Credits
WRITTEN BY
Isawa Nazomitsu (Scott Stockton)
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
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
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
STRIKE
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.
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.
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.
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
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?
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.
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.
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!
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.
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....
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,
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.
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?
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.
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.
HAIKU SAMPLES
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.
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.
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....
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.
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!
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
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.
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.
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.
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
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.
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.
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?
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!
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.
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.
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.
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....
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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?
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.
STRIKE
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.
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
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.
CHALLENGE
Select one or more of the PCs.
A(n) _________________________
[check Table 1]
__________________________.
[check Table 2]
(an emotion)
NPC
1
2
3
4
5
6
7
8
9
10
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)
(a number)
(a profession)
floor with her. The room is __________ , but undisturbed, and it looks as if
(adjective)
ROLL
ACTION
1
2
3
4
5
6
7
8
9
10
(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)
FOCUS
The NPC in question is actually trying to ____________________________ .
[check Table 3]
(verb)
(area)
into _________________ .
(something scary)
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
STRIKE
Unfortunately, while this is happening, the PC ________________________ .
[check Table 4]
COMPLICATION
1
2
3
4
5
6
7
8
9
10
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
PARAGRAPH 3
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)
(an animal)
(adjective)
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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)?
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.
CHALLENGE
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?
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).
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....
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
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
CHALLENGE
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).
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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
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
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
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
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
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
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
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
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
FOX SHUGENJA
D: Reflexes, Strength
C: Spellcraft, Lore: Spirits, Artisan: Gardening, Water magic
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
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
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
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.
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
ENDOU
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
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
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.
IMPERIAL COURTIER
C: Awareness, Intelligence, Calligraphy, Investigation, Lore: Art
B: Etiquette, Lore: Law, Lore: Geography, Lore: Heraldry, Games: Go
A: Courtier
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
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
CRANE COURTIER
MIYA HORIKAWA
KAKITA DENYU
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
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
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.
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.
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
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
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
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
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
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
TOSHIHIDE
KAWACHI
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
IMPERIAL COURTIER
IMPERIAL COURTIER
YOTSU KARAMI
JOTARO
IMPERIAL BUSHI
MANTIS BUSHI
ABBOT NIGASA
ENSAKU
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....
MUKACHI
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
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
LADY OSUMI
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.
AKODO MINORU
CHIKAYASU
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.
CRANE SHUGENJA
TOKUKO
LORD UESHIMA
DRAGON COURTIER
AKAMARU
DRAGON BUSHI
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
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
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.
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.
CHINUA, THE HUNTER (ORIGINALLY APPEARED IN CFS #68, BUT NOT NAMED)
TOZAI
UNICORN BUSHI
SCORPION BUSHI
MASAAKI
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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?
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.
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
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
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
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
JUNPEI
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
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
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
YUMI
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
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
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
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
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.
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.
CHIFUNE
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.
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
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.
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
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
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
SHOSURO RENSUKE
MIYUKI
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
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
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
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.
BOUTAI
WU TIEN
GINJO
DUTA
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
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
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
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
RYOKO
RATLING BUSHI
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
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
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
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.
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
HARE SAMURAI
BAYUSHI NAYAMI
GODO
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.
BAYUSHI MIFUNE
MIRUMOTO KURO
DRAGON BUSHI
C: Kenjutsu, Iaijutsu, Courtier, Investigation
B: Etiquette, Kyujutsu, Intelligence, Awareness, Lore: Drama, Lore: Geography (Land Holdings)
A: Lore: History
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 JADEFORM)
SOSHI ANZAI
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.
BAYUSHI SHOGO
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
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.