knows it is not an old mans place to offer advice on
important matters, he prides himself on being an excellent listener.

HARUHIDE & HARUKI

(ORIGINALLY APPEARED IN CFS #76)

ASHIGARU SOLDIERS
C: Defense, Athletics, Peasant Weapons
B: Spears, Lore: Samurai, Craft: Farming
A: None
Agenda: This summer saw Haruki get his first taste of battle as an ashigaru under the
command of General Shutaro. Following his wayward son to the generals camp,
Haruhide found that Haruki had already joined the army. His only recourse was to join
himself as well. His experience as a skirmisher in his youth probably ended up saving his
sons life in the battle that followed. Both father and son would like to return home, but
as long as Shutaro remains on his campaign they must march with him.

YUTA & NIIMAI

(ORIGINALLY APPEARED IN CFS #76)

CHIFUNE

(ORIGINALLY APPEARED IN CFS #77)

SCORPION SHUGENJA
C: Etiquette, Meditation, Calligraphy, Artisan: Painting
B: Awareness, Stealth, Spellcraft, Air magic
A: Lore: Insults
Agenda: Despite being three years older, Chifune hit it off with Mari as soon as the two
girls met. Both had been forced to face unpleasant situations at an early age, and had
grown up quickly. And both had an intense dislike of liars and hypocrites. So when Mari
told Chifune of how shed gotten her revenge on Toshihide, Chifunes first reaction was
to use a similar trick on her father, in the hopes that being shamed in public will make
him change his ways.

SPECIAL GUESTS & PARTY CRASHERS


Keep in mind that the following characters are provided only for the sake of
completeness, and should be used sparingly. Including them all would make
for a very chaotic Winter Court. If thats the kind of thing you like, however,
feel free. It might be interesting to try a Winter Court where everyone is a
secret assassin....

DRAGON STUDENTS
C: Theology, Etiquette, Spellcraft, Medicine, Water magic
B: Meditation, Lore: Local Villages, Craft: Temple Cleaning
A: None
Agenda: Yuta and Niimai are nearing their gempukku, and will likely leave Abbot Oshos
training in the spring. Though they are not yet fully recognized as adults, they are no
longer children either, and may be admitted to Court functions if they are quiet and
behave themselves. For Niimai, this is no problem. Yuta, on the other hand, would much
rather slip away to spend time with Ai.

AI

(ORIGINALLY APPEARED IN CFS #76)

CRANE STUDENT
C: Courtier, Etiquette, Calligraphy, Tea Ceremony
B: Lore: Gifts, Craft: Gardening, Perform: Song
A: None
Agenda: Ais training is also nearing its completion, and her family has said they will
send her to serve in a distant court once she has completed her gempukku. To a girl in
love, however, such news is like a death sentence. She cannot bear the thought of saying
goodbye to Yuta, and is afraid to even tell him, for she dreams of staying by his side
forever.

HIROSHI & DAISUKE

(ORIGINALLY APPEARED IN CFS #76)

HEIMIN LABORERS
C: Lore: Superstitions, Animal Handling (Horses)
B: Games: Dice, Craft: Farming
A: Luck (for Hiroshi), Unlucky (for Daisuke)
Agenda: Life is difficult for unskilled workers like Hiroshi and Daisuke. Lacking any
special skills with which to serve their samurai lords, the only way they can earn a living
is by performing simple jobs. The most common is hauling heavy boxes or bushels of
rice from place to place. Hiroshi doesnt mind so much, as good fortune seems to come
easy for him no matter what he does or where he goes. For Daisuke, however, every day
brings some new problem or trouble for his wife to pester him about.

TACHIKO

(ORIGINALLY APPEARED IN CFS #76)

HEIMIN SERVANT
C: Craft: Farming, Lore: Rumors
B: Craft: Housekeeping, Craft: Cooking
A: None
Agenda: Tachikos life would be perfect if it werent for her husbands gambling. She
cant count high enough to keep track of how many times hes lost their savings to
Hiroshi in a dice game. When she heard that the two layabouts would be going to Court
she made sure that she would be brought along as well, lest they continue their gambling
all winter.

KERO

(ORIGINALLY APPEARED IN CFS #76)

MONK
D: Perception
C: Meditation, Lore: Theology, Navigation, Staves
B: Perform: Storytelling, Lore: Vegetables
A: None
Agenda: Kero continues to wander the countryside, drinking heavily and rambling
incoherently. His two favorite topics are the many injustices he has suffered ("I used to
be a great temple master!") and the virtues of domestic plants ("Consider the noble
turnip..."), which he will speak about in great detail to anyone who listens. Despite his
disheveled appearance, he does seem to be a monk, and is thus regarded with some
leniency, if not respect.

GIMEI

(ORIGINALLY APPEARED IN CFS #1.5, BUT NOT NAMED)

MONK (ACTUALLY TAINTED SHUGENJA)


C: Meditation, Spellcraft, Juijutsu, Poison, Lore: Anatomy, Lore: Shadowlands
B: Willpower, Acting, Calligraphy, Lore: Theology, Knife, Maho magic
A: None
Agenda: Gimei is the bloodspeaker who impersonated Master Jianzhen in an attempt to
find a pure soul to sacrifice in a dark ritual. Its been some time since he used that name,
however, and hes banking on no one recognizing him. His current plan is to collect
donations on behalf of his temple (actually a front for cultists), but hes not adverse to
inviting pilgrims to visit him in the spring, and would invite the Emperor himself if given
the chance.

SHOSURO RENSUKE

(ORIGINALLY APPEARED IN CFS #2 AND #85)

SCORPION BUSHI (ACTUALLY NINJA)


C: Perception, Poison, Knives, Kyujutsu, Kenjutsu, Athletics
B: Agility, Reflexes, Defense, Acting, Sincerity (Deceit), Ninja Ranged
A: Stealth
Agenda: Shosuro Rensuke is actually the ninja shapeshifter Goju Ryosuke (who also
appeared as Matsu Ryosuke). His mission is to disrupt the Court, sow distrust, and cause
unease and suspicion in the Clans. As Rensuke, he will claim to seek a blood feud against
another member of the Court to avenge the sullied honor of his sister. Its all a lie, of
course, but a lie can be accepted as truth if enough people believe it. All he needs is a
suitable victim.

MIYUKI

(ORIGINALLY APPEARED IN CFS #6, BUT NOT NAMED)

SNOW MAIDEN SHUGENJA


C: Perform: Flute, Medicine, Etiquette, Artisan: Sculpting (Ice), Air magic
B: Meditation, Lore: Theology, Lore: Spirits, Lore: Shugenja, Water magic
A: Special Ability: Weather Control
Agenda: Miyuki is attending Court at the insistence of her old friend Fumimaro, and is
less than comfortable about being in such a dynamic social situation. While she has
gained some control over her Snow Maiden abilities, she is still wary of causing a scene.
If Fumimaro gives her proper encouragement, however, she could be convinced to display
her power over ice and snow. Her only wish, besides Fumimaros happiness is a small
flower garden for her shrine. Finding a way to sustain flowers in such a frigid
environment would be a major challenge.

XUP, XOWN, XRANGE, XHARM, XOTTOM, & XOP


(ORIGINALLY APPEARED IN CFS #7 AND CFS #79-C, BUT NOT NAMED)
MUJINA
C: Lore: Food and Drink, Perform: Belching, Craft: Locksmith, Air magic
B: Athletics, Defense, Stealth, Sleight of Hand, Games: Pranks
A: Lore: Insults
Agenda: This pack of mujina just want to have fun. Is that so wrong? If theyve crossed
paths with the PCs before theyll be sure to single them out for special attention, but
theyre just as likely to torment servants or courtiers as well. They only individuals who
seem immune from their games are shugenja (and Shadowlands creatures or Ninja who
are attending Court under an assumed guise).

WAKANAI, THE WHISPERER (ORIGINALLY APPEARED IN CFS #10, BUT NOT NAMED)
PHOENIX SHUGENJA
C: Courtier (Gossip), Temptation (Seduction), Investigation, Air magic
B: Willpower, Knife, Stealth, Lore: Shadowlands, Maho magic
A: Special Ability: Silent Casting

Agenda: If the PCs managed to defeat The Whisperer the first time they encountered him,
they will find that his mantle has been taken up by one of his students. Named for his
unusual ability to cast spells and command oni without raising his voice above a whisper,
he has returned to take vengeance on Nobuisa, the PCs, and anyone else who may have
wronged him. His main goal is to summon kansen or minor oni servants into the palace
and cause chaos, but he will take any chance at revenge he can get.

Agenda: As the last surviving student of Satsujinki, Wu Tien has remained hidden for
quite some time, waiting for he perfect chance to strike. Now that the Emperor is almost
within her reach, she is confident that she will be able to avenge her fallen master. First,
she will attempt to win a favor through either her dancing or her magic. Then, she will ask
the Emperor for a private audience. And then she will plunge a knife straight into his eye.

KAI
GEMPACHI

(ORIGINALLY APPEARED IN CFS #15, BUT NOT NAMED)

RIVAL SHUGENJA
C: Perception, Intelligence, Kenjutsu, Calligraphy, Maho magic
B: Acting, Sincerity (Deceit), Spellcraft, Investigation, Knives, Peasant Weapons, Lore: Law
A: None
Agenda: Gempachis attempt to frame others for the use of maho may have failed, but
in the short time he was able to pose as a magistrate he was able to uncover some very
potent secrets. Such as Tokukos brothers involvement in the opium trade. And shes
only the first of his intended blackmail victims. Once she gives him the money he needs,
hell start bribing servants to give him even more dirty secrets about the members of Court.
Gempachis Clan alignment should be selected with the PC he will serve as a rival to in mind.

NURARI-HYON

(ORIGINALLY APPEARED IN CFS #24, BUT NOT NAMED)

GAKI SPIRIT
D: Willpower
C: Lore: Food and Drink, Investigation, Lore: Theology
B: Temptation (Seduction), Courtier, Lore: Spirit Realms
A: None
Agenda: It took Nurari several months to return to the human world after the last time
he was exorcised. Now that he has made his way back, however, hes eager to continue
feeding. The more feelings of arousal and desire he can consume the sooner he will be
able to be reborn and move on in the kharmic cycle. Unfortunately, he has a bad habit
of possessing people without their permission, and will probably have to be driven off
once more.
Nuraris Clan allegiance should be selected with his former relationship to the PCs in mind.

KURUSHII

(ORIGINALLY APPEARED IN CFS #26)

RONIN BUSHI
C: Reflexes, Knives, Battle (Skirmish), Intimidation, Athletics, Horsemanship
B: Strength, Agility, Stealth (Ambush), Hunting, Kenjutsu, Defense
A: Lore: Underworld
Agenda: Although there is no way Kurushii could gain entry into Winter Court, he will
still be able to have some influence in it. Upon learning of the Emperors announcement,
he managed to kidnap the young daughter of Lord Noritada. His demands are quite
simple. If Noritada wins a favor from the Emperor and uses it to clear Kurushiis name
of any wrongdoing, his daughter will be returned safely. Otherwise, the bandits rage will
be terrible indeed.

ABE, GUNJI, & IZO

(ORIGINALLY APPEARED IN CFS #29, BUT NOT NAMED)

RONIN BUSHI X 2, RONIN SHUGENJA X 1


C: Athletics, Defense, Knives, Kenjutsu, Stealth (Ambush)
B: Underworld, Hunting, Traps, Sincerity (Deceit), Air magic (Izo only)
A: None
Agenda: There used to be several more members of this resourceful bandit gang, but Abe,
Gunji, and Izo are the only ones who havent been caught yet. Being repeatedly ambushed
and robbed by a heroic ronin named Kintaro didnt help matters much either. But theyve
managed to track their adversary to the castle where hell be spending the winter. All
they need to do now is find some way into the castle and get their revenge. And possibly
make off with some fine treasures in the process.

BOUTAI

(ORIGINALLY APPEARED IN CFS #32, BUT NOT NAMED)

RIVAL BUSHI (ACTUALLY UNDEAD)


D: Defense
C: Reflexes, Spears, Chains, Peasant Weapons, Jiujutsu
B: Strength, Stamina, Kenjutsu, Heavy Weapons, Knives, Polearms
A: Shadowlands Power: Thy Masters Will
Agenda: Boutai wishes only to die at the hands of his rival. Everything else is
meaningless. Even though the curse that animates him hides his undead nature, he will
avoid all contact with other individuals, biding his time until the PC has entered a contest
of martial skill. Only then will he step forward and engage his hated rival in combat. For
the only two options open to Boutai are kill or be killed.
Boutais Clan alignment should be selected with the PC he will serve as a rival to in mind.

WU TIEN

(INSPIRED BY CFS #34 AND CFS #35)

UNICORN SHUGENJA (ACTUALLY TAINTED)


C: Sleight of Hand, Lore: Shadowlands, Acting, Calligraphy, Divination
B: Awareness, Temptation (Seduction), Knives, Lore: Anatomy, Water magic, Maho magic
A: Perform: Dance

(ORIGINALLY APPEARED IN CFS #50)

CRAB COURTIER (ACTUALLY AN ONI)


C: Investigation, Lore: Law, Jiujutsu, Defense, Etiquette
B: Reflexes, Intelligence, Awareness, Acting (Disguise), Games: Shogi, Lore: Shadowlands
A: Courtier (Manipulation), Temptation (Seduction)
Agenda: The ronin courtier who calls himself Kai is never seen without his cloak and
hood. He says it is to cover the hideous burns he suffered as a child. In reality, it is to
hide his true identity. Kai is really Oni no Kyohaku, returned from Jigoku to claim more
slaves! And what better opportunity could there be than a Winter Court where people
trade promises and favors about like copper coins.

GINJO

(ORIGINALLY APPEARED IN CFS #52, BUT NOT NAMED)

CRANE SHUGENJA (ACTUALLY AN ONI)


C: Etiquette, Games: Childrens Games, Commerce, Sincerity (Deceit), Maho magic
B: Craft: Dolls, Lore: Toys, Lore: Shadowlands
A: Acting
Agenda: Ginjo is also an oni, albeit one of a much subtler type. She is a Pekkle no Oni,
and the dolls she creates serve as incubators for her babies. Of course, she is clever enough
not to use the same trick twice in a row. The dolls she sells now are crafted in a completely
different style, and no longer contain her spawn. But once she has found a patron to help
her set up a shop, shell resume her old tricks soon enough.

DUTA

(ORIGINALLY APPEARED IN CFS #53, BUT NOT NAMED)

NAGA BUSHI
C: Stamina, Spears, Medicine, Lore: Rokugani Culture, Rokugani Language
B: Hunting, Navigation, Lore: Theology (Moksha), Lore: Naga Culture, Lore: Shinomen Woods
A: None
Agenda: If the PCs met the wounded Duta in the woods and helped him in his hour of
need, theyll find him very grateful. He has learned some of the Rokugani language since
they last met, and is somewhat more comfortable dealing with humans. But the memory
of his ordeal has left him uneasy. If the people of Rokugan are not capable of dealing
with the Foul then perhaps they are not worthy of his gratitude.

PATHIKA

(INSPIRED BY CFS #53)

NAGA COURTIER
C: Awareness, Lore: Astrology, Lore: Naga Law, Courtier, Etiquette, Hunting, Craft: Pearl
Carving
B: Lore: Naga Culture, Lore: Theology (Moksha), Investigation, Lore: Rokugani Culture,
Rokugani Language
A: Lore: Naga History
Agenda: Pathika will also treat anyone who has helped the Naga with courtesy and
friendship. Those who saved her clutch-mate, Duta, from a slow death in the wilderness
will have her undying loyalty.

SHISHYA

(ORIGINALLY APPEARED IN CFS #54 AND CFS #56)

NAGA BUSHI
C: Defense, Spears, Knives, Lore: Theology (Moksha), Lore: Rokugani Law, Kenjutsu
B: Reflexes, Hunting, Lore: Naga Culture, Lore: Rokugani Culture, Lore: Bushido,
Rokugani Language, Etiquette (Rokugani)
A: Kyujutsu
Agenda: This is Shishyas first trip to Winter Court as a samurai, and he is glad for the
opportunity to meet so many different people. Not only does he wish to make a good
impression for the Naga, but he is also eager to learn more about Rokugani society. If
things go favorably he would like to establish a Naga Embassy in a major human city.
But first he will have to find allies to support his proposal.

MATTCHEK

(INSPIRED BY CFS #59)

RATLING THIEF
C: Stealth, Hunting, Lore: Rokugani Items, Chains, Knives, Perform: Ratling Dance
B: Reflexes, Agility, Investigation (Scrounging), Lore: Ratling Tribes, Athletics (Running)
A: Sleight of Hand
Agenda: As the leader of his pack, it is Mattcheks responsibility to provide for his
followers in the lean times of winter. Whether he has been officially invited or not, the
vast number of treasures and usable supplies in the Court is a temptation Mattchek cannot
pass up. He will make off with as many items as he possibly can, sneaking back and forth
between the castle and his camp several times in the course of the winter.

IKRIKUK

(ORIGINALLY APPEARED IN CFS #60)

RYOKO

(ORIGINALLY APPEARED IN CFS #76)

RATLING BUSHI

MANTIS BUSHI (ACTUALLY RONIN ASSASSIN)

C: Investigation (Scrounging), Etiquette (Rokugani), Knives, Lore: Bushido, Medicine,


Craft: Item Repair
B: Agility, Athletics (Running), Defense, Kyujutsu, Lore: Nezumi Culture, Lore: Rokugani
Culture
A: Hunting
Agenda: Ikrikuk joined Rokugani society in order to secure a better life for his packmates. Since accepting a position with Fusanori he has been able to bring back much
knowledge and useful supplies to his people. And he has also taught young Fusahiro the
ways of the nezumi. It has given him hope that humans and nezumi may one day be able
to work together, and he hopes that it may even be possible to secure an agreement
allowing his tribe to travel through the area freely.

C: Tea Ceremony, Craft: Cooking, Acting (Disguise), Sailing (Navigation), Lore: Underworld
B: Poison, Medicine, Sleight of Hand, Stealth, Knives, Sincerity (Deceit)
A: None
Agenda: Better known as "The Black Scorpion," Ryoko makes her living as a hired
assassin. Her last target was a member of General Shutaros command staff. Now shes
under orders to kill Otomo Shigeki. Shes already gained entrance to the Court by
disguising herself as a member of the Mantis Clan. Her plan is to plant a mild poison in
something that several people will eat or drink, such as the tea at a tea ceremony or some
special food. When everyone gets sick, shell offer some medicine to ease the victims
pain. Except for a few doses, which will go to Shigeki and a few others. Theyll get a
second helping of poison, making it appear as if they all succumbed to their illness. And
no one will be the wiser.

RAOSHU

(ORIGINALLY APPEARED IN CFS #61)


SUNECHI

RATLING MONK
C: Void, Lore: Ratlings, Craft: Farming, Craft: Weaving, Staves, Sleight of Hand
B: Athletics, Lore: Theology, Meditation, Jiujutsu, Lore: Monks, Perform: Storytelling
A: None
Agenda: Raoshu knows he is not human. There is no way he could ever forget. But
neither does he feel any special kinship with the nezumi. He is caught between two
different worlds, and is unable to find his place in either one of them. Recently he has
started to believe that a visit to the Temple of the Seven Thunders will give him an idea
of what he should do, and he longs for permission to make the pilgrimage.

ROTFANG UULHAN

(ORIGINALLY APPEARED IN CFS #79-C)

LION BUSHI (ACTUALLY A PENNAGGOLAN)


C: Etiquette, Investigation, Meditation (Fasting), Defense, Chains
B: Kenjutsu, Spears, Sincerity (Deceit), Lore: Spirits, Lore: Shadowlands
A: None
Agenda: Sunechi is yet another monster in disguise. A pennaggolan to be exact,
masquerading as a Lion magistrate. Unlike the other Tainted creatures in the Court,
however, he has no great aims or master plan. He only seeks to find enough victims to
sate his driving hunger. The fact that everyones attention is on the contests only makes
his job easier, and is an unexpected bonus.

(ORIGINALLY APPEARED IN CFS #64)


AYA OF THE MORNING MIST

GOBLIN COURTIER
C: Engineering, Craft: Carpentry, Medicine, Hunting, Calligraphy, Knives
B: Athletics, Sincerity (Deceit), Etiquette (Sincerity), Lore: Shadowlands
A: Defense
Agenda: Uulhan has continued his efforts to "civilize" his pack of goblins.
Depending on how much he has succeeded, it is potentially possible that he could be
allowed to enter Winter Court. Its not very probable, but it is possible. If he is present,
he will try to find others who will believe his stories and ask them to become patrons of
his motley band.
If Uulhan and Yasuki Jirokichi should cross paths, things will be very interesting.

DARKCLAW SAMANG

(ORIGINALLY APPEARED IN CFS #65)

GOBLIN WARLORD
C: Intelligence, Defense, Athletics, Hunting, Lore: Shadowlands
B: Strength, Stamina, Reflexes, Battle, Kenjutsu, Heavy Weapons
A: None
Agenda: Assuming he was not killed by the player characters, Samang will only be
present at Winter Court if Uulhan has managed to make major inroads in getting goblin
refugees accepted into Rokugan. Taking advantage of the favorable situation to smuggle
several dozen goblin berserkers into the Empire, Samang seeks to claim undefended
territory and use it to build his power base.

(ORIGINALLY APPEARED IN CFS #86)

DRAGON MONK (ACTUALLY NINJA)


C: Reflexes, Lore: Theology, Games: Dice, Knives, Acting (Kabuki), Courtier
(Manipulation)
B: Awareness, Willpower, Stealth, Temptation (Seduction), Peasant Weapons, Perform:
Storytelling
A: None
Agenda: The tattooed woman known as Asamoya no Aya is another ninja shapeshifter.
The creatures real name is Goju Ayashiku, and it continues to seek out weak-willed
individuals in hopes of converting them to the cause of the Living Shadow. Of course,
the greatest target of all would be the Emperor himself, and winning the right to serve
as his personal advisor would give Ayashiku plenty of time to turn him to the Darkness.

ORIGINAL CHARACTERS
EDITORS NOTE: Nazomitsu put out the call for his readers characters to be
immortalized in this installment of CFS of the Week, and there was a fantastic
response! What follows are those characters that were submitted (edited for
brevity, with apologies to the authors).
BEIYUU

(SUBMITTED BY ISAWA NAZOMITSU)

HARE SAMURAI

BAYUSHI NAYAMI

(ORIGINALLY APPEARED IN CFS #71 AND CFS #74)

SCORPION BUSHI (ACTUALLY TAINTED)


C: Ninja Ranged, Lore: Shadowlands, Lore: Scorpion Clan, Craft: Jewelry, Locksmith
B: Agility, Traps, Poison, Explosives, Stealth, Knives
A: Reflexes
Agenda: While Nayami retains the Bayushi name she no longer considers herself a
member of the Scorpion Clan, or even a citizen of the Empire. Her Taint has robbed her
of such allegiances, and all that remains now is her insatiable hatred for those who enjoy
the life she can no longer live. So she hopes to spread her Taint to as many victims as
she possibly can, destroying their lives just as hers was destroyed.

GODO

(ORIGINALLY APPEARED IN CFS #76)

ALLY SPY
C: Reflexes, Etiquette, Calligraphy, Athletics, Lore: Drama, Lore: Ninja
B: Awareness, Stealth, Investigation, Courtier, Defense, Staves, Lore: Literature
A: Acting (Disguise)
Agenda: Godo is not officially at Court this winter, and there is no record of his arrival.
Once he received word of the Emperors arrival, he rushed to the palace as fast as he
could. Disguised as a scribe, he is able to attend the Emperor at most official functions,
and he passes along the secrets he hears to the PCs superiors. The only flaw in his plan
is that it prevents him from taking action in the case of a crisis. If his true identity were
revealed it would mean his death. But there is nothing that says he cannot call upon the
PCs to act in his stead....
Godos Clan alignment should be selected to match one or more of the Player
Characters.

C: Kenjutsu, Investigation, Stealth, Hunting, Knives, Lore: Nature


B: Reflexes, Athletics, Defense, Kyujutsu
A: None
Agenda: Beiyuu has come to Court searching for the man who killed his older brother.
Deep shadows prevented him from getting a good look at the murderers face, but he
remembers the strange manner in which the culprit held his knife. Beiyuu will be sure to
enter or watch every martial event, looking for someone who holds his weapon with his
little finger resting on the pommel. And when he finds the killer he is determined to let
nothing stand in his way.

BAYUSHI MIFUNE

(SUBMITTED BY BAYUSHI MIFUNE)

COURTLY SCORPION BUSHI


C: Awareness, Perform: Oratory, Lore: History, Etiquette, Stealth
B: Agility, Intelligence, Courtier, Iaijutsu, Kenjutsu, Lore: Drama
A: Deceit
Agenda: Mifune was originally unhappy to be at such a low quality Winter Court, but
the arrival of the Son of Heaven has changed that. His original intent was to cause
arguments between the various diplomats at the Court, then to arbitrate settlements
between the feuding factions. With the Emperor present, this has taken on a whole new
depth of meaning. He will do whatever he can to make his fellow competitors for the
Emperors favor look bad, but wont risk exposing himself in these manipulations.

MIRUMOTO KURO

(SUBMITTED BY MIRUMOTO KURO)

DRAGON BUSHI
C: Kenjutsu, Iaijutsu, Courtier, Investigation
B: Etiquette, Kyujutsu, Intelligence, Awareness, Lore: Drama, Lore: Geography (Land Holdings)
A: Lore: History

Agenda: An undistinguished student of the Mirumoto school, Kuros level-headedness


and courteous behavior has granted him frequent service as a diplomat to mid/low-rank
courts where he is supposed to observe its goings-on, and broker the occasional trade
agreement (usually food for Dragon gold or iron). He sees the arrival of the Emperor as
opportunity, but he is not quite sure how to take it. Kuro knows "The Author."

sake and an ambition to sample the brew of every village in Rokugan. Shed likely ask
for aid locating her sisters fianc, as well.
The two sisters are absolutely devoted to each other. Possibly even beyond their
loyalty to the Scorpion.

AKODO AKIRA
AGASHA NARUTEN

(SUBMITTED BY JADEFORM)

FIRE SHUGENJA
C: Kenjutsu (Wakizashi), Etiquette, Agility, Lore: Theology, Air magic
B: Investigation, Lor: Kagaku, Spellcraft, Earth magic
A: Fire magic
Agenda: A battle shugenja who is as at home investigating a crime as he is fighting the
perpetrators. He always carries a bandolier of potions ranging from Bayushis Bane to Liquid Fire.

KITSUKI ARASAKI

(SUBMITTED BY AKODO AKIRA)

LION CLAN TACTICIAN


C: Investigation, Bugei Skills
B: Lore: History, Lore: Heraldry, Courtier, Etiquette
A: Battle, Games: Go
Agenda: Akodo Akiras goal is quite simple: see the winter through with little or no
involvement with the Scorpion Clan. Seeing as how his wife is Scorpion, makes this a
very tricky proposition. He plans to spend as much time playing Go and discussing
matters of import with other battle masters, and to avoid court as much as he can.

(SUBMITTED BY JADEFORM)
SOSHI ANZAI

(SUBMITTED BY AKODO AKIRA)

MAGISTRATE
C: Etiquette, Lore: History, Reflexes, Stamina, Courtier
B: Kenjutsu (Katana), Investigation, Iaijutsu, Lore: Theology (Unorthodox Views)
A: Perception
Agenda: In court, Arasaki is best described as a carefully-applied blunt instrument. He
is deployed when his lord needs to prevent an enemy from achieving their goal. His
standard method is to dig up enough information to make a detailed picture of the targets
weaknesses. A well-placed comment then forces them to either back down or challenge
him. If they challenge him, he wins....

KITSUKI MARIME

(SUBMITTED BY FNOR)

SCORPION POET/DUELIST
C: Sincerity (Deceit), Stealth
B: Courtier, Etiquette
A: Artisan: Poetry, Kenjutsu, Iaijutsu
Special: High Honor
Agenda: Advance the power of the Scorpion Clan, and specifically the Soshi family.
While Anzai is not above evil or dishonorable actions, he avoids them because an
honorable Scorpion is an asset to the clan. Because of this, he is often sent places to show
the good side of the clan and to play down the darker aspects. He will try to foster
good relations with the Crane, continuing to build his connections with them through
his wife and best friend, both born of the Crane Clan.

DEPRESSED EMERALD MAGISTRATE


C: Courtier, Perform: Storytelling, Lore: Shadowlands, Sincerity (Deceit)
B: Lore: Law, Lore: Ninja, Lore: Kolat, Lore: Bushido, Kenjutsu, Etiquette, Hunting, Stealth
A: Perception, Investigation
Agenda: Marime is currently attempting to root out an underworld boss whos
organization she has been tracking. Following up the chain has lead her to this point,
but the problem is that this particular groups leader is a former budoka (made ronin due
to one of her previous investigations), and his ridiculous skill at disguise and assassination
means he could have replaced anyone. Other magistrates know her as a somewhat-batty
loose cannon due to her constant bickering with her judgmental ancestor, but recognize
the effectiveness of her clandestine and often unorthodox investigations.

BAYUSHI SHOGO

(SUBMITTED BY BAYUSHI SHOGO)

RONIN YOJIMBO/BAYUSHI COURTIER


C: Courtier, Etiquette, Kenjutsu, Iaijutsu
B: Polearms (Naginata), Investigation (Notice)
A: Craft: Weaponsmithing
Agenda: Shogo has spent many hard years as a ronin, hiring himself out as a yojimbo
throughout northern Rokugan. At the end of his last assignment, Shogo suddenly found
himself welcomed by the Bayushi daimyo he was working for as a long-lost son, officially
adopted and installed as heir. Is the daimyo playing an elaborate joke on other daimyos?
Is he protecting the real heir with a kagemusha? Is he genuine?
Shogo has a huge natural talent for weaponsmithing. Hes made a few very loyal followers
already by personally making their daisho for them. It is likely he will make a bid for a
weaponsmithing contest, and use the favor to secure himself. After all, no matter what
game the Scorpion play, throwing away a tool with the Emperors favor would be...wasteful.

BAYUSHI AMYEKO & BAYUSHI AMYAKO

(SUBMITTED BY BAYUSHI SHOGO)

BAYUSHI AMYEKO, BAYUSHI COURTIER


C: Kenjutsu, Tea Ceremony, Luck, Investigation
B: Poetry, Courtier, Etiquette, Sincerity (Deceit), Origami.
A: None
BAYUSHI AMYAKO, BITTER LIES SWORDSMAN
D: Common Sense
C: Etiquette, Iaijutsu
B: Kenjutsu, Jiujutsu, Lore: Sake, Athletics
A: Luck
Agenda: Amyeko and Amyako are twin sisters, identical to the degree that their own
parents occasionally fail to distinguish between them, and equally gorgeous. They can
possibly serve as Shogos advisor and yojimbo, respectively. They are both very skilled
at impersonating the other, and its a fair bet that youll be talking to whichever would
be most convenient (for them).
Amyeko is a courtier through and through, with the conscience of a pit viper but a
carefully maintained reputation. Amyako is an absolute wild child, determined to try
everything once before the Fortunes no longer find her entertaining.
Amyeko might enter the contest with her origami skills. Should she win, shell ask
for help locating her lost lovea fianc she is absolutely faithful to in his absence.
Amyako might enter anything on a whim, though she has a remarkable knowledge of

DOJI RYOKU

(SUBMITTED BY DOJI RYOKU)

CRANE BUSHI
C: Iaijutsu, Kyujutsu (Hankyu), Etiquette (Conversation, Sincerity), Artisan: Origami
B: Artisan: Poetry, Kenjutsu
A: Spellcraft
Agenda: Doji Ryoku has appeared in court on order of his mother. However, while he
wishes to learn the ways of court, he has no idea what he would do with Imperial favor.

DOJI ISUMA

(SUBMITTED BY DOJI RYOKU)

DOJI COURTIER (FORMERLY BAYUSHI, ACTUALLY MAHO-TSUKAI)


C: Etiquette, Calligraphy (Crane Cipher, Scorpion Cipher), Sincerity
B: Courtier (Political Maneuvering), Temptation (Seduction), Maho
A: Underworld
Agenda: Isuma, wife of Doji Ryoku, is here on Ryokus mothers behalf, teaching him the
ways of court and the art of deceit. She secretly plans to manipulate him to attempt a
coup, taking over both the Crane and Scorpion Clans at once. PCs who approach will be
met with a suspicious eye, especially if they are Imperial. She will attempt to garner as
many followers as she can, although she will not go against Ryoku.

DAIDOJI TOGAI

(SUBMITTED BY TAMERLAN)

KAKITA BUSHI
C: Courtier, Sincerity (Deceit), Etiquette, Meditation, Perform: Storytelling, Tea Ceremony
B: Earth Ring, Athletics, Defense, Kenjutsu (Katana), Temptation (Seduction)
A: Agility, Reflexes, Iaijutsu
Agenda: An Imperial Magistrate who also held a position in the Imperial Guard. Before
he entered active service, however, his units charge was slain. He only partially escaped
dishonor, as he was still in training and not present. Since then, he has set out to make
a name for himself and overcome the shame of his comrades failure. For now he has to
search his path to greatness through the simple errands he is asked to undertake.
One other thing drives Togai like nothing else. He is tragically in love with a young
woman who is already betrothed to another man. The only thing that stops him from
grieving constantly are the letters they frequently exchange, and the fact that he can find
something that reminds him of his love in almost every woman. Being with them is only
a shadow of what he is longing for, but it is all that he can hope for.

KOUJI

(SUBMITTED BY TAMERLAN)

RONIN DUELIST
D: Honor, Etiquette
C: Void Ring, Athletics, Hunting, Knifes, Kyujutsu, Stealth
B: Agility, Reflexes, Sincerity (Deceit), Kenjutsu, Perform: Storytelling, Lore: Underworld
A: Iaijutsu
Agenda: Kouji is a thug and a murderer for hire. He is content to serve his desire for
power by mistreating peasants and has no use for wealth beyond his need for equipment
and weapons. The one thing that drives him is the desire for recognition. Thats why he
challenges every worthy opponent he meets. He is not above dishonorable methods to
acquire fame; such as cheating in a duel, bragging about deeds he didnt perform himself,
and secretly robbing all the shrines in an area, only to give his loot to another temple.

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