, OCUS S , TRIKE ! C HA L LENGE F Adventure Hooks for Legend of the Five Rings
HE COMPLETE COLLECTION T HE CFS OF THE WEEK #1 THROUGH #110 ERSION 2.0.1 V ERSION
Credits W RITTEN RITTEN BY Isawa Nazomitsu (Scott Stockton)
COMPILED, EDITED, AND ILLUSTRATED BY Pirate Spice (Sean C. Riley)
SPECIAL T HANKS HANKS 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 Entertainment Group Group
, OCUS S , TRIKE ! C HA L LENGE F Adventure Hooks for Legend of the Five Rings
HE COMPLETE COLLECTION T HE CFS OF THE WEEK #1 THROUGH #110 ERSION 2.0.1 V ERSION
Credits W RITTEN RITTEN BY Isawa Nazomitsu (Scott Stockton)
COMPILED, EDITED, AND ILLUSTRATED BY Pirate Spice (Sean C. Riley)
SPECIAL T HANKS HANKS 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 Entertainment Group Group
Contents Introduction ............................................................................................................................. Exclusive Scenarios .............................................................................................................
2
2 A. A Simple Errand.............................. Errand............................................. ............................... .............................. ............................... ............................... .............................. .......................... .......... 2 B. Living Up to the Legend ........................... .......................................... ............................... .............................. ............................... ............................... .............................. ................ 2
Miscellaneous
................................ .............................................. .............................. ............................... ............................... ............................... ............................... ............................... .................... ..... 3 1. A Measure of Worth................................. Worth................................................. ............................... ............................... ................................ ............................... .............................. ...............3 2. Much Ado About Nothing................................. 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................................. Pests................................................. ............................... ............................... ................................ ............................... ............................... ............................ ............4 8. Good Help is Hard To Find .............................. ............................................. ............................... .............................. ............................... ............................... ...................... ........ 5 9. When the Student is Ready... ............................. ............................................ ............................... ............................... ............................... ............................... .................... ..... 5 10. A Devilish Debt................................ 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 Ma kes Civil Hands Unclean.............................. Unclean............................................. ............................... ............................... .............................. ...............7 16. Tides of Chaos................................ Chaos............................................... ............................... .............................. ............................... ............................... ............................... .......................... .........8 17. Love & Marriage...................... ..................................... ............................... ............................... ............................... ............................... ............................... .............................. ................ 8 18. Sins of the Father........................................... ........................................................... ............................... ............................... ............................... ............................... ....................... .......8
Weapons
................................ ............................................... ............................... ............................... ............................... ............................... ............................... ............................... .............................. ............... 8 19. The Shot Heard ‘Round th e Empire ...................................... ....................................................... ............................... ............................... ............................. ............8 20. To Know My Enemy ............................... .............................................. ............................... ............................... ............................... ............................... .............................. ............... 9 21. Yoshimoto’s 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 Spirit’s Son ................................ .............................................. .............................. ............................... ............................... ............................... ............................... ..................... .....11
Bandits
............................... .............................................. ............................... ............................... ............................... .............................. ............................... ............................... ............................... ................... .. 11 27. Silk & Skullduggery......................................... .......................................................... ............................... ............................... ............................... .............................. ................... ...11 28. Twenty Koku ............................... .............................................. ............................... ............................... ............................... ............................... ............................... .......................... ..........12 29. Smoke & Mirrors ................................ ............................................... ............................... ............................... ............................... .............................. ............................... ................... ..12 30. Death & Taxes................................ 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. Don’t Bite More Than You Can Chew .................................. ................................................... ............................... .............................. ........................... ...........17 40. Good Fortune, Bad Company ............................................ ............................................................ .............................. ............................... ............................... ................ 18 41. Forgive & Forget ................................ ............................................... ............................... ............................... ............................... .............................. ............................... ................... ..18 42. Child’s Play ............................... ............................................. ............................... ............................... ............................... ............................... .............................. ............................. .............19 43. The Gifted Poet ................................ ............................................... ............................... ............................... ............................... ............................... ............................... ..................... .....19 44. Under Pressure ............................... .............................................. ............................... .............................. ............................... ............................... .............................. ........................ ........20 45. Beauty & Wisdom ................................ ............................................... ................................ ............................... ............................... ............................... .............................. ................21 46. A Matter of Recognition.............................. Recognition............................................. ............................... ............................... ............................... ............................... ....................... ........21 47. Broken Trust................................. Trust.................................................. ............................... ............................... ................................ .............................. ................................ ........................ .......21 48. The Play’s the Thing ............................... .............................................. ............................... ............................... ............................... ............................... ............................ ............. 22
Oni
................................ ............................................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... .......................... .......... 22 49. Keep Your Enemies Closer ................................ .............................................. .............................. ............................... ............................... ............................... .................. ... 22 50. My Word Is My Bond ...................................... ....................................................... ............................... .............................. ............................... ............................... ................... ... 23 Oni no Kyohaku ................................ ............................................... ............................... ............................... ............................... ............................... ............................... .......................... ..........24 51. The Oni’s Prison................................ Prison.............................................. .............................. ............................... ............................... ............................... ............................... ..................... .....25 52. Baby Dolls ................................ ............................................... ................................ ............................... ............................... ............................... .............................. ............................. .............26
................................................. ................................ ............................... ................................ ............................... ............................... .............................. .................... ...... 26 Nonhumans................................ 53. Cultural Exchange................................ ............................................... ................................ ............................... ............................... ............................... .............................. ................26 54. Guess Who’s Coming To Dinner ......................................... ......................................................... ............................... ............................... ............................. .............27 55. What’s Yours is Mine.................................. Mine.................................................. ............................... ............................... ............................... ............................... ........................ ........27 56. Equal Rites.................................. 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?........................... Hunter?......................................... ............................... ............................... ............................... ............................... ........................... .............33 70. Follow That Bird! ................................ ............................................... ............................... .............................. ............................... ............................... .............................. .................. ..34
The Shadowlands 71. The Obsidian 72. The Obs idian 73. The Obsidian 74. The Obsidian
................................ ............................................... ............................... ............................... ............................... .............................. ............................... .......................... ......... 34 Idols: An Idol Threat ............................. ........................................... .............................. ............................... ............................... ....................... ....... 34 Idols: Compassion & Mercy ................................ ............................................... ............................... ............................... ...................... ....... 35 Idols: Shared SharedBurden Burden.................................. ................................................... ............................... .............................. ............................... .................. ...35 Idols: Hostile Territory ......................... ........................................ ............................... ............................... ............................... ....................... ....... 36
.............................................. ............................... ............................... .............................. ............................... ............................... ....................... ....... 37 Potpourri / Variety ................................ 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.................................. Gift.................................................. ............................... ............................... ............................... ............................... ............................... ...............43 81. Unforgettable Gift, Unforgivable Gift ............................... .............................................. ............................... ............................... .............................. ...............43 82. The Honor Guard.......................................... .......................................................... ............................... ............................... ............................... ............................... ....................... .......44 83. Reputation ............................... .............................................. ............................... .............................. ............................... ............................... ............................... ............................... ..............44
Ninjas
................................ ............................................... ............................... ............................... ............................... ............................... ............................... ............................... ............................... .................... .... 45 84. First Impressions............................... Impressions.............................................. ............................... ............................... ............................... ............................... ............................... .................... .... 45 85. Noritada, Noritada................................ Noritada................................................ ................................ ............................... ............................... ............................... .............................. ...............45 86. Drafted By Darkness ................................ ............................................... ............................... .............................. ............................... ............................... ........................... .............46 87. Familiar Strangers ............................... ............................................. ............................... ............................... ............................... ............................... .............................. .................. .. 47
Winter Court, Part Part II
................................ ................................................ ................................ .............................. ............................... ............................... .............................. .................. .. 47 88. Great Deeds & Tall Tales ............................................. ............................................................. ............................... ............................... .............................. ...................... ........ 47 89. Master & Student......................... Student....................................... ............................... ............................... ............................... ............................... .............................. .......................... ..........48 90. Elemental Affection .............................. ............................................. ............................... ............................... ............................... ............................... .............................. ...............48 91. Unubore’s Exploits ................................ ............................................... ............................... ............................... ............................... ............................... .............................. ...............49 92. The Poetry of Life.................................... .................................................... .............................. ............................... ............................... ............................... ............................. ............50
Romance
.............................. ............................................. ............................... ............................... ............................... ............................... ............................... ............................... .............................. ............... 50 93. Love Comes in Many Guises ................................ ............................................... ............................... .............................. ............................... ............................... .............. 50 94. In Love & War ................................ .............................................. ............................... ............................... .............................. ............................... ............................... ....................... ....... 51 95. A Gift of Love.......................................... .......................................................... ............................... ............................... ............................... ............................... ............................ ............51 96. Life or Love ................................ .............................................. .............................. ............................... ............................... ............................... ............................... ............................ ............52
More Winter Court, Part II
................................ .............................................. ............................... ............................... .............................. ............................... .................... ..... 52 97. There Are No Secrets ............................... .............................................. ............................... .............................. ............................... ............................... ........................... ............. 52 98. An Unlikely Hero.............................. Hero............................................. ............................... ............................... ............................... .............................. ............................... ..................... ....53 99. Insufficient Memory Error ................................ ............................................... ............................... ............................... ............................... ............................... ................. ..53 100. A Chance for Greatness................................ ............................................... ................................ ............................... ............................... ............................... ................... .....54 But Wait, There’s More! .............................. ............................................. ............................... ............................... ............................... ............................... .............................. ...............56
Duels
................................ .............................................. ............................... ............................... ............................... ............................... .............................. ............................... ............................... ....................... ....... 56 101. Challenge, Focus, Psych!........................................ ........................................................ ............................... ............................... ............................... ......................... ..........56 102. The Enemy of My E nemy Is My Pawn .................... ................................... ............................... .............................. ............................... ........................ ....... 56 103. Unbreakable Spirits ................................ ............................................... ............................... .............................. ............................... ............................... ........................... .............57 104. An Unfair Advantage .............................. ............................................. ............................... ............................... ............................... ............................... ......................... ..........58
The Fortunes
................................ .............................................. ............................... ............................... ............................... ............................... .............................. ............................... .................... ..... 58 105. The Fortune’s Favor ............................... .............................................. ............................... .............................. ............................... ............................... ........................... .............58 106. Balance in All Things .......................................... ........................................................... ............................... ............................... ............................... ........................... ............. 59 107. Who Wants to Live Forever? .......................... ......................................... ............................... .............................. ............................... ............................... ................. ... 60 108. Inari’s Children ............................... .............................................. ............................... ............................... ............................... ............................... ............................... .................... .... 60 109. Just Rewards ................................ ............................................... ................................ ............................... ............................... ............................... .............................. ....................... ....... 61
Tsu Fish
................................ ............................................... ............................... ............................... ............................... ............................... ............................... ............................... .............................. ............... 62 110. One Fish, Tsu Fish......................................... ......................................................... .............................. ............................... ............................... ............................... ..................... ....62
Appe ndix .................................................................................................................................
63 Additional Material for CFS #100.............................. #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 Group’s 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 author’s submissions stood out as an example for all others to strive for. Isawa Nazomitsu’s “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 esteeme d 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 I’ve formatted. This is for those that want all of Isawa Nazomitsu’s 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 sc enarios that were never before released in this format, as well as the epic CFS #100. I have also done m y best to update the formatting and material to 4 th 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 dem ands 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 m aintenance 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 f iftytwo scrolls to the temple so that the Empire might know of the great deeds that brave men and women perform every day. He goes on to explain that a copy of each scroll was also given to the hero or heroes whose stories were
detailed in that particular volume. While this fact would normally be no more significant than an archival footnote, recent developments have made these copies especially important. It turns out that a number of the original scrolls suffered water damage during a severe storm last year and are no longer readable. Thus, without the copies of the missing scrolls, the set is incomplete. Naturally, Rai Li would like the PCs to gather the scrolls. He would do it himself, but other duties are keeping him busy. And, after all, a group of samurai should have no difficulty performing the job of a simple librarian.
STRIKE The missing volumes are scattered all across the Empire, and while Rai Li has records that can tell the PCs where to start looking, it will take some time and effort to track them down. Some have been incorporated into other libraries, either out of carelessness or for safekeeping. Some are being kept as family treasures. Some are stored in dusty warehouses. One was given to a geisha as a present a few years ago, and another was stored in the Kitsu Tombs with the ashes of an honored soldier. One has been lost in a haunted cave, and two were in a box that was stolen by bandits. A ronin duelist uses one as a means of proving his samurai heritage, and one more is being kept by a shugenja who has since gone insane. Still, all the PCs have to do is gather a few scrolls and bring them back to the library. No trouble at all, right?
B. LIVING UP TO THE LEGEND CHALLENGE The player characters are sent by their respective daimyos to serve a Phoenix scholar. While his true name is Isawa Noshinto, most know him as "the Author," for he is one of the most prolific writers of the day. It seems that he has requested the services of each of the PCs specifically, and even called in a number of favors to secure their commanders’ cooperation. Although no reason for his request was given, it must be something significant for a man of his standing to exert such influence.
FOCUS The Author explains that he discovered a number of ancient scrolls while organizing his family’s library. Upon deciphering them, he found that they held a prophecy telling of a group of heroes who would save the Empire from a great crisis. Due to similarities in their deeds and personal histories and those recorded in the scrolls, he believes that the PCs are the heroes the scrolls tell of. He even notes that the titles used to refer to the heroes in the prophecy fit the PCs, such as “the He ro in (target character’s Clan color),” “the (adjective that describes target character) Swordsman,” and “the Prodigy of (target character’s home province).” In order to fulfill the prophecy as it is written, the PCs must undertake a number of tasks. However, the Author only reveals these tasks one at a time, forcing the PCs to return to his home for further information after each stage in their journey toward becoming heroes. First the PCs must defeat an army of bandits that is gathering near the Shinomen Forest. Then they are to recover a blue crystal from the Caverns of Beiden’s Teeth. Next, they have to prove to the Monks of the Seven Fortunes that they are worthy of being allowed to meditate in the Garden of Judgement. After that, the party m ust travel to the Islands of the Mantis and defeat the strongest jiujutsu master there. Finally, they must venture into the Kuni Wastes and defeat a monster. Once they have done all these things they will be ready to face the danger that threatens the Empire.
STRIKE As the PCs are performing these tasks, they may notice that th ings a ren’t exactly as they should be. The bandit army they are supposed to eradicate seems to have already suffered heavy losses. Footprints in the dust show that someone besides them has entered the Caverns recently. Many of the NPCs they meet speak of other groups that approached them about similar matters. And each time they return t o the Author for further instruction the se rvants
begin to act strange, whispering amongst themselves and possibly even calling party members by the wrong names. Eventually, the Author finds himself forced to reveal the truth. The PCs are not the first group of “prophesized heroes” he has enlisted the services of. There have been a number of other groups before them, each of which failed to live up to the demands of the prophecy. The Author professes his confidence in the PCs, but reluctantly admits that he has no proof whether or not they are actually the heroes he is searching for. All he really has is faith in their ability to do something great.
Miscellaneous 1. A MEASURE OF W ORTH 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 i n a variety of fun and interesting situations, with rewards that are definitely more than they bargained for.
2. MUCH A DO A BOUT NOTHING Today I give you a my stery scenario with a twist.
CHALLENGE A sudden storm forces the player characters to take refuge for the night at a roadside inn. A handful of other travelers hailing from different clans and families are also stuck in the small building, which offers just enough room for privacy.
FOCUS Dinner is served in the common room, and it is apparent that not all of the travelers in the inn consider each other worthy of courtesy and respect. One samurai in particular, Matsu Ryosuke (feel free to change the family name as you see fit), is quite outspoken and abrasive. After dinner ends the travelers retire to various rooms around the inn to get away from one another and relax in private. Thirty minutes later Ryosuke is found stabbed to death in the outhouse. All signs point to one of the other people staying in the inn as the culprit.
STRIKE Ryosuke is actually a Ninja Shapeshifter. It is not “dead,” but is merely appearing so in an attempt to sow paranoia in the other people staying at the inn. Rather than drop its disguise or take action against anyone else, it will let suspicions build among the remaining travelers. It hopes that distrust and wild accusations will eventually cause one or more of the residents to draw steel against another. Remember that using the Commune spell on a dead body is considered maho. If you want to be especially sneaky you can rule that any other elemental kami in the area reply with “I saw Nothing” when questioned. If you really want to spice up the scenario, try taking players aside for private conversations or passing out secret notes to build parano ia in the group too. It doesn't work with everyone, but it can be an interesting role-playing challenge for groups who come from different clans and backgrounds.
3. T HE PRICE OF BLASPHEMY This week we find ourselves with a ronin, a problem, and a small fortune, but not necessarily in that order.
CHALLENGE A young ronin shugenja approaches the party while they are relaxing and introduces himself as Kintaro. He explains that he is searching for knowledge and requests a chance to buy or copy any spell scrolls the party might be carrying. While this is an extremely unorthodox proposition, Kintaro is willing to pay any amount of money, and has more than enough to tempt unscrupulous samurai.
FOCUS If no one in the party accepts the money Kintaro offers he becomes desperate and reveals the details of his problem (listed in the Strike section below), begging the characters to help him. If anyone in the party does provide Kintaro with spell scrolls in exchange for money, he thanks them profusely and pays the agreed upon amount. From that moment onward, the shugenja who accepted Kintaro's money is afflicted by the same curse that Kintaro suffers (see below), although it may take some time before he or she notices.
STRIKE Kintaro gained his wealth by stealing several valuable treasures from a shrine dedicated to the elemental kami. The kami struck back by placing a c urse on Kintaro and any who share magical resources with him. Any spell scrolls carried by such a shugenja are good for only a single use, and become blank after used to cast a spell. Whether Kintaro explains his problem to the party willingly, or they have to find the truth another way, the shrine's treasures must be completely restored and reparations made before the curse may be lifted (at which time
all blank scrolls are restored to normal). Although Kintaro knows the depths of his misdeeds, he is afraid to face the kami's wrath, and would much rather continue running from his mistakes than go back to the shrine. If you think your party might be overly reluctant to trade in magical scrolls, you can change Kintaro into a young woman named Kaneko. Players might be more inclined to help a woman who is down on her luck, and a sweet girl's smile goes a long way toward convincing player characters to give aid.
4. BEHIND CLOSED DOORS Since this is the fourth installment in this series, and the number four means death in Japanese, here's a little something to get under your players' skin. Be warned: don't read it while you eat.
6. A S 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 a n 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 wi ll 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 “l ittle paradise.”
FOCUS After a few days in the estate it becomes clear that something is wrong in paradise. No one smiles or laughs, and the few servants visible in the house take pains to go about their duties as quietly as possible. A pall hangs over not only the noble's home, but the entire town as well. Colors are muted, and emotions subdued. No matter how hard the characters search, they will find nothing of beauty here.
STRIKE The noble is insane, and has a torture chamber hidden in a secret room beneath his estate. He not only performs physical torture on the people of his village, but abuses them in other unspeakable ways. For example, feeding on their remains and forcing their loved ones to do so as well. His impure actions have brought a blight on the town, but his authority and status make him all but politically untouchable. The characters must decide what they will do in the face of such heinous atrocities.
5. A LL FOOLS’ D AY April Fools’ Day is almost upon us, and while this holiday is not celebrated in Rokugan (or is celebrated every d ay, depending on your players) it still provides an excellent excuse to run scenarios that are ju st a little (or quite a bit) si lly.
CHALLENGE The characters are invited to a dinner party at the home of a local noble. A number of important personages are also invited, including any NPCs that have strong relationships with the characters. The host has gathered a number of delicacies for the occasion, and promises an event that none will ever forget.
FOCUS 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.
STRIKE 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 Fool’s Day. Or you could let the repercussions, whatever they may be, linger for some time to come.
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 i n 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 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 in tervention, 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 be fore they wither and fall.
7. G ARDEN PESTS 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 Although the old man's talen t 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 si nce 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.
STRIKE When Hana-Saka-Jiji is brought to the lord's garden, he scatters ashes over the cherry trees…revealing 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 prec ious trees. Use whatever statistics you feel appropriate for the monsters. If your characters are still rather inexperienced, flying goblins will probably be enough to pose a challenge. For more powerful parties you can use anything up to minor oni with health draining attacks.
8. GOOD HELP IS H ARD T O FIND This week we move away from cherry blossoms and focus on another aspect of spring in Japan. This season sees numerous students entering school, as well as many young adults entering the work force and seeking jobs. On one hand, the influx of new blood is welcome, but at the same time many employers bemoan their new hires' lack of skill.
FOCUS Shinichiro is quite talented in combat techniques, and already has a good deal of expertise with the sword. He is an apt pupil a nd is eager to learn from the player characters.
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 him self 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 c hance 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 hi m the master of the family's army. If you want a more humorous touch, he can be placed in charge of organizing the household. If you feel really like being really evil toward your players, make Baramucha their new boss.
Of course, if the party manages to give Shinichiro what he wants and tea ch him something valuable in the process…well, then they are great teachers indeed. By the way, feel free to post your own ideas for possible twists on Shinichiro's story. After all, every student (and every gaming group) has special needs. Following are the other ideas that were posted. VERSION 5 (BY A KODO A KIRA )
9. W HEN THE STUDENT IS READY ... My apologies for being late this week. Several of my students had last minute projects to complete and needed my advice. (And then I couldn't log on to the forum.) So to make up for the delay I bring you another scenario with multiple versions. Now your players can know the joy s that come with being a teacher.
CHALLENGE One or more of the characters are asked to train and instruct a young bushi named Shinichiro. The young man has just completed his gempukku ceremony, and his sensei would like him to receive some practical guidance from experienced samurai.
Shinichiro is a complete waste of time. Whenever he can he drinks and whores around (yes, he visits brothels rather than geisha house, though he goes there too), he skips out on practice (thinking himself to be good enough), and ignores the samurai in charge (his position is really quite high, or rather his father's position is high). How do the PCs deal with him? Do they disrespect him and possibly earn the father's ire? Do they do only what they are told? Or do they rise to the occasion and turn the young man around into somet hing better than he was? VERSION 6 (BY B AYUSHI B AKA 88)
Regarding [Version 4], I feel as if it would be a good plot to go with whilst the party is traveling with Shinichiro. That way, the revelation of his true
combat skills will be more of a shock and a great burden to the PCs. Shi nichiro could, of course, eventually conquer his fear (Great Destiny) and end up saving the PCs in some manner.
10. A DEVILISH DEBT Things have been kind of quiet lately, so let's see what a sudden monster attack can do to shake things up.
CHALLENGE A relatively weak minor oni of an unknown type emerges from the wilderness to attack the home of the characters' lord or commanding officer. Although the oni is not a serious threat, the attack is focused, sudden, and ruthless.
FOCUS If the minor oni is defeated another new type of minor oni appears a few days later, attacking with the same goal in mind. Another minor oni comes forth three or four days after that. And another new oni arrives three days after that. None of the oni have been seen before, and they all seek the destruction of the lord's home.
STRIKE Last winter, the inhabitants of a nearby village were on the brink of starvation when a mysterious shugenja arrived bearing enough rice to last the village through the season. The villagers owe their lives to the shugenja, and he has been calling upon that debt to bind their names to oni. If the characters do not find and eliminate the shugenja, both the lord and the villagers under his protection will suffer.
12. T HE T OMB OF T AKEDA FUJIMU You can't please everyone all the time this week. In fact, you'll be lucky if you can keep from making everybody angry.
CHALLENGE While traveling through an unused area of woodland, the characters find the lost tomb of Takeda Fujimu, a famous ronin duelist who was granted a family name by the Emperor hundreds of years ago.
FOCUS The Takeda family is no longer surviving, but many others lay claim to the hero's tomb. The area is currently under the control of the Scorpion Clan, but at the time the tomb was built the land belonged to the Lion. Furthermore, Fujimu was a member of the Dragon Clan before he was made ronin, and he accepted a number of gifts from the Mirumoto when they attempted to convince him to return to the family.
STRIKE When a member of the Otomo family arrives to mediate the conflict, she insists that the characters assist her, claiming that the party was chosen by the spirit of Takeda Fujimu when they found the tomb. The characters could suggest that the tomb be given to any of the claimants, held in trust by another family, or even claim it for themselves. Whatever they do, many influential people will try to influence them, and many powerful figures may be angered by their final decision.
The shugenja's motives and abilities are up to you. If the party requires more of a challenge, you can have the villagers be willing compatriots of the shugenja, or increase the power of the summoned oni. If the repeated oni attacks are too difficult for the party, you can increase the amount of recovery time in-between attacks or even have the NPC who is being victimized loan the characters some of his prized crystal weaponry for the duration of the threat.
11. FOOTSTEPS OF M Y FOREBEARS A samurai never stands alone. The souls of his ancestors stand beside him at all times. Or at least, they're supposed to....
CHALLENGE After being struck by a strange nemuranai or spell, one of the characters finds himself unable to receive aid or guidance from one of his heroic ancestors. Ideally, the ancestor in question should be one who has taken a personal interest in the character on previous occasions.
FOCUS If a Kitsu Sodan-Senzo or another expert on spirits is consulted, the character is told that he must retrace the path of his ancestor's most famous adventure. By performing the same tasks and undergoing the same hardships in the same places that his ancestor did, the character may enter an emotional state that makes it easy for his ancestor to rekindle the connection between them.
If you want to get really wild, you can a dd more groups who desire stewardship of the tomb. Perhaps the tomb was built by the Ka iu family, and is still l isted 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 cla iming (either truthfully or o therwise) to be the lost heir to the Takeda family name.
STRIKE The spirit of the ancestor's rival has also learned of the acci dent, and has sent his descendant to harry the character. If the rival's plan is successful, the character's ancestor may be cut off from the mortal world forever.
13. DO Y OU H AVE AN A PPOINTMENT ?
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 di d 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 re ceived. This adventure has the potential to be particularly difficult for characters with low social standing, while characters with high levels of status and/or glory may get by some obstacles simply by pulling rank. It also provides an excellent opportunity to show martially oriented characters the ways of the courts and the value of social skills.
14. LETTERS OF INTRIGUE We have a story of intrigue this week. Intrigue and mayhem, and even some violence.
CHALLENGE The characters find the bodies of two samurai from rival clans dead in an alley. Even without the skills of a Kitsuki it is apparent that the two men k illed each other, as they both hold bloodstained weapons and have been severely wounded in a struggle. On the ground near the bodies lies a traveling pack, which has been torn open, revealing a disguise kit and several scrolls, including a letter.
FOCUS
My Lord, My mission has been a success. I have discovered the spies in our midst and learned the identities of two of them. Furthermore, I have learned that they will meet with a hired assassin in the Green Plum Teahouse on the night of the Full Moon. Be wary, my lord. Enemies are everywhere. I will attempt to locate their safe house within the city and report to you when I know more about their plans. Ever at your service, Your Humble Servant STRIKE It is not possible to tell which of the dead men wrote the message, as it bears no names or mon. Noble emissaries from both clans are present in the city, as well as samurai, courtiers, and merchants. Any one of them could be a conspirator, or a target, in this plot. The characters must decide who they will tell, if anyone, and depending on which clan sent the spies and which clan uncovered them, the characters could end up thwarting or aiding dark plans. I always decide which clan the spy was from and which clan the spy hunter was from before the characters do anything, but you can also choose to leave such details undecided until the players choose which noble they will give the message to. If the characters do nothing or turn the scroll o ver 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. A LTERNATE VERSION
Instead of finding two dead men with a warning me ssage 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 ha ving a secret message to deliver/protect, the PCs have a mysterious sword of unknown power. A stolen mysterious sword that belongs to someone else. Plus they will have to deal with the possibility that both clans involved will be willing to go to extreme lengths to get the sword for themselves.
15. CIVIL BLOOD M AKES CIVIL H ANDS UNCLEAN Life is easy when you're a follower; your enemies are whoever your leader says they are. For a samurai hero, however, choic es are not so simple.
CHALLENGE A magistrate arrives in the area, searching for a group of bloodspeakers that is rumored to be active in the region. Although his intense scrutiny and probing questions are off putting to many, refusing to cooperate in his investigation is tantamount to treason.
FOCUS After a few days of invading everyone's privacy, the magistrate settles on a likely suspect: a rival of one of the PCs. Two days later, he uncovers evid ence and makes a formal accusation, using his authority to command the local magistrates to take the suspect into custody.
STRIKE The “magistrate” is actually a bloodspeaker collaborator seeking to remove several figures who have caused his cult trouble in the past. If no one steps forward to defend the accused or check the veracity of the magistrate's claims, the rival is executed (dishonorably, of course), and the magistrate continues to search for “other bloodspeaker agents.” Given enough time and success in “rooting out bloodspeaker influences,” the magistrate may declare the entire area at risk and call in “assistants” to help him. Of course, by that time he may already have started investigating the player characters....
Of course, a number of CFS scenarios end with a twist ending, so your players may be suspicious of the magistrate from the start. If that happens, feel free to have the accused be an actual bloodspeaker. With lots of friends who are willing to help him escape. And a va riety of new abilities to use on those who have wronged him.
16. T IDES OF CHAOS 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 rela xing trip to the seaside as well?
18. SINS OF THE F ATHER 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 damage …or 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 a nd 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. D on'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. EDITOR’S NOTE: As was discussed on the forum, there is also a great possibility for a dangerous aftermath to this plot, as potentially tainted seafood could already be making its way to kitchens and markets around Rokugan!
17. LOVE & M ARRIAGE EDITOR’S NOTE: This CFS was inspired by Shakespeare’s The Taming of the Shrew.
CHALLENGE After a long period of negotiations, two families from different clans have agreed to an important trade agreement. In order to cement the bargain, a cross-clan wedding is arranged. The prospective groom is Shiba Toshihisa, a young village administrator who is looking forward to settling down with a beautiful Crane wife. The bride to be is Doji Mizuho, a friend of the PCs.
FOCUS Mizuho is already deeply in love with a poet from the Kakita family. However, the wedding must proceed as planned in order for the two families to finalize their transaction. The only other eligible member of Mizuho's family is her elder sister, Hikaru. However, Hikaru has set aside her family name t o embark on a musha shugyo pilgrimage, and she has not returned home for two whole years.
STRIKE Hikaru is safe and sound, although it may take some time for the party to track her down. She is currently enjoying the care-free life of a ronin and perfecting her swordsmanship. It will take a good deal of effort to convince her to return to her former responsibilities, and even more to persuade her to marry a man she has never m et. If she did agree to return and marry Toshihisa it would mean that Mizuho would be free to pursue her own love, but it would also mean the end of her independent lifestyle. A possible complication lies in the differing personalities of Toshihisa and Hikaru. Can Hikaru learn to respect a man whose strength lies in knowledge rather than in the sword? Will Toshihisa accept a bride who is not the demure flower he expected? Even if the wedding occurs as planned, can these two people find happiness on their own? Or will the PCs have to intervene once again? The course of true love never did run smooth.
STRIKE Although the PCs may be able to guess what is going on by themselves, asking one of the servants who was present for Lord Takanobu's consultation with the fortune teller what transpired there will make things much clearer. When asked “How can I ensure the prosperity of my family for all time?” the soothsayer replied “Compare not the eagle and the bear, but choose between the fledgling and the cub.” If pressed, the servant will also grudgingly reveal that he passed the same information to Washi as well. Interpreting the omen as advice for his father to choose an heir from among his grandchildren, Washi has begun a campaign of murder against his brother's children in order to guarantee that his line be given leadership of the family. If he is not stopped, his murderous rampage could continue until it claims his brother, his brother's wife, and even his own father. If you want to involve more combat, all three of Washi's children ca n be willing accomplices in the slaughter of their cousins. Or, if the PCs are too fast to finger a particular suspect, you can also cha nge 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. T HE SHOT HEARD ‘ROUND THE EMPIRE As there have been a number of threads concerning gunpowder and historical firearms lately, here is an a dventure 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 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 dee per 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.
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 willi ng 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 C rab 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 cur rently 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 se rve 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, a nother Clan could also be used. The Unicorn, Dragon, and Phoenix all have conflicts with the Yobanjin tribes. The Scorpion could be hunting a new type of Lying Darkness spawn that is immune to the weapons of samurai. The Mantis might be fending off an invasion of gaijin from another nation. Only the Crane and the Lion would be difficult to implicate, and you would probably have to use an interclan conflict to justify either of those Clans using firearms.
20. T O K NOW M Y ENEMY Following last week's theme of new weapons, here's a quest that you can use to give your players some new goodies.
CHALLENGE The homes of the player characters are threatened by a band of unstoppable villains. They could be oni, kansen spirits, a new type of Living Shadow spawn, strange monsters, enchanted maho-tsukai, or even bandits with s ome sort of dark blessing. These “adversaries” are completely invulnerable to normal magic and weapons, and all who have tried to stop their bloody rampage have failed.
FOCUS There are stories of weapons that might give one a fighting chance against these adversaries. Forged long ago, they were used by great heroes to defeat an “undying evil.” If they could be found there might be hope, but in order to claim one of these weapons an individual m ust face numerous challenges.
STRIKE 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 other’s' 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 qu ickly. The exact nature of the challenges the characters face on their way to retrieve the weapons is up to you. It could be a riddle, combat versus a guardian, a trial to convince the guardian of their sincerity, or even all of these combined. If you're feeling symbolic, you could have each of the characters face a challenge which they are especially suited for, or one that forces them to overcome their weaknesses. If you want to be even more symbolic, send a number of adversaries equal to the number of player characters, making each a “dark reflection” of one of the heroes. The burly Hida could face a violent inhuman brute, while the quick and sneaky Bayushi might fight a shadowy assassin. Perhaps the experiences they had in gaining the weapons may give them some insight into defeating their counterparts.
21. Y OSHIMOTO ’S LEGACY We've got more weapons this week. Nothing as exotic as last week, but challenging nonetheless.
CHALLENGE The esteemed sensei Yoshimoto is retiring to a monastery, and wishes to distribute his worldly goods among his children, s tudents, and friends.
FOCUS Yoshimoto has a large collection of swords and weapons, several of which are remarkable. One is the katana which was handed down to him by his grandfather. Another is the katana which was given to him by the Emerald Champion. There is also the katana that he forged himself in memory of his late wife. He has a mysterious wakizashi of unknown origin that he found during the adventures of his youth. The ornate tessen he accepted from his daimyo could be used either on the battlefield or at court. And he s till has the wooden practice sword that he used when he was a student so very long ago.
STRIKE Yoshimoto does not select a gift f or each character himself. Instead, he calls everyone together and asks them to decide amongst themselves. He listens to their discussion with interest, but he does not openly show favor or approval. If asked for advice he will remark that he is interested in knowing why each character chooses the item they desire simply because he wishes to know how his legacy will live on in the future. The final decision is up to the party members. As always, you should change the na me and background of Yoshimo to to fit your campaign. A figure who has ties as both a mentor and a family member to two or more of the player characters is ideal, but a close ally would also be sufficient. If your players' characters have no such ties, you can present Yoshimoto as an opportunity for them to gain such connections. Hopefully your players will recognize that this is more than just a chance to “score some kewl loot,” and make the most of the role-playing opportunities the situation presents. Giving bonus experience points for particularly inspired, in-character arguments for why one deserves a certai n weapon is one way to do this. If you give the bonus experience points right then and there in front of the other players i t could serve a s a good motivation. If you want to make things a little more difficult you can make each weapon a minor nemuranai with an awakened spirit who demands the new owner justify their worthiness to wield the weapon.
22. T ARNISHED PROMISE This week we take another look at the topic of weapons in the world of Rokuga n. Over the last three weeks we've seen a lot of opportunities to give your players new weapons, but one should never forget the value of one's own blade. Your sword carries the soul of your ancestors, and it will guide you to victory.
FOCUS By the following evening, all of the PCs and NPCs who were blessed are contacted by an ancestral spirit, effectively gaining the Haunted disadvantage for the next week. The exact nature of the haunting is up to the GM, and may range from a constant spiritual presence to intermittent visits.
STRIKE CHALLENGE After using or inspecting a treasured weapon that has been in the family for generations, one of the characters notices that the weapon is quite tarnished and has lost its sharp edge. Having an ill-maintained sword is both a social stigma and a serious liability in combat, so the natural c ourse 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 a nother 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 re fused the aid of their ancestral weapons until they make the situation right. Although samurai should never expect any reward for their actions, it certainly wouldn't be inappropriate to bestow some new enhancement or ability on the newly awakened weapon upon completion of this adventure.
Ghosts & Spirits This month marks the Obon season in Ja pan, when the spirits of the departed are said to return to Ea rth. As such, the theme for this month's CFS scena rios will be ghosts and ancestors. Now you and your players can enjoy the spooky side of summer in Japan…er, Rokugan.
23. A NCESTRAL DUTY CHALLENGE In celebration of the bon festival, a Kitsu Sodan-Senzo blesses the characters and other members of the community. He calls upon the wisdom and guidance of the ancestral spirits to bring prosperity to the devout among their descendants and families.
The ancestors demand a variety of things from their descendants, calling on them to seek out misplaced heirlooms, build political alliances, and expand their holdings. The spirits are insistent, and have little care for how inconvenient or costly their missions may be for the characters. While these tasks may seem daunting and difficult, those who can complete them will indeed gain prosperity. GMs may want to prepare a variety of backgrounds for the ancestral spiri ts to visit their players. Having all the players receive a visit from the founders of their respective families could strain credibility a bit, so it might be a good idea to include a mix of ancient heroes, great great-grandparents, and recently departed relatives. Likewise, a variety of tasks can also be helpful in highlighting the differences between different characters. The ancestors know a great deal a bout their descendants strengths and weaknesses, as well as many other secrets. They can provide advice on successful military maneuvers, beneficial alliances, and even which members of the court will be most responsive to romantic advances…if the characters have the courage to listen and take action.
24. A SPIRITED NIGHT OUT This week we continue the Obon theme and take another step into the world of ghosts and spirits. This week's adventure idea is a little on the risqué side, but most mature groups should be able to ha ndle it. You have been warned!
CHALLENGE While staying in a large city, one of the characters experiences horrible dreams. The details of the dream are forgotten upon waking, but he or she remembers a loud clicking noise, and is tired and disheveled in the morning, as if having tossed and turned a great deal during the night.
FOCUS If the character does nothing the dreams get worse and worse, until sleep brings no rest. Eventually the character's health begins to suffer. Finally, the matron of a shady geisha house comes to confront the character about unpaid bills. If the character tries to investigate or has others stand watch, it is discovered that he or she spends se veral hours each night in a geisha h ouse in a disreputable part of town. While the character interacts with others somewhat normally, he or she has no memory of the night's events when the morning comes.
STRIKE The character is being repeatedly possessed by a spirit from Gaki-do. The gaki is using the character to rouse passion and desire in others, which it feeds upon each night. (This doesn't need to be anything graphic — simply flirting is enough to satisfy the gaki's appetite.) While the gaki takes the form of an insect during the day, it is able to feed more effectively by using a sleeping mortal as a host at night. Any interaction with the spirit reveals a further surprise. The spirit is a former comrade of the character in question. Trapped in Gaki-do after his death, the spirit sought out the character in an attempt to reconnect with his former life. He is desperate to escape Gaki-do, and claims that the character once pledged to help him in any way he or she could. Now that he is in his moment of greatest need, the gaki intends to take the character up on that offer.
Depending on how the interaction with the gaki goes, the adventure could end with a difficult moral dilemma, or a dramatic combat scene. Being possessed by the gaki inflicts no permanent physical harm, but it could cause a character's reputation to suffer and have significant negative social effects. Of course, there's also the psychological torment that may come from having to condemn a former friend to decades of insatiable hunger after he refuses to take no for an answer. You could also use this ad venture with an NPC in the role of the possession victim, but it would lose some of the punch that comes from having a personal connection between the gaki and the PCs. One choice is to make the victim the wife or lover or one of the characters, and have the gaki be one of his former rivals for her affection. The character's reaction could have a major impact on their long-term relationship.
25. A N UNEXPECTED GUEST Here in Japan we're right in the middle of the Obon season right now. There are a lot of amazing festivals and events going on to guide the spirits of the dead both to and from the mortal world. Of course, some spirits don't need that much help… This scenario works best if one of the PCs already has the Haunted Disadvantage. If no one in the group has that particular problem the Bon festival is certainly a fine excuse to foist that Disadvantage onto a PC.
CHALLENGE One of the PCs receives a sudden visit from an ancestral spirit, who requests permission to stay as a guest for the next week. While c ompletely visible and audible, the spirit remains unable to interact with physical objects. As the arrival of a ghost would cause great panic and alarm, the spirit deeply wishes to conceal his or her ghostly nature from those who are not members or allies of the family, and asks the character for aid in d oing so.
FOCUS Keeping others from noticing that the spirit lacks a solid physical form is far from easy. Eating, drinking, engaging in swordplay, riding a horse, opening doors, and handling physical objects are all impossible for him or her. Furthermore, when the ancestor is nearby, animals may become agitated, and shugenja may feel a sensation that is normally associated with otherworldly spirits. Despite these limitations, however, he or she is determined to spend each day as normally as possible.
STRIKE The returned ancestor actually has an agenda of his or her own. Being able to influence events in the mortal realm, even if unable to take action directly, is a refreshing change from the spirit's normal role as a source of advice and guidance. The mortal realm is full of nostalgia, and holds a powerful allure that is difficult for the shiryo to resist. If the character can give the ancestor a pleasant visit, good kharma will most certainly follow. If the character allows the ancestor's secret to be discovered, however, the ancestor will be gravely embarrassed and may leave the mortal realm forever. A great deal can be added to this scenario by fleshing out the personali ty of the ancestor who comes to visit. A loud braggart may a ttract a lot of negative attention or even be challenged to a duel. A flamboyant or debonair courtier may be invited to attend a noble lord or lady in private, while a rowdy and vivacious troublemaker will have to be watched closely in order to keep him from giving himself away. It gets even more difficult if you remain true to the images of spirits as they are traditionally presented. Japanese ghosts have no feet! If the ancestor is wearing a long kimono when he or she arrives this might not be too noticeable, but many clans have different ideas of fashion, so this might not be a given. And an intangible ghost can't change clothes! A magical disguise might work, but it would certainly require more ingenuity and attention than if cast on a living being....
26: T HE SPIRIT ’S SON As summer draws to a close, we bid farewell to the spirits and ghosts who have visited us this Obon season. While their time in this realm is short, they continue to watch over us and protect us from beyond. Or, in some cases, from even closer....
CHALLENGE While traveling at night, the characters come upon a woman dressed in white. The woman is weeping and calling out for “Keisuke” (or “Keiko,” if you pr efer). Most characters should have no trouble recognizing the woman as an u bume — 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 evi l, 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 fo r 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 c aravans 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 mer chant's warehouse, the characters find the caravan ready to depart. The merchant assures the characters that he has increased security and personally selected each of the new guards assigned to escort the shipment. After accepting payment from the characters, he wishes them a good journey and sends the caravan on its way.
FROM THE Y OJIMBO
STRIKE
FROM THE INNKEEPER
After a few days on the road, the caravan is, n ot 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 i nto the wilderness as quickly as they came. They have a n 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 c haracters' failure as guards. If the characters manage to defeat all of the “bandits” or learn the merchant's secret, it would mean the end of the merchant's business. This is, of course, something he is dead set on avoiding. If the characters press the issue with the merchant and you're feeling especially devious, you can have him offer to give a partial refund and replace the lost silk with some cloth of lesser value. After expressing his regret for their misfortune and amicably sending the characters on their way, the merchant will once again send his thugs to seize the merchandise they have purchased. Or maybe he sends them to put an end to their nosy meddling.... One point that can often be a problem in scenarios like this is dealing with the capabilities of the player characters. If the players are clever and their characters are skilled, it can be difficult to let the bandits get away with the robbery without it looking like the PCs have no say in the outcome. Use your best judgement, and don't be afraid to let the player characters win. Maybe the merchant will change his business plan and beg the characters for help in defeating real bandits.
28. T WENTY K OKU Some more trouble with bandits today. Your average bandit is a dishonorable and unreasonable lout, but every so often you'll find one who will give you an even break. That is, as long as he comes out on top.
CHALLENGE A peasant approaches one of the player characters bearing a message on a scrap of paper. He explains that a man with a heavy beard told him to deliver the note. He knows nothing else about the situation, except that the man who approached him was a stranger.
FOCUS The message could be any of the following: FROM THE BLACKMAILER
I know your secret. Bring twenty koku to the abandoned warehouse next to the lake tomorrow night or I will reveal everything. FROM THE K IDNAPPER
We have captured your wife/son/daughter/etc. Bring twenty koku to the warehouse by the lake tomorrow night or else. Come alone. FROM THE E XPLORER
I've found something you've been looking for. Meet me in the empty building by the lake tomorrow night and we'll discuss a trade. My price is twenty koku.
Our lord is in great danger! I have found a way to save him, but we'll need twenty koku to make it work. Time is of the essence. Meet me in the old warehouse tomorrow night. Your sister/brother can't pay for all the sake they drank. Bring twenty koku to the lakeside warehouse tomorrow night or we'll turn th e matter over to your daimyo. STRIKE The message is a fake, written by a traveling cartographer named Miya Horikawa. Horikawa met the player characters briefly in a roadside tea h ouse about a week ago, and although they did not speak at length he did rem ember their names. Shortly after they parted ways, Horikawa was a ttacked 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 o f the character in question. If you want to give this adventure a slightly humorous touch, Horikawa can send various messages to every member of the party in an attempt to hedge his bets. Characters might receive ransom notes for children they don't have, letters from people they have never met, or even pleas for help from comrades they are traveling with.
29. SMOKE & MIRRORS Player characters are a dangerously ingenious lot. They attempt the unexpected, try the impossible, and dare to take actions that others would deem madness. If bandits (long considered by many to be the natural enemies of player characters) are to stand a chance in such a hostile environment, they must be at least as adaptable and sneaky, if not more so.
CHALLENGE While traveling through a lonely stretch of unfamiliar territory, the party meets a similarly sized group of travelers. The travelers come from a mix of clans and families, but enjoy a camaraderie that borders on the familiar. While their clothes and equipment are worn from their long travels, they offer the characters hospitality and friendly conversation at their camp for the night.
FOCUS One of the travelers raises the alarm in the middle of the night, reporting voices in the darkness. Fearing bandits, he asks for help in i nvestigating the noise. A few minutes later, shapes can be seen m oving through the trees on the opposite side of the camp. Shouts are heard in the distance. More shapes are seen, and one of the travelers shouts that a man is going after the horses. More voices cry out, and the sound of battle is heard. The fire suddenly disappears. Chaos breaks loose.
STRIKE The entire “bandit attack” is merely a ruse being perpetrated by the group of travelers using illusion spells, misdirection, hidden accomplices, smoke, mirrors, dummies on pulleys, and other mundane means. Their aim is to lure as many of the characters away from the c amp 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.
AXES 30. DEATH & T The weather is getting cooler, and autumn will soon be in full swing. In a few months, winter will be upon us. Are you prepared?
CHALLENGE The player characters are asked to visit a small, remote farming village and collect the taxes that it owes. The village is not a major source of income, but every koku of rice counts when the chill winds of winter begin to blow.
FOCUS Upon entering the village, the player characters find the inhabitants waiting for them, barring their path. Their faces bear expressions of fear mixed with grim determination, and although they are armed with nothing more than farming tools, some sharpened wooden spears and a few knives, they have the advantage of superior numbers over the characters. The village headman steps forward and announces in a nervous voice that the residents of the village are re volting. “We will pay no taxes,” he declares. “You will not get the rice in the warehouse, nor the treasures in the temple, or any of the money in my home! Turn away now and leave in peace!”
becomes apparent that their situation is hopeless. Unless they do something to solve the problem, the characters may find themselves forced to report both the loss of the village's taxes and the death of its inhabitants to their superiors. If the characters decide to leave the village alone or report the incident to a higher authority (or simply need a hint to get them started) you can have them find a young boy named Junpei hiding in the woods. Although Junpei does not know the full situation, he can tell the heroes that some strangers have caused all the adults in the village to start acting strangely and scared him into hiding. Of course, if you want to be really evil you could always decide that even after defeating the bandits there is not enough rice for the villagers to pay their taxes and feed themselves....
31. CRIME & PUNISHMENT As this month draws to a close let us remember that, though they have slipped from the Celestial Order, bandits are people too.
CHALLENGE A gang of bandits ambushes and attempts to rob the party. While they have some small measure of martial skills, their training is not up to that of disciplined clan samurai, and the fight soon turns against the bandits. As soon as the leader is slain, most of the others turn and flee. One, however, drops his sword, kneels in the dirt, and begs for mercy.
FOCUS The bandit reveals that his name is Ryota and tells the characters that his wife, adolescent son, and young daughter wait for him in a old hut in the woods. He admits his crimes and accepts the player characters' judgement, but he pleads for the chance to see his family one last time before the end. If asked, Ryota explains that he was once a caravan guard for the Scorpion, but when his employer was executed for treason it became impossible for him to find work. With no profitable skills beyond fighting, he turned to a life of crime in order to support his family. Although he regrets his actions, he could not bear to watch his loved ones starve.
STRIKE STRIKE The “peasant revolt” is not what it seems. A large group of bandits has taken over the village, and are holding the villagers' children hostage. Even though it may cost them their own l ives, the farmers have no choice but to go along with the bandits' plan if they want to save their children. The bandits plan to spend the next week taking as much rice as they can carry back to their camp in order to stock up for the winter, leaving the villagers to face the wrath of the Imperial Tax Collectors. Although the bandits threatened to kill the village children if the village headman said anything suspicious, the player characters might gain a small clue from his seemingly defiant words. All of the locations he mentioned are being used as barracks by members of the bandit gang, and the if the characters investigate carefully they might be able to learn the truth behind of the matter. If they find some way to check the temple without being seen they will discover the captive children, which should certainly be a sign that something is amiss. In the (hopefully unlikely) event that the characters try to slaughter the villagers, the bandits will take the opportunity to escape in the confusion. The villagers will attempt to defend themselves, but ultimately surrender once it
The law states that the penalty for engaging in banditry is death. If the party takes Ryota to the authorities, he will be executed. Without a father, Ryota's family will be left without any means of support and their chances of making it through the winter will be almost nonexistent. The fate of Ryota and his innocent children lie in the hands of the player characters. Depending on what the characters choose to do, a number of other problems and moral dilemmas may present themselves. If the characters decide to look after Ryota's family on his behalf, they will have to tread carefully. What will they say to Ryota's widow? How will his children react? If the characters spare Ryota's life, it will still be necessary for him to find a source of income besides a life of crime. Do they leave him to fend for himself, or try to lend a helping hand? If they execute Ryota and leave his family to die in the cold, wil l they truly be able to live with their decision? If your players are especially capable and the initial fight ends too quick ly, you can have still Ryota ask the characters for help. Simply have him linger at the “Down” wound level long enough to beg for mercy. Of course, some samurai may be hesitant to expend resources healing a bandit who just attacked him, but it would take a truly heartless individual to refuse to deliver a message on a dying man's behalf. People fall. Champions rise again. True heroes help those around them to stand.
Zombies October is Zombie Month here at CFS Emporium! Every week up until Halloween, I'll be presenting a new zombie-related adventure seed for your enjoyment. But wait! There's more! This month's CFS ideas are designed to be played either separately, or combined into a month-long campaign of zombie horror. That's four times the undead of your regular CFS scenario! How can you go wrong?
32. T HE BLOODSCROLLS: A F AMILIAR F ACE It all starts with a personal problem....
The only lead he has is the name of a town where the poor man visited a friend before he was cursed. While he was not with his master during the visit, he is certain that whatever changed him happened there, and he appeals to the characters' sense of honor, begging them to i nvestigate. The name of the town is Tsunan. It is not far away.
33. T HE BLOODSCROLLS: T HE ZOMBIE PLAGUE Following in the footsteps of last week's CFS scenario, we have another adventure full of zombies for your enjoyment. If you have already run last week's scenario, the player characters may be aware that there is something strange going on in Tsunan. Even if you have not used that adventure, you can still u se this week's CFS without any special preparation. The zombies will just be that much more of a surprise.
CHALLENGE An old rival of one of the player characters picks a fight with the party in broad daylight. If the characters try to ignore him or do nothing, he attacks them outright, growling like a wild animal. He does not stop fighting until he is killed.
FOCUS The rival returns on the next day, attacking the player characters once again. His face and skin show signs of some illness, and his clothes still bear the bloodstains from the previous day's battle. While he retains his martial skills, his manner is that of a berserk madman, and his only words are shouted demands for the heroes to kill him. If he is defeated but not destroyed, he once again returns on the next day. And the day after that. And the day after that as well. And each day thereafter.
STRIKE The character's rival has suffered a dire fate. He has been cursed with undeath, and every moment of his existence brings physical torment and spiritual anguish. His only desire is to die, but the dark essence inside his body will not let him fall without a fight. Furthermore, each time he is “slain” and reanimated, Jigoku's grasp on his soul is s trengthened. 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 hi m 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 a ttacks, 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 magi strate or other authority figure. Or, an old friend or lover could be the victim of the curse, alternating between mindless violence and moments of lucid ity 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 magis trate, 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 o bvious 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
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.
The bloodscrolls are ready. We can now move on to the second stage. Come to the cave on Mt. Kougen when you have conquered Tsunan. Do not fail me. Mt. Kougen is just a few days ride from Tsunan, in a remote, uninhabited area of the Empire. It is said to be cursed. The plot thickens! What evil could possibly a wait our heroes? More zombies, of course!
34. T HE BLOODSCROLLS: T HE DEAD SHALL RISE This week's scenario builds on the events described in last week's adventure. If the player characters are not aware of the problems that are coming from Mt. Kougen, you can always have their superior order them to travel there to investigate strange signs, or simply have them wander upon the place by chance. Any reason for them to be in the area should suffice to get them involved. Besides, getting out again will be the hard part....
CHALLENGE Upon reaching Mt. Kougen the player characters discover a cave. While the cave mouth appears natural, the area nearby shows signs of unusually heavy traffic for such a remote area. Further in, the cavern opens up i nto a network of linked caves, with bloodstains on the floor and walls.
FOCUS Once the characters have proceeded far enough into the cave to be out of sight of the entrance, they come across a group of cultists in red robes. One runs away, calling out “Master! Run!” The others draw long knives and attack, fighting until either they or the heroes are killed. If the party continues into the cave, they find a maze of twisting passages with cultists hiding within. Cultists and their zombie slaves.
STRIKE Upon reaching the deepest chamber of the cavern, the characters discover a secret laboratory. Although the leader of the cultists seems to have escaped, his instruments remain. Among the unspeakable items present, a crimson scroll can be found. Although the scroll's taint is n ot concentrated enough to cause any harm to a character who touches or c arries it, it radiates incredible evil, and resists any attempts to destroy it. It also causes any dead body within 100 yards to become animated as a mindless zombie, ensuring that any cultists the characters killed on the way in will be waiting for them on the way out. You can adjust the level of danger that this adventure presents quite a bit by adapting the layout of the cavern and the number of enemies within. If the party is having a hard time , place the final chamber near the entrance and reduce the number of cultists and zombies within the intervening rooms. On the other hand, if you want to drive home the fact that the characters are entering the lair of a powerful maho-tsukai you can pull all the stops and throw wave after wave of the living dead at them as they wander though a dark maze. If the characters attempt to leave the cave, you can either force them to stay or let them leave. In either case, the cultists will be dead set on eliminating them. As practitioners of maho, their lives are forfeit if the player characters survive to tell their story, and they will do any thing to prevent the heroes from returning to civilization. The same applies if the characters leave behind the bloodscroll. By having discovered the cave they know too much, and the unseen master will mark them for death as he has his other enemies. It's simply a matter of when he will strike.
E XTENSION:
A note is next to the bloodscroll.
Asako Hiromi Toritaka Eiji Matsu Takemitsu Kuni Hirokazu Kuni Toshi 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 lis t 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.
35. T HE BLOODSCROLLS: A RMY OF D ARKNESS 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 ha s 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 neces sary 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 a ttack 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 way…whether you asked for it or not. Apologies to Sam Raimi for the title of this one…I just couldn’t 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 zombi es outside and inside, so no place is safe. Satsujinki's army of undead villa gers 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 a nywhere at any time, turn down the lights, ramp up the body count, and have fun.
Winter Court In August we faced haunting ghosts and restless spirits. In September we fought roving gangs of vicious bandits. In October we battled bloodthirsty hordes of zombies. Now it's time for something even more terrifying: Winter Court.
36. CHARACTER A SSASSINATION CHALLENGE
The PCs are asked to escort a popular young courtier to Winter Court. The courtier, Saya, is the daughter of a powerful lord and is an influential figure in the Court in her own right. While her father will host guests in his own home, she will travel to visit another Clan. Just after reaching the palace where they will spend the winter, however, the characters receive an anonymous message warning that an assassin will attempt to kill Saya sometime during Winter Court.
Kouji hopes to create a chance to gain glory for himself by taking over her regular duties. Saya's reaction to the death threat depends on the type of personality you want to give her. If she takes the threat seriously, she agrees to any precautions the PCs suggest, even to the point of staying isolated in her chambers if they believe it is necessary. This will make Kouji qui te 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 meeti ngs 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 promo ted — his skill as a diplomat is sadly lacking. While Saya has been sequestered away fo r her own protection, he has managed to anger and offend several powe rful daimyos. If something is not done to mend relations soon the spring thaws may see a declaration of war, and the job is too big for Saya to handle alone. Ah, the joys of Court....
37. POETIC LICENSE The weather continues to get colder and colder. Winter is almost upon us. Y ou have secured an invitation to Court, haven't you? CHALLENGE
A week or so after the start of Winter Court, one of the characters is asked to give a private poetry recital for an important member of his clan who is present in the palace. The woman is quite old and has difficulty leaving her room, but her grandson Tatsu is on hand to attend to her during the character's visit, and she is greatly appreciative of the gesture. FOCUS
When court is assembled the next day, Tatsu stands before the host and recites the player character's best poem as if it were his own. The host reacts quite favorably, heaping ample praise on the young man. Tatsu responds by reciting a few more of the character's compositions. STRIKE
One of the many courtiers present re marks that the player chara cter is reported to be a skilled poet as well. Hearing this, the host of the Winter Court then turns to the character in question and asks if he can match Tatsu's display of poetic skill.
FOCUS
A number of people who could be considered Saya's enemies are present in the court, ranging from childhood rivals to political opponents. Further, several generals who have fought heated battles against her father are also there. And the ex-lover of Saya's betrothed. And the son of the m aho-tsukai she gave testimony against last winter. And the list goes on! Every delegation contains at least one person who seems likely to be behind the death threat. STRIKE
The warning was actually sent by Kouji, one of Saya's aides. Jealous of the attention and praise she received, the young man blamed her for his failure to gain recognition in the courts. Although he does not actually intend to have her killed, he does want her taken out of the picture long enough so that he has a chance to shine. By instilling a sense of tension and paranoia in Saya,
Remember that everyone is watching this exchange as it happens. Winter Court is a social affair, and just about everything takes place in the public eye. As such, there could be numerous consequences for the character's actions. Dealing with Tatsu can be a one-time event, or a continuing problem for the character. He could be a talentless hack, or a skilled but unscrupulous poet in his own right. Likewise, he could be a relative nobody within the court, or have numerous connections to call upon if necessary. If possible, have the player of the character in question actually compose some poems for the recital in the Challenge section (which you can steal for Tatsu's big performance later on). Be careful if he or she comes up with too many poems, however, because having a stock of poems elimina tes a lot of the pressure in this scenario. Colder than the snow, This icy blade in my heart – A friend's betrayal.
38. CONTAGIOUS RUMORS I'm afraid I'm feeling a little under the weather this week. I suspect the cold I'm suffering from came from one of m y students. One interesting thing about the Japanese people I teach: When someone nearby is ill, they react quite
fearfully. When they themselves are sick, however, they have no qualms about exposing others. But at least my suffering can bring some benefi t 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 succe ss, 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 a n 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 k nowledge 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 k eep one's distance and pray to the Fortunes.
39. DON’T BITE MORE T HAN Y OU C AN CHEW For those of you who live outside the United States, today is Thanksgiving. For those of you who do live in the U SA, have a Happy Turkey Da y! And while the holiday may not be traditionally celebrated in Rokugan, there's no reason why we can't have a feast any way.
CHALLENGE A friendly young man named Kawachi (or another friend or clan mate of the characters) approaches the PCs with an idea. He has noticed that recent bad weather has cast a dark cloud over Winter Court, and he wants to do something to brighten people's spirits. To that end, he proposes an elaborate dinner party with lavish food, and asks the PCs if they would help him organize it.
FOCUS While Kawachi’s idea has merit, his guest list a nd his me nu are both o verly ambitious. He has asked several people from every clan to attend, and while none of the guests are particularly powerful, they are all quite active in spreading gossip around the courts. Furthermore, the menu is also quite complex. Kawachi intends to serve sashimi, chopped seaweed salad, red miso soup, dried pheasant, pickled cucumbers, grilled fish, chestnut rice, and marinated mandarin oranges. And, to better bring joy to his guests, he'll make the entire meal by himself.
If you want to put a light-hearted spin on this adventure, i ncrease Kawachi’s skill in the kitchen to make him a master chef. Then have his assistants fall ill. Instead of flexing their diplomatic skills to find a way to make the banquet a success, the PCs will have to take an active hand in making the banquet itself. Of course, with Kawachi’s guidance there shouldn't be any problem…right? You can also raise the stakes by playing up the social nature of Winter Court. Important figures will want to know whether or not one of Kawachi’s feasts is worth going to in the future. Aspiring courtiers will want to have a hand in its success. Rivals of the Clan will want to prevent him from gaining influence with his grandstanding. And the PCs will have a good deal to gain from either side. For more information about historical Japanese food (as well as some recipes) this site* is an excellent resource. Turns out some of our “traditiona l” favorites like sushi and tempura aren't all that traditional after all. Definitely worth a look. fibers.destinyslobster.com/Japanese/Food/japfood.htm *
BONUS CFS: T HE IRON CHEF V ERSION! CHALLENGE
Kawachi has another problem. He's been called upon to prepare dinner for a distinguished courtier (Otomo Amato), his yojimbo (Yotsu Karami), and the Abbot of a temple to Hotei (Master Nigasa). He's gathered the ingredients for his famous red miso soup, and he's selected a nice area of the palace in which to hold the event. But he's not sure how to keep the trio entertained for the entire evening by himself, and he wants to know if it would be possible, maybe, if they're not busy, for the party to accompany him? FOCUS
As soon as the Abbot meets the party he becomes visibly excited. He reveals that his duties as a temple keeper have always kept him too busy to pursue his lifelong dream of traveling the Empire. While Hotei has blessed him with a warm bed and a full meal every night, he would dearly like to sample the cuisines of other Clans, and he asks the player c haracters which type of food is the best in the Empire. Upon hearing their ideas, Otomo Amato challenges Kawachi and the player characters to prepare the foods they have suggested. After all, he claims, if those dishes really are as delicious as the player characters say, even the efforts of an unskilled cook would be a pleasure to try. Upon hearing this idea, Abbot Nigasa jumps in with an offer to pray to Hotei on behalf of the person who could bring him such joy with their cooking, and even Karami asks the characters if they really believe that their Clans' cuisines are the best in the Empire.. Of course, if their suggestions were made not with confidence, but simpl y misguided pride, they're welcome to back down.... STRIKE
Kawachi has a good relationship with the kitchen staff of the palace, and is able to call upon just about any common ingredients or cooking materials needed for the competition. While this is good news for the PCs, it also means that Kawachi can prepare just about any food he has heard of. While the loser of such an impromptu and unorthodox contest faces no social stigma, the blessings of a monk of Hotei (and the respect of a llies in the Court) are not a prize to pass up lightly. Not to mention the pride to be gained from defending the honor of one's Clan. If the player characters are ill-prepared to deal with the challenge, you can tone down the level of competition Kawachi presents by having him choose to
prepare a dish other than his famous red miso. If you have a few a spiring 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 u se 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 campa ign around this sort of thing, there are always new venues to aspire to. Why satisfy yourself with being an Iron Chef when you could be the Jade Chef, or even the Emerald Chef of the Emperor himself?
40. GOOD FORTUNE, B AD COMPANY Winter Court continues. For many, the court is filled with rivals and enemies. For others, it holds countless friends and allies. And for some, it holds a number of annoying acquaintances.
41. FORGIVE & FORGET Today's Winter Court scenario was originally going to be about finding strange allies in unexpected places. However, a recent rash of dabblings in thread necromancy have given me unexpected inspiration. So instead, we turn our imaginations to examine what may happen when words are not forgotten.
CHALLENGE While at Winter Court, one of the PCs makes an unfortunate and inadvertently humorous social blunder. While the incident is quite embarrassing, it is thankfully minor and quickly forgotten.
FOCUS Or at least it would be quickly forgotten if not for the waggling tongue of a court dandy named Yukio. The smiling courtier seems to think that the character's mistake is the most humorous story he has ever heard, and he delights in bringing it up again and again. It quickly becomes his favored joke, and any time the two are in the same room the character can expect Yukio to ask “Hey, do you remember that time you…”
CHALLENGE During a courtly gathering, a shugenja from another family strikes up a conversation with one of the player characters. He explains that his hobby is divination and offers to tell the character's fortune.
FOCUS During the divination session, the shugenja claims that his own future is highly compatible with the character's future. He suggests that they support each other as much as possible in order to benefit from this harmonious coincidence. While this may sound like a harmless gesture of friendship, the shugenja is quite enthusiastic about their “unbreakable partnership.” He begins following the character around at all hours, asking him for advice and trying to be helpful in return.
CHALLENGE STRIKE Besides his skill in divination, the shugenja brings no usefu l 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 in teresting 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 e liminate signs of weakness and incompet ence from the new character, and instead have him plagued by rivals, social conflicts and family problems. These can cause trouble for the par ty 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.
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 ma king 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 Yuk io's motivation much more malevol ent 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 cou ld be trying to ruin the character's reputation for other reasons. Maybe he's even wo rking in tandem with another person within the court to set the character up for further manipulations. One thing to keep in mind is to refrain from making Yukio's comments to overtly insulting or offensive. As long as his stories are true and delivered in a light, off the cuff manner, the character in question should have no real justification to seek vindication. Of course, if you decide that Yukio's true intent has been to goad the character into a duel all along, you can make his comments as biting and spiteful as you wish. Be careful what you say (or write, for that matter). It may be brought back for all to see someday later.
42. CHILD’S PLAY Today saw snow (or frozen rain at the very least) in Osaka, and flurries in several locations throughout Japan. It made me glad to know I had a warm home to return to, and I hope all of you ca n enjoy the same luxury. Of co urse, this type of severe weather is exactly the sort of thing which forces samurai to choose between braving the elements or braving the Courts. For those who are lacking in social graces and political connections, Winter Court can be a fearsome place, but it is also a place where new alliances can be made.
CHALLENGE While attending Winter Court in the palace of another Clan, a player character receives a mysterious message from an unknown source.
Esteemed samurai, First, let me say that it is a great shame that your prowess and skill are not appreciated by the emissaries that dominate the p alace this season. Your power, wisdom, and integrity are a credit to your Clan, and I believe the Empire would benefit if there were more samurai of your caliber. At the risk of being overly direct, I would beg your assistance in a matter of great importance. A despicable villain stalks the Court, plotting some evil mischief. Although I have gathered a small group of magistrates to monitor his activities in the hopes of foiling his plans, our numbers are small, and his depravity boundless. If you could lend us your strong arm and keen insight, it would be both a great help and a huge honor. Although I cannot yet risk revealing my presence to the scoundrel and his cronies, I will send a servant to meet with you tomorrow afternoon and explain the situation in greater detail. I hope you will choose to aid me in this matter, and look forward to working with you. May the Fortunes watch over you this night. The Judge FOCUS The next day, the character is approached by a young girl named Mari. She explains that she is a student of “the Judge,” who has asked her to relay his directions while he coordinates with other magistrates in the Court. She expectantly asks if the player character has decided to aid the Judge in striking against evil and corruption, and does her best to secure an affirmative answer. If the character agrees to help, Mari reveals that the suspect is a man of low character named Toshihide. While his smooth tongue and careful manner allow him to enjoy a good reputation in the Court, the Judge has reason to suspect that Toshihide is not as honorable as he seems, and he would like the PC to seek out evidence to that end. Mari volunteers to help, pointing out Toshihide and giving basic information about him. After a few days of observation, it becomes clear that Toshihide is not a nice fellow. He is abusive to servants, drinks and gambles with ronin in secret, tries to seduce married women, and lies profusely. However, his skill in navigating the Court and hiding his misdeeds allows him to avoid any negative consequences of his actions.
STRIKE In truth, there is no “Judge.” Mari is the only other member of the investigation. She founded the “secret group” for the sole purpose of tormenting Toshihide. Two weeks ago, Toshihide carelessly stepped on one of Mari's dolls and broke it. When she complained, he teased her until she cried, embarrassing her in front of a large crowd. Vowing to embarrass him in the same way, she formulated a plan and quickly sought out allies who could serve as her voice in adult society. Once she and the PC have observed enough of Toshihide's behavior, she will “accidentally” let slip some of his misdeeds in public. With the PC's testimony to back up he r claims, she figures she c an 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 en tering 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 characte r 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 gi ves 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 conspi racy driven campaigns. Players who have read all about the Kolat, Gozoku, and Black Lotus may think they know all the secrets in Rokugan. Presenting them with a plot to expose the “vile crimes” of a single dishonorable courtier, masterminded by a little girl, should turn any preconceived ideas they might have upside-down.
43. T HE GIFTED POET There are only a few shopping days left until the holidays. Are you ready? And while the holidays we celebrate are not observed in Rokugan, the custom of gift giving is no less important. In fact, it may be even more vital for one to find the “perfect gift” when honor and glory are on the line.
CHALLENGE The famous poet, Yukishima, has just finished a new collection of poems, entitled “Winter Memories.” This is the fourth set of poems Yukishima has composed over the last fifteen years, completing the set he started with “Spring Wishes,” and continued in “Summer Dreams” and “Autumn Regrets.” To honor this great occasion, the host of Winter Court has announced three days of feasting in Yukishima's honor.
FOCUS Yukishima is a celebrity in c ourtly circles and the completion of his gre atest poetry series is an auspicious occasion. Many dignitaries and mem bers of the court have brought gifts of congratulations to offer at the feast. Yukishima is famous for his practice of refusing gifts with appropriate haiku poems, and many members of the court are looking forward to seeing how he wil l respond when presented with unique and exotic gifts. Needless to say, if the PCs do not prepare a suitable gift for Yukishima, their reputation will suffer most severely.
STRIKE The feast begins and a schedule is drawn up for the presentation of gifts to Yukishima. Unless the PCs do something to change their position in line, they are scheduled to give their gift to Yukishima on the second day of the celebration. On the first day they watch as many gifts are given, met with poems of refusal, offered again, refused with new poems, offered a third time, and finally accepted. If they pay attention, they may notice that Yukishima tends to react less favorably to gifts that have had little thought put into them, or gifts that are similar to gifts he has already received. As the first day's festivities eventually begin to wind down, a samurai from another Clan approaches Yukishima and offers his gift. It is almost identical to the gift the PCs have selected. The PCs have one day to decide what they will do in the face of this new development. The similarity of the other samurai's gift to the gift the party members have selected may be coincidental, or deliberate. If they have a rival who seeks to discredit them in court, their plans may have been overheard by a spy and their ideas stolen. The samurai might be a desperate individual who latched on to the first good idea that caught his ear . Or it could simply b e bad luck. If a player wishes for his or her character to be a fan of Yukishima's previous works, you can let them make a Storytelling (Poetry) skill roll to recall some details. And if a player tries to compose a haiku poem of his or her own, by all means, encourage them to do so. Yukishima i s a genuine lover of the arts, and appreciates even the simplest offering of talent (but not quite enough to waive the need for a present).
44. UNDER PRESSURE
H AIKU S AMPLES As a bonus for over-worked or under-inspired GMs, here is a selection of haiku poems you can use for the adventure above. They are arranged in sets of three, as any properly educated samurai k nows enough to refuse a gift twice before accepting it. Don't forget to save one set for the present the player characters eventually give!
I hope this week's installment finds you all happy and well. It's all too easy to become overwhelmed by the pressures and demands of the holiday season, and remembering to relax and enjoy yourself can be more difficult than it seems. Which is all the more reason to spend some q uality time gaming with your friends.
CHALLENGE
H AIKU 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. H AIKU SET 2
An influential courtier from the Otomo family approaches the characters in private. He offers them great favors and rewards if they agree to help him, but he insists that they swear an oath of sec recy before explaining further.
FOCUS The courtier is worried about his son, Shigeki, who is behaving strangely. He fears that Shigeki might be possessed, tainted, cursed, drugged, acting under coercion, influenced by the Lying Darkness (if it has been revealed in your campaign), the victim of an abduction and replacement scheme, or even brainwashed. He asks the characters to investigate without causing a big scandal or disrupting his son's duties.
STRIKE 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.
H AIKU 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.
The cause for Shigeki's strange behavior is a completely mundane one. His duties in the courts have been extremely stressful as of late, and the extra work has caused him difficulties with his family. Feeling like he has been assigned an impossible task, and unable to seek comfort at home, Shigeki is in the early stages of a nervous breakdown. If the party learn of this and inform Shigeki's father, the courtier is grateful and bestows upon them the promised reward. However, if the PCs go the extra step and try to help Shigeki deal with his personal problems (without overstepping the bounds of etiquette, of course), they may also gain a permanently grateful ally in the courts. Keep in mind that psychology is only a rudimentary science in Rokugan, and society encourages samurai to deal with their feelings in a completely different manner than we are used to. While the effects of pressure and isolation on morale are understood, methods of coping with those problems are not. A samurai must control his emotions, even if they threaten to tear him apart. If you want to add a more dramatic element to this tale, you can combine Shigeki's normal stress with one of the other possibilities listed above. Perha ps his work in the courts is being monitored by a criminal overlord who is threatening to blackmail him unless he performs certain tasks. Or a rival might be lacing his evening tea with drugs to cause horrible nightmares, disrupting his sleep. He could even be battling a manipulative yokai for his very soul!
BONUS PLOT HOOKS
H AIKU 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? H AIKU SET 5
And if you want to show your players how Yuk ishima reacts to a gift that is lacking in thought or is too simila r 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.
Akodo Akira provided an excellent pos t on a possible solu tion or further complication for this adventure.
Geisha. Geisha were the people that Samurai went to talk out their problems. There were no psychologists, but there were great listeners. And you paid in advance, in gold, and always had references. Heck, just getting the poor guy an invitation to a geisha house, let alone a private meeting, would be an adventure in and of itself. Possible plot hooks: The geisha is inexperienced. The geisha has a steady client who is resentful of the new client. The geisha is a glutton for attention, and demands more and more of his time. The house is suffering financial difficulties and needs more clients, regardless of the needs/wants of the geisha. The boy falls in love with the Geisha. (Marriage troubles anyone?) The geisha is a spy for [insert faction here]. The father thinks the geisha is a spy for [insert faction here]. The geisha wants to become an official concubine or even a spouse and ruthlessly pursues that. The geisha house also hooks samurai on opium, and the poor boy gets hooked. Ninja geisha! (Not Lying Darkness, just a shinobi.) Oni geisha?
45. BEAUTY & W ISDOM In his remarks on last week's scenario, the esteemed Akodo Akira manag ed to unwittingly guess the theme for this week's scenario. I speak, of course, of those most beautiful and graceful creatures: geisha. Now, before we get into the scenario, there is one thing I must clear up. I admit it's a pet peeve of mine, but I absolutely must insist that people who speak of geisha understand one basic fact. Geisha are NOT prostitutes! A lot of people think geisha are paid to provide such service s, but that is a misconception. And those who claim otherwise are doing nothing but spreading ignorance. While the two professions may appear similar, they are, in fact, completely different. Now that we have that out of the way, we can get have a pleasant evening of delightful entertainment.
CHALLENGE While staying at the Winter Court of another Clan, one of the player characters (or someone close to the player characters) is introduced to Yumi, a charming and intelligent young geisha. While the other geisha present are popular for their beautiful songs and dances, Yumi specializes in the art of conversation, and has thus been overlooked by most of the guests.
FOCUS If the PC spends any time talking to Yumi, it becomes clear that the girl is wise beyond her years and has a keen understanding of human behavior. After listening to a person's problems she is able to offer a solution and provide the right words of encouragement to motivate the listener to put that solution into motion. If given a chance to use her skills on behalf of the party she can prove an invaluable source of advice on many topics.
STRIKE Of course, such frequent meetings with a geisha will not go unnoticed, and Winter Court is a breeding ground for gossip and rumors. If subtle hints and hushed whispers are not enough to get the point across, eventually other members of the character's family will confront him directly and pressure the him to “curb his desires.” Whe ther the character (or Yumi he rself) harbor any such feelings is irrelevant — in Rokugan, image is all that matters. Will the character choose to save face, or continue to benefit from Yumi's wisdom? Some players may be slow or wary to act on Yumi's advice. While this is their choice, you can move things along by offering them a Free Raise on any rolls they make when taking an action she has suggested. This should give even the most reserved character a reason to seek her out again and again. If the character who meets Yumi does not become close enough to her that he has to choose between his reputation and her advice, it is possible for one of his rivals to do so instead. Or she may find another samurai who apprec iates her intellect, giving him advice that leads to success after success in the courts. Of course, if a lasting relationship should blossom between the character and Yumi, there are a wide range of other problems. The coming spring will mark an end to their meetings, as the character's home i s far from the geisha house where Yumi lives. And even if they were to continue meeting each o ther, it could never work out…could it? In the courts, even beauty and wisdom are weapons. Do you have what it takes to resist them? To wield them?
46. A M ATTER OF RECOGNITION The days are getting longer and the weather is getting warmer. Spring can't be far off. Have you attended to all your business at Winter Court?
CHALLENGE A peasant servant who has served one or more of the characters (or their family) faithfully for many years approaches him and pleads for a favor. Although it is not his place to make requests of a samurai, he is quite distraught and begs the character to at least hear his story.
FOCUS The servant explains that his daughter is pregnant with the child of a samurai from another family. If the child is not recognized by the father it will grow up as a heimin, or a ronin at best. But if the father accepts the child as his
own then the baby's future will be assured. Although the servant's daughter has asked her beloved to recognize the baby several times, he has yet to do so.
STRIKE The servant asks the character to tell the entire court that the samurai in question has fathered the child his daughter is carrying. He hopes that by bringing the matter to a head he can force the samurai to recognize and accept the baby. As he lacks the social status to make the claim himself, the servant places himself at the mercy of the character if he will do this deed in his stead. Depending on how difficult you want to make this scenario, you can give the samurai in question much lower Status and Glory than the PCs, or much higher Status and Glory. Depending on the way in which the PCs break the news and the samurai's reaction to it, a number of serious political events could be set into motion. Remember that in Rokugan testimony from someone of higher Status always trumps the claims of those with less influence. Of course, your players are free to come up with alternate ways of accomplishing their goal. Bribery, blackmail, negotiation, compromise, and persuasion are all viable alternatives to making a big scene in the court, each with their own good points and bad points. If your players are comfortable being placed in difficult situations and mature enough to deal with matters of romance, you could also try using one of them as the target of this scenario. If so, you may want to have the servant ask the other PCs to convince the father to accept the child, as players can often resent being forced to do something. Never a dull day in Winter Court....
47. BROKEN T RUST Today's scenario is a new twist on an old favorite. While the “tragic accident” and “difficult choice” are well established in previously published material, the politically charged atmosphere of Winter Court allows for any number of deliciously evil twists and turns. Feel free to put on the pain. It's all part of the fun.
CHALLENGE While at Winter Court, a visiting lord brings one of his prized possessions to show the host. As the host is a fan of fine arts, he is quite im pressed with the unique treasure, a porcelain vase decorated with a floral design that was painted by the grandmother of the Kakita daimyo, and asks the visiting lord to display it in a location where everyone can gaze upon its sublime beauty.
FOCUS During the course of their stay, the characters happen to witness a young courtier clumsily bump into and knock down the vase, causing it to crack. The courtier is the son of another visiting lord from a different family, an d he flees before anyone else sees what he has done. The incident occurs quickly, and few (if any) other members of the court are present to witness what happens.
STRIKE When the owner of the vase discovers what has happened he demands that the host of the Winter Court take responsibility for failing to keep his precious heirloom safe. He claims that he would never have brought the vase to display if he knew that proper measures to protect it were not going to be taken, and goes on to point out that, since the host was aware of the vase's importance, his failure to keep it safe is a clear lapse in duty. If the PCs help defend their host or reveal the young courtier's secret they will spare the host further trouble. If the PCs say nothing they can save the young courtier and his family from shame and embarrassment. If the PCs find some other way to settle the problem they may end up making a number of new allies or enemies. It's their choice. One way to make the decision even more difficult for the characters is to give them a number of opportunities to interact with and get to know the various personalities involved. It' s one thing to accuse a courtier you have never met in order to shut up an old man you barely know . It's something else completely to choose between two friends when you know you will have to betray one of them. Of course, the player characters have most likely been through tough decisions like this before, and will no doubt deal with this one in stride. Alternately, pla yer charac ters being the cunning and capricious beings they are, they may take a completely unexpected course of action (such as using
magic to repair the vase, or framing a rival who was completely uninvolved). If this happens, you can keep the action moving by remembering that Winter Court is a place filled with clever and ruthless people seeking political gain. An “eyewitness” may step forward to implicate one of the characters. Or other members of the court may become involved through bribery or blackmail. Which is sure to cause a scandal. Followed by an accusation. Followed by a counter-accusation. Perhaps even leading to a challenge? And even if the ma tter o f responsibili ty i s d ecided, what then? Will the groups and individuals involved remain angry and bitter with each other, or will they be able to “pick up the pieces? ” No one ever said being responsible was easy.
48. T HE PLAY ’S THE T HING It's been a long winter, and we've had many adventures together. We've seen a wide variety of horrors, surprises, and wonders. We've gone through a number of courtly CFS scenarios, sharing both good times and bad. Of all the challenges we've encountered, this one is my personal favorite. CHALLENGE
The host of a large and mixed Winter Court, Akodo Minoru, proposes a game to pass the time. A devout fan of the theater, he asks his guests to perform various dramatic scenes from well-known plays for everyone's enjoyment. He makes it clear that acting skill is in no way required — the game is just for fun and an unskilled but spirited performance will be sufficient.
them and shout “Good luck, come in! Oni get out!” It's really quite fun and interesting. Thus, in recognition of Setsubun, I hereby declare Feb ruary to be Oni Month at CFS of the Week! Yay, oni!
49. K EEP Y OUR ENEMIES CLOSER CHALLENGE An ally or superior of the PCs asks them for help on behalf of an old friend. She explains that Inoue Sadahiro, a minor vassal of the Asahina family, has gone into hiding. Over the past six months his only communication with anyone has been to send out a call for capable and resourceful samurai. Naturally, the PCs fit the bill, and she would like them to give her friend Sadahiro whatever aid they can. Although she does not know the nature of Sadahiro's dilemma, she can give them directions to the village where Sadahiro is staying.
FOCUS If the PCs meet Sadahiro and agree to help him he explains that he is the victim of a dark curse. Thirty years ago, his grandfather, the magistrate Daimon, defeated a hated rival. Mad with rage, the rival swore he would have revenge by wiping out every member of Daimon's family. Over the years, the killer systematically hunted down and butchered Daimon and his kin. Sadahiro, his wife, and his unborn child are the only surviving members of his line.
FOCUS
As the schedule for the performances is being drawn up, Minoru asks the player characters if they would present the story of his illustrious ancestor's final duel. The story's climax, featuring Akodo Shujin's death at the hands of Kakita Tairitsu, has been the subject of many famous plays, and Minoru would like it to be performed for all to see. STRIKE
Many versions of this warning tale exist. Some sources say that Shujin was defeated because he had been weakened by a Scorpion rival's poison. Another version tells of how a Phoenix shugenja was hired to put a curse on Shujin to cause his loss. One rendition claims that Shujin's foolish pride led him to challenge a superior opponent, while yet another says that Tairitsu took unfair advantage of a loophole to set the conditions of the duel a gainst 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 a nd identities of the NP Cs 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 en tails. It's like I've always said: Noh theatre is good theatre. I can’t 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 ritu al 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 po ssible 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 vi sit 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 cas t 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!” For more information on the Setsubun Festival, check out: www2.gol.com/users/stever/setsubun.htm
50. M Y W ORD IS M Y BOND This week marks the fiftieth installment of Challenge-Focus-Strike of the Week. To mark that milestone, we're going to have an extra large, ex tra intense adventure seed today. I hope you brought your best armor.
CHALLENGE The player characters, as well as several of their friends, family members, rivals, and other notable members of the community are invited to visit the home of Lord Ueshima and participate in a ritual of blessing. Ueshima is a member of the Emerald Magistrates, and is quite influential in the politics of his Clan, so a ceremony at his home is considered quite the social event. His home sits on a high hill overlooking the farming village he oversees, and is built like a fortress. Stories tell of how the building was besieged three times by bandits, and how the defenders were able to hold out against superior numbers each time. It is, of course, impolite to bring weapons or spell scrolls into the home of someone who has invited you to such a ceremony. Those who arrive with swords on their hips will be politely offered the services of Lord Ueshima's armorer, who is quite adept at polishing blades. Shugenja are also advised to relinquish their scrolls and talismans to Ueshima's shugenja for purification, as a recent assassination attempt by a band of maho-tsukai has left the magistrate suspicious of spellcasters. Upon entering the main hall, guests are met by Lord Ueshima's son, Akamaru, and his second-in-command, Shouichiro. They explain that Lord Ueshima went to the next village to personally escort the shugenja who will perform the blessing through the valley, and is expected to return some time in the afternoon. The characters are invited to mingle with the other guests and relax until lunch is served. This should give them enough time to get to know everyone else present.
FOCUS Lunch is served at noon in the main audience chamber of the central building, a spacious room overlooking a small garden. All of the guests and most of the household's staff gather to enjoy an extravagant meal which has been specially blessed to fortify the body and harmonize the spirit in preparation for the ceremony that will be held afterward. Several of the older guests are gossiping away, while young mothers try their best to keep their children from bothering their neighbors. The soft sound of a musician's flute can be heard over the din of conversation that fills the room, and servants bustle about with trays of food and pots of tea. Indeed, the scene is so peaceful and normal that everyone is taken completely by surprise when the oni leaps forth and grabs Akamaru's beloved bride, Moemi! The oni lifts the girl by the throat and threatens to snap her neck unless the castle guards promise to abandon their weapons, sit down,
and remain seated. With several paces separating the samurai from the oni, there is no way Shouichiro and his me n 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 c ards) 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 c oncerned. 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 talk ing, it is possible they could find a way to use the oni's own power aga inst 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 pla yers 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 Fi res 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, le t them go for i t. Oni no Kyohak u is smart en ough 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 stage s i s 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 player s 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 K YOHAKU Known as “the bargaining demon,” Oni no Kyohaku appears as a tall, slender man with pale skin and yellow e yes. Its facial features are slightly elo ngated, 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.
YOHAKU T HE POWERS OF ONI NO K
M ASTER A MBUSHER
Oni no Kyohaku's only real combat ability is its incredible speed, which it uses to get the drop on opponents. You can express this ability either by giving the oni the Combat Reflexes advantage, letting it roll and keep any number of extra dice for initiative rolls, or simply dictating that the oni always has the option to go first in a c ombat round. Of course, the oni prefers to take hostages or hide behind non-combatants rather than face enemies in a straight fight. After all, what's the advantage in fighting with honor? MIND READER
Oni no Kyohaku is able to read the emotions and surface thoughts of individuals nearby. It uses this ability to determine what buttons to push when making a threat or offering a deal. Keep in mind that while the oni is unable to read anything more than a target's emotional reactions or immediate intentions, it is a master of psychological manipulation. It has a great deal of experience in dealing with mortals and generally knows what to say or what type of questions to ask in order to get victims to think about their plans, fears, or desires. POISONED GRASP
Oni no Kyohaku is able to inject a poison into victims through its claws. Although a single strike cannot deliver a sufficient amount of poison, anyone who is grappled and held by the oni will suffer its effects. While the poison is not lethal, it causes extreme pain and agony, increasing in severity the longer the victim is exposed. Assume that the oni is able (if it so wishes) to make an automatic Anatomy (Torture) skill roll against anyone it grapples, gaining a Free Raise with each subsequent round. As with its Mind Reading ability, Oni no Kyohaku uses this power to force uncooperative victims to accept the bargains it offers. BINDING O ATH
Oni no Kyohaku's most feared ability is the incredible influence it holds over those it speaks with. Any promise or bargain made within 100 yards of the oni is rendered inviolate. The speaker is not made aware of this enchantment when the oath is spoken, and even if the speaker or the oni move out of this range the effects remain. Only the death of the oni or complete fulfillment of the bargain end the oni's hold over the target (which is why the oni prefers agreements which last indefinitely to those that require a single action). If a character attempts to break the promise he is struck by a flash of incredible pain, effectively bringing him to the Down wound level until he stops resisting. Those who defy this power repeatedly are struck dead (although the oni can, at its discretion, simply render such victims unconscious). The oni is also affected by this power, and will always attempt to ensure that any promises it makes have no negative consequences for itself. Some bargains that the oni might offer include: “Do what I say and I'll put down the child.” “Break your sword and I'll stop hurting your daughter.” “If you promise not to attack me, I promise not to attack you.” “If you swear to obey my orders, I'll let a fellow prisoner of your choosing leave this place.” “I'll spare this man's life if you tell me what those bushi over there were planning before I came in this room.” “If you can cut off your own leg, I promise not to harm your family. Otherwise, I make no guarantees.” “You can have medicine for the wounded, i f you give one of them to me.” “Kill that woman. Then I'll let these others go free.” Note that while the oni is likewise bound to honor the promises it makes, it is not above twisting the spirit of suc h agreements. For example, in the case of the first bargain listed above, the oni may tell the target to stand motionless for the next 10 minutes, put down the child it is holding, and then, having fulfilled its part of the bargain, pick the child back up and devour it. Note that a good way to reveal the unbreakable nature of promises made to the oni (if you choose to do so) is to have one of Shouichiro's guardsmen from the Focus section of the adventure outline above attempt to break his oath to remain seated. Letting the PCs watch the poor man writhe in agony while the oni chides him for breaking a promise should give them an idea of its powers.
SPIRIT SLAVES
FOCUS
The price for breaking a promise made in the oni's presence doesn't just end with pain, however. Victims who die as a result of the Binding Oath power are forced to serve the oni in death. Oni no Kyohaku may summon the ghost of any character killed in such a manner and press them into service. There is no chance for a spirit slave to resist, for they are unable to take any actions besides those dictated by the oni. By the time the adventure begins, Oni no Kyohaku has already trapped the spirits of thirty samurai from across the Empire (give or take, depending on the power level of the party), which it will summon as soon as it has secured a hostage and forced the guards to lower their weapons. If the PCs try to engage a spirit slave in combat, assume it has the stats it had in life. Again, you will want to adjust the School Ranks of the spirit slaves the party faces depending on how much of a challenge you want them to present. In most cases, the fact that spirit slaves are fully armed and armored while the player characters are clad merely in kimono should be a sufficient deterrent. If you want to drive things home even more you can give the spirit slaves a Free Raise on any attack roll they make against an opponent who is unarmed. Or, if you want to give the PCs a break once they get their weapons back, you can give any character who is using a proper weapon a Free Raise on attacks against the spirit slaves. This makes the oni's guards fearsome in the early stages of the adventure, but gives the player characters a chance to turn the tables later on. If killed, a spirit slave is dispelled and cannot be summ oned until after the next sunrise. The only true way to give such tortured souls peace, however, it to slay the oni. OTHER A BILITIES
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 e xtra special installment of Challenge-Focus-Strike of the Week as much as I've enjoyed the challenge of writing it. Oni are one of the signature monsters of L5R, and I tried to make this one as menacing and threatening as possible while still offering a unique type of adventure scenario with more punch to it than “an oni attacks a village.” If you go all Die Hard on its butt and take it down hard, more power to you! If you end up getting your elderly uncle eaten somewhere along the way, well, you were warned.
51. T HE ONI’S PRISON The Month of the Oni continues, bringing even more carnage and destruction. Armed with great strength, incredible size, powerful abilities, and the blessings of Jigoku, oni are capable of causing massive amounts of damage. Sometimes, this is a good thing.
CHALLENGE The party is summoned before an elderly and esteemed shugenja. The shugenja is either a member of their Clan, a former officer in the organization to which they belong, or simply someone who has reason to trust the player characters. The shugenja starts the meeting with a barrage of questions, asking about the characters' willingness to protect the Empire even at the cost of their own lives, and what they know of the dangers of the Shadowlands. At last, she gives them a jade spike about the size and shape of an ox's horn. She explains that the spike is a powerful artifact that has been handed down to worthy protectors through the ages. She entrusts it to the party to do with as they will, but warns them never to use it unless there is no other course of action. There are three lines of symbols carved around the base of the spike. The first two are indecipherable to anyone not trained in the history of magic, but have something to do with blessings and bindings. The last l ine, however, can be clearly read by anyone. By the flesh bound within, I summon you. By the purity of jade, I command you. Saisei, heed my call.
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.
STRIKE The spike is actually a piece of the oni's flesh e ncased 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 cer tain 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 no t 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 o f 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 old fashioned slaughterfest.
52. B ABY DOLLS Oni Month started with a festival, so i t is only fitting that we end it with one as well. Many families here in Japan are already preparing for Hinamatsuri, the Doll Festival. It is an especially important festival for young girls, who often dream of growing up and meeting a handsome man to marry, just like the Empress in the traditional display. Of course, things don't always end so happily....
Nonhumans One thing to keep in mind when using this month’s 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 u se Yobanjin raiders or Burning Sands nomads. Just about any type of outsider is appropriate, and the final choice depends on the type of campaign you want to run.
CHALLENGE
53. CULTURAL E XCHANGE As the city where the player c haracters are stationed prepares for the Doll Festival, a merchant begins selling ornately crafted ceramic doll sets. The beautiful dolls she creates are quite p opular, and soon become the talk of the town. Almost every family aspires to buy a set, and with prices running from inexpensive to extravagant there is hardly a young girl in the city without at least one of the merchant's new dolls for this year's festival. If any of the PCs have a young daughter, sister, niece, or cousin, they will notice one of the merchant's dolls on the display stand in their home. Otherwise, a well-connected PC may receive one as a gift from a friend or admirer.
FOCUS On the eve of the festival, the player characters are awakened in the middle of the night by a crash and a shriek coming from the main chamber of their estate. It turns out that one of their servants has accidentally knocked over and broken the largest doll, revealing an underdeveloped (but still living) oni fetus sleeping inside! If the other dolls in the set are searched, they are all found to contain gestating oni. Depending on your m ood, some of these oni may even have matured enough to survive and fight after being discovered.
STRIKE Although dawn is fast approaching, most of the city is still asleep. There is not enough time to fi nd and visit everyone who bought a doll se t from the merchant, and the early hour makes spreading the news difficult. The characters must act quickly, lest the Doll Festival be marked by a gruesome slaughter, and it is up to them to choose what they will do and who they will save first. One way to add more drama to this scenario is to have the player characters be visiting another person's home when the doll containing the unborn oni is discovered. Not only does this cut down on the amount of time they have in which to act, but it also makes the danger a lot more personal. Their home might be all the way across town, and any number of problems could delay them as they rush to save their loved ones. Do they investigate the screams from a house they pass along the way, or continue on their mission to save their own families? You could even leave the doll unbroken, giving the player characters no advance warning of the danger that is waiting for them. Whether they are at home or not, the sight of small yet dangerous oni bursting forth from the dolls should shake the PCs up quite a bit. One the crisis is past, this adventure can also be expanded by assigning the party to search for the merchant who created and sold the dolls. Who or what is she, and why did she strik e in this way? Why would anyone a ttack young girls? Is this a random act of violence, or is there some method to her madness? If you want to be especially devious, you can mak e this event the first stage of an invasion attempt by Pekkle no Oni spawn. Perhaps only certain homes received dolls with oni inside. While the characters run around warning every household they can find, the oni in other homes break free, slay the children of important figures, and assume their identities for some nefarious purpose. Take a look at this website for examples of hinamatsuri doll s: http://japanese.about.com/library/weekly/aa022501a.htm
All cross-cultural encounters begin somewhere. Our first begins with chance meeting.
CHALLENGE While traveling through a stretch of deep forest, the party comes across the comatose form of a naga. The naga has been gravely wounded and left for dead by some attacker, most likely a Shadowlands creature. In addition to his wounds, the naga has also been poisoned. He will most likely die unless he receives some sort of medical treatment, and his condition does not allow him to be moved until he has had at least a day of rest.
FOCUS If the player characters decide to give the naga treatment it is easy enough to bind his wounds and fight the chills that the poison causes, and even an unskilled character should be able to do something to ease his pain. The naga wakes up after an hour or so. Upon seeing the party, however, he becomes visibly panicked. He gazes at them with eyes filled with fear, and clutches a light blue scroll to his chest defensively. To make matters worse, he does not know any Rokugani words. If the player characters attempt to leave without helping the naga or react with hostility, the naga regains his senses just long enough to mutter a few words in an unknown language and press the scroll into their hands before he lapses back into unconsciousness. In either case, the player characters must deal with someone with whom they cannot fully communicate.
STRIKE The naga is a messenger, delivering an important message to an ally in the Doji court. If the player characters aid him, they may gain the thanks of both the Naga people and the Crane Clan. Even if they do not save his life, delivering the message in his stead will earn them a measure of gratitude from both parties. On the other hand, if the party had anything to do with his demise, they may be treated to a rather cold reception. If the player characters left the naga in the woods without doing anything, they are approached by a second naga a few weeks later. Unlike the previous naga the party encountered, she is a shrewd courtier and speaks Rokugani quite fluently. She tells the PCs that she has reason to believe they passed through the area that her missing clutchmate (akin to a sibling) was traveling in, and asks if they have seen him. She is quite worried about his safety, and doesn't know what she would do with herself if anything were to happen to him.... This scenario is especially useful for introducing a nonhuman character into the party. If you are looking for a way to explain why a naga would travel
with a group of human samurai, perhaps it is because he owes them his life. Or maybe he recognizes that the human lands are too dangerous to travel through alone, and follows the player characters around for protection. If you really want to make things realis tic 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 ar ound can be interpreted in many different ways. It could mean “sword,” “to fight,” “battle,” “soldier,” “violent,” “survival of the fittest,” or even “he wants to play the game with the stick and ball.” So go wild with the misunderstandings and let your players spend some time working out how to get their message across. They'll thank you for it later.
54. GUESS W HO’S COMING T O DINNER This week we continue our foray into the realm of cross-cultural encounters. Having gotten past the shock of their initial meeting, both parties will undoubtedly want to learn more about each other. And while this “getting to know you” stage is rife with awkwardness, it also holds enormous role-playing potential. Let's meet our new friends, shall we?
eye color, and hair color are sure to be noticed in a society like Rokugan. And even if no one reacts violently, the Shishya is likely to be disappointed if everyone he or she meets runs in fear. While it may be tempting to have the Shishya commit blunder after blunder and let the player characters deal with the resulting mess, an equally challenging possibility is to make the naga visitor incredibly curious about Rokugani society. Describing traditions and cultural practices so that they can be understood by a complete outsider is no easy feat, and questions such as “Why does that man turn away the other? Can he not see that he is hungry?” or “Why does everyone obey the one called 'Daimyo'? Is it because he is the strongest warrior? Or the wisest scholar?” have no easy answer. Still, if the player characters try their best, they just might be able to explain things clearly and win the Shishya over. Making new friends is an exciting prospect, but only if you have the courage to take the first step. PIRATE SPICE’S 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 embarra ssment. A KODO A KIRA ’S 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 r ecently 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 she epishly 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 the y can play host to a snake. As with last week's adventure, this scenario can be ad apted 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 guides…er, 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 incit e 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. B AYUSHI MIFUNE’S 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 idea s could lead to very murky a nd poli tical scenario with multiple factions struggling for the upper hand, with the poor characters stuck i n the middle.
55. W HAT ’S Y OURS IS MINE We continue our cross-cultural journey this week with a scenario abou t deeper understanding. After all, you can't really decide whether to like or hate someone until you really know them, now ca n you?
CHALLENGE The PCs are assigned to take a band of samurai guards and heimin laborers into a remote valley. Their orders are to secure resources in preparation for the construction of a new village, and ideally their efforts will pave the way for further expansion into the area. Shortly after establishing themselves, however, the PCs discover that a naga border patrol has also entered the valley. Their objective is the same as that of the player characters — to gather supplies, build basic structures, and make things ready for more naga to move into the area.
FOCUS It doesn't take long before the two groups come into conflict. The humans begin harvesting lumber from a forest that the naga use to protect their settlements from the wind and rain. The naga divert a river to provide water to their egg beds, cutting off the humans' water supply. More and more arguments break out as the two groups vie for limited resources, and tensions run high. Both sides dispatch diplomats to deal with the problem, but talks drag on and little is achieved. Indeed, the diplomats themselves almost come to blows when a crystal mine is discovered nearby and both groups lay claim to it.
STRIKE While the politicians are still discussing matters, a small army of Shadowlands creatures is sighted near the entrance to the valley. Although the monste rs 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 involve s 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 d o work together to deal with thi s commo n enemy, what will happen once the threat is over? Will they be abl e to maintain the peace they have found, or will old arguments resurface once again?
56. EQUAL RITES There are many challenges when it comes to meeting someone from another culture. Opening a dialogue, finding common ground, coming to understand each other, and dealing with differences are all rife with difficulties and opportunities for trouble to arise. Yet even after you learn to treat someone with kindness and friendship, it can be a long time before you really, really accept them.
CHALLENGE An emissary from the naga arrives to sign an important document and finalize a formal agreement with the lord of the province. The document in question could be a treaty, trade agreement, formal recognition of borders, or even an alliance. Whatever the nature of the agreement, it is of great importance to both parties, who have gone through a great deal to see their people come together in peace. If your players have gone through the scenario from two weeks ago it's possible that the naga representative could be their old acquaintance, Shishya.
FOCUS As the details of the document are being finalized, one of the lord's advisors steps forward to inform him of some bad news. The law states that only a samurai who is of legal age may sign binding agreements on behalf of his family or Clan. While the naga are not human, they must still submit to the Empire's laws if they wish to be recognized as allies, and in light of this news it would seem that the pact cannot be completed.
STRIKE If the player characters do not step forward with a plan, the naga makes the first move and approaches them. He asks if the party would assist him in undergoing the “gem-pu-ku” ordeals. He has achieved a basic understanding of Rokugani society, and will dedicate himself completely to learning the basic skills. All he lacks is someone to teach him about culture …and etiquette…and heraldry…and theology…and bushido…and history…and law.... While it is technically possible to change the la w, Rokugan is a land of stability and tradition. To allow one special case i nvites other exceptions, and adhering strictly to the letter of the law reduces the chance that the agreement will be overturned in the future. Furthermore, simply granting the naga representative samurai status would be an insult to all samurai who have gone through
gempukku before. The rights and responsibilities of adulthood are not given — they must be earned. Depending on the strengths of the player characters, you can adjust the naga emissary's weak points to make the scenario either easier or more difficult to deal with. He might have a knack for remembering points of etiquette because they are so different from his own culture's manners. Or he could have difficulty remembering what all the different mons and strange symbols mean. He could be completely unused to martial skills, as the duties of his caste do not call for such activities. Or he might be a seasoned warrior - but have trouble judging how much he needs to pull his punches when fighting someone who is not connected to the Akasha. Including a mix of problems can keep your players on their toes and encourage them to try different solutions. Finally, there may be other problems as well. When Shishya first arrived on the scene, Pirate Spice, Akodo Akira, and Bayushi Mifune offered some excellent ideas for complications that may arise during a naga ambassador's visit. Many of them may also apply to this situation. Not ev eryone is going to react positively toward the idea of negotiating with the naga, especially if it involves granting one samurai status in the process!
57. STRANGER A MONG STRANGERS In teaching someone about your own culture, you cannot help but learn about their own. When both sides make the effort to understand each other, a solid bridge of friendship can be built. Of course, it's not always easy. So far we've seen how guests may face difficulty in our culture. Now it's time to see how well we fare in theirs. For you cannot truly understand the plight of an outsider until you have been one yourself.
CHALLENGE In the course of their adventures, the player characters are afflicted with a curse or disease. The ailment is not overly debilitating, but it is inconvenient enough to interfere with their daily lives, and it resists all attempts at treatment. Furthermore, it threatens to grow worse with time if nothing is done.
FOCUS A temple in a nearby naga se ttlement has a fountain inside wh ich may be able to cure the affliction, as all who bathe in its waters are cleansed and blessed. However, the temple is protected by ancient wards which prevent all non-naga from entering the temple. Not even the most powerful jakla can break the enchantment, for the magic is as old as the naga race itself.
STRIKE Legends tell of zokujin and kenku who became part of the community and were admitted into the temple during special ceremonies. If the player characters moved to the settlement, adopted the local customs, studied the teachings of the Akasha, and embraced the naga way of life, it is possible that they could be recognized by the protective spell and allowed entrance. Then, if their intentions are pure, they might find the cure they seek. The exact length of time and level of devotion necessary to gain entrance to the temple are up to the GM. If you want to make things easy, the PCs may be allowed into the temple after living in the area for a week or two and making friends with a few members of the community. If you want to give your players more of a challenge, you can require them to gain a much deeper understanding of the ways of the naga. Simply going through the motions of the rituals may not be enough - appreciating the meaning of each word and action might be necessary. Of course, you'll want to give the players some other challenges to face to pass the time. Besides studying naga culture, they'll also have to make themselves useful in the community (which means learning a trade and ge tting a job), learn to get along with their neighbors (who may not may not be open to the idea of humans living among them) participate in rituals and festivals (even though they have no connection to the Akasha to guide them), and defend the settlement against all dangers. And don't forget that they're supposed to b e living a s naga while they do all this. Performing a kabuki play at a ritual feast may make them popular, but they might do even better to learn and recite a traditional epic poem in nagash. Being welcomed (or even tolerated) as a guest is one thing, but being accepted into naga society completely is another matter entirely.
58. T RAPPED LIKE R ATS
59. A HELPING P AW
We continue our “Countdown to the Creatures Book” with more adventure scenarios about Rokugan's nonhumans and cross-cultural encounters. This month we take a look at those famed rod ents of unusual size: the nezumi. The naga, with their group mind and limited exposure to human customs, retain a culture that is quite foreign to that of Rokugan. Nezumi, however, come from an entirely different situation. When their civilization fell they lost a great deal of their cultural identity. Further, centuries of living on the edge of human lands have had an influence on their lifestyle and customs. Any dealings they have with Rokugani are not so much cross-cultural as multicultural. Yet even when such similarities are apparent, it is often the differences that stand out the most.
Last week we dealt with nezumi who were antagonistic. This week we'll meet some who are simply indifferent. Of course, that's not always an improvement.
CHALLENGE The party is subdued and captured by a tribe of angry ratlings. While the ratlings attempt to use their superior numbers to pressure the PCs into surrendering, they are willing to fight if necessary. The ratlings use nets, traps, magic, and other methods of non-lethal combat to attack the group, and are quite well-prepared. Once the fight is over, the PCs are bound in ropes, relieved of their possessions, and taken to a nearby camp. The ratlings are quite thorough in securing the PCs and take more than adequate steps to prevent their escape.
FOCUS After a day or so of r ough 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 player s 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 i n the tricks that humans use, both martial and social. And if your p layers somehow manage to con vince the ne zumi that they come in peace, wish to be friends, and will aid the nezumi i n 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 su pplies 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 a t 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 do wn 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, i s up to you.
60. OF MICE AND MEN Nezumi can be quite difficult to d eal with at times. They raid warehouses, steal unattended items, and just generally sneak into any area they're not supposed to be. They completely lack any concept of honor. But they do have compassion for others. And sometimes that's enough.
CHALLENGE A powerful lord offers great rewards and a position of status a nd pre stige within his court to anyone who can return his son to him. The young boy was lost in the wilderness during a hunting trip some days ago, and his father is desperate to see him returned safely. While hopes are slim, there is still a chance that the boy is alive, and a number of search parties are being organized.
FOCUS Whether the party volunteers to search the forest or not, they are soon approached by the boy's rescuer. His name is Ik'rik'uk, and he is a nezumi tracker. While he has kept the boy safe and healthy, he is unable to approach
the lord's estate by himself. He asks the PCs to accompany him, so that he may enter the human settlement safely and deliver the boy to his father.
STRIKE There are many samurai (possibly including members of the party) who would consider it unnecessary to keep a promise to a ratling. Such detractors are bound to be quite vocal in their attempts to dissuade the boy's father from making the nezumi one of their peers. The PCs are free to advise the lord as they wish, as long as their decision is one that their honor allows them to live with. Even if he does not become a member of the court, Ik'rik'uk can still become an ally of the party if they aid him and treat him well. His knowledge of the wilderness is unmatched, and his skills in combat are quite impressive as well. Although he does not follow bushido, he doe s his best to treat al l crea tures 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 capa bility 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 relation s 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 i s worth any amount of service.
61. W HO FRAMED R AOSHU R ATLING? People don't trust nezumi. They think of them as scoundrels and thieves, little more than animals. And while that may be true in some cases, part of getting to know someone well is finding out that such generalizations don't always apply.
CHALLENGE A group of monks visits a temple located in or near the area where the party is centered. The group of pilgrims includes one very unusual member: a nezumi called Raoshu, who claims to be a student of Shinseism.
FOCUS The leader of the pilgrims explains that Raoshu was found by members of his temple when he was just a pup. The monks took the orphaned nezumi in just as they would have a human child and raised him as a member of the order. While there were some problems at first, Raoshu has become a devout member of the Brotherhood. Unfortunately, Raoshu's piety is soon called into question. A number of thefts are reported in the area shortly after the pilgrims arrive. While no formal accusations are made, it doesn't take long before rumors of the nezumi's guilt begin to spread.
STRIKE The true culprit is a monk from the local temple. Upset at being forced to give hospitality to pilgrims who would accept a non-human as one of their own, he has taken it upon himself to see the nezumi cast out. He believes that Raoshu (whom he calls “that beast”) lacks the humanity needed to be a true monk, and will try to sow as much suspicion against him as possible. Unless something is done, the plan is likely to succeed. If your players are reluctant to get involved, there are some ways you can motivate them. Magistrates are bound by honor to investigate any crime that occurs within the area they serve. Especially pious or honorable characters may be approached for help by the leader of the pilgrims, or even Raoshu himself if he recognizes the tendency humans have to distrust outsiders. And if all else fails you can have the thief target and steal an item from the PCs. Personal loss and a desire to even the score are always great motivators. You can, of course, change the culprit to suit your own campaign. Perhaps another member of Raoshu's group is jealous of the attention that “the nezumi
monk” receives when they travel, and is trying to get Raoshu disciplined. Or maybe the leader of the pilgrims is trying to teach the monks of both temples a lesson in judging people by their hearts and not their faces. Or maybe Raoshu really is having a relapse, and needs help in order to avoid disgracing himself and his teachers. Finally, if you want your players to also harbor some feelings of unease around Raoshu, there are a number of ways you can make him appear suspicious without actually having him steal anything. Nezumi have different ideas about personal space within the family group - he might approach others too closely or make body contact more frequently than they may like. Or he could be more tactile than normal individuals, and insist on touching almost everything he sees. And don't forget his tendency to s tare 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 A LTERNATE T AKES BY PIRATE SPICE
I can see a few ways to tweak this CFS for ad ditional 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.” It’s quite possible that there have been similar crimes at previous temples and shrines that these pilgrims have visited, which could mean two things: The pilgrims are not pilgrims at all, but ronin thieves who have struck an alliance with Raoshu. They use their cover as monks to infiltrate temples and rob the place blind, while blame is placed on Raoshu (who they are quite confident can escape if trouble starts). Prejudice works both ways. Raoshu is being framed, but not by a monk. The pilgrims are being following by a group of nezumi who are offended at the idea of one of their own being a follower of human religion. They have been trying to raise suspicions around Raoshu in hopes that he will be cast out and they can “rescue” him.
Goblins The Countdown to Creatures Book continues this month, with adventure scenarios featuring goblins of all sorts.
62. DOWN, DOWN, DOWN TO GOBLIN T OWN! I myself prefer the weak, pathetic goblins of old, but there's no reason why you couldn't use this week's scenario with the more powerful goblins that have arisen in recent years. Just don't say I d idn't warn you.
CHALLENGE The party is asked to restore order in a remote and mountainous area. The local heimin have become superstitious in the aftermath of a severe earthquake, and rumors of “evil mountain spirits” rising from the ground are spreading rapidly. Farmers are afraid to leave their homes, and fields are going untended. While the problem is m ost likely due to the peasants' ignorance, something must be done to assuage their fears and get them back to work.
FOCUS It is not long before the characters encounter some of the “evil mountain spirits” for themselves. A pack of goblins appears out of the wilderness, raiding the village and stealing whatever they find. The peasants are illprepared to face such a threat, and the goblins have become bold enough to venture directly into the village itself in their search for food, where they will cause a great deal of damage unless stopped. If the party follows the goblins or traces their footprints, they find a large crevice in the mountains.
STRIKE Simply dealing with the goblins as they come forth from the hole will not solve the problem, as more goblins emerge to take the place of those slain. The recent earthquake opened an underground passage linking the crevice to another cave system. This cave system could be the home of a giant colony of goblins, or it might even extend all the way to the Shadowlands! In any
case, the caverns are teeming with goblins, and eliminating them all will take quite some time. It is possible that the underground passage could be collapsed with magic, but one would need to venture quite a ways in to find a suitable spot to do so. Depending on the area in which you place the village it may or may not be plausible for the cavern s 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 i s up to you, but it should be more than enough to prevent the party from simply going in and slaying them all in one go. If the PCs do not have access to any means of collapsing the tunnels you can spread the goblins out more in order to give them a fighting chance, but it should still be a major undertaking for them to exterminate every last one. And they'd better get every last one, because goblins breed like cockroaches....
63. GRUBBY LITTLE H ANDS We find ourselves beset by more goblins roaming outside the Shadowlands this week. Whatever will it take to get them to s tay where they belong?
CHALLENGE A string of robberies hi ts the city where the player characters are staying. Witnesses tell stories of inhuman figures scurrying across rooftops and melting into the night, sparking rumors of ninja and ghosts. The PCs are e ither asked to investigate the manner, or approached by someone who wants them to provide security for a warehouse full of valuable goods.
FOCUS When the player characters finally face off against the mysterious thieves they find the truth is much less impressive than the rumors that are circulating. The culprits are goblins. A gang of more than twenty goblins, in fact. They slip in under cover of darkness, distract (or neutralize) any guards, and quickly make off with whatever they can carry. Surprisingly agile, the creatures do their best to avoid combat, and attempt to flee if discovered. Incidentally, their preferred escape route is through the sewage ditches and garbage heaps.
STRIKE The goblins are acting under the orders of a merchant named Yasuki Jirokichi, and use the basement of one of his warehouses as a hideout. If the player characters manage to gain access to the building they will find the Shadowlands refugees guarding a trove of purloined treasures and stolen merchandise. Of course, Jirokichi and his sub-human servants are certain to react negatively to anyone they find poking around in the area, and intruders will soon find themselves beset by goblin guards intent on preventing their escape. You can change the type of mayhem the goblins cause to fit whatever motivation you choose for Jirokichi. Thieves are helpful when your goal is to become rich, but if he wants to secure information they can become spies instead. Or, if he is trying to outshine his rivals (either in the market or in court) in the goblins can be used for sabotage. And there's no thing like having a mob of goblins at your command when you're trying to kill someone. Jirokichi will do whatever he can to avoid being caught, and will most likely deny any knowledge of the goblins' presence if confronted directly. After all, they're only goblins. He can always get more. And the player characters can be assured that as they were kind enough to remove the unwanted pests from his property he'll be sure to send them an appropriate gift later on... It's also possible for Jirokichi to have given the goblins some training and education to improve their value as servants. The creatures might be skilled in combat techniques, stealth, or even the ways of disguise! Of course, the fact that they are goblins limits the use they will get out of such training, but it could still give them an edge against PCs who think them no more than unwashed brutes. If you want to add a further challenge, you can also reveal that certain aspects of the goblins' physiology make them well-suited for their role as thieves. Perhaps their rubbery skin and soft bones allow them to squeeze through tight openings. Maybe they can put on sudden bursts of speed when
evading pursuit. Or how about something really weird, like being able to shoot blood from their eyes when threatened? AMERLAN’S SUGGESTIONS T
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 ones…maybe 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 don’t compromise their agent (Jirokichi saying he di d not know of the goblins), this would still have the Crab look like they can’t keep an eye on the warehouses the city’s governor entrusted to them.
64. N ATURE VERSUS NURTURE Goblins, goblins, gob lins! Is there anything those accursed creatures won't foul up?
CHALLENGE A lone goblin approaches the party under a flag of truce. Speaking roughly accented but passable Rokugani, he asks the characters to grant him mercy. He tells them that he is a sc out from the Rotfang tribe, and brings an invitation to parley from his leader.
FOCUS The Rotfang tribe consists of about forty or fifty goblins, and its leader is a small, wiry goblin called Uulhan. Uulhan explains that he has been inspired by the way humans resist becoming slaves to Fu Leng, and wants to give the same freedom to his people as well. By giving goblins the gift of civiliza tion, he hopes to overcome the cycle of viciousness that life in the Shadowlands breeds and break the dominion that Jigoku holds over their simple minds. He begs the party to help him, swearing that every member of his tribe is ready to renounce violence and accept human culture into their hearts.
STRIKE Uulhan's pretty words are only half true. While the goblins of his tribe do want to learn the ways of the Empire, they have no intention of leaving Fu Leng's service. After mastering such concepts as engineering, tactics, medicine, writing, and craftsmanship, they plan to take such knowledge back to the Shadowlands and share it with other goblin tribes. This will give the goblins an advantage in both their struggle to survive the horrors of the Shadowlands and their constant war against the Empire. Player characters will naturally be suspicious of Uulhan. That's to be expected, of course, seeing as he is a goblin. But Uulhan's a cunning beast, and an excellent liar. He's more than willing to stage opportunities to prove his sincerity to the party, and will do whatever it takes to learn the secrets of Rokugani science and technology. He'll play on the PC's sympathies, pretend to be more or less intelligent than he really is, and even ingratiate himself to those in power as if he were a pet i f that is what's required to achieve his goals. And if things take a turn for the worse, he's also an incredibly fast runner. Another twist you could put on the scenario is to make Uulhan's intentions completely true. He really does want to lift his tribe out of the muck and bring them some measure of culture. But the bestial nature of goblins and the prejudice against them make this an almost impossible task. Things could be even further complicated if he approaches the party while they are in the Shadowlands. Would they vouch for a group of monsters seeking asylum? And what ramifications will Uulhan's plan have if he is successful? Whether his words are lies or truth, his tribe stands to gain a great deal of power if they are able to overcome their shortcomings. How will the Empire react to the revelation that goblins are not simply filthy animals and hav e the potential to achieve much, much more. You can take a goblin out of the Shadowlands, but you can't take the Shadowlands out of a goblin.
T AMERLAN OFFERS MORE SUGGESTIONS
Now one problem that may arise in this scenario, is that the PCs might not be willing to talk to filthy animals in the first place, ending the scenario in a hack and slay session, before the scenario even begins. I can imagine two possibilities to handle this problem, off the top of my head.
SCENARIO 1 If the PCs slay the goblin scout outright, the GM could just keep sending single scouts to the party, to be slain, until the players accept a parley. Of cause, knowing nothing about goblins, I don’t know, if it would be in character to act this way (maybe even having the scouts refuse to defend themselves and being cut down with the resolve of a Shiba Toriiko). Then again the goblins might choose to get rid of any traitors, outcasts or prisoners they have, manipulating their behavior by use of magic or drugs.
little magical support, and will likely be unable to call upon reinforcements. These are all weaknesses that the party can capitalize on if they find themselves in serious danger. Alternately, you could pull out all the stops a nd give Sama ng 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. S tationing 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 o rder 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 doesn’t work or doesn’t strike the GM’s fancy, the PC group might be captured by the Rotfang tribe (or by someone else and then rescued by them…which could be staged, of course). Or maybe they are e ven 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 Uulhan´s plan much more workable (no matter if the lies or truth option is chosen). Another consid eration if the goblin’s plan succeeds. If they didn’t mean to leave Fu Leng, maybe they change their opinion after they gain culture and knowledge, but not the respect and influence among Fu Leng’s 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 Leng’s influence, that does not mean they become all nice and cozy with the Empire (they won’t get a warm welcome by most after all), so they mi ght well become just another kind of threat to the humans, maybe becoming wandering bandits or what not.
65. T HE HEAD OF THE BEAST Ask any Crab and he'll tell you that goblins aren't scary because of their strength or skill, but because of their sheer numbers. For tho se who don't scare all that easily, however, something more is necessary.
CHALLENGE The characters are assigned to protect a small fort or village in a remote, outof-the-way location. The garrison is small, but the area is defensible, and morale is high among the sentries who have been stationed there, as it is considered one of the easiest assignments possible.
FOCUS After a few months of peace and quiet, an army of goblins is sighted moving through the area. Although the goblins have numerical superiority on their side, their primitive grasp of tactics and lack of military skill ensure that they pose little threat. None of the sentries see the advancing army as cause for alarm, and many of them even look forward to the break in routine.
STRIKE Only after the battle begins does it become apparent that this is no ordinary horde of goblins. Their leader is Samang, an extraordinarily large and intelligent goblin warrior. Not only is he skilled in combat techniques, but he has also managed to master tactics and strategy as well. The goblins under his command do not fling themselves into battle mindlessly, but undertake preparations for a siege. Unless the PCs do something heroic, Samang's massive army is almost certain to crush them. Depending on how powerful your party is, you may want to give Samang extra abilities in order to increase the threat he poses. He could have higher than average stats and skill ranks, Shadowlands Powers, or even have ranks in a school. While the Ogre Bushi or Tsuno Ravager schools would be thematically appropriate you could really use any combination of techniques you like. While Samang's army of goblins has force of numbers on its side, don't forget that it is still inferior to a comparatively-sized a rmy of samurai. Their weapons are in disrepair, they have little to call on in way of a supply train, and the warriors themselves are untrained. Samang lacks cavalry forces, has
Animals The Countdown to Creatures Book continues for its fourth straight month (fifth if you count Oni Month). We've met naga allies, come to terms with our ratling neighbors, and faced hordes of raging goblins. This month we'll deal with creatures of a different sort. Animals. In this day and age odds are good that you don't deal with animals on a regular basis unless you have pets. In a setting with vast areas of wilderness like Rokugan, however, encounters with wild animals are a daily occurrence. Tigers, wolves, and bears all roam the forests and fields. Snakes and spiders lurk in the grass. And there are animals still more dangerous as well.
66. T HE S APPHIRE CHEF CHALLENGE The player characters and their families are invited to feast at the home of the locally renowned Crystal Chef. If the party has played through CFS of the Week scenario #39 they may already know their host, for it is none other than their old ally Kawachi. Kawachi has come quite a ways since the party saw him last. He has mastered several new recipes and proven his skills to several influential figures. Needless to say, the food he prepares is quite delicious and everyone enjoys themselves.
FOCUS After everyone has enjoyed a fabulous meal, Kawachi makes his re quest. A high-ranking lord from the Crab Clan has challenged him to prepare a special dish. Stories tell of a great tsu fish — the king of all tsu fish — that lives in the middle of a distant swamp. The chef who could make sashimi from such a beast would surely be worthy of the title “Sapphire Chef” and might eve n be invited to cook for the Champion himself. While he has some skill with a knife, Kawachi is much less adept at combat than he is at cooking. Once again he turns to the PCs for help, asking them to accompany him on his mission to find and kill the “King Tsu Fish.”
STRIKE The King Tsu Fish is a formidable beast. It dwells in a muddy swamp dotted with grassy hummocks and several deep pools, similar to the areas favored by its smaller cousins. Unlike normal tsu fish, however, this extraordinary specimen measures almost 20 feet in length. While the party may be unable to move effectively through the muck, the King Tsu Fish has no such trouble, and it's spines and jaws present a significant hazard to samurai who get too near. Feel free to assign the King Tsu Fish whatever stats you like. If you decide it is simply an oversized freak of nature you can leave its traits and skills relatively low. On the other hand, if you want to present it as a truly unique and legendary creature you can giv e it as much power as it needs to pre sent a suitable challenge for the party. The mission isn't over once the King Tsu Fish is defeated, either. Kawachi still has to clean it, gut it, and prepare a suitable dish of sa shimi. Which won't be easy while he remains in the swamp. Likewise, moving the immense carca ss
is also sure to be a difficult undertaking. And don't forget that time is of the essence. After all, seafood is bes t when fresh. A quick Google image search for “mudskipper” will turn up a number of interesting pictures if you want to show your players exactly what the beast they're facing looks like. These two are my personal favorites, but there are plenty of others to choose from. And in case you're wondering, yes, they are in fact edible.
67. HUNTING H ANA Last week we faced a wild, ravenous force of nature. This week we'll tackle something a little closer to home. It's up to you to decide which one is more difficult.
CHALLENGE The PCs are asked to entertain a favorite relative of their commander or supervisor. The guest, named Lady Eriko, is a figure of some standing. Her entourage includes a trio of body guards, a number of servants, a private physician, and a lady in waiting. As far as Eriko is concerned, however, the most important member of her party is Hana, her pet (see below).
FOCUS Once Eriko settles in, things go relatively smoothly, and she begins to enjoy the player characters' hospitality. Sometime after lunch, however, a servant approaches the player characters with bad news. Hana is nowhere to be found. While a search of the room she was being kept in is underway, it appears that she has escaped and is currently roaming around the buil ding unwatched. If the PCs insist on keeping Hana nearby, you may have to alter the situation a little. Even animals have minds of their own, and a pet that is forced to stay put will often attempt to do anything but sit s till. A loud noise might startle her into taking flight. Or a momentary distraction could offer her all the time she needs to slip free from her handler and go exploring.
STRIKE Hana could be anywhere in the building, the grounds, or even the surrounding countryside. A single room offers numerous hiding places for a small animal, and a armory or storage room alone could take hours to search. Not to mention the fact that Hana is likely to flee from any strangers to try to catch her. Wherever she is, the PCs had best find and recover her, for the wrath of an angry pet lover can be grave indeed. As always, you can adjust the age and background of Eriko as appropriate to play upon the character traits of your players. If they are kind and considerate types, you could make Eriko a young child. For more selfish groups, an attractive maiden of marrying age might be a better. If your players are respectful (or fearful) of authority, Eriko could be an older woman, or even the daimyo's sister. While one might expect Eriko to keep a traditional pet like a cat or dog, there's no reason why she couldn't have taken a liking to some other type of animal. While size is a consideration, there are a number of animals that ha ve the potential to be kept as a pet, and Hana might be a ny of the following: cat, dog, rabbit, ferret, fox, monkey, piglet, mouse, chicken, parakeet, songbird, falcon, turtle, frog, lizard, snake, cricket, praying mantis, stag beetle, scorpion…or any other animal you think might be suitable and/or interesting. You could also introduce additional complications. What if Hana is not really a normal animal, but a shapeshifting spirit from Chikushudo? Or the magically controlled servant of a shugenja from a rival clan? What are her intentions toward Eriko, and what can the player characters do if it turns out that Hana is not the loving pet she appears to be? Or, what if Hana cannot be found at all? Do the player characters tell the truth and admit their failure, or do they try to find another similar creature to take her place. One frog looks ju st like any other frog, right? And what i f Eriko is so impressed by how attentively the party treats Hana that she decides to leave her in their ca re for a whole week?
68. RUNT OF THE LITTER As the dominant species on the planet, we have the capability to do with other creatures as we will. Whether we choose to be kind or cruel, their fates are in our hands, and the choice we make reveals a great deal about who we really are.
CHALLENGE A comm ander who is a llied 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 a n interesting concept, but it is unlikely to have ma ny 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 a nimal 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 i n question are indebted (or feel that they are indebted) to their charge. Perhaps Chibi's barking warns of an assassin in the night. Or maybe he finds some lost item in the grass. He could even make a brave stand against an enemy who seeks to do the PCs harm. In any case, it will be harder for PCs to turn a blind eye on the fate of someone who has helped them before. And if they do, then they certainly have no cause to complain when one of their social betters does the same to them.
69. W HO HUNTS THE HUNTER? Having been busy for the past few days, I return to the forum to find some ideas similar to the adventure I planned for this week already circulating. Where others would pit the players against tainted monsters, however, I find mundane creatures more than sufficient. Nature is, after all, both beautiful and deadly.
CHALLENGE The PCs are asked to visit a village deep in the wilderness. The village is near a gold mine which is usually quite busy. Recently, however, there have been few shipments of gold from the mine, and no word as to why production has dropped off. It goes without saying that this situation cannot be allowed to continue, and the PCs are to locate and correct the problem with all due haste.
FOCUS Upon their arrival, the PCs learn that a great tiger has been sighted prowling the forests near the mines. The peasant laborers are deathly afraid of the beast,
and ask the player characters for help in trapping or killing it. The maneater has already claimed the lives of se veral 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 a gainst 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! Build ing 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 a nimal terrorizing the village. An enraged bear or wild lion would be just as deadly as a tiger. For a further challenge, you can also increase the number of animals present. Two tigers hunting as a team could present a big problem for samurai who venture into the forest without making sure everything is safe first. You could even give the animals the Kharmic Tie advantage in relation to each other to represent their cooperative tactics. If you want to give your players an encounter that they'll never forget, put them up against a pack of lions or wolves, giving the biggest member of the pack techniques from the Akodo War College school. For more information on maneating hunters, I recommend the story of the tsavo lions who inspired the movie “The Ghost and the Darkness.” Even for skilled hunters with rifles, these two beasts were fearsome opponents. Imagine how much more deadly they'd be against a village full of peasants.
70. FOLLOW T HAT BIRD! When I started writing these CFS of the Week scenarios, I considered the timehonored tradition of having the PCs deal with the escape of a shipment of monkeys. Since I came up with that idea, however, Eindrachen presented his own version of such a scenario and beat me to the punch. My first inclination was to scrap the idea entirely rather than cover an idea that had already seen light. But then I began to wonder if there was some animal that would be even more interesting to chase around a small castle than monkeys. This is the result.
CHALLENGE A noble of some standing (perhaps the exotic animal loving Eriko from CFS #67) asks the player characters to look after her estate while she attends to some family business. She is expecting a special delivery from the Unicorn Clan soon, and is loathe to leave such an important matter to her servants. It's a new addition to her already impressive menagerie, but the PCs should be able to handle things with no problem.
FOCUS True enough, the delivery arrives within a few day's time. It is a strange and terrible beast from the Burning Sands, captured especially for inclusion in the noble's menagerie. The creature resembles a long-necked bird, like a stork or crane, but is much larger than any natural bird within the Empire. The Rokugani name given to the animal is “dacho,” but the people of the desert call it an “ostrich.” As you may already suspect, the animal is not i n a mood to go w illingly into its cage.
STRIKE The ostrich is a formidable animal. It measures 8 feet tall and may weigh up to 300 pounds. It can kick with incredible force, and while it can only strike out at targets in front of it, its long legs enable it to attack anyone within 6 feet. Combined with 12 foot strides, this m akes standing in front of the an imal a dangerous idea at any distance. It will often try to eat anything it can swallow. It can run at speeds of up to 30 mph for 15 minutes, so woe be to those who let the ostrich escape the e state grounds.
If the PCs fail to secure the ostrich or inflict lasting harm upon it they will face dire consequences, as the rare animal cannot be easily replaced. If they manage to keep it healthy and happy, however, they may find their services well-appreciated (and possibly called upon again in the future). While you may use any stats you wish for the ostrich, I would recommend making it at least equal to a hawk or eagle. While they are incapable of flight, their incredible speed and large size gives them an edge in combat, so the end result is about the same. You could even give them a free raise or two on kick attacks, to represent the fury of their fearsome strikes. Remember that the ostrich is in an unfamiliar environment, and may be threatened or surprised by any number of things. While the bird may become aggressive if threatened, it is unlikely to fight to the death or engage in prolonged combat unless pressed. However, that doesn't mean that i t 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 da nger, 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-campai gn. Together they form a saga that will take your players into the depths of evil and, hopefully, bring them back out again.
71. T HE OBSIDIAN IDOLS: A N IDOL T HREAT It all starts with a request from the Imperial guard.
CHALLENGE The player characters are asked to visit the home of Bayushi Nayami and see if anything is amiss. An advisor to the Imperial families specializing in traps, fortifications, and security tactics, she has been out of contact with her daimyo and her superiors for quite some time. The idea that something could cause such a loyal servant of the Empire to suddenly become lax in her duties is quite worrisome, and the PCs are ordered to find out exactly what has befallen her.
FOCUS When the party arrives at Nayami's estate, they are greeted by a shocking and unsettling sight. The entire complex, as well as much of the surrounding area, has been corrupted by the Shadowlands Taint. Plants and trees are sick and twisted. Dogs, rats, and crows appear more like monsters than like animals, and may attack the party without provocation. The servants and sentries who remain are either raving madmen or broken shells of their former selves. It is, in short, just like being in a slice of the Shadowlands that has been uprooted and replaced in the middle of the Empire.
STRIKE The center of the corruption (which can be located by either spiritual or mathematical means) is the family shrine in the heart of the house. There, the PCs may find a small obsidian idol, carved in the shape of a man in armor. While there was once writing on the statue, it is no longer readable. The idol radiates magic, and is the unmistakably the source of the taint that is affecting the area. Unfortunately, the idol cannot be moved or destroyed through normal means. Some other way of rendering it i nert must be found. And the longer it remains in the shrine the wider its influence grows. While you can change Nayami's family name or gender as you wish, it is recommended that you have her train in a school that involves indirect ways of dealing with enemies. The Kaiu Engineer School, the Bayushi Saboteur School, the Daidoji Harrier School, or the Ikoma Spymaster School would all
be appropriate. The reason for this advice will become apparent in future installments. It's also worth noting that Nayami may have used her specialized knowledge of traps and security in certain areas of her own home. While not every room or hallway will be trapped, it is certainly possible that she has taken special precautions in especially private areas. Players may be hesitant to venture into an obviously dangerous area without proper protection. One way to set their minds at ease is to give them direct assurance that the taint is not yet strong enough to affect them unless they spend a prolonged period of time in the area. Another way to motivate them to act quickly, rather than calling the Jade Magistrates and waiting for back-up, is to impress upon them the importance of their mission. They must learn what has become of Nayami before vital clues are lost or ruined. Or before the problem spreads further. Even after the obsidian idol is located, the problem may not be ended. Can the estate ever be purified again? If so, how long will it take? Are any other homes in Rokugan suffering the same troubles? What about the peasants and animals that have gone loose into the Empire? What trouble will they cause for those who are unprepared to deal with them? SHOUT
Although the party finds no sign of Nayami anywhere in the estate grounds, 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 le ft 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 wi th it, it is him. HAT A BOUT BOUT T AINT IMMUNITY ? W HAT
MIRUMOTO K URO: Rats and crows have been specifically said to be immune to taint in the official canon. In fact [it is] sai d most vermin were immune. ISAWA N AZOMITSU: That was actually supposed to be a hint for any players versed in Lore: Shadowlands. The fact that Ob sidian Idols can inflict the Ta int regardless of regular immunities would hopefully tell the players that the Idols are doing more than just radiating Taint. In retrospect I could ha ve made that a little more clear.
HE OBSIDIAN IDOLS: COMPASSION & MERCY 72. T HE If you have not already played through last week's a dventure, but still wish to go through the entire campaign, it is relatively ea sy to set up. Simply have an influential figure send the party into the Shadowlands to complete some mission. If you want to be completely direct, the assigned task might even be to find and bring back either Kuni Kuroshige or Bayushi Nayami. If you just want to spice up a trip through the Shadowlands with an interesting encounter, however, no special preparation is necessary. Simply start the screaming.
CHALLENGE The PCs are sent into the Shadowlands on an important mission. While they have enough supplies to last them through their expedition and subsequent return to civilization, their resources are limited, and time is of the essence.
FOCUS On the third day of their journey, the player characters spot a humanoid figure propped up against a jagged outcropping of rock. It appears to be a ronin with a traveling pack beside him and a sword across his lap. His left leg ends in a stump, which has been bound with a blood-soaked bandage. He waves to the party, and calls to them for help as they move by. If they are hesitant to approach he shows them the jade finger he wears to prove that he is not tainted and beseeches them in the name of the Fortunes. It's worth noting that making a large amount of noise has the potential to be very dangerous in the Shadowlands.
STRIKE The ronin was wounded by some sort of giant centipede monster (which may either have died on his blade or still be in the area, depending upon your preference). He has enough food, water, and jade to last him quite some time.
However, he is unable to move under his own power, and has no chance of getting back to civilization on his own. And it should go without mentioning that the party could definitely make good use of the jade he holds. They can try to save him, give him a clean and honorable death, or take his jade and leave him to waste away. His fate is completely in their hands. You will, of course, want to give the ronin a name, identity, and personality beyond “some poor victim.” By giving the player characters a chance to interact with him and get to know him as a person, you make their decision as to what to do with him much more important and meaningful. The way you present him ca n also have an impact on what course o f 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 especia lly foolish. If the ronin is treated poorly, he could r eturn 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 compani on (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 m ore than a supply station for scouts and sentries. For so many men to gather there now is m ost unusual.
73. T HE HE OBSIDIAN IDOLS: SHARED BURDEN Shadowlands Month continues with another scenario useable either on its own or as part of a longer campai gn. If you've played through both of the previous scenarios presented this month, your players are probably already aware that something strange is going on and that the mysterious obsidian idols have some connection to the problem. This week they get to find out exactly what's going on. If you haven't played through either of the last two weeks' adventures, you can still use this scenario with a minimum of preparation. The most difficult part is ge tting the party into the Shadowlands. You could have them happen
across Kuroshige's fortress during an unrelated mission, o r perhaps send them into the Shadowlands with orders to re-establish contact with his unit. From there it's simply a matter of hinting at the sinister nature of the obsidia n idols and getting their suspicions aroused. Now, let's meet the good soldier who has Tainted the Empire. CHALLENGE
The party comes upon Kousei Bougyo, a heavily defended fortress about a week's journey into the Shadowlands. There, they meet Kuni Kuroshige, a veteran soldier and skilled shugenja who who has dedicated his life to fighting fighting the Shadowlands. His specialty is striking at disorganized groups of monsters while they are still in the process of marshaling their forces, and disrupting the armies that march on the Kaiu Wall. While he welcomes the player characters, he seems uneasy about their presence in the fort.
FOCUS If the player characters know about Bayushi Nayami or the obsidian idols, it is possible that they may confront Kuoshige directly. Even if they have stumbled into the situation unaware of the deals Kuroshige has made, it should not take them long to notice that a large number of the samurai in the fortress are wearing carved obsidian statues around their necks instead of fingers of jade. If they investigate further they can learn the horrible truth. The obsidian idols are talismans empowered with sympathetic m agic. 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 cau se. Why shouldn't the rest of the clans share the heavy spiritual burden that the Crab bea r 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 i dols 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 d eal 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 i f 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 rem aining 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 AMERLAN’S SUGGESTIONS T
T AMERLAN: If a character feels sympathetic with the Kuni´s plan, will it change their mind, if one of the obsidian-carrying soldiers is the neighbour of the PC´s family? ISAWA N AZOMITSU: 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 to ken
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. T AMERLAN: 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 N AZOMITSU: A lost pendant would 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 soldi er becoming L ost, they'd be safe from worry a s 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 c over for something else?
74. T HE HE OBSIDIAN IDOLS: HOSTILE T ERRITORY ERRITORY Shadowlands Month concludes with a trip through the deadliest place in the Empire, made under the watchful eye of a vengeful madman. If you have already played through the three previous adventures presented this month, you should be all set for the big finale. If you ha ven't gone through them all in order, some preparation may be required. If the party knows nothing of Bayushi Nayami or Kuni Kuroshige's obsidi an idols, your first challenge is getting them into the Shadowlands. This can be done as part of a scouting mission, a que st to recover a lost item, or an effort to rescue besie ged samurai. Once the party has finished the main part part of their their mission, you can simply present Bayushi Nayami as a victim of Shadowlands Madness who attacks the party simply for being in the wrong place at the wrong time. It takes a little bit of the personal edge off of her actions, but it underscores the terrible and b rutal nature of the Shadowlands. Shadowlands. If the player characters know about the trouble at Nayami's estate but have not met Kuni Kuroshige, you can play this week's scenario as written. The fact that the player characters are untainted and have homes to r eturn to is enough to draw Nayami's wrath. Finally, if the party encountered Kuni Kuroshige without first learning about Nayami it may be necessary for Kuroshige to explain who Nayami is and why she is so angry. He will be sure to recognize her, and once that point of exposition is revealed you should be able to play through this adventure as written. Before we begin, I'd like to point out that different people have different ideas about PCs getting Tainted. Some GMs refuse to pull punches. Others neglect to build up any sense of danger. Some players are devastated when their beloved characters are Tainted even a little. While my own style is to take the PCs right to the edge of ruin before letting them escape to safety, you may prefer to run your game differently. Just make sure everyone at the table is comfortable with the same play style before you start. It may save you from hard feelings later. That said, on to the carnage.
CHALLENGE The party is on their way out of the Shadowlands. They have limited supplies, are traveling through terrain outside the Crab Clan's control, and are pressed for time. Every hour they delay could cost them dearly, as jade, fresh food, and clean water are all running low, and the Shadowlands are the very definition of “hostile territory.” If the party has already met with Kuni Kuroshige and convinced him or some of his soldiers to discontinue using the obsidian idols, they may be accompanied by a force of anywhere from thirty to forty men. This figure may be lower if they managed to sway the opinions of only a few samurai in the fortress. At the worst they will be traveling on their own.
FOCUS One of the player characters' companions lets out a cry of pain. Investigation reveals that he has stepped in a small hole, with spikes wedged in the bottom at such an angle as to prevent him from freeing himself without great pain. In addition to the injury to his leg and the possibility of his wound becoming infected, the group will have to deal with the transportation of a member who cannot move quickly. The trap is not a natural feature of the Shadowlands. It is the work of Bayushi Nayami. Driven mad by her desire for revenge and the Taint that she has already contracted, she is determined to see the group dead or Tainted before they can reach the Kaiu Wall.
STRIKE 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 re ach 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 ma tter of time before the darkness inevitably consumes their souls? It's a long way home.… Nayami is deadly serious about her threat. She knows that 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 traps both to slow the the travelers' progress and to increase their 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. 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 scena rio, there are o ther 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 o n 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 Shado wlands.
Potpourri / Variety People have asked me where I get my inspiration. To be honest, I don't have any one source. I just keep my eyes and ears open for things that strike my fancy, and ask myself “How could I use that?” whenever whenever I find something cool or interesting. So this month I'd like to showcase some various adventures based on different sources. A CFS potpourri, if you will .
75. IKEBANA D ANCE Today's scenario is based on a heartwarming story of modern origins. An internet flash animation, to be exact. You can find it here: www.newgrounds.com/portal/view/224148 . Just how can this tale be adapted to Rokugan, you ask? Read on.
CHALLENGE The player characters are lucky enough to find themselves in a large town on the day of a major festival. Before they can enjoy the celebration, however, their host asks them for a favor. She is having a dinner party tonight (which the PCs may or may not be invited to attend, at your discretion) and has ordered an ikebana piece from a local artisan to serve as a centerpiece. Unfortunately, it has not yet been delivered. If the party members could go and retrieve the flower arrangement, she would be most appreciative.
FOCUS 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.
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 w ould 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 b eautiful pictures of flower arrangements at the following website: http://www.nihonkoryu.org/en/ http://www.nihonkoryu.org/en/ .. Keep in mind that a large part of the appeal of ikebana is that the way the vase, flowers, a nd other el ements are arranged enhances their beauty. A missing petal or leaf may go unnoticed, but a bent branch or stray stray blossom could throw the entire thing out of harmony. And we wouldn't want that, now would we?
76. W 76. W AITING FOR FOR GODO Like last week's scenario, today's adventure is inspired by another work of fiction. Is Is it a book? A movie? movie? Can you you guess the source? source? Don't rush. I'll I'll wait.
CHALLENGE The player characters are sent to a sake house in a small town to meet a man named Godo. He could be a traveling magistrate, a retainer, a samurai or courtier returning from a mission, a wandering merchant, or even a spy with valuable information. Whatever the case may be, the party party is instructed instructed to go to the sake house and wait for him.
FOCUS 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 There is no Strike in this adventure. If Godo ever arrives, he conducts his business with the player characters and goes on his way. If Godo fails to show up, the player characters are eventually contacted by a messenger who informs them of what has happened. If Godo has been delayed, they may be forced to wait another night. If Godo is u nable to come at all, the player characters are given a new assignment. In the end it doesn't really matter whether they complete their mission or not. The entire adventure is just an exercise in role-playing, to see what the player characters get up to while they are waiting for Godo. Some people who may enter (and leave) the sake house over the course of the evening include: of the regular customers of the the sake An old man named Sonoda. One of house, he knows quite a bit about the inhabitants of the town and can identify most of them on sight.
Shutaro, a great general who is escorted by a handful of his advisors. He is passing through the town on his way to a great c ampaign, and stops only for a short rest. Haruki, a young boy on the cusp of his gempukku ceremony, eager to experience a true battle. He wants to meet General Shutaro and join his army as a soldier. Haruki's father, Haruhide. He is looking for his son, and trying to stop him from running after General Shutaro. He could arrive before or after Haruki comes by the sake house, and does not stay overly long. A strange lady in traveling clothes. She claims to be a messenger named Ryoko, but she is actually an assassin seeking to kill General Shutaro. Yuta, a shugenja from the local temple. He has a special present for his girlfriend, and has snuck away from his duties in order to deliver it. Niimai, another shugenja from the local temple. He has come to warn his friend Yuta that the master of the temple is coming to look for him. Abbot Osh o, the master of the temple where Yuta and Niimai are studying. He is searching for Yuta and recites a constant litany of the punishments he will inflict upon the young man once he finds him. Yuta's girlfriend, Ai, is a delicate flower of a girl. She comes late, and may miss Yuta if he has already fled from Abbot Osho. Daisuke, a samurai stationed in the town. He has been gambling, and has lost a great deal of money. He's in the sake house trying to work up the courage to face his wife. Hiroshi, another samurai who has been gambling. He's feeling good, since he just took most of Daisuke's money and offers to buy drinks or food for everyone in the room. Daisuke's wife, Tachiko, also comes to the sake house. She's looking for her no-good wretch of a husband, and is ready to make him suffer. Kero, a crazy old monk in torn robes who alternately claims to have been a great warrior, a wise scholar, or a nobleman who was dishonored by a rival's slander. Any other interesting characters you want to include. The player characters will likely spend a lot of time in the sake house, so it is possible for them to encounter any number of individuals, each with their own goals and motivations.
The number one danger in this scenario is that the player characters may become bored. They aren't really doing anything beside s 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 cha se 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 W HAT ’S THE SOURCE M ATERIAL?!
It is a Samuel Beckett play called Waiting for Godot. In fact, Ba yushi 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 c laim he is an early founder of the New Classical style that arose following his adoption into the Shosuro family. Members of the group drift in and out of the conversation, occasionally running home to check dates and references. They may ask the PCs for opinions and support, or to pass on messages to other members of the group in the event that they miss each other in their constant comings and goings.
77. A W OMAN SCORNED Potpourri Month continues with a scenario inspired by the storytelling techniques used in the movie Memento. While having seen the movie will in no way lessen the enjoyment a group can take from this week's adventure, a passing fami liarity with the way in which the story is organized will greatly aid those who attempt to run the scenario. Notes on the movie and the unique editing used in it can be found here: en.wikipedia.org/wiki/Memento_%28film%29
STRIKE It is almost midnight in the home of the Scorpion governor. Outside, a s torm is raging. Tozai takes the party members aside and attempts to apologize for the dishonorable scenes that they have witnessed, but his words are cut short by a servant's scream. In the hallway, a pair of guards have been slain, and a trail of bloody footprints leads towards the garden maze. Two more sentries rush forward and report that Hideko, Setsuko, and Chifune cannot be found. If the player characters hurry to the garden they can just make out the fleeing figure of the killer through the driving rain. She holds a sword in one hand, and pulls a struggling hostage along with the other. As she enters the labyrinth, a flash of lighting illuminates her face, revealing her to be none other than....
CHALLENGE The player characters are sent to the home of a Scorpion governor named Tozai to deliver some documents, secure his approval of the trade agreement detailed within, and return the signed papers to their daimyo. While Tozai is quite busy, he invites the PCs into his home until he is able to look over the details of the treaty. Tozai shares his home with three women. His wife, Hideko, is loyal and dutiful in all things, but she receives little attention from her husband. Rumors say that she had an affair some years ago that ended the love between them. Tozai's assistant, Satsuko, is the new focus of his affection. While the two are not officially married, she manages to secure the influence and respect d ue a governor's wife. Naturally, this causes quite a bit of strife between Satsuko and Hideko. Hideko and Tozai's daughter, Chifune, is fast approaching her gempukku. While she is unable to do anything about the stress that is tearing her family apart, she is acutely aware of i t. Although Tozai acts as if nothing is wrong, tensions run high in his household. It turns out that Satsuko is pregnant, and if she delivers the son that Tozai has always wanted it is likely that the boy will be made his heir. Should this happen, Hideko and Chifune stand to lose a great deal of status, and may even be expelled from the family. While no one speaks of the situation openly, there is an atmosphere of dreadful anticipation in the a ir, as it is only a matter of time before things come to a head.
FOCUS A few days after the player characters' arrival, an incident occurs at dinner. One of the women (your choice as to who) makes a snide comm ent about one of the others. Tempers are strained to the breaking point and an argument breaks out. Tozai does his best to deal with the unsightly incident, but things escalate to a point where even he cannot control himself. Harsh words are bandied about, and the things that are said are not easily forgiven. Eventually, all three women storm off. There are a number of ways to present this scenario, each with their own strengths and weaknesses. Simply playing through the three stages in chronological order like a traditional CFS ad venture is the easiest, and no extra preparation is required. Or, you can spice it up a nd try something different. While non-linear storytelling can be difficult, it can al so be an interesting experiment to try with your players. Instead of worrying about where the characters end up, you can spend more time investigating how they got there. One method is to play through each stage in reverse chronological order, starting with Strike, moving on to Focus, and finishing with Challenge. While
this order of events is easy to organize, you run the risk of losing your players' interest. There's really no need for them to care about their first mee ting 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 vario us 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, a nd 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 ha ve 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 Just as all hope seems lost, the player characters awaken to find that their vision was just a dream. The fact that e ach 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 c hanges 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 a stray 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 Cla n helpless against the assault of their rivals) they may still be able to gather allies to stand with him, or even ride ahead and attempt to slay the necromancer that will ambush him. Just remember that the effects of their actions will not be clear to them until the next time they slumber. Simple actions can have widereaching repercussions, and a lot can change in a single day. Even more so if the party members find themselves assigned to the night shift of guard duty.
79. CFS CREATION T OOLS EDITOR’S NOTE: I have to jump in here and just express the awe I’m in at the incredible job the great Isawa Nazomitsu did on this installment. What you’re about to read aren’t so much CFS scenarios unto themselves, but rather they are tools for quickly generating a CFS with your own input. My hat goes off to you, Nazomitsu-san. This is just brilliant.
78. PORTENTS & SIGNS
COURSE A: T HE R ANDOM CFS GENERATOR
Following the strange theme set by last week's a dventure, 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 bu t impossible.
CHALLENGE Select one or more of the PCs. A(n) _________________________ [check Table 1]
__________________________. [check Table 2]
(an emotion)
T ABLE 1: W HO IS THE NPC?
than the message he was told to deliver: “In the name of ________________ (a famous Rokugani person)
1 2 3 4 5 6 7 8 9 10
please _____________ as soon as possible.”
…influential courtier… …powerful shugenja… …samurai from a rival clan… …young clansman… …mysterious woman… …monk advisor… …ninja infiltrator… …ronin… …maho-tsukai… …rich merchant…
(verb)
FOCUS When the PCs arrive they find Anaume lying in a pool of ______________ . (a liquid)
The _____________ corpses of ____________ ____________ (s) lie on the (adjective)
(a number)
(a profession)
floor with her. The room is __________ , but undisturbed, and it looks as if (adjective)
ABLE 2: W HAT DOES THE NPC DO? T
they were in the middle of ___________________ when they died. (verb ending in -ing)
Before she dies, Anaume gasps “Sacred __________________ ... stolen. 1 2 3 4 5 6 7 8 9 10
…gives the PC a valuable gift …challenges the PC to a duel or contest …attacks the PC unexpectedly …warns the PC not to trust his sensei …begins following the PC around …asks the PC for a favor …offers to reveal useful information to the PC …invites the PC to dinner …sends the PC on a dangerous mission …tries to tempt/trick/threaten the PC into revealing important secrets
(noun)
_________________ ... in ________________ ... _________ days.” (an unpleasant event)
(a place)
(a number)
STRIKE The PCs must somehow track down the ___________________ s who killed (a profession)
Anaume and ___________ them. On the way, they must also avoid a group (verb)
of _____________ s who want to question them, and _________ a horde of (a profession)
FOCUS The NPC in question is actually trying to ____________________________ . [check Table 3]
(verb)
____________ zombies. If they fail, the entire _________ will be plunged (adjective)
(area)
into _________________ . ABLE 3: W HAT IS THE NPC REALLY UP TO? T
1 2 3 4 5 6 7 8 9 10
(something scary)
COURSE C:CHOOSE Y OUR O WN CHALLENGE-FOCUS-STRIKE
…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
Any manner of making choices will do. Roll a die, flip a coin, pick the choice you like the best, or use any other system to choose your own way through this course. P ARAGRAPH 1
SET UP: The governor of the province is building a new fortress, and the PCs
STRIKE Unfortunately, while this is happening, the PC ________________________ . [check Table 4]
ABLE 4: W HAT COMPLICATION OCCURS? T
1 2 3 4 5 6 7 8 9 10
…has another important mission …is in the middle of a week-long cleansing ritual …currently lacks a weapon/kimono/other necessary item …is being targeted by two other NPCs with similar agendas …cannot take direct action against the NPC without offending his superiors …has temporarily lost his voice/mobility/stamina/sight/etc. …is being watched for suspicious actions by magistrates …is unable to discover the NPC's identity …is the victim of a case of mistaken identity …has a deeply personal connection to the NPC
P ARAGRAPH 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 lab orers in the sake house, go to Paragraph 6 If the PCs want to get supplies from the warehouse, go to Paragraph 33
COURSE B: CHALLENGE -FOCUS- _________________
P ARAGRAPH 3
(verb)
CHALLENGE: Heading South, the PCs follow the road through a heavily wooded
Just fill in the blanks with appropriate words.
CHALLENGE The __
PCs
are
called
to
a
shrine
to
meet
Anaume,
a
(adjective)
______________ from the ____________ Clan. The _________ messenger (a profession)
(an animal)
have been dispatched to gather workers and resources from the local area. Following a small path from their last c ampsite, 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
(adjective)
who approaches them is clearly ______________ , but knows nothing more
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 a round. 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 ca ve, 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, g o 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
P ARAGRAPH 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 m erchant, go to Paragraph 10 If the PCs want to listen to what the peasants are saying, go to Paragraph 8
P ARAGRAPH 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 rece nt 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 dem anding duties. The End. (You can start over from Paragraph 1 if you so wish.)
P ARAGRAPH 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.
P ARAGRAPH 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 artifice r's shop, go to Paragraph 26
P ARAGRAPH 6
P ARAGRAPH 15
FOCUS: As they near the sake house, the PCs c an 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.
P ARAGRAPH 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 se eing the PCs approach cries out “The only language they understand is violence!” If the PCs react with hostility, go t o Paragraph 11 If the PCs try to find out more about what is going on, go to Paragraph 25
P ARAGRAPH 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.
P ARAGRAPH 10
P ARAGRAPH 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 givi ng 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.
P ARAGRAPH 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 b ox, go to Paragraph 31 If the PCs take the umbrella, go to Paragraph 20
P ARAGRAPH 18
P ARAGRAPH 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.
P ARAGRAPH 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 l iving.
P ARAGRAPH 19
P ARAGRAPH 20
P ARAGRAPH 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
P ARAGRAPH 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, o ne of the men cries out “He's got reinforcements! Get 'em!” Bloodshed is likely to ensue.
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. P ARAGRAPH 29
RESOLUTION: Huh? What are you doing here? You must have made some kind
of mistake. Rocks fall. Everyone dies. The End. P ARAGRAPH 30
FOCUS: The front gate to the manor house is only slightly ajar, but it is a
P ARAGRAPH 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
P ARAGRAPH 23 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 faile d 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.
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 ou t to the man, go to Paragraph 34 If the PCs wish to approach the man more closely before revealing themselves, go to Paragraph 23 P ARAGRAPH 31
STRIKE: The medicine box contains several exotic combinations of medicinal
herbs, with about three doses of each mixture. A note on the top of the box boasts such wonders as “enhanced strength,” “incredible reflexes,” “imperviousness to fire,” “sleeping medicine,” “deadly poison,” and other strange effects. Unfortunately, the part of the note identifying which combination provides which effect has been torn off. The only way to determine what the herbs do is to test them through trial and error.
P ARAGRAPH 24
P ARAGRAPH 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 in to 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
P ARAGRAPH
FOCUS: As they approach the warehouse, the PCs find a large group of guards
25
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.
P ARAGRAPH 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 ne xt to it reads “Please ring for service.” If the PCs open the door and go right on i n, go to Paragraph 18 If the PCs set up and ring the gong, g o to Paragraph 28 P ARAGRAPH 27
F OCUS: 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, a nd makes no move to get up. If the PCs want to help the merc hant, go to Paragraph 10 If the PCs want to check on the kneeling man, go to Paragraph 23
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. P ARAGRAPH 33
and sentries gathered outside. Everyone's attention seems to be on the building itself, with their eyes locked on the doors and windows. Upon see ing 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 P ARAGRAPH 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 samura i 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 fam ily in a distant l and. 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. P ARAGRAPH 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 c atch them. EDITOR’S NOTE: Paragraph 7 was corrupted by the Shadowlands, and had to be
destroyed.
Allies & Enemies We've had a lot of strange and unusual CFS scenarios this year. Oni and goblins, nezumi and naga, and even some unusual storytelling methods. This month, I'd like to get back to basics and present some adventures that deal with life in Rokugani society. Thus, this month's theme is Allies and Enemies. Each week's scenario will feature a chance for the PCs to win a loyal ally, or gain a bitter enemy. Or even both a t the same time! By the way, it is also possible to use the adventure seeds provided this month as backgrounds for PCs with either the Sworn Enemy or Ally adva ntage. Just how did your character end up being owed a favor by that Mirumoto general anyway?
80. T HE S WEETEST GIFT We start off with a story about one of the most common ways of gaining alli es in Rokugan: through gifts.
PCs make an effort to stay in contact with her. And both of them are certain to take a disliking to any who speak or act without respect. If you want to make things a little more dramatic, the PCs may not be the only one's looking for the strawberries. Perhaps there are other samurai who wish to curry favor with Tousuke. Alternately, there could be those who wish to see him fail in his efforts. Perhaps the daimyo knows of the relationship that Tousuke and his wife had in the past, and is not about to let the courtier succeed in his efforts to impress her. Or maybe their competitor is someone else entirely, like a rival noblewoman or one of Lady Momoyo's servants. Many times, the simplest gifts make the biggest impressions.
81. UNFORGETTABLE GIFT , UNFORGIVABLE GIFT Like last week's scenario, this adven ture features a gift that could bring either friendship or hostility. This week, however, the story that unfolds is a little more complex, and the choices it demands are more difficult as well. Are you ready to enter the social arena?
CHALLENGE CHALLENGE The PCs are approached by a crippled courtier named Tousuke. He asks them if they would do him a favor during their free time. He tells them of a grove where they can find sweet strawberries. It is not far, but the terrain is too rugged for his ruined legs to handle. He offers to tell them the location of the delicious treat on two conditions. The PCs must deliver some berries to him when they come back, and tell no one else of the grove's location.
FOCUS Just as they are returning from their errand, the PCs hear that the daimyo's wife, Lady Momoyo, also desires some fresh strawberries. It is growing dark, and there is not time to go all the way back to the grove before nightfall. If they wish to gather any more berries, they will have to wait until tomorrow to do so, at the very earliest.
STRIKE It was Tousuke's intention to give the strawberries to Lady Momoyo all along, as a memento of their short romance when they were young. If the PCs kee p 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 ma y 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 mi ght a lso evoke a sense o f 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 o r 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 gi ft, but it means a lot to the people invo lved. 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 straig ht 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 savior s. The da imyo's wife could become a staunch ally i f the
The PCs find themselves playing host to a delegation of samurai from another clan. The purpose of the visit c ould range from resolving a dispute to a si mple exchange of pleasantries. In any case, both groups hope the meeting goes smoothly and ends well.
FOCUS While there are several me mbers of each delegation, two i n 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 fee lings, 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 c ourse. It was the work of Shiori. Nonetheless, Hirohisa believes they are the ones re sponsible. 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, a fter 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 Hi rohisa'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 PC s interested in an NPC. Gifts are nice, but they can be a lot of trouble too. Not to mention the difficulty inherent in finding something for the samurai who has everything. Next week we'll look at a completely different way of making friends.
82. T HE HONOR GUARD This week's scenario is going to be short and sweet.
CHALLENGE The local daimyo is making preparations to attend the Emperor's Winter Court. As a high-ranking member of the nobility, he is entitled to an Honor G uard of several samurai. The assignment is both prestigious and comfortable, and those who are able to join the Honor Guard are often offered other promotions later on. Needless to say, the few openings that are currently available are hotly contested. Ideally, you should select a daimyo who has authority over at least one (possibly more) of the player characters. If you are dealing with a mixed-clan party, a provincial magistrate or courtier with influences that reach across clan lines can be substituted.
FOCUS Takuya, a friend and clansmate of one of the elig ible PCs, mentions that he is interested in joining the daimyo's Honor Guard. It may be a passing fancy due to his recent conversation with the cute young diplomat in the daimyo's entourage, or a solemn vow he made to his dying father many years ago. In any case, he is desperate to see his dreams realized.
STRIKE The captain of the guard (or perhaps the daimyo himself) approaches the PC in question and asks him if he would like to join the H onor Guard. If the PC says yes he will have to be careful about how he breaks the news to Takuya. If the PC says no he could recommend any other person in his stead, but in doing so he would be staking his reputation on the ability o f the individual whose name he puts forward. If possible, an established character who has a reasonably good relationship with the PC in question should be used in pla ce of Takuya. If no such character is available, it might be a good idea to run a few other adventures first, giving Takuya small supporting roles and occasional appearances. The conflict is a lot more meaningful when the PCs have some real connection to Takyua and respect for his feelings. Of course, don't go too far. Honorable samurai won't even consider doing something that would disappoint a friend who has saved their lives a dozen times or more. Try to find the middle ground between “valued associate” and “friend” without going too far in either direction. Possible complications to the resolution of this adventure include the reactions of the PC's family, sensei, other clansmates, and even Takuya's friends and family. I f the PC gi ves up his chance at glor y too soon he may draw ire from those in his family who seek political influence. His sensei's response might range from concerned to insulted, and any members of Takuya's family who have strong feelings will be sure to air them. Even if he attempts to stay on Takuya's good side, the PC could find himself accused of attempting to set Takuya up for a debt he ca nnot repay, or overshadowing his long years of service with a “recommenda tion from one of his betters.” The easiest way to make this adventure more challenging i s to increase the number of people who want to join the Honor Guard without changing the total number of openings available. The easiest version would offer enough
positions for everyone interested, making landing an assignment a simple matter of proving oneself. On the other hand, adding another clansman with the same dream as Takuya to the mix practically ensures a moral dilemma. Where Takuya is an honorable soldier and skilled with the sword, Miki is a clever tactician and crack shot with a bow. The PC can only choose one of them to accompany him (unless he gives up his own spot in the Honor Guard completely). Who does he choose, how does he justify his decision to the other hopeful, and how do they take the bad news? Alternately, if you'd like to deal less with the political side of thing s and more with the aspect of competition that surrounds the situation, hold a contest. Takuya, Miki, the PCs, and any other able samurai in the household's employ all have the opportunity to prove themselves worthy of the position through a variety of challenges and tournaments. Of course, the same considerations of who to help and who to hinder still apply. Did someone happen to overhear secret details concerning the scoring method...? While I normally recommend against doing so, if you deeply feel that you'd like to foster inter-party conflict, announce a similarly prestigious assignment, open to all, calling for one or two less people than the total number of player characters in the party. Even if the PCs don't take to back stabbing each other, they're still likely to build rivalries. Be aware, however, that such a move can significantly reduce the amount of fun that the game offers for some players. Make sure that everyone at the table is mature enough to deal with the consequences before going through with such a severe cour se of action. You can't always get everyone to like you. Sometimes the best you can do is avoid earning their undying hatred.
83. REPUTATION We go through countless social interactions in our lives. Some of them are positive. Some are negative. Look back on your day so far. Would most of the people you've met today think of you as friendly, or as something else?
CHALLENGE While walking through town, the PCs are approached in broad daylight by a group of scruffy young ronin. After watching the party from a distance for a while, the ronin make their move, sending the smallest member of their gang forward to speak with the PCs. He addresses them respectfully, using the names by which they are known throughout the area, and asks if they are really who they claim to be.
FOCUS There is some muttering among the ronin once the PCs confirm their identities. If the PCs listen closely they can hear snippets of the conversation, such as “really him?” “incredible!” and “doesn't look so tough.” After a minute or so of deliberation, the leader of the ronin steps forward and boldly announces his intentions. He is Ryuken, and he wants to challenge the party's greatest fighter to a sparring match. There is a temple with a dojo and practice field nearby which is open to all. The only restriction is a prohibition against deadly weapons, as the resident monks dislike bloodshed. Unless the PC who was challenged has a good excuse there is no reason why the contest cannot proceed, and Ryuken will press the point as best as he is able.
STRIKE Ryuken is good, but he is no match for the PC he has challenged. The match ends quickly, with Ryuken on his knees and the PC's weapon at his throat. Their eyes meet for a moment, and then, reluctantly, Ryuken admits defeat. This is, however, only the first of many times that the two will cross paths. In the coming years they may meet as allies, or bitter enemies, and the future of their relationship hinges upon the PC's re ply. 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 a s 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 challen ge 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 rivalr y 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, i t is possible for either o f them to lend the other some assistance in times of need. What if the ronin have ulterior mo tives? Are they trying to set the PCs u p 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 Cla n if you wish, keeping in mind that d oing 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 mem ber of a rival Clan. Finally, this scenario can also be used to introduce a new player character into the campaign by giving the new character a clearly and quickly defined relationship with one of the existing party members. It can be especially useful if the new character's school rank is lower than that of the other characters, establishing either a student-mentor type of relationship, or a friendly rivalry.
Ninjas It's October once again, and that means it's time for some CFS scenarios of the unsettling variety. This year the theme is ninjas — those shapeless minions of the Living Darkness. So let the horror begin! Unlike last year's October scenarios, I would recommend against playing through all of this month's adventures consecutively. While zombies become more and more terrifying the more you see of them, shadowy ninjas actually lose a lot of their impact once their true nature is revealed. Once the players know they are dealing with shapeshifting minions of pure darkness they are able to plan and prepare. Better to keep them guessing and unsure of what exactly is real.
84. FIRST IMPRESSIONS This week's scenario will certainly keep them guessing.
CHALLENGE After arriving in a new town, the characters meet the local magistrate, Asako Fujiko. She greets them warmly, helps them find accommodations, and even invites them to dinner at her home. Over the course of the next two or three days the player characters have a number of opportunities to spend time with Fujiko and get to know her, and she does every thing she can to make the PCs feel welcome and comfortable during that time.
FOCUS One morning, Fujiko leaves town to run an errand. She sets off early in the morning before anyone else is awake, leaving word that she will be back soon.
When Fujiko returns, however, it soon becomes apparent that something is wrong. She is no longer warm and friendly toward any of the party members. Instead, she is distant and withdrawn. She carries herself differently, and seems to have no interest in the things she enjoyed before. It's almost as if she were a completely different person.
STRIKE The Fujiko that the players met upon their arrival was not the real Asako Fujiko. It was actually a ninja shapeshifter impersonating her while she was conducting an investigation elsewhere. After leaving town, the shapeshifter sought out the real Fujiko, spent most of the day adopting the appearances of the player characters, and engineered a “first encounter” for each of them in turn. Needless to say, it did not leave the real Fujiko with a good impression of party when it did so. Now that the real Fujiko has returned to find the people she just met going about her town as if they owned the place, she's more than a little suspicious. Of course, while Fujiko and the heroes are busy figuring this out, the ninj a shapeshifter is already going about its nefarious plans... The exact details of what the ninja shapeshifter says and does during its meetings with Fujiko is up to you. If you want to keep things simple, it just puts on a P C's face, a pproaches Fujiko, introduces itself on the PC's beha lf, then leaves. Or, if you prefer more complex situations, it can cause more lasting trouble. It might ask Fujiko for some favor, or offer to do her a favor. It might boa st about having done something questionable, or plans to do so in the near future. It might try to befriend or seduce Fujiko, or insult and threaten her. Maybe it just acts suspiciously, portraying the PC it is impersonating just a little differently from their true character. Just enough to make Fujik o worry about what's really going on.... Likewise, the ninja shapeshifter's portrayal of Fujiko is also tailored to make the PCs suspicious. It could present a Fujiko that is completely unlike the real thing, or one that is only slightly different. Maybe it impersonates her as perfectly as possible in an attempt to k eep the uncertainty going for as long as possible. Why is the ninja shapeshifter doing this? There could be any number of reasons. Maybe Fujiko's investigation is bringing her close to something better left unrevealed, and the entire ruse is designed to distract (or even eliminate) her. Or it could be the PCs who are treading close to dangerous territory and have been marked for termination. The entire affair may be nothing more than a sick game. Maybe it's all the shadow puppet can remember of its former life. As always, you can change Asako Fujiko's name, gender, or Clan affiliation as you see fit. If there is a Clan that your players are prone to view less than favorably you might want to make her a member. And don't forget that there are a number of other reasons for the P Cs to distrust an NPC that they've just met. Are those scars from maho, or simply o ld war wounds? Everyone knows there are no such things as ninja. That's why they never believe it when they really show up.
85. NORITADA , NORITADA Ninja Month continues with another scenario filled with trickery and deception. Why do these servants of Shadow plague us so? Will we ever discover their true plot, or will we be forever left in the dark?
CHALLENGE The player characters are invited to accompany Lord Noritada on a hunting excursion. Noritada is an important figure in the area, and depending on your campaign might be a local governor or daimyo, one of the PCs' superiors, or even a high-ranking official. Whether the PCs have been selected as guards or fellow members of the hunt, to be included in such an outing is a great honor, and to refuse would be most foolish.
FOCUS : Although the hu nting trip starts off pleasantly, it soon takes a strange and unexpected turn. While the party and their charge are walking through the woods, a disheveled figure jumps from the bushes and denounces Noritada as an imposter. He claims that he is the true Noritada, and has managed to escape from a secret prison nearby. Save for his unkempt appearance and the bruises he suffered during his “incarceration” he is physically identical to the other Noritada in every way.
The Noritada who invited the party on the hunting trip responds by accusing the newcomer of being the imposter, and orders the PCs to seize him. The escaped Noritada replies with his own command for the PCs to “seize the charlatan” and what started as a walk in the woods soon degenerates into a shouting match.
STRIKE One of the two men is actually a ninja shapeshifter in disguise. The other is the real Noritada. Unfortunately, there does not seem to be any simple way to tell the difference between them. Both have detailed knowledge of Noritada’s 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 ma n i n the bushes migh t 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 capt ured 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. C ould 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 way s 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 fo r 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 a dventure from ending too quickly is to have an NPC who is familiar with Noritada accompany the pa rty. 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 change s 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 ma y 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 cla ims of being able to de tect 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.... AMERLAN’S SUGGESTIONS T
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 i s deranged and believes he is the im poster (which he doesn’t want to confess, of course). In any case, finding the real lord (techniques and spells or not) might be much harder this way. ( EDITOR’S NOTE: This next one is my personal favorite. I’m 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 lord’s aids that took over control. Now the real Noritada has returned (or so he claims).
T ERAN NO ONI’S SUGGESTIONS
Both of them are fake. Lord Noritada is either dead or captive and a Shosuro Actor has taken his place. And now a shapeshifter has come to steal from the thief? Or did it simply want the actor “unmasked” to achieve another goal. Or perhaps it is the other way around. Lord Noritada wa s to be replaced by a skilled Actor, but what he did not know that Noritada himself has already met his end — and that his place is now filled by a Goju. Or maybe Lord Noritada never survived his infancy — devoured by a Pekkle no-Oni in his crib who then took his place. And he just starts to consider that the whole event might draw too much attention to him, and that everybody else involved (including the characters) should have a rather nasty accident....
86. DRAFTED B Y D ARKNESS Things are not always as they seem. This is especially true when dealing with minions of the Lying Darkness, as deception is their stock and trade. Players who rush in may find themselves dealing wi th something completely different from what they expected, and possibly even more than they bargained for....
CHALLENGE While traveling in the evening, the party comes across a group of monks locked in battle with a gang of bandits. The fighting is fierce and bloody, and the monks appear to be outmatched. Unless the player characters interfere, the bandits will most likely be victorious.
FOCUS If the PCs aid the monks they are able to dispatch the bandits without much trouble. Ayashiku, the leader of the monks, thanks the PCs profusely, and offers them shelter at his temple nearby. If the PCs do nothing, the bandits slay all the monks within the next round of combat and turn their attentions on the party. The leader, Ayashiku, commands his men to take them alive, and the bandits fight until every member of the party has been subdued. Yes, the leader of the monks and the leader of the bandits have the same name. But don't let the PCs know that just yet. It's a secret.
STRIKE The monks and the bandits are all ninja shadowspawn. The entire battle was staged for the benefit of the PCs in order to get them involved and reduce their fighting capability. Once they are in his clutches, Ayashiku will use torture, dream manipulation, threats, temptation, or any other means possible to convert the PCs into pawns of the Lying Darkness. And while his minions may not be perfect actors, he is co nfident that even if the PCs see through his plan they will not be able t o escape. Will the heroes be able to recognize the danger they are in? And will they be able to escape it? Depending on how the initial battle turns out, Ayashiku may take a number of different approaches to converting the PCs to the cause of No thing. If he is playing the part o f a wise monk he may o ffer “special training” in the guise of meditation techniques that empty the mind and spirit of outside distractions. Or he could offer mystic power to those who are brave enough to open their spirits. If he is a bandit lord and the player characters are his captives he might threaten or cajole them into agreeing to serve him. Alternately, he may attempt to bargain with the player characters, saying that he will give them their freedom if they agree to do him a small favor. If the PCs are captured by the “bandits” it is important to remember that many players can become quite upset if their free will is taken from them. Some would even prefer to see their characters mangled than give in to an NPC's demands. If you feel that your players will not react well to their characters being captured and tortured, you can take another route. Make Ayashiku a monk who was also captured and (conveniently enough) placed in the same cell. As the bandits speak of their plans to ransom or slaughter the PCs, Ayashiku can appeal to them as a fellow prisoner. He can help them escape. All they have to do is drink the special “reflexes-enhancing herbal stimulant” he has with him and call upon the favor of the “Fortune of Night” to guide them. When the alternative is torture who could possibly object to that? As with the other ninja-related adventure ideas presented this month, exactly why the player characters are receiving such special attention is up to you. Maybe they are in a position to advance through the ranks, and the Lying Darkness has decided to get influence over them while they are still relatively
unknown. Is there a plot that requires the Darkness to have agents within their Clans? Does it already have other a gents? 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 wi th 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 hold s danger.
87. F AMILIAR STRANGERS Halloween is just around the corner, and while we don't have any zombies this year there are o ther things you can use to scare the pants o ff your players. Things that go bump in the night and take you away while you sleep. Things that are much more subtle. Things that can go anywhere, or look like a nyone. They could even be behind you right now....
CHALLENGE The player characters are stationed in a small town to oversee the training and outfitting of a unit of ashigaru soldiers. Several of their comrades accompany them, and due to the lengthy period of the assignment their families may also be relocated to the town until the mission is comple te. While the town has no other purpose than to support the training camp located near it, it is a pleasant enough place to live, and the PCs should be able to adapt to the new area fairly quickly.
FOCUS While things seem to go smoothly at first, several problems arise as time goes by. Fights break out in the barracks between trainees who were formerly the best of friends. Brothers accuse each other of having become completely different people. Children from the town complain that their mothers are no longer their mothers. A healer from the training camp disappears for an entire day, and acts as if nothing is wrong when he returns. Eventually, someone close to the party expresses concern that some of the trainees may be having trouble adjusting to life as soldiers. He or she cites severe changes in personality, paranoia, and feelings of isolation, and worries that these mood swings may be a sign of serious m orale problems. The next time the PCs encounter this particular individual, he or she has succumbed to the same problem. Instead of having some new insight into its cause, however, he or she claims it is not a problem at all. There's no cause for concern. Everyone is fine. Everything is fine. It will all be settled soon. That's what everyone says. The exact same words.
STRIKE The training camp is under siege from within. One by one, the soldiers are being consumed by the Lying Darkness and replaced by identical copies. As the night of the new moon approaches, the shadowspawn step up their efforts, taking over more and more of the populace, and as the moonless night falls the PCs may find themselves surrounded by enemies on all sides. Alone against the world, and unable to trust even their closest friends, will they be able to escape the clutches of the Darkness? Or will their very identities be stolen away? A great way to catch your players off guard with this scenario is the bait and switch routine. Make it seem like tensions with another Clan are building, a nd the town's residents must be trained as ashigaru as soon as possible. Focus the players' attention on the immediate challenge and you can deceive them into believing that the goal of the adventure is to prepare for a military campaign. They might even think that the changes in some of the NPCs are thanks to their leadership. Then, when they're worried about the external threat (which may or may not be lies spread by the Lying Darkness itself), spring the trap and show them just how much trouble they're really in. The classic movie Invasion of the Body Snatchers provides excellent inspiration for methods of running this scenario well. The feeling of being overwhelmed by enemies and completely cut off from any hope of outside help is quite frightening. Add the fact that it is effectively impossible to tell friend from foe until it is almost too late and you have a perfect formula for terror.
If your players are comfortable with inter party conflict you can take the idea of being unable to tell who has been replaced and who is still in control of their own actions a step further. Hand out notes to certain players. They might give damning information like “You are a shadowspawn duplicate who has infiltrated the party in the guise of one of their friends,” or “You notice that Mike's character is acting oddly,” or they could say something harmless like “No one else notices, but you find a golden hairpin on the ground.” Even if all of the PCs are free from the Shadow's influence, the fact that you are passing notes with secret information to some players is enough to sow suspicion in many cases. Splitting up the party is another great way to build suspense and mistrust between characters in this type of situation. Is that samurai really your trusted companion, or just a shadow wearing his face? Just what happened to the others while you were away? Of course, dividing your attention between two different groups of players can lead to complications. Players may feel neglected when they do not receive your attention, or even become distracted. One solution to this problem is to round out each group of PCs with an appropriate number of NPCs. If your party of four players splits into two groups of two members each, you can have them encounter some other survivors along the way, with the players whose characters are in the other group taking on those NPCs as “loaner chara cters.” 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 bei ng abducted and replaced with skilled impersonators. Not only must the PCs foil the Lying Darkness' plans and escape with their lives, but they must also find and rescue their captive loved ones. I would also recommend this approach if you try to recruit one of the players to play a ninja spy within the party, as the promise of recovering one's beloved character later on makes turning to the dark side much more enjoyable.
Winter Court, Part II Winter Court is upon us again! That happy time, where we gather to meet old acquaintances and strengthen ties of friendship has come once more.
ALL T ALES 88. GREAT DEEDS & T You did make lots of friends at Winter Court last year, didn't you? Oh well, no matter....
CHALLENGE The PCs arrive at Winter Court to find a familiar face waiting for them. Yukio, the courtier with the waggling tongue, is once again a guest at the same palace the PCs will be staying at. He has already planted himself squarely in the middle of court, and everyone present can look forward to a winter season filled with his incessant chattering.
FOCUS Yukio has changed his tactics in the year since he last crossed paths with the player characters. Instead of trying to make himself look good by pointing out the follies of others, he now seeks to impress listeners with stories of the great heroes he has befriended. Of course, his favorite targets are the PCs, and he goes on at great le ngth about the magnificent deeds they have performed in an attempt to gain some respect by association.
STRIKE Many of Yukio's tales get embellished in the tel ling. If the heroes defeated six bandits, he'll say sixteen, or even sixty. If they defeated an ogre, he'll say they slew an oni. Maybe two. The soldie r they captured becomes a general, and the general they bested in a game of shogi becomes a daimyo. Sooner or later someone is going to take the PCs to task and find out the truth about their supposed heroism. If your players have already met and dealt with Yukio previously you may need to alter some details. Dependi ng on the way the scenario played out , the number of changes required may be quite large. I f the PCs took the diplomatic route last time they met him, Yukio may simply smile warmly and say tha t he
is spreading word of their good deeds in order to make up for his past unkindness. If the PCs took a more permanent approach to the problem (such as cutting out his tongue), you may need to replace Yukio with a similar, but completely new character. Even if you haven't played through CFS of the Week Scenario #41, this adventure seed can be adapted quite easily. Simply present Yukio as a sycophant who seeks to latch onto the PCs and ride on their kimono hems as they make their way to greatnes s. Even if he does not k now 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 la ter, 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.
89. M ASTER & STUDENT 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 re putation 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 Yo shimoto 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 glor y and incredible reco gnition 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 le gendary teacher. Additional complica tions 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 ri val school attempts to beat both of them. And i f the PC ma nages to o utdo the great Yoshimoto, how will he fare against other challengers? AMERLAN’S SUGGESTION T
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 PC´s or the sensei´s family or enemies might try to influence the outcome by unsavory means.
90. ELEMENTAL A FFECTION 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 no t that type.
CHALLENGE 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 rese arch.... 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 c ause 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 se veral different types of kami visit the PC in turn, or even all at once. And if Mukachi somehow managed to summ on 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 i sn't just about coping with the enchantment tha t 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 hi s charge no matter what impediments he fa ces. 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. AMERLAN’S SUGGESTION T
I’d choose a bit more subtle approach to the influence of the kami. After the ritual, the PCs, and Mukachi himself, might think the enchantment didn’t 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, a s the imbalance increases over time. Maybe the next night, the PC has a dream about the element. At first the imbalance only effects the PC’s 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, missi ng 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 one’s 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 motor control and make him look yellow. Too much void may lead to an e ver 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 c ontrol.
The PC never seems to find a cooling shadow (spontaneous selfcombustion anyone?) Air can lead to getting parchments and small objects in to chaos or blown away, clothes may loosen maybe even be lost and it is stormy or at least windy all the time . Water can make liquids leak from their containers, paint & ink wash out from parchment and snowy weather follows the PC everywhere, he might even become partially covered with frost and ice (and eventually fully encased in ice?). Earth might make even solid objects crack under the PC’s touch Void might make things or persons spontaneously appear and disappear or change mysteriously.
There is also the question how long this will haunt the PC. Can another casting with the opposite element negate the effect or will it get worst, being bugged by two types of kami or erratically changing from one to the other? Maybe they will have to “unite” with a person suffering from the opposite element? Does it go away with time? Does the PC have to search for the help of some other source (shugenja, Oracle, Dragon) or find some mysterious wisdom or artifact? Can the samurai master the effect with time (maybe even gaining the Friend of the Elements or Friendly Kami adva ntage) or by making some offering to the kami (similar to the i nvocation spell)?
91. UNUBORE’S E XPLOITS The holiday season is a wonderful time to remember just how important it is to have good friends and a loving family. Of course, there are times when friends and family make conflicting demands. When you choose between them, will you be able to live with your decision?
CHALLENGE While going about their business at court, the PCs happen to run into Akodo Minoru, the Lion samurai with a deep appreciation for drama who was last seen in CFS of the Week #48. Minoru hasn't been seen in court much this season, because he is busy with a special project. He is writing a play detailing the exploits of Akodo Unubore, a great general who also happens to be another of Minoru's ancestors.
FOCUS Minoru reveals that he has been looking for the player characters for quite some time. In the course of researching historical records for the play he's writing, he came across a scroll marked with the personal seal of one of the player characters' ancestors. Evidently the figure in question was an ally of Unubore, and left his private journal in the general's library. While Minoru has not opened the scroll out of respect for the PC's family's privacy, as he hands it over he mentions that he would like the chance to read it at some point in the future.
STRIKE The PC is in for a rude shock once he opens the scroll and reads it, for the story it tells is not a happy one. The Lion army, Unubore, and the PC's ancestor were all party to some horrible actions. They could have broken cease fire agreements, abused local heimin, utilized dishonorable and/or illegal tactics, or even wasted the lives of their own men. Perhaps they were guilty of all these things. Whatever the case, the records would cause quite a scandal if they were to become public. For example, if they were used as the subject matter for a play.... It doesn't matter if none of the PCs are from the Lion Clan. The ancestor who served with Unubore may have married across clan lines, joining either the Lion Clan or the PC's Clan later in life. Or he could have been part of a unit sent to provide military support in exchange for political aid. It's even possible that he aided Unubore in an unofficial capacity, requesting leave from his duties in order to fight by his friend's side. One easy way to adjust the difficulty of this adventure is to change the nature of the misdeeds that Unubore and his ally committed. Something minor like seizing rice from conquered villages or executing prisoners is easier to overlook and excuse. On the other hand, especially heinous war crimes like hiring assassins or allowing the use of ma ho within the ranks would ruin the reputation of the character's entire family and have serious consequences if made public knowledge.
Likewise, changing the identity of the commander who authorized such tactics can also result in different outcomes. The PC will feel less guilt about his ancestor's actions if the scrolls say that he was only following Unubore's dishonorable orders. If the PC's ancestor was the one who convinced Unubore to take such drastic measures (or even took it upon himself to do so without authorization), however, it becomes much more difficult to let the truth be known. A possible conflict that could arise i s if Minoru and the PC have different ideas about what to do with the new details that the scroll presents. Minoru is especially proud of his ancestors, and would be shocked at any implication that Unubore was a wicked man. How far would he go to keep such an ugly truth from becoming known? If the PC's ancestor was a hero and Unubore was a tyrant the PC might have to choose between his own glory and Minoru's disgrace. Or the situation might be reversed. Minoru is sure to welcome the news that Unubore was a righteous man, but would he be willing to hide the truth about the terrible acts of the PC's ancestor? Was he telling the truth when he said he hasn't read the scroll, or does he need to be silenced permanently.... One especially wicked twist is to have information about the ancestors of two different PCs come to light in the same sc roll. One is shown to have been a great hero, or noble follower of bushido. The other is revealed as an honorless villain who pursued victory without any thought of right and wrong. The resulting conflict of interests offers an excellent opportunity to explore issues of loyalty. Would the PC whose ancestor was a disgrace be willing to sacrifice his family's good standing in order to bring glory to his friend? Would the PC whose ancestor was an unsung hero agree to keep quiet about the event in order to save his friend from shame? Can they trust each other with the truth, or will the secret they share tear them apart?
92. T HE POETRY OF LIFE EDITOR’S NOTE: This is easily one of my favorite adventure hooks. Though not every player would enjoy it, if you have just the right player in your group, this can add great drama a nd humor to your sessions.
CHALLENGE A young man comes up to the PCs while they are in the middle of court. If you have already played through CFS of the Week #37 the PCs may recognize him as Tatsu, the aspiring poet who was nothing more than a poem thief. Even if your players have not completed the previous adventure, Tatsu will still seek the party members out, as word of their great cleverness precedes them. Facing off against the PC whose poem he stole last time they crossed paths (or the PC who has proven to be the most gli b in court), Tatsu calls on all assembled to bear witness to his challenge.
FOCUS Tatsu's challenge is simple. While the quality of individual poems are largely based on the personal preferences of the listener, the true mark of a master poet lies in being able to compose a poem for any situation. The contest he proposes will force the PC do to exactly that. For the next month, both he and the PC will speak only in haiku verses. The first person who fails to do so will be the loser, and w ill have to acknowledge the o ther as a better crafter of poems. Feel free to remind the players that everyone in the r oom is watching them and waiting for their reaction while they consider Tatsu's proposition.
STRIKE Writing haiku off the top of one's head is not an easy thing to do. Whenever the PC meets with a delegate from another clan, reports to his daimyo, woos an attractive courtier, or threatens his rivals, he will have to do so in haiku form. Some people might go out of their way to engage the PC in c onversation in order to hear him recite a poem, while others decry his participation as foolish. Still, despite the difficulty i nvolved, there is great glory to be had for one who establishes himself as a “master of poems for all situations.” You can adapt Tatsu's challenge somewhat if you wish. You can choose a longer or shorter span of time for the contest to run. Or, you can have the game continue until either contestant makes a mistake. If you want to involve all the players Tatsu can issue an open challenge to anyone who will face him, including the entire party and possibly even some NPCs as well. There are a number of ways you can simulate the contest conditions for your players. The most direct is to actually force the PC in question to compose
a haiku every time he speaks in character. If you want to be especially cruel, you can rule that out of character speech must also be in haiku form. I live but to serve, A sword in my master's hand. What is your command? I attack the guard. Let us see what fate may hold. Please pass me the dice. Another, simpler, option is to say that the PC may only speak in utterances of only three, five, or seven words, representing the number of lines and number of syllables per line in a haiku poem. While less evocative, this style of speech is can be easier for players to ad apt to and allows for the use of long words that would never fit into the regular haiku formula. The name Mirumoto, for example, is quite difficult to fit into a line of only a few syllables, and may cause trouble for some players. I bow, respectfully. Look for clues. Don't touch the body. Can I have a cola? One that I like, even though it has nothing at all to do with haiku poetry, is to require the PC to speak in rhyming couplets. While rh ymes are not a feature of Rokugani poetry, they are easy to think up quickly and can be judged as acceptable or not in a short period of time. This option is wonderful for players who don't like having to spend ten minutes planning e very sentence they want to say and GMs who don't want to be bothered counting syllable s to make sure every poem is appropriate. Your wicked insults cause much strife. Stand down before I end your life. My lady, with your smile sweet, You melt my heart each time we meet. If you want to go for a real challenge, require the player to include some reference to nature or the seasons in his poem, just like in a real haiku. Want to throw some complications into the adventure? Give the PCs an important mission to complete at the same time. It could be something where they have to give clear and direct instructions, like organizing the guard details or finalizing a trade agreement. They could find themselves gathering information or questioning murder suspects. Even something as simple as delivering a message can be difficult when you have to give it in haiku form. Does Tatsu attempt to cheat again in this contest, or has he truly worked at improving his skills? And what about the PCs? Do they let d own their guard when no one is around, or do they continue to observe the rules of the contest no matter what? Even if they do so, will their haiku be good enough to pass muster? Please take this idea For use at your next game night. Enjoy in good health.
Romance 93. LOVE COMES IN M ANY GUISES In Japan the major event of the winter season is New Yea rs, 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, i s a time for young couples to go o n 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 s ome 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 I tsuko wishes to
enter comes as a great surprise, e ven to Itsuko herself. Before long, however, the court accepts the idea, and several suitors e merge to seek her hand.
STRIKE 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 a nd obligations for her parents. She turns to the PC for advice, eager to acce pt 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 a dventure. 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 mai nly 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, af ter all. If multiple PCs have become f riendly with Itsuko it is possible that they could all be approached by different agencies with different motives. If you want to take the focus of the adventure away from politics and focus on the more personal side of the situation, the fact that Itsuko's future livelihood and happiness hang in the balance can have a big impact on the PC. Does he advise her to choose the suitor who loves her with all his heart, or the first born son of a rich and powerful provincial governor? Would being the wife of a soldier bring her happiness or sorrow? Does he step forward and nominate himself?
94. IN LOVE & W AR We find ourselves involved in yet another romantic entanglement this week. Hearts can be so fragile, and yet there are those who think nothing of playing with them. Love, like the courts, is truly a battlefield.
CHALLENGE 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 m atter 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
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. One of the most difficult parts of this adventure is convincing the PC in question to begin a romantic relationship with Natsumi. While some players will go along with such themes, others can be reluctant to do so. If you feel that your players lack the maturity to deal with such issues (or any interest in doing so) you can change Natsumi's background and methods to make the adventure run more smoothly. One alternative is to forego any mention of romance. Simply have Na tsumi take a liking to the PC for some other reason. Maybe she invites him to a tea ceremony, saying she enjoys the interesting conversations they share. Or she could ask him to join her for a game of shogi, fla ttering his skills as a tactician. If she is especially well-known and respected in court she might offer to take him on as a protégé. Sure the menial jobs and errands he has to perform at the start of his training might be dull, but think of the benefits he'll reap in the future! Another option is to take an NPC with whom the PC has already formed a positive rela tionship and have the rival issue a warning about her (or him, depending on the NPC you decide to use) instead. A PC's fiancée, wife, servant, sensei, yojimbo, sister, or friend could all be accused of having ulterior motives in their dealings with the PC. You could even have the PC's rival try to sow seeds of distrust between the party members. Or maybe one of the PCs really is working against the others. Another co mmon pitfall in adventures involving romance is finding the right balance between “friendly” and “suspiciously friendly.” If your players have been betrayed by allie s in the past (even if with previous Game Masters) they may be wary of NPCs who take a sudden interest in them. The PC won't hesitate to shun Natsumi if the attention she showers on him is unwelcome or seems too good to be true. Taking care to build a positive relationship between Natsumi and the player character is especially important if you want the choice you present to have any meaning. If you want to make the PC's choice even more difficult, have a friend or trusted ally deliver the bad news about Natsumi. A rival might deliver a warning out of some sense of honor and fair play, but you can never really be sure whether or not they are speaking the truth. A friend, on the other hand, is always expected to look out for one's bes t interests. Unless he wants the fair maiden's favor for himself.... As always in ca ses where the PC has an i mportant choice to make, you can decide what the truth is either before or after the PC has acted. If he dismisses his rival's words he could avoid a great tragedy, or he could find himself made a laughingstock in front of the entire court. By breaking off all contact with Natsumi he may thwart her malicious plans, or he just might end up losing the greatest love he has ever known. Depending on how high you want to raise the stakes you can drop some hints beforehand, or simply decide what version you favor as you go along. All is fair and love a nd war, but Hell hath no fury like a woman scorned. Who knew dating was so difficult!
95. A GIFT OF LOVE 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 r adiant 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 m arriage 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 c ome 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 gi fts. 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 mak e a big impact. AZARI-HIME REALLY W ANT ? W HAT DOES K
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 prism or stained glass. A pet with many bright colors. — A firefly. A fleck of gold, or a diamond. — A stone xylophone or crystal flute. Windchimes made from carved stones. — A picture of waves on a flag or pinwheel. A flip book of the ocean. — Anything that shows the PCs' affection for Kazari-hime. A box full of her favorite things. A box full of things they can share and enjoy together. A volume of love poems. A mated pair of lovebirds. The PC's own heart (but not in the literal sense).
96. LIFE OR LOVE EDITOR’S NOTE: Love and marriage rarely coincide for samurai. But even some samurai have a sense of romance that far e xceeds their sense of duty.
CHALLENGE There is much celebration in the court, for a wedding has been arranged. The necessary treaties and agreements have been made. The exact amount of the dowry has been settled on. And the lucky bride a nd groom have been selected. One is Reika, a proud young woman from a powerful family. The other is one of the PCs (or a friend or relative if you feel bad about forcing one of your players into a political marriage).
FOCUS Soon after the wedding is announced, one of Reika's maids approaches the PC she is to wed with some startling information. Despite the wishes of their two families, Reika cannot bear the thought of marrying someone she does not have feelings for. Her sense of romantic idealism is so strong that she intends to commit seppuku on the night before her wedding. Although the maid has sworn not to tell anyone, she is unwilling to stand by and watch while her mistress kills herself, and asks the PC to do something.
This scenario will almost certainly involve romantic themes and situations. If everyone approaches the matter with a reasonable level of maturity there should be no problem. Every group is different, so be aware of your players' reactions and talk to them beforehand if you feel they may have trouble dea ling 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 gai n 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 e xpressions 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 li kely to be happy if she learns that the man she fell in love with isn't as affectionate as he first seemed. And she's certain to react badly if it turns out that he's a fraud who was only toying with her emotions. Perhaps he is the one who should commit seppuku....
More Winter Court, Part II 97. T HERE A RE NO SECRETS There are only four weeks left in Winter Court! Are you ready for some excitement?
CHALLENGE During a particularly slow day at court, a courtier offers to provide some entertainment for everyone's amusement. After getting the host's permission he summons a shugenja named Zeshin, who takes a seat in the middle of the main court chamber and begins to enter a meditative trance. As Zeshin does so, the courtier warns the other members of court that if they have something to hide it would be best for them to leave now. It should go without mention that no one does so.
FOCUS The courtier explains that Zeshin has been touched by the spirits, and is able to read hearts. He is especially attuned to feelings of guilt, and can pick up on people's secrets. No sooner has the courtier finished saying this than Zeshin mutters “I spilled ink on the kimono I borrowed.” His announcement is followed by a young girl's gasp of shock, leaving no question as to the veracity of his ability (or the identity of the person whose heart he has just read). Again, to leave now would be a clear indication that one is hiding secrets they do not want revealed.
STRIKE Zeshin continues to reveal the secrets of those present, ranging from the innocuous to the slightly risqué. 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 c ulprit'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 individ uals? 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 guil ty 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 e xpected 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 f orward do su ch 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 o f bushido. Or maybe they're part of a secret investigation force out to search for traitors to the Empire. And even after the d ust settles, how will things change for the PCs onc e people know their dirty little secrets? BONUS F UN F ACT #1: The following secrets were actually based on previous CFS of the Week Adventure Seeds. “I sold my scrolls to a ronin.” — CFS of the Week #3
“I let a bandit get away.” — CFS of the Week #31 “I broke my daimyo's vase.” — CFS of the Week #47 “My ancestor was a bad general.” — CFS of the Week #91 BONUS F UN F ACT #2: The title of this installment is taken from a q uote from the Tao of Shinsei: “There are no secrets. There is no understanding. Void is all and nothing. It is the dance o f the elements.”
98. A N UNLIKELY HERO Only two more weeks until the end of Winter Court! The clock is ticking! Mark your calendars now!
CHALLENGE The PCs wake up to find the court abuzz with big news. It seems that an assassin snuck into the chambers of their daimyo's wife last night. Luckily, there was someone in the hallway to hear her cries of distress and race to her aid. Even though he was armed with little more than a broom, he drove off the intruder and saved the day single-handedly, and is being hailed as the greatest hero of the season. The great hero that everyone is talking about is Gonbei, a heimin servant.
FOCUS Gonbei is a friendly and charismatic fellow whose humble manner and devotion to his daimyo's family endears him to many. While many samurai profess to value their lords' lives more than their own, the number of he imin who hold the same principles to heart is very small. Tales of his extraordinary service and devotion spread quickly. Before long, there is even talk of elevating him to samurai status.
STRIKE If the PCs dig around they may find a horrible truth. The entire affair was orchestrated by Gonbei himself. The assassin was no more than a patsy — a hired thug who is still awaiting payment. The rumors of Gonbei's heroism, bravery, and loyalty are encouraged by his cousins in the palace, who pass them along as truth to the samurai they serve. Even the face he presents to the court is a lie, as he cares nothing for the daimyo or his wife. Unless the PCs do something to expose his lies, they may soon find this honorless dog standing among them as an equal. One sure way to make PCs get involved in investigating Gonbei is to make them responsible for the safety of the daimyo whose wife he saves. Nothing riles players up more than being made to look incompetent in front of their superiors. The fact that the person who made them appear foolish is a mere servant only adds insult to injury. Depending on the attitudes of your group, there may be characters (or even players) who wish to see him succeed in his plot. Samurai from more egalitarian Clans like the Unicorn or Crab might find it easy to accept a new member as long as he is willing to stand and fight. The Kolat would be extremely interested in seeing Gonbei made a samurai, as it sets a precedent for the eventual destruction of the class system. Perhaps he is already a member of the conspiracy. Or maybe they'll wait and pay him a visit sometime in the future, threatening to expose his lies unless he aid s them. Of course, the fact that Gonbei has yet to be made a samurai means that you run the risk of your players killing him outright. Be sure to impress upon them just how displeased the daimyo's wife will be if something were to happen to her savior. Or, if you want to take the adventure in an entirely different direction, let the PCs kill Gonbei and then have the daimyo demand explanation for what happened to his loyal and most beloved servant. You can also play through this scenario from a couple of different angles. What if Gonbei was the grandfather of one of the PCs, who must face up to his family's terrible secret? Would he step down from his current position, or seek some way to prove himself worthy? Or, you could also start all of the PCs out as members of the heimin conspiracy and have them work together to get “Uncle Gonbei” made a samurai. It won't be easy, but if they can pull it off their days as slaves just might be over! Remember to treat your servants nicely! They spit in your soup if you don't....
99. INSUFFICIENT MEMORY ERROR This week marks the 99th installment of Challenge-Focus-Strike of the Week! Wow. Just one week short of the magic number 100. What better time could there possibly be to jump the shark?
CHALLENGE 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!
FOCUS But things never go so smoothly, do they? Suddenly, one, several, or all of the PCs are somehow struck with amnesia. The exact type and cause of the memory loss is up to you, but it leaves them unable to complete all of the tasks they need to perform or remember all the meetings they are expected to attend.
STRIKE There will, of course, be consequences if the PCs do not honor the promi ses they have made. At best they may find themselves the objects of scorn and suffer a poor public reputation. At worst they may drive away their Clans' alli es, or even start a war. Somehow, they will have to cope in the turbulent world of the court without any memory of what they are trying to do or what they have already done. Amnesia is a popula r li terary device , and has been featured prominently i n many stories and movies. Not only are there many types of amnesia, but each type has also been presented in a number of different ways over the years. As such, there are a several approaches you ca n take. One possibility is to wipe the character's memory completely. The characte r has no idea who he or she is, and cannot recall any events of the past. Even though allies and servants would be able to tell the afflicted character of his or her background, he or she would still be at a loss for details. Thi s choice is especially good if there is one member of the group whose skills are particularly impor tant. Forcing the other PCs to cove r for the D oji Courtier who cannot remember who is in his social network and how he should greet people when they approach him in court can be quite amusing for everyone. Another choice is to eliminate specific memories. Perhaps the PCs remember who they are, but are unable to use any of their skills. Maybe they cannot remember anything that happened more than a few weeks ago. Or maybe they have completely normal memories, save for the lack of any memories from the past two weeks. A great way to simulate this last option is to start the adventure at the beginning of the Focus section, with the PCs unaware of anything that has occurred up to that point. They know nothing of the allies and enemies they have made, the treaties and trysts they have organized, or even the big news that everyone is talking about. Which will leave them completely unprepared when people approach them saying things like “What did your daimyo say about that news I gave you?” and “So, have you considered our proposal?” One other option that is related to amnesia is confabulation, where one is unable to tell the difference between real memories and situations from the imagination. A great way to simulate this would be to set up several di fferent events and social encounters during the Challenge section of the adventure. Then, in the Focus section, reveal that some (or even all) of those events may not have been real. Did that Lion soldi er really challenge you to a d uel? Is that Phoenix maid really interested in spending a romantic e vening with you? Were you reall y a ttacked by ninja who wiped your memor y, o r wa s it something else? But then how did you get that bruise? The cause of the amnesia can also be a fun subject to explore. Did the PC in question bump his head? See or experience something traumatic? If so, the lost memories may come back with time and treatment. What if the PCs were all caught in a mind-erasing spell? Thei r lost memories may never return, and they'll simply have to cope without them. One possible twist is to have the memory loss be related to something that happened at court. Maybe the PCs learned a dark secret about someone they met, and he cursed them with amnesia soon afterward. Or maybe the PCs volunteered to have their memories erased after participating in some secret mission or ritual. Their search for the truth may bring them closer to danger than they would like. And there are always the old classics as well. The PCs may have been kidnapped and brainwashed by Kolat, had their memories eaten by a baku, been targeted by thieves who used magic to steal away some important information, or been victimized by outside forces who erased the PCs' memories to cover up their crimes.
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. PIRATE SPICE’S SUGGESTION
Introducing amnesia into any story can be tricky. In role-playing games, it can be especially difficult, particularly if it is a PC that you’re inflicting the memory loss on. No matter what you decide the character doesn’t 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 you’ll have to decide what the PCs did d uring those times, so I’d 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 don’t have to ask your players to pretend they don’t remember something, because they never experienced it in the first place! What if the PCs know in advance that they’ll be losing their memories? What if they leave themselves clues to try to piece together what happened? The movie Paycheck plays with this technique in an interesting way. The film Memento has a similar theme (and was also the inspiration for CFS of the Week #77).
100. A CHANCE FOR GREATNESS This adventure marks the 100th week of Challenge-Focus-Strike of the Week (even though it’s a full week late). It is a milestone I have been looking fo rward to for quite some time, and I hope you will all join me in celebrating with an extra-special, super-sized Winter Court adventure. Let the games begin!
CHALLENGE As Winter Court begins, the PCs hear an unusual rumor. It seems that an important guest has arrived unexpectedly, forced to change his travel plans by a sudden storm. While no one but the host has seen the guest or even knows who he is, speculation is rampant, and everyone looks forward to the opening of Court in the evening with great anticipation, e ager to rub shoulders with a member of the social elite. Of course, there is much to do in the meantime. Many of the PCs’ friends, allies, contacts, and rivals are also present at Court this winter, and the last hours before the festivities begin are certain to be filled with greetings from old friends, reaffirmations of friendship (and hostility) and no small amount of political maneuvering. Still, the main question on everyone’s lips is the same: Who is the mysterious guest? When the momentous occasion finally arrives, the truth is much more amazing than anyone could have imagined. As the host welcomes everyone to Court in a formal ceremony, the Imperial Seal hangs on a great banner behind him. A majestic throne sits upon the dais, and members of the Imperial Guard stand by it. Whispers of the Empress’ or an Imperial Cousin’s presence run through the court. Finally, amid a collective gasp of surprise and awe, the guest’s identity is revealed when the Emperor himself em erges to address the assembled guests. The Son of Heaven will be staying at the same Winter Court as the PCs.
FOCUS The presence of the Emperor is a great honor, but after a few days, two problems become apparent, and both have to do with a lack of preparation. The first lies in the absence of several key members of the Emperor’s entourage. While many (but not all) of his servants and yojim bo were able to accompany him, a great number of his clerks, aides, advisors, and councilors were delayed or prevented from coming. In the absence of proper intermediaries, many guests are hesitant to approach the throne directly, leaving the Emperor sitting idle. The second problem is due to a lack of suitable entertainment for the Emperor. Winter is a boring time of year at best, and it is even longer without some way to pass the time. While several social activities were planned, few of them are fitting for a figure of such stature. To think that the Emperor would be entertained by simple guessing games and performances by a
lackluster acting troupe would be a grave insult, and it is better to present nothing at all than to offer such low fare. In order to solve both of these dilemmas, the host announces a contest. Anyone who wishes may come forward and demonstrate a skill or talent before the Court. If anyone else believes they can match or surpass such skill, they are welcome to try. In the end, the person who displays the highest level of ability will be named the winner. All comers are welcome, and any skill (within reason, of course) will be considered.
STRIKE Pleased at the host’s proposal, the Emperor takes things one step further. He declares that any person who is able to prove that his or her level of skill is unmatched is welcome to ser ve him in an appropriate capacity for the duration of Winter Court. Failing that, the winner may ask the Emperor for any one favor, which he will grant. The Court is shocked by this unprecedented announcement. Never before in recent history has the Emperor shown such boundless generosity, and the reaction is overwhelming. Warriors, scholars, artisans, priests, and diplomats all spring forward to claim a chance at greatness. Courtiers and politicians rush about making deals and searching for opportunities. Where moments before the Court was filled with an uneasy silence as people hesitated to speak to the Emperor, now it is bris tling with energy and excitement. It is a true once-in-a-lifetime chance, for the PCs could gain almost anything they desired… …if they have the courage to seek it and the skill to take it for their own, that is. This adventure is designed to be played in a court that would not normally see the presence of the Emperor for two reasons. The first is the potential difficulty involved in getting the Emperor and the PCs to the same Winter Court. If your party has sufficient social status to secure an invitation to a court that the Emperor is likely to visit on their own merits, so much the better. However, many groups may find themselves relegated to a less glamorous location, where the odds o f an Imperial visit are quite low. Thus, it may be necessary to have the Emperor come for reasons that are beyond his control. The second reason is to present a the PCs with an arena that is not automatically dominated by higher-level figures. Unless they are truly epic heroes, your PCs probably won’t be able to defeat Clan Champions and family daimyos in contests of skill. While having some powerful NPCs present is a good thing, you don’t want the PCs to be completely overshadowed by everyone they meet. Of course, you are welcome to change these two points if you so wish. Perhaps the PCs are lucky enough to receive a personal invitation to the palace where the Emperor is holding Court this winter, or are asked to accompany a general or daimyo from their Clan. Maybe the more experienced bushi and shugenja in attendance are specifically asked not to compete, so that talented youngsters hav e a chance to show their skills. If you want to make things challenging, put the PCs in a position where they will face off against living legends. Or you could scale down the premise completely, placing the adventure in the court of a provincial governor and having inexperienced participants compete for favors from a minor functionary. If your game is set in a time period where there is no Emperor, or one in which the Emperor holds limited power, feel free to change the identity of the Court’s benefactor appropriately. The Otomo and Seppun families hold significant political sway, and their daimyos might be interested in hosting such an event. The Champions of the Crane or Scorpion are also wellconnected enough to offer great favors to those who can entertain their courts, even if they do not have as wide-reaching or powerful influence as the Emperor himself. A power behind the throne, such as the Gozoku (in either incarnation) or an imperial chancellor, might also be intere sted in giving away gifts to sway the opinions of potential allies. If all else fails, it’s entirely possible for different rewards to come from various sources. Generals are always looking for skilled fighters, patrons of the arts often show support to those with talent and vision, and spiritual leaders have been known to give great boons to those who can show they have bettered themselves in some wa y. Keep in mind political ramifications of such a contest are not insignificant. There is much glory to be had by demonstrating peerless skill in front of the Emperor, but there is even greater glory in being granted a favor by him. Competition is certain to be fierce for exactly this reason. Even those who do not have some specific goal in mind may step forward to show the might of their school’s techniques and the lessons of their sensei. And those who do
have a request for the Emperor will work that much harder to ensure that they can claim victory. Keep in mind that there are certain limits to what the Emperor can do. While he may have limitless authority, there are some things that would be beyond the scope of his command, both in terms of practicality and decorum. Asking for a woman to be separated from her husband and made your wife instead is a very bad idea for several reasons. Not only does it make you look bad, but it shames the Emperor as well, as he must either break his promise or carry through with such a distasteful action. Making a request that the Emperor could not possibly fulfill, such as a gift of ten million koku, would be a very foolish idea. There are, however, an almost countless number o f 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 gif t. 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 one’s 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 one’s 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 play wright" (which would, of course, be different from "best actor.") In some ca ses 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 it’s 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 wil l likely be praised for his skill but see the Emperor’s favor awarded to the competitor who shows greater familiarity with the subject matter as a whol e. This makes the way in which one demonstrates their skills a point of som e 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 hi s 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 com bat. 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, there’s 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) ge ts a chance to ask the Emperor for something nice! Being a Game Master can be a difficult job sometimes, but it also offers a great deal of reward and personal fulfillment. You get to take charge of an entire world and all the people in it. You get to tell stories, and set up a stage for your players to tell their stories as well. And, most importantly, you get to provide an evening of fun for your friends. Thus, it is my deepest hope that you and your players will enjoy this special one hundredth installment of CFS of the Week, as well as the possibilities it offers. For there is no greater reward for a GM than to give a feeling of enjoyment to others.
BUT W AIT , T HERE ’S MORE! A competition isn’t much of an adventure unless you have someone to compete against. And what better choices for opponents than the NPCs we’ve met in the past 99 adventures? See the Appendix for a host of characters to use in this and other CFS adventures.
Duels If all goes well we should be seeing Art of the Duel on shelves soon. And since last week's adventure involved a contest, what better theme for this month than contests, duels, and challenges…and focuses…and strikes.
101. CHALLENGE, FOCUS, PSYCH! CHALLENGE One of the player characters is approached on the street by a ronin. Although the two have never met before, the ronin seems determined to face the PC in a duel. It could be due to a perce ived or inadvertent insult, a case of mistaken identity, simple brashness, or even a desire to test himself against a famous samurai. In any case, the ronin is quite persistent in his demands for the PC to show his stance.
Remember that most unemployed ronin are not going to risk their lives for a few koku. Unless one of your PCs has a particularly rich and influential rival, odds are good that none of the hired duelists are going to fight to the death. They may be willing to engage in a little violence, but if things turn ugly there's a good chance the party may be able to get them to reveal what they know. Why is the PC's rival putting so much time and effort into finding his rival's weakness? Is it merely a contingency plan, or does he have intend to issue a challenge of his own soon? If so, he could be setting the PC up for a particularly nasty defeat. Some schools give their students special advantages if they are able to observe opponents prior to combat, but you could also give other bonuses. Even a few ranks in the Know the School skill or free raises in certain situations would be useful. If you want to be really nasty, you can rule that intimate knowledge of the PC's fighting style enables his rival to counteract all of his moves, giving him the initiative automatically. Maybe the rival's plan is not to overcome the PC's fighting style, but to copy it. He might be trying to steal the secrets of the PC's school and use them himself. Or it could be part of a plot to impersonate the PC. Faces can be changed with magic or disguises, but the way a man holds his blade never lies, right? One other complication lies in the social ramifications that being involved in so many public duels (or challenges, a t 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, a nd 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 repu tation a boost. Can the PC li ve 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. AKASHI’S SUGGESTION SHOSURO T
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 k now 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 nu mber of clues you can use. Two ronin mi ght use the exact same words when mak ing 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 d ay. And i f you want to make things really clear, let them catch occasional glimpses of a m ysterious figure watching them from the shadows.
102. T HE ENEMY OF M Y ENEMY IS M Y P AWN More dueling today! Hope you brought your katana. Or a sharp wit, at the very least.
CHALLENGE The PCs hear that two prominent local samurai have recently faced each other in a duel of honor, which killed one and left the other seriously wounded. While the two were not friends, there did not seem to be any bad blood between them, and the fact that they came to b lows is a surprise to many.
FOCUS Over the next few days several other disagreements are settled with blood. Some are long-standing feuds, but others seem to be simple misunderstandings blown out of proportion. If the PCs have made any enemies they may find themselves challenged as well. Or, they could even receive challenges from people they barely k now.
STRIKE This rash of duels is being orchestrated by an unscrupulous mastermind, who seeks to eliminate his rivals. Rather than take direct action himself, he has set things up so that the figures he would like to see removed come into conflict with each other. When the dust finally settles he should be able to take over the prestigious appointment he desires without any interference or objection from his (now dead) political opponents. If the PCs happen to be in his way, that's just their bad luck. There are a number of ways in which the PCs could be dragged into the mastermind's game. If they are especially active in local affairs he may see them as rivals to be eliminated. Otherwise, he may consider them pawns to use against others. An ally may ask one of the PCs to serve as a personal champion. Even if the PCs have no skills in politics or dueling whatsoever,
they should still be concerned at the sight of so many of their friends and neighbors dying. The method by which the mastermind pits his rivals against one another can be changed to suit the type of story you want to tell, and the abilities of your PCs. The easiest way is to simply spread rumors and lies, or to give advice that will lead to bad ends. If you fa vor 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 things—he just has to mak e 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 brin g an increase in power a nd status, a nd 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 i s issued. AMERLAN’S SUGGESTION T
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 PC’s younger sibling or even her child that hasn’t 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 I’d make the mastermind’s links to the PCs vary from player to player. This could of course be a serious test to the band of friend ship/loyalty/blood (if there is any) between the group members. But in the end, the mastermind’s true purpose might be to divide the PCs!
103. UNBREAKABLE SPIRITS We have another troublesome duel this week. But where last week's problem was in the challenge, this week's comes from the strike. I hope you're all read y.
CHALLENGE A duelist by the name of Baruda enters town, was ting no time in making enemies. He is arrogant, insulting, and outright rude to just about everyone he meets. He has enough manners to keep from causing a major incident, but still manages to make quite a nuisance of himself. It should only be a matter of time before Baruda duels one of the PCs. Perhaps the PC takes it upon
himself to take the loud-mouthed braggart down a peg. Or maybe a group of the local peasants asks the PC to intercede on their behalf. If worst comes to worst, Baruda may simply challenge the PC himself, boasting about his eminent victory as he does so.
FOCUS Since the local authorities frown upon wanton killing, the duel must be settled by first blood. As the contest begins, the PC in question may begin to feel confident about his chances of victory, for Baruda's stance is wide open. Baruda, however, seems unconcerned about the fact that he may be outclassed. In fact, he even goes so far as to ask the PCs if they w ould like to raise the stakes with a wager. He offers to give tribute to the party every month for the next year if he loses, but demands the PC offer an item of significant value to him should he win. After all, he mentions, there's no real incentive to duel unless something precious is on the line, and with the duel being limited to first blood neither of them are in any real danger. And it certainly appears like it would be any easy win for the PC....
STRIKE No matter how skilled a duelist the PC might be, his strike somehow fails to draw any blood from Baruda. In fact, Baruda shows no signs of being cut whatsoever, and will be able to claim victory if he is able to land even the slightest blow on his opponent. He offers anyone he defeats another chance to win back anything they have lost, but at even higher stakes, and will prove untouchable no matter how many times the duel is r epeated. The truth is that Baruda has used gaijin magic to protect himself from harm. While traveling in foreign lands, he learned the names of ancient spirits who hold dominion over various aspects of the physical world. By entering into pacts with these spirits, he has gained complete protection from any harm that they might cause. Steel will not cut him, fire cannot burn his skin, and sticks or stones do not crush his body. If he is to be defeated another way must be found. Baruda knows that his tricks would never hold up in an officially sanctioned duel. Not only is it highly irregular for the participant of a duel to offer a wager on the outcome, but to contest a successful strike on the grounds that it did not draw blood smacks of either pettiness or audacity (which may very well be Baruda's reasons for his actions, but it would not do to let others know that). Even if the commonly accepted protocols for dueling do not support his methods, however, Baruda figures that a convincing argument is likely to carry more weight than any accusations of cheating that can be brought against him. As long as the participants in the duel accept the terms, the outcome may be considered valid, and the fact that he was not cut does do a great deal to support his claims to victory. Who is to say he shouldn't be allo wed to take the prize he says he has won? Of course, this willingness to play fast and loose with the honored traditions of dueling may work against Baruda as well. Once it becomes clear that swords are useless, the PCs may try to defeat him with other weapons. What kind of duelist would be afraid of a man armed only with a leather whip? And he did say he would offer a rematch to anyone who wanted one. It's easy to talk big when you think yourself invulnerable, but living up to your claims later on may be another matter entirely. If any of the player characters are interested in tracking down the spirits that Baruda contacted it may be possible for them to gain similar protection. The embodiment of steel will offer to turn away any swords or knives that threaten them. The embodiment of disease ca n prevent them from ever getting sick again. The embodiments of fire and ice will protect them from any extremes of temperature. With enough deals, they could make themselves just as invincible as Baruda, or even more so. The only problem lies in the heavy price of such a bargain. For once a mortal gains the power of the spirits incarnate hi s fate is forever altered. The character in question gains the Dark Fate disadvantage, to someday be slain by an incarnation of a spirit whose protection he has not asked. Perhaps he will drown, or be strangled by a rope. Maybe he will choke on the pit of an apricot. Or he might even be killed by a rival wie lding a spear made of bamboo. No matter what he d oes, there will alway s be something he is not protected against, and it will seek him out. This also means that Baruda himself will one day meet his own end. Will the PCs be the ones to cause it? By finding a way to ma ke him bleed they may set into motion a chain of events that ends in his death. Perhaps the crystal sword they use against him shatters, sending a shard into his throat. Or m aybe the roundhouse kick they deliver to his head ends up breaking his neck. Even
if the PCs don't end up killing Baruda, he will have to be careful to avoid a ny 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 mythology—it'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? AMERLAN’S SUGGESTION T
A way to bring in a group that dos not accept the duel’s 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 Baruda ´s ruse and ask the PCs to find a wa y to beat him.
104. A N UNFAIR A DVANTAGE CFS of the Week turns two years old next week (or this week, depending on how you want to count it). Wow. It seems like I was writing CFS #52 just a few weeks ago. In any ca se, I appreciate all the support everyone has given, and I hope the next year sees as much fun and inspiration as the last two have! But you're not here for such sappy reminiscing, are you? On to the dueling!
CHALLENGE One of the PCs finds himself sc heduled to duel a famous swordsman on behalf of his family. Although all of the details have been finalized, two weeks remain until the actual duel itself. It c ould be a matter of honor, a tournament, or even a friendly contest. In any case, the match promises to be quite exciting, as the two are roughly matched in terms of skill and ability.
FOCUS Two or three days before the duel is to take place, a piece of shocking news begins to circulate around the city. It seems that the swordsman the PC is supposed to face has suffered a grievous injury. The exact details of the incident are up to the GM to determine, and could range from wounds sustained in battle to a simple accident. His wounds are said to be quite se vere, and there is even talk of canceli ng or postponing the match.
STRIKE Even though he is still far from making a complete rec overy, the swordsman insists on going through with the duel as scheduled. His wounds present him with a serious handicap, and there is no way he will be able to be able to fight at his full capability under such conditions. Nevertheless, the duel is set to take place in just a few days, and the PC must decide what his honor demands. Like all difficult decisions, there are several ways this could go. If the PC decides to go through with the duel he will have to deal with the stigma of having entered the match with an unfair advantage. If he wins, people are sure to claim that his victory was only due to the swordsman's terrible injuries. He may even gain a reputation for cruelty. Even if his public image doesn't suffer, he will still have to deal with the fact that he chose an easy victory over fighting fair. And should the PC somehow lose the duel? Fortunes have mercy! He'll never hear the end of it! Of course, the party members could also try to find some way to even the odds. Perhaps the PC can inflict similar injuries upon himself in an effort to make the fight a little more fair. Or they could try to stall for time, making some excuse to delay the duel that has nothing to do with the swordsman's injuries. Can they find a healer capable of restoring a man to complete health in a matter of hours before the day of the duel ar rives? One other point that bears considering is the manner in which the swordsman suffered his injuries. The timing certainly seems suspicious, and the PC may find himself in need of an alibi if he i s not careful. Someone may have deliberately weakened the swordsman o n the PC's behalf. Of course, there would be grave consequences for the PC if such knowledge ever became public. It could also be the case that someone just wants it to look like the PC's victory was gained by questionable means, to discredit his school and family. Perhaps the swordsman fears losing, and wants to cast as much doubt on the
PC's skills as possible. Or maybe his injuries are only superficial, and he intends to lull the PC into a false sense of confidence. This scenario can be adapted for other types of competitions as well. A dancer or wrestler might be hampered by a broken arm or twisted ankle. Poets, singers, and actors could be laid low by a cold or allergy. It's possible for shugenja and monks to have their mystic abilities removed by a curse or spiritual imbalance, and samurai are likely to suffer a wide variety of injuries in the course of their duties. In such a case, is it better to play fair, or to seek glory for one's family? DOJI R YOKU’S 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 anc estor 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 game’s outcome. It is even possible for the PC's opponent in the duel to be victim to the events in #52. W HAT ABOUT P ATH 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 wi th 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 othe r 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 wa nts 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 Chall enge-Focus-Strike of the Week, let us take a moment to give thanks to the Fortunes.
105. T HE FORTUNE’S F AVOR CHALLENGE One or more of the PCs are visited by Bishamon, the Fortune of Strength. This encounter could take the form of a vision, or even a full manifestation of the Fortune in the physical world. In either case, the spectacle should be dram atic enough to leave no doubt in the PCs' minds that they are facing a being of immense power. Bishamon reveals that he has aided the party on previous occasions, lending them strength when they faced adversity and conflict. Whether or not they were aware of his intervention or even if they sought it does not matter to him. They have received the favor of a Fortune, and are in his debt.
FOCUS Bishamon demands that the party do him a favor in r eturn for the aid he has given them. Recently he has received numerous prayers and offerings from a mortal follower who seeks divine intervention. Bishamon asks the player characters to provide the petitioner aid on his behalf. If they can do this, they will prove themselves worthy of greater favor in the future. If they fail, they will have to fight their own battles wi thout him.
The prayers come from a magistrate named Umikaro (who the PCs may have met before, in CFS #79C), who wishes to hunt down the bandits who destroyed his village.
STRIKE Unfortunately, Umikaro is nowhere near skilled enough to defeat a gang of bandits on his own. His martial skills are undeveloped, and he has not had enough training to be able to take on multiple opponents at once. Even w orse, 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 i n 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 se t 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 Umika ro's favor. Or maybe they could weak en 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 complica tion or two to mak e 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 aski ng 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 comple ted 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 B ishamon (or Benten, or whichever Fortune you wish to use) wants them to make up for a previous failure. Or, he could be checking whether or not they are worthy of attention in the future. Maybe he has an even greater mission, and this initial task is only a test. One can never be sure of what agenda celestial beings such as Fortunes and demigods may have.
Helping people may be its own reward, but it's nice to get some positive attention from divine beings too.
106. B ALANCE IN A LL T HINGS Sometimes the Fortunes give missions. Sometimes they give gifts. And sometimes they just give headaches.
CHALLENGE While walking through the marketplace in a large town, one of the PCs meets a fat smiling merchant in fancy clothes. The merchant greets the PC by n ame, and introduces himself as Daikoku, the Fortune of Wealth. He explains that he has not distributed enough wealth and good fortune this year, and the balance of positive and negative energy in the world has become uneven as a result. The Fortune is looking for a mortal to bestow a gift upon in an atte mpt to set things right, and asks if the PC might be interested.
FOCUS Daikoku's gift is simple, but very powerful and useful. Any time the PC is involved in matters of money, he can choose to change the outcome of the transaction so that it would benefit him. The items he buys are worth much more than he pays for them, and when people buy products from him they somehow end up overpaying. Things always seem to go his way when it comes to business, and great opportunities just fall into his lap. There is a drawback to this gift, however, and it shouldn't take long for the PC in question to discover it. Whenever he alters fate to benefit himself, someone else suffers a sudden stroke of bad luck. Pouches full of coins are lost, valuable items break, and trade negotiations go sour. He may even se e a merchant fall into ruin if he continues to use his powers long e nough.
STRIKE Unfortunately, that's not the only problem the PC has to deal with. After a few weeks, he meets Daikoku once again. But this time the Fortune is not smiling. He claims that the PC has called upon his gift too many times, tipping the cosmic balance in the opposite direction. Unless the PC in question wants to be cursed with financial misfortune for the next several lifetimes, he will have to make restitutions to some of the people he has "stolen" from. Even though samurai are not supposed to be concerned with matters of wealth, it is still necessary for them to deal with money from time to time. Organizing one's household expenses, procuring supplies, paying for dinner at a restaurant, brokering a peace treaty, exchanging gifts, and even dice games involve some sort of financial transaction between two parties. Even if actual money is not involved, it is still possible for one to come out ahead in some way. Perhaps a miscalculation results in the PC getting expensive sake for a very low price. Or maybe the fan he gives his daimyo is actually a rare anti que. While I am personally fond of putting the final say ove r what form the PC's good luck takes in the hands of the GM, there is no reason you couldn't let the player offer suggestions. Having such power can be quite a rush, and letting a PC play at being "the demi-Fortune of Wealth" can add a lot of spice to a game session if done well. Just be sure to keep things from getting out of hand, as the other players may feel uncomfortable about one party member having so much power. If none of the PCs seem interested in accepting Daik oku's blessing, you can always have an NPC who is close to them do so instead. One advantage to this is that you can bypass the potential problem of a player being reluctant to call upon the gift. Having a dependent or superior dig themselves into a hole they cannot escape from alone is a time honored method of pulling PCs into a conflict. The act of repaying the people who have been cheated out of their own good luck can be an especially challenging aspect of this adventure. Does the PC come forward and explain the situation hone stly, or does he attempt to set things right in a less obvious way. Just giving someone a present is unlikely to work, because Rokugani manners require the recipient to offer a gift of similar value in return. On the other hand, people are lik ely to be a little upset if they learn that their previous misfortunes were brought on by the PC. What if the total number of people who have been wronged is greater than the number who must be reimbursed in order to set the kharmic ba lance right again? Who chooses which victims receive aid and which are left in poverty? There may be a number of people clo se to the PC who met with bad luck . Will he try to help them all? How about his enemies? Is there a way he can set things right without giving them much of an advantage o ver him?
Like last week's adventure, this scenario can also be altered to work with other Fortunes. Some examples include: Bishamon offering good fortune in battle. Benten offering good luck in love. Fukurokujin offering wisdom and insight. Hotei offering happiness and general good luck. Jurojin offering good health. Ebisu offering success in craft-related endeavors. Or any other Fortune promising good luck in an area related to their sphere of influence (good weather, safe travel, success in swordsmithing, flawless penmanship, etc.). Of course, choosing a Fortune that is sure to capture the fancy of the PC in question is a big part of maki ng 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 e vil, but even a samurai needs roots.
107. W HO W ANTS TO LIVE FOREVER? I'm still running behind schedule, but I'm going to do my best to get back on track by the end of this mo nth. If I can post another adventure this Friday and get next week's out before the month's end it should all be okay. Of course, there are worse things than being late. You could be dead. Or you could have an even worse fate than that...
CHALLENGE While traveling through a remote area of the Empire, the player characters come across a village that is not on any of their maps. Upon entering, however, they find that the settlement is practically a ghost town. Everything in the village is dusty and run down. Even the people who live there are ancient, shuffling about their business like living zombies. There is not a single young person to be found anywhere in the area, or even any sign of any contact with the outside world in the last ce ntury.
FOCUS The villagers explain that they have been kept alive for over two hundred years. Old age, famine, plague, and violence have all failed to end their lives. They cannot die, for Emma-O will not allow them to leave the mortal realm until they have made amends for a grave insult that angered him long ago. They have endured countless years of old age, and face more of the same unless something can be done to appease the m erciless Fortune of Death.
STRIKE Emma-O's anger stems from the theft of a golden statue from his temple, and he will not lift the curse he has placed on the village until it is returned. The thief (who may or may not still be in the area) took the statue to a cave deep in the mountains, where it remains to this day. Unfortunately, the way is fraught with danger, ranging from natural hazards to cunning traps. Even immortal as they are, the men and women of the village would never be able to make the journey in their decrepit bodies, and they beg the PCs to recover the statue on their behalf. Feel free to throw any traps and hazards you like at the PCs as they make their way toward the cave where the statue is hidden. Ancient rope bridges across deep chasms, sheer cliffs, pitfalls, collapsing tunnels, and spring-lo aded spears are all useful for keeping adventurous samurai on their toes. The local animals may be affected by the curse as well, their age-addled minds causing them to lash out blindly at anything they encounter. And if the thief is still alive in his hideout he's certain to be unhappy to see the PCs. For as unplea sant as the years have been, the punishment that awaits him at the ha nds of Emma-O is certain to be much worse. Of course, the PCs might not care about any of these problems. After all, if no one in the village can die they should also have nothing to fear, right? Whether or not this is actually the case is up to you to decide. Whatever approach you take, it might be nice to let the PCs know whether or not they are protected from death before they start throwing themselves in the path of danger. If you feel like being ni ce, that is. The fact that it took over two hundred years to recover the statue opens up the possibility for further adventures. Emma-O may have further demands before he is completely satisfied. He could demand a new temple, or a festival
in his honor, or even a great offering of incense and burnt offerings in his name. Once again, the PCs will have to provide aid when Emma-O asks for more than the villagers are capable of delivering on their own. Maybe his demands are too great, and the PC s 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 D eath 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 illn esses (or a ssassinations). Po werful 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 o ne 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. AMERLAN’S SUGGESTIONS T
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-do—either 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 way—magic, poison, misinformation—to work against the PC´s efforts. Still another complication would be that the villagers don´t 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 SPICE’S 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 situa tion by showing the PCs exactly what happens to such a pe rson. Perhaps the village healer’s house contains a patient who was partially eaten by a tiger. He cannot heal the gruesome wounds that should have killed him, but he cannot die. So he lays in bed, mutilated, in eternal agony.
108. INARI’S CHILDREN Fortunes may be powerful, but that doesn't mean they are completely different from human beings. They ha ve feelings just a s mortals do, a nd can become pleased, show anger, or even fall in love.
CHALLENGE As harvest season approaches, a nearby village reports that their rice fields have been affected by a sudden blight. Plants that were green and healthy no more than a week ago have suddenly turned wilted and brown. If the problem spreads, the entire area could be affected by a dire famine. Normally the farmers would seek the blessings of the priestess who tends the shrine to Inari, the Fortune of Rice, but no one has seen her in a long time, and they are all too busy to make the journey to her home. Desperate, they ask the PCs if they would visit the shrine and bring back the pries tess.
FOCUS The shrine where the priestess makes her home is on the edge of a forest, some distance away from the village proper. When the PCs arrive at her home, however, they find a tragic scene. The priestess is dead, and the shrine has been ransacked. The altar to Inari is in shambles, and several precious
treasures have been stolen. Looking upon such destruction it is no wonder that Inari has withdrawn his favor.
STRIKE In actuality, Inari is less concerned about justice or the recovery of his treasures than he is about the safe return of his children, Kuzu-no-ha ("Arrowroot Leaf") and Hagiwara ("Clover Field"). The priestess was more than a follower of Inari. She was also his beloved. Until the c hildren that she bore him can be found and brought back to his shrine, he will be too worried to carry out any of his normal duties. Unfortunately, finding the children is easier said than done. As children of Inari, they are both able to take on the form of a fox at will. Frightened by the death of their mother, they fled into the forest, and it will be very difficult to find them and convince them to come back. Depending on whether you want Inari's relationship with the priestess to be common knowledge or not, it could take the PCs quite some time to piece together the true reason for Inari's displeasure. If you want to make the adventure longer, it is possible that the priestess hid Inari's children from everyone. Not only do the PCs have to track down Kuzu-no-ha and Hagiwara, but first they have to find out that the children even exist. Perhaps a few false leads pop up first, such as someone sugge sting that finding the murderers and bringing them to justice might be a good way to regain Inari's favor. The fact that the situation does not improve even after the party does so should give them some indication that there is another problem to be dealt with. On the other hand, if you want to make things easier, some of the villagers might know about the two children the priestess was caring for and inquire about their whereabouts. Or maybe someone notices the red-haired girl (Kuzu-noha) and the brown fox (Hagiwara) that have been lurking on the outskirts of the village recently. Of course, even if the PCs know where to look, they still have to be careful about how they approach the scared children. Chasing someone through the woods is hardly a n effective way to get them to trust you. There may also be other threats that the party has to deal with as well. Whether humans or foxes, children are vulnerable to a wide variety of da ngers. If they stay in the forest, wild animals may try to attack them. Unfortunately, the village isn't much safer. Stealing food, either as a child or a fox, is not likely to be looked upon kindly during a time of famine. And the person (or thing) who killed their mother may still be hunting for them. Inari's children could be in very dire strai ts indeed by the time the PCs track them do wn. And just what manner of villain would a ttack a shrine to Inari? Was the killer a simple bandit looking for some easy money? A jilted lover who was tired of being rejected? Or did he have some other agenda? A poor harvest weakens not only the village itself, but the entire province, and possibly even the Clan that governs it. The motive might be political, economic, or even military in nature. Maybe a rival shrine seeks to gain Inari's favor for themselves, jealou s of the attention he showed his chosen follower. Or what if someone or something was trying to strike at Inari himself? Also, did the village manage to recover from the sickne ss that struck their fields, or was their harvest incomplete? If you're f eeling generous Inari ma y see fit to reward the heroes who delivered his children to him safely with a bountiful harvest. But he could just as easily decide to punish humanity for their violent ways by withholding his blessing. The PCs might have to search for some othe r way to regain Inari's good graces. Or maybe there i s nothing they can do but prepare for the coming lean times as best they can. A possible follow-up to this adventure deals with the fates of Inari's children. How will they be raised, and who will care for them? Their natural abilities may enable them to fend for themselves, but they have the potential to be so much more than street urchins or wild foxes in the forest. Kuzu-noha is smart and charming, and could be a remarkable shugenja or courtier if she so wished. Quick and nimble Hagiwara would make an excellent bushi if only there were someone to train him. The PCs could search for a suitable teacher, or even train the two themselves. Depending on how old the children are caring for them might be quite a task, even for brave samurai lik e the PCs. For gods, spirits, mortals, and beasts alike, one thing is true: There is nothing as precious as family.
109. JUST REWARDS In a world where spirits and gods are a part of ever yday life, worship isn't so much about faith as about piety. The Fortunes have already proven their power. What remains to be proven is the devotion of mortal men and women.
CHALLENGE Peasants, merchants, and craftsmen from all around the province begin flocking to a small village a few days' travel from the party's current location. They invite anyone they meet, including the PCs, to join them on their pilgrimage. It seems that Sagishi, the Fortune of Just Rewards, has come to Ningen-do to hold audience with those seeking his favor.
FOCUS If the player characters investigate they find Sagishi in the lap of luxury, greeting visitors from far and wide, accepting offerings, and promising great blessings to come in the future for those who please him. Although he s eems 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" c ome 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 o f 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 di rect 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 conspirato rs. 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 val idity 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 hi s admirers. Of course, there are completely different directions you could take the adventure in as well. Maybe Sagishi rea lly 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. O r 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 d oesn'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 i gnored. 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 p eople, 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 ca n 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 mo re feared than the topic of these next adventures. Consider yourself warned.
110. ONE FISH, T SU FISH CHALLENGE Life is good in the town of Horyou. The provincial governor has spent the last few years enacting a number of special projects to improve the quality of life in the area, and they have all rece ntly come to fruition. Land has been cle ared for rice fields, which are a great new source of income for the town. Laborers have been brought from other areas to develop a quarry, and the increase in population has attracted several merchants and businesses as well. A haunted shrine has been cleansed, new wells have been dug, and a number of local samurai families have taken advantage of their new fortunes by adding elaborate gardens to their estates. Everything is wonderful!
FOCUS At least, it seems that way until the town is hit by a plague of tsu fish! Hundreds of thousands of the slimy creatures invade the town from the north, sweeping through the streets. They slither and flop their way into homes, restaurants, bath houses, marketplaces, the local kabuki theater, the temple to Shinsei, and anywhere else they can reach. The sheer number of tsu fish makes it difficult, if not impossible, to stop their advance, and their presence causes quite a disruption for the local populace.
STRIKE All of the recent construction and developments in the area have changed the local chi flow, which in turn has affected the tsu fish migration routes. Where the tsu fish formerly spawned in smaller streams in the north, they are now drawn to wetlands in the south. This new route takes them directly through the middle of Horyou, and they will continue their march unless something is done to change the situation. While the species is different, the movie on this page can be helpful in getting into the proper mood for presenting the tsu fish invasion: http://www.metacafe.com/watch/80129/christmas_island_red_crabs/ Just imagine flippers instead of claws and you should have a good id ea of what the town will look like. If you choose to believe the latest information that has been provided concerning tsu fish the invasion is actually less threatening than it is annoying. The creatures present no danger to humans and are easily dealt with individually. In fact, the only advantage the tsu fish may have in this case is their great numbers. There are simply too many for any one person or group of people to take care of, and those who try should be able to recognize the futility of their efforts. It's like trying to juggle a hundred balls at once. If you prefer the old school style of tsu fish as they appeared in the First Edition rule book, however, Horyou could be in for a great deal of trouble. Peasants and merchants have almost no chance of standing up against such monsters, and would be forced to flee in abject terror before the plague of tsu fish. Even samurai may find themselves hard pressed to deal with wave after wave of these formidable creatures, and you may want to cut back on the number of tsu fish encountered at one time. Depending upon the skills that the player characters possess, they may have some trouble recognizing the cause of the problem. If you feel a clue is necessary you can have someone mention that the old tsu fish spawning
grounds were close to where the new rice fields are. If you want to give a big hint, let the PCs overhear two merchants discuss the best layout to bring about positive chi flow i n 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 cau se 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 mak e the si tuation 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 acti ons 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 ju st 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 character s who ha s to deal with an important (or squeamish) vi sitor 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 A LLIES, 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 they’ve 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. stands for “Common,” and means that the NPC is pretty close to average, give or take a little. While no t 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. 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. 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 NPC’s pe rformance in such an area. Skills or traits in which the NPC has no special training wil l not be listed. In addition, skills or traits in which the NPC’s rank is significantly below average (indicated by a “D” for “Dismal”) are also not listed, except in special cases. That said, let’s meet some old friends: R AI LI
(ORIGINALLY APPEARED IN CFS #A)
MONK HISTORIAN C: Calligraphy, Etiquette, Investigation, Perform: Storytelling, Air kiho, Void kiho B: Awareness, Artisan: Painting, Meditation, Lore: History, Lore: Heroes, Lore: Theology A : None Agenda: Rai Li isn’t interested in glory or gaining any favors from the Emperor, but he would like to record the valiant deeds of the competitors. As such, he’ll spend as much time as possible talking to th e 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.
T HE A UTHOR
(ORIGINALLY APPEARED IN CFS #B)
PHOENIX SHUGENJA C: Perception, Spellcraft, Calligraphy, Tea Ceremony, Lore: Literature, Void magic B: Intelligence, Divination, Perform: Storytelling (Fiction), Investigation, Air magic A : Lore: Myths Agenda: The Phoenix shugenja known as "The Author" is best known for his stories of fiction. What many people don’t know is that the stories he sets to paper are actually based on old scrolls he discovered—including both historical records and prophecies of the future. If given the chance, he’ll 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....
M ASTER JIANZHEN
(ORIGINALLY APPEARED IN CFS #1, BUT NOT NAMED)
MONK T EACHER 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 Emperor’s attention he’ll do so without regret.
K INTARO
(ORIGINALLY APPEARED IN CFS #3)
RONIN SHUGENJA C: Hunting, Athletics, Defense, Sincerity (Deceit), Heavy Weapons B: Artisan: Sculpting, Craft: Woodworking, Commerce, Traps, Earth magic A : None Agenda: Kintaro has spent the last several months trying to ma ke 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 shrine’s 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.
A KUJIKI
(ORIGINALLY APPEARED IN CFS #4, BUT NOT NAMED)
IMPERIAL COURTIER D: Honor Rank C: Intelligence, Knives, Acting, Lore: Politics, Battle B: Awareness, Courtier, Lore: Law, Lore: Anatomy (Torture), Perceived Honor A: Etiquette, Sincerity (Deceit) Agenda: If the PCs did not eliminate this madman the last time they met him, they’ll 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 he’ll ask to be made governor of a small village somewhere remote, so that he can continue his reign of terror.
B ANZAEMON
(ORIGINALLY APPEARED IN CFS #5, BUT NOT NAMED)
M ANTIS 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: Banzaemon’s primary goal at this year’s 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 lik e the Emperor to attend Winter Court at his home next year. Naturally, he or another Mantis will have to secure a favor before another Clan can make a similar invitation.
FUMIMARO
(ORIGINALLY APPEARED IN CFS #6, BUT NOT NAMED)
CRANE COURTIER C: Artisan: Poetry, Courtier, Etiquette, Perform: Biwa B: Lore: Romantic Epics, Lore: Myths, Lore: Drama, Artisan: Painting A : None Agenda: Fumimaro has neither the ambition nor the confidence to compete for the Emperor’s favor. He doesn’t 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, he’ll likely end up wasting the entire season. AKASABURO W
(ORIGINALLY APPEARED IN CFS #7, BUT NOT NAMED)
UNICORN BUSHI C: Horsemanship, Animal Handling (Falconry), Artisan: Gardening, Jiujutsu, Craft: Armorsmithing B: Strength, Etiquette, Battle, Kenjutsu, Heavy Weapons, Lore: Bushido, Lore: Drama A : None Agenda: Wakasaburo is used to having a lot more power and influence than he currently wields. Most of his subordinates, staff members, and servants were sent to other courts for the winter. It is a decision that Wakasaburo has come to regret since the Emperor’s arrival. He’d like to request aid in repairing the damage that a storm did to his family’s holdings, but it is a difficult task to undertake by himself, and he’d be willing to offer a great deal to anyone who could help.
H ANA -SAKA -JIJI
(ORIGINALLY APPEARED IN CFS #7)
FOX SHUGENJA D: Reflexes, Strength C: Spellcraft, Lore: Spirits, Artisan: Gardening, Water magic
B: Craft: Farming, Lore: Plants, Lore: Weather, Earth magic A : Inner Gift: Equivalent to the Speed Growth spell Agenda: Hana-saka-jiji has been ready to retire for many years, but his love of plants and flowers keeps him traveling the Empire. He has heard a lot of news and stories in his travels, and can be an excellent source of information for those who will ask. While he has no pressing request to make of the Emperor he will compete if invited and ask for a small cottage with a garden if he wins.
Agenda: As a personal friend of the host, Ayako has a vested interest in seeing that the winter passes without serious incident. After all, one doesn’t 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 she’d really like for herself is a gift from the Emperor to remember this special event by, but such wishes will have to wait. AKEDA EICHI T
B ARAMUCHA
(ORIGINALLY APPEARED IN CFS #8)
A LLY COURTIER D: Courtier, Lore: History, Lore: Heraldry, Lore: Law, Battle, Investigation, Commerce, Engineering, any other complex ski ll C: Etiquette B: Artisan: Gardening A : None Agenda: Baramucha has a highly inflated view of his skills, ans wi ll 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. Baramucha’s Clan alignment should be chosen to match one or more of the Player Characters.
SHINICHIRO
(ORIGINALLY APPEARED IN CFS #9)
A LLY 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. Shinichiro’s Clan alignment should be chosen to match one or more of the Player Characters.
NOBUISA
(ORIGINALLY APPEARED IN CFS #10, BUT NOT NAMED)
CRAB BUSHI C: Willpower, Strength, Athletics, Defense, Craft: Cooking, Lore: Shadowlands, Traps B: Battle, Kenjutsu, Heavy Weapons, Engineering, Craft: Masonry, Lore: Superstitions A : None Agenda: Nobuisa has spent the last year rebuilding the damage that an oni did to his family home. In the process, he has devised some new ideas for siege engines and fortifications that he would like to develop. If possible, he’ll 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.
(INSPIRED BY CFS #12)
RONIN BUSHI C: Lore: Takeda Family, Craft: Farming, Hunting, Battle, Meditation B: Agility, Void, Iaijutsu, Defense, Animal Handling (Horses), Kata routines A : Kenjutsu Agenda: Claiming to be a descendant of the legendary ronin Takeda Fujimu, Eich i seeks to reclaim his family’s 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, he’ll attempt to show the truth of his claim the only way he can: by using his family’s kenjutsu style to defeat all challengers.
OTOMO N AGASUNEHIKO
(ORIGINALLY APPEARED IN CFS #13)
IMPERIAL COURTIER C: Tea Ceremony, Investigation, Lore: Politics, Lore: Economics, Artisan: Bonsai B: Courtier, Calligraphy, Lore: Heraldry, Lore: Law, Lore: Gifts A : Etiquette Agenda: Fate has not been kind to Nagasunehiko. It all began when he turned away a young cook f rom the palace gates. Soon afterward h e learned tha t the young man had been Sapphire Chef Kawachi, and that he’d come at the invitation of the Otomo daimyo’s cousin. Since that time he’s found himself relegated to increasingly less important duties. Nagasunehiko has long rued that day, and his hatred for the Sapphire Chef is almost at the boiling point.
ENDOU
(INSPIRED BY CFS #14)
M ANTIS 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 it’s Endou’s 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. AMAZAKI Y
(ORIGINALLY APPEARED IN CFS #15, BUT NOT NAMED)
RIVAL SHUGENJA
K ITSU 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 she’s talked to countless scholars—both living and dead—about the genealogies of various families. Now, she’d like to invite the Emperor to view her completed work. But first she has to win a favor before someone else can invite him.
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 Yamazaki’s 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 rival’s Clan, even offering additional favors from his own Clan. He doesn’t care who wins, as long as the PC and his family loses. Yamazaki’s Clan alignment should be selected with the PC he will serve as a rival to in mind.
SHIBA T OSHIHISA IEMITSU
(ORIGINALLY APPEARED IN CFS #11, BUT NOT NAMED)
RIVAL BUSHI C: Reflexes, Battle, Courtier, Games: Dice, Spears, Perform: Drums B: Agility, Kenjutsu, Games: Kemari, Kyujutsu, Defense, Artisan: Origami A : None Agenda: Many years ago Iemitsu’s ancestor was defeated by the ancestor of one of the PCs. The insult was not forgotten, and Iemitsu’s ancestor has guided him to thwart and oppose the PC in retribution. Although he does not hate th e PC enough to wish him dead, he will do everything he can to see his rival’s efforts fail miserably. Iemitsu’s Clan alignment should be selected with the PC he will serve as a rival to in mind.
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 YAKO OTOMO A
(ORIGINALLY APPEARED IN CFS #12, BUT NOT NAMED)
IMPERIAL COURTIER C: Awareness, Intelligence, Calligraphy, Investigation, Lore: Art B: Etiquette, Lore: Law, Lore: Geography, Lore: Heraldry, Games: Go A : Courtier
(ORIGINALLY APPEARED IN CFS #17)
(ORIGINALLY APPEARED IN CFS #17)
PHOENIX BUSHI (FORMERLY CRANE BUSHI ) C: Reflexes, Perform: Dance, Perform: Storytelling, Artisan: Painting, Etiquette, Courtier, Tea Ceremony B: Agility, Kenjutsu, Iaijutsu, Defense, Athletics, Kata routines A : None
Agenda: Hikaru’s 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 family’s affairs. Nonetheless, there are times when she wonders if Toshihisa is truly happy with the woman she has become. Does he long for a more cultured and demure wife, like her sister? Perhaps if she was able to best Mizuho in a contest of courtly arts, instead of martial skill, she would be the woman Toshihisa has always dreamed of.
DOJI MIZUHO
(ORIGINALLY APPEARED IN CFS #17)
CRANE COURTIER
MIYA HORIKAWA
C: Lore: Heraldry, Calligraphy, Perform: Flute, Perform: Storytelling B: Tea Ceremony, Courtier, Etiquette, Perform: Dance A : Artisan: Painting Agenda: Mizuho cannot help but feel a twinge of envy when she looks upon her sister. Hikaru and Toshihisa have settled into married life quite comfortably, while she and Den’yu have yet to set an official date for their marriage. Mizuho has no intention of stealing her sister’s husband, but she figures that if she can show Den’yu that others appreciate her womanly charms he just might get jealous and pay more attention to her instead of his work. AKITA DEN’ YU K
(ORIGINALLY APPEARED IN CFS #17, BUT NOT NAMED)
CRANE A RTISAN C: Acting, Lore: Fashion, Tea Ceremony, Perform: Puppeteering, Etiquette B: Awareness, Artisan: Origami, Artisan: Poetry, Artisan: Ikebana, Craft: Cooking A : Lore: Art Agenda: Den’yu takes pride in his skills as an artist, and is eager to show off for the assembled members of Court in the Emperor’s competition. But there is another reason why he competes as well. The Crane are attempting to curry favor with another Clan, a nd any favors Den’yu acquires will be used on behalf of members of that Clan. Den’yu might even give the favors themselves away as gifts. But after the Crane have given so much, they’re sure to expect something in return.
K UMA
(ORIGINALLY APPEARED IN CFS #18)
LION BUSHI C: Strength, Lore: Law, Courtier, Etiquette, Horsemanship B: Jiujutsu, Battle, Kenjutsu, Defense, Hunting A : None Agenda: Kuma will not be at Winter Court unless his brother’s crimes were revealed. If so, ignore the events listed in Washi’s 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 Taka nobu, 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. ASHI W
(ORIGINALLY APPEARED IN CFS #18)
LION BUSHI C: Strength, Jiujutsu, Etiquette, Lore: Superstition, Battle B: Sincerity (Deceit), Kenjutsu, Defense, Horsemanship, Hunting A : None Agenda: Washi will not be present at Winter Court unless he was able to somehow pin the blame for his own crimes on his brother. If so, ignore the events listed in Kuma’s 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 Washi’s 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.
K EISUKE
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 S ilk 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 Emperor’s contest. B ut Ochaku is not concerned with such thing s anyway. He’s more interested in betting on the outcome of each game, and will approach anyone who looks like they might be tempted to join in the gambling.
(ORIGINALLY APPEARED IN CFS #26)
RONIN BUSHI C: Willpower, Lore: Underworld, Hunting, Stealth, Knives, Lore: Merchants B: Reflexes, Athletics, Kenjutsu, Jiujutsu, Defense, Peasant Weapons A : None Agenda: Having left his life in Kurushii’s 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 w ell. 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 father’s birth. A NO OCHAKU (ORIGINALLY APPEARED IN CFS#27, BUT NOT NAMED) K IREKAZU-Y
T ORTOISE MERCHANT C: Awareness, Reflexes, Navigation, Etiquette, Forgery, Lore: Underworld
(ORIGINALLY APPEARED IN CFS #28)
IMPERIAL COURTIER C: Etiquette, Lore: History, Lore: City Planning, Way of the Land (Various) B: Navigation, Horsemanship, Lore: Heraldry, Calligraphy A : Lore: Geography Agenda: Despite his brush with death at the hands of bandits, Horikawa remains devoted to his mission of mapping the Empire. He has noticed that several villages have expanded since the last road maps were made, and significant revisions are required in order to bring them up to date. He would never dream of saying that the Emperor’s 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.
R YOTA
(ORIGINALLY APPEARED IN CFS #31)
RONIN BUSHI C: Commerce, Defense, Jiujutsu, Knives, Animal Handling (Horses), Lore: Underworld B: Kenjutsu, Athletics, Craft: Carpentry, Lore: Crab Lands A : None Agenda: If the PCs encountered Ryota and let him live, they’ll 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. It’s 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.
K UNI T OSHI
(ORIGINALLY APPEARED IN CFS #35)
CRAB SHUGENJA C: Courtier, Lore: Law, Kenjutsu, Meditation, Lore: Theology, Lore: Nemuranai B: Perception, Willpower, Spellcraft, Lore: Shadowlands, Earth magic A : Investigation Agenda: With the defeat of Satsujinki and the destruction of the Bloodscrolls, Kuni Toshi has turned his attentions to other artifacts that pose a threat to the Empire. His most recent target is the Horn of Saisei, last seen in the possession of Lady Osumi of the Phoenix. Believing that the Horn would be much safer in the custody of the Crab, Toshi has begun petitioning Osumi to turn the item over to him. So far the disagreement has been a personal matter between the two of them, but Toshi is prepared to cause a scene and reveal the matter to the entire Court if Osumi continues to resist.
S AYA
(ORIGINALLY APPEARED IN CFS #36)
A LLY 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 family’s estate next year. Saya’s Clan alignment should be chosen to match one or more of the Player Characters.
K OUJI
(ORIGINALLY APPEARED IN CFS #36)
A LLY 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 fa ilure to advance. But he has a plan to change all that. When he served under Saya she was alwa ys the one to win a llies 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 fina lly be able to show that his skills are superior to hers. Kouji’s Clan alignment should be chosen to match Saya’s.
ATSU T
(ORIGINALLY APPEARED IN CFS #37 AND CFS #92)
own skills are formidable, his lack of confidence may lead him to try his luck in other competitions first.
A LLY BUSHI C: Medicine, Lore: Literature, Sleight of Hand, Chains, Peasant Weapons B: Artisan: Poetry, Games: Kemari, Precise Memory A : None (But using Yukishima’s poems give him Storytelling at this rank) Agenda: Tatsu wants to be a great poet, but he just can’t organize words as well as the great masters. The fact that he lacks the patience to practice and perfect his art doesn’t help. He wants to get famous quickly and make his aunt Junko proud without going through any hard work. That’s 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 can’t help himself. He figures that ma ybe, just maybe, if he uses them as a basis for his own poems he’ll be able to write something great. But the contest is approaching quickly, and he’s becoming more and more desperate. Tatsu’s Clan alignment should be chosen to match one or more of the Player Characters.
Y UKIO CRANE COURTIER
C: Etiquette, Perform: Jesting, Investigation, Lore: Heraldry B: Awareness, Perform: Storytelling, Games: Sadane, Lore: Current Events A : Courtier (Gossip) Agenda: It’s possible that Yukio could win a favor from the Emperor on his own merits. If he did he’d be sure to use it to gain a position in the Emperor’s staff. It’s more likely, however, that he’ll simply latch on to anyone who distinguishes themselves as a favorite of the Court and follow him or her around simply for the sake of being seen with someone popular and famous.
T OSHIHIDE AWACHI K
(ORIGINALLY APPEARED IN CFS #41 AND CFS #88)
(ORIGINALLY APPEARED IN CFS #42)
(ORIGINALLY APPEARED IN CFS #39 AND CFS #66) SCORPION BUSHI
SPARROW BUSHI C: Athletics, Etiquette, Medicine, Instruction, Craft: Fishing, Lore: Regional Products B: Tea Ceremony, Knives, Lore: F ood 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 Kawachi’s thoughts—having dinner with the sweet maiden Eriko. With two precious dreams, could he bear to choose between them?
OTOMO A MATO
(ORIGINALLY APPEARED IN CFS #39.5)
IMPERIAL COURTIER
(ORIGINALLY APPEARED IN CFS #39.5)
IMPERIAL BUSHI
(ORIGINALLY APPEARED IN CFS #39.5)
MONK
C: Commerce, Lore: Heraldry, Lore: History, Battle, Investigation, Artisan: Painting B: Meditation, Artisan: Bonsai, Courtier, Etiquette, Lore: Politics, Tea Ceremony A : None Agenda: Shigeki has managed to work through the difficult times he was facing last year and regain a feeling of inner peace. He has balanced his duties to the Empire with his personal life, and taken up a number of hobbies to help him relax. But while this helps him deal with the difficult decisions he must make in his job, it does not make those choices any less unpleasant for others. Someone is very upset with the way Shigeki has reorganized the men under his control, and has hired an assassin to kill him. In his relaxed state of mind, however, Shigeki may not realize the danger he is in until it is too late.
JOTARO
(ORIGINALLY APPEARED IN CFS #46, BUT NOT NAMED)
C: Commerce, Kenjutsu, Perform: Biwa, Defense, Lore: the Sea B: Sailing, Navigation, Peasant Weapons, Kyujutsu, Games: Dice A : Temptation (Seduction) Agenda: The recent birth of a healthy son has put Jotaro in a good mood, even despite the shame he has suffered for his indiscretions with the serving girl who bore his child. With the announcement of the contest, he hopes to win the right to request governorship of a thriving fishing village, so that he might one day pass it on to his son. But he may find himself father to another son if he does not curb his womanizing ways.
ENSAKU
(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)
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 Emperor’s 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 Emperor’s influence. But, alas, Nigasa has no way to win a favor from th e Emperor. If only someone else could help him do so....
MUKACHI
(ORIGINALLY APPEARED IN CFS #44)
M ANTIS BUSHI
C: Kyujutsu, Battle, Horsemanship, Athletics, Spears B: Reflexes, Agility, Kenjutsu, Iaijutsu, Kata routines A : Defense Agenda: Karami has a secret shame, of which even Amato is unaware. One of his brothers was mistakenly charged with a crime and executed. And while his family was later cleared of any guilt, there is still no official record of his brother’s innocence. The stain on his family’s honor weighs on Karami heavily, and he would desperately like to put right this oversight.
A BBOT NIGASA
OTOMO SHIGEKI IMPERIAL COURTIER
C: Lore: Food and Drink, Lore: Law, Lore: Heraldry, Calligraphy B: Courtier, Etiquette, Lore: Politics, Lore: Art A : None Agenda: Ever since tasting Kawachi’s cooking at last year’s Winter Court, Amato has been a devout supporter of the aspiring chef. Amato was the one who recommended Kawachi to the Otomo daimyo, and he still regrets the fact that Kawachi was turned away. The entire incident has become somewhat of a sore point between him and his estranged cousin Nagasunehiko. So great is his faith in Kawachi’s abilities that he is even considering betting on the outcome of the contest, wagering his precious tapestry collection against Ensaku’s prized vase.
Y OTSU K ARAMI
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 he’ll do his best to win, it’s 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.
C: Courtier, Commerce, Perform: Storytelling, Artisan: Porcelain Pottery, Calligraphy B: Etiquette, Games: Go, Athletics (Kemari), Lore: History, Lore: Art (Porcelain Vases) A : None Agenda: Last year Onohisa brought a treasured vase to Ensaku’s home, where it was accidentally destroyed. In a surprising show of good faith, Ensaku has brought one of his own vases to Court this year to show Onohisa. Despite the problems last year, he’s not worried about anything happening. That’s because the vase is a fake. He’s still debating whether to give the vase to Onohisa, barter it away, or stage an accident where it is broken (although he favors the last choice, because it would give Onohisa a chance to see what it feels like to be put in such a situation).
(ORIGINALLY APPEARED IN CFS #40 AND CFS #90)
PHOENIX SHUGENJA D: Agility, Reflexes C: Perception, Medicine, Tea Ceremony, Lore: Shugenja, Water magic, Air magic B: Calligraphy, Meditation, Spellcraft, Lore: Oracles, Lore: Superstitions A : Divination Agenda: Mukachi wants to organize a meeting of shugenja, scholars, and specialists in fortune telling to discuss new developments in spellcraf t. 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 Mukachi’s hopes of winning a divination contest. Even though his
ONOHISA
(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)
SCORPION BUSHI C: Etiquette, Tea Ceremony, Acting (Noh), Lore: Heraldry, Artisan: Porcelain Pottery B: Courtier, Commerce, Lore: Law, Calligraphy, Lore: Art (Porcelain Vases) A : None Agenda: While decorum has forced Onohisa to let the ma tter of his broken vase drop, his anger at Ensaku has not faded. To make matters worse, recent events have lef t 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 he’d rather find some other way to get the money he needs.
CHOHEI
(ORIGINALLY APPEARED IN CFS #47, BUT NOT NAMED)
UNICORN COURTIER
(ORIGINALLY APPEARED IN CFS #48 AND #91)
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 Em peror. If he manages to win a fa vor he’ll do exactly that. And with the next favor he wins he’ll commission a great work of art in their honor. And then a temple. He won’t be satisfied until he’s claimed as many favors as he possibly can, making him a relentless competitor.
A SAHINA S ADAHIRO OF HOUSE INOUE (ORIGINALLY APPEARED IN CFS #49) CRANE SHUGENJA
(ORIGINALLY APPEARED IN CFS #50)
DRAGON COURTIER
(ORIGINALLY APPEARED IN CFS #54, BUT NOT NAMED)
C: Agility, Intelligence, Void, Etiquette, Lore: History, Meditation, Games: Shogi B: Reflexes, Kenjutsu, Iaijutsu, Kyujutsu, Craft: Bowyer, Lore: Naga Culture A : None Agenda: Since his meeting with S hishya, Chikayasu has put considerable time and effort toward ensuring good relations with the Naga. Many within his Clan have scoffed at the amount of resources he has used in what they believe to be a foolish endeavor. But Chikayasu sincerely believes that the Naga are worth having as allies. His current plan is to ask the Emperor to give him the resources to build a library of Rokugani scrolls within a Naga city, so that they might learn more about human society. But he will have to overcome the negative influences of his Clansmen first.
(ORIGINALLY APPEARED IN CFS #50)
DRAGON BUSHI
(ORIGINALLY APPEARED IN CFS #54)
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 brother’s 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 Chikayasu’s coffers?
FUSANORI
C: Lore: Law, Lore: Heraldry, Games: Shogi, Athletics, Jiujutsu, Horsemanship B: Stamina, Courtier, Etiquette, Spellcraft, Kenjutsu, Defense, Hunting A : None Agenda: Last year’s attack by Oni no Kyohaku left Ueshima’s forces severely depleted. Several dozen of his best men were killed, and m ost of his remaining troops are unskilled. More than anything, he needs support, either in the form of troops or rice, if he is to maintain his defenses. Unfortunately, his pride has kept him from telling either Akamaru or Shouichiro of the dilemma that they all face, and any efforts made to solve this problem will be his alone.
(ORIGINALLY APPEARED IN CFS #60, BUT NOT NAMED)
CRAB BUSHI C: Strength, Courtier, Lore: Ratlings, Defense, Kyujutsu, Horsemanship B: Etiquette, Kenjutsu, Polearms, Games: Go, Acting (Noh) A : None Agenda: Fusanori has had to put up with some unkind rumors being spread about him since his son was rescued by a ratling. He really wishes people would stop talking about his decision to make Ik’rik’uk one of his retainers, or young Fusahiro’s interest in nezum i 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.” ASUKI JIROKICHI Y
C: Perform: Oratory, Medicine, Spellcraft, Lore: Shugenja, Lore: Oni B: Etiquette, Kenjutsu, Lore: Heraldry, Lore: Theology, Acting A : None Agenda: Akamaru is a troubled young man. His beloved bride Moemi has fallen ill, and his search for a shugenja capable of curing her has turned up no leads. He’s willing to do anything to save her, but he has no idea who to turn to, a nd is becoming increasingly desperate. If Oni no Kyohaku is present in the Court, Akamaru will automatically be able to see through his disguise. Rather than expose the oni for what he is, however, Akamaru will attempt to make a deal. He knows the oni is bound to keep any promise it makes. If it promises to save Moemi, there’s no telling what Akamaru might offer in return.
SHOUICHIRO
CHIKAYASU
T OKUKO
C: Etiquette, Courtier, Lore: History, Divination, Air magic B: Lore: Shadowlands (Oni), Spellcraft, Craft: Talismans A : None Agenda: After his last encounter with an oni, Sadahiro has been researching other incidents of Shadowlands activity within the Empire. While he has turned up little more than rumors and hearsay, it is still enough to worry him, and he intends to ask the Emperor to station a Jade Magistrate in the area near his home. Even if he does not win a favor to use for this purpose, he will be quite outspoken in stating the threat that such attacks present.
A KAMARU
C: Investigation, Medicine, Etiquette, Tea Ceremony, Lore: History B: Intelligence, Lore: Shadowlands, Lore: Law, Spellcraft, Calligaphy, Fire magic A : Lore: Nemuranai Agenda: Life has made a number of demands on Osumi lately. Her yoriki report that maho-tsukai and bandit activity has been on the rise, the horn of Oni no Saisei continues to deteriorate, and, to top it all off, Kuni Toshi has gotten involved in her private affairs. There are too many problems to deal with everything at once, and Osumi is seriously considering using some of the less conventional resources at her disposal to solve some of her problems.
DRAGON BUSHI
LION BUSHI
LORD UESHIMA
(ORIGINALLY APPEARED IN CFS #51, BUT NOT NAMED)
PHOENIX SHUGENJA
D: Strength C: Horsemanship, Animal Handling (Horses), Etiquette, Courtier B: Calligrapy, Lore: Theology, Staves, Lore: Geography A : None Agenda: Chohei’s given a lot of thought to his future since he broke Onohisa’s vase last year. He’s not sure if he’s 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 school—provided he wins a favor on behalf of his Clan first.
A KODO MINORU
L ADY OSUMI
(ORIGINALLY APPEARED IN CFS #50)
CRAB BUSHI C: Athletics, Horsemanship, Engineering, Battle, Kyujutsu, Heavy Weapons, Craft: Weaponsmithing B: Reflexes, Agility, Defense, Kenjutsu, Iaijutsu, Spears, Knives A : None Agenda: Although he is employed as a yojimbo to Lord Ueshima, Shouichiro sees no reason why he should dedicate himself to gaining favors for another. He has already promised Ueshima’s family his life and his loyalty. Isn’t that enough? While it would be imprudent of him to make such an announcement publicly, Shouichiro does his best to make it known that anyone who needs a champion in their quest to get a favor from the Emperor need only turn to him. So long as they bring ample payment, he will do his best.
(ORIGINALLY APPEARED IN CFS #63)
CRAB COURTIER C: Instruction, Stealth, Sleight of Hand, Sincerity, Courtier, Locksmith B: Commerce, Lore: Merchants, Games: Dice, Animal Handling (Goblins), Lore: Shadowlands (Goblins) A : None Agenda: Jirokichi hopes to win a hunting contest by sending a pack of dogs into the woods to catch game. In reality, the actual hunting and killing will be done by his goblin servants, with the dogs merely carrying the spoils back out to their "master trainer." Hopefully, this will gain Jirokichi a chance to ask the Emperor to let his caravans bypass certain inspections, and let him smuggle more goblins across the Empire. If Uulhan is present in the Court Jirokichi will become one of the goblin’s chief supporters, even offering to donate significant resources to civilizing h is tribe of wayward goblins. It is, of course, just a ruse to help him get more followers.
ERIKO & H ANA
(ORIGINALLY APPEARED IN CFS #67 AND #70)
M ANTIS COURTIER ( AND PET ) C: Awareness, Horsemanship, Artisan: Ikebana, Artisan: Origami, Lore: Foreign Lands, Games: Animal Tricks B: Animal Handling (Several Types), Lore: Geography, Courtier, Etiquette, Lore: Fashion A : Lore: Animals Agenda: Eriko has two wishes this winter. One is to have a giant salamander brought from the Ivory Kingdoms for her menagerie. But the other is that she might have the chance to become better acquainted with Kawachi. Although she has only talked to the young chef a few times she feels a deep connection with him already, and wonders what it would be like to eat his cooking, or if he would get along well with her beloved Hana.
CHINUA , THE HUNTER (ORIGINALLY APPEARED IN CFS #68, BUT NOT NAMED)
T OZAI
UNICORN BUSHI
SCORPION BUSHI
C: Defense, Battle, Kyujutsu, Animal Handling (Dogs), Lore: Barbarian Culture B: Strength, Stamina, Hunting, Kenjutsu, Athletics, Polearms, Heavy Weapons A : Horsemanship Agenda: No one dares speak of Chinua’s reputation for cruelty openly. The fighting dogs he pits against one another are as ill-tempered and vicious as he is. His long-standing feud with General Shutaro is well known, a nd many believe that the only favor he could possibly want from the Emperor is permission to duel his hated rival.
GENSHIRO & CHIBI
(ORIGINALLY APPEARED IN CFS #68, BUT NOT NAMED)
UNICORN BUSHI ( AND PET )
M ASAAKI
(ORIGINALLY APPEARED IN CFS #72, BUT NOT NAMED)
RONIN BUSHI C: Stamina, Hunting, Craft: Weaponsmithing, Knives, Defense B: Willpower, Lore: Shadowlands, Heavy Weapons, Kenjutsu A : None Agenda: If the PCs helped Masaaki they’ll 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 Lord’s 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.
K UNI K UROSHIGE
(ORIGINALLY APPEARED IN CFS #73 AND CFS #74)
CRAB SHUGENJA C: Stamina, Strength, Lore: Anatomy, Kenjutsu, Athletics, Spellcraft, Defense B: Willpower, Heavy Weapons, Jiujutsu, Battle, Medicine, Earth magic A : Lore: Shadowlands Agenda: Even after his disastrous march into the Shadowlands, Kuroshige remains convinced that the only way to defend against the Horde is to present a strong offense. He plans to lead another group of samurai on a hunt for trolls and ogres in the spring, and will do his best to secure any logistic support or supplies he can find.
CHASUMI
(ORIGINALLY APPEARED IN CFS #75, BUT NOT NAMED)
UNICORN A RTISAN C: Awareness, Etiquette, Lore: Art, Lore: Gifts, B: Artisan: Bonsai, Artisan: Gardening, Lore: Plants A : Artisan: Ikebana Agenda: Flowers are Chasumi’s art, and her life. She has spent years perfecting her skills, and acquired a reputation as one of the best artisans in the area . She’d like nothing more than the chance to assist the caretakers of the gardens in the Imperial Palace. But she knows the competition wil l be fierce, and worries that her skil ls outside of gardening are too limit ed.
GENERAL SHUTARO
(ORIGINALLY APPEARED IN CFS #76)
LION BUSHI C: Perception, Strength, Spears, Lore: History, Instruction, Athletics, Craft: Armorsmithing B: Agility, Battle, Kenjutsu, Defense, Kyujutsu, Horsemanship, Kata routines A : Games: Shogi Agenda: Despite having finished his maneuvers for the year, Shutaro remains troubled. Civilian losses were heavy, and a number of defensive structures in the area he patrolled were damaged. Believing that he could do more to protect the region if given more authority, Shutaro intends to ask the Emperor to name him the new governor.
A BBOT OSHO
C: Battle, Lore: Heraldry, Lore: Economics, Courtier, Defense B: Polearms, Etiquette, Kenjutsu, Iaijutsu, Games: Shogi A : None Agenda: Tozai has three big problems this winter. He’s supposed to request Imperial aid for his province with Otomo Ayako. But the presence of Hideko and Satsuko make it difficult for him to present his case in a sympathetic manner. And to make matters worse some "Judge" keeps sending him letters threatening to "reveal his lies to the Court." Suffice it to say, his patience is running extremely thin, and it is all he can do to keep from lashing out at those around him.
HIDEKO & S ATSUKO
C: Spears, Chains, Battle, Perform: Drums, Medicine, Athletics, Craft: Cooking B: Horsemanship, Animal Handling (Dogs), Hunting, Kenjutsu, Jiujutsu, Kata routines A : None Agenda: Having found that Chibi makes up for what he lacks in strength and size with intelligence, Genshiro decided to keep and train the small dog. Since that time, the two have perfected a number of tricks, which Genshiro will use in an attempt to gain the Emperor’s favor. Unfortunately, he plans to ask the Emperor for permission to serve in the Imperial Legions, which will likely mean that he will have to part from Chibi once again.
(ORIGINALLY APPEARED IN CFS #76)
MONK T EACHER C: Intelligence, Investigation, Medicine, Staves, Lore: History, Craft: Sculpture B: Perception, Void, Lore: Theology, Meditation, Water kiho A : None Agenda: Osho’s main concern during Court will be to see that his pupils, Yuta a nd Niimai, don’t 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 m ight gain him more students, or even a chance to teach the children of the Imperial families.
(ORIGINALLY APPEARED IN CFS #77)
(ORIGINALLY APPEARED IN CFS #77)
SCORPION COURTIERS C: Intelligence, Sincerity (Deceit), Lore: Fashion, Calligraphy, Tea Ceremony, Investigation B: Awareness, Etiquette, Courtier (Manipulation), Craft: Cooking, Knives, Perform: Dance A : None Agenda: After the incident that nearly tore his family apart, Tozai decided that it was impossible to keep his wife and his lover under the same roof. One of the two women was sent away to serve as a liaison to the Imperial Clerks. The other was allowed to stay, and used the opportunity to regain Tozai’s good graces. As it stands now, the woman who was allowed to stay holds Tozai’s full affections. Depending on how things turned out, either Hideko or Satsuko could have been forced to leave Tozai’s home. Whichever lady was sent away will be sure to bear the other quite a bit of ill will, and the friction between them is certain to make things difficult for Tozai. The fact that these two women share many of the same skills is not accidental. They are meant to be perfect rivals for each other.
REI
(INSPIRED BY CFS #79-B)
DRAGON SHUGENJA C: Intelligence, Perception, Kyujutsu, Lore: Theology, Calligraphy, Fire magic B: Meditation, Investigation, Spellcraft, Lore: Riddles, Void magic A : None Agenda: Rei was once the student of Anaume, a nd dreamed of following in her master’s footsteps to become a magistrate. Since her teacher’s death, however, she has been seeking a new purpose in lif e, and wonders if she can’t serve her Clan better by recovering lost wisdom. She’s heard rumors of secret records kept in the Shosuro Libraries, but would need a sponsor as powerful as the Emperor himself to have any hope of being granted entry.
UMIKARO
(ORIGINALLY APPEARED IN CFS #79-C)
M ANTIS 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, he’d like to join a Deathseeker unit, and hopes for permission to join one. He’ll join any contest he possibly can to gain a favor to use to this end.
L ADY MOMOYO
(ORIGINALLY APPEARED IN CFS #80)
UNICORN COURTIER C: Awareness, Lore: Theology, Horsemanship, Artisan: Fashion, Lore: Food and Drink B: Tea Ceremony, Courtier, Etiquette, Lore: Music, Artisan: Bonsai A : None Agenda: This winter has brought a number of surprises for Momoyo. It was her husband’s 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 husband’s 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.
T OUSUKE
(ORIGINALLY APPEARED IN CFS #80)
T ORTOISE 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: Tousuke’s standing orders are to secure gifts of fine steel and grain from the Emperor in order to build the financial might of his Clan. His first priority, however, is to spend as much time in the company of Lady Momoyo as possible, recreating their childhood romance. If he is not careful, he may find himself with nothing to show for the winter once it has ended.
SHIORI
(ORIGINALLY APPEARED IN CFS #81)
A LLY COURTIER C: Perception, Awareness, Calligraphy, Lore: Gifts, Perform: Biwa, Tea Ceremony B: Intelligence, Courtier, Etiquette, Lore: (Hirohisa’s 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 i s that she doesn’t know how to gain his friendship. Shiroi’s Clan alignment should be chosen to match one or more of the Player Characters.
HIROHISA
(ORIGINALLY APPEARED IN CFS #81)
RIVAL BUSHI C: Reflexes, Agility, Battle, Lore: (Shiori’s 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 w ithout complaint. Likewise, any favors he wins will be used for the benefit of his Clan. Such is the duty of a samurai—to 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 Emperor’s own aviary, and anyone who could get one for him would certainly earn his undying gratitude. Hirohisa’s Clan alignment should be selected with his rivalry to Shiori’s Clan in mind. AKUYA T
(ORIGINALLY APPEARED IN CFS #82)
A LLY BUSHI C: Perception, Kyujutsu, Battle, Games: Shogi, Lore: Heraldry, Iaijutsu, Kata routines B: Kenjutsu, Spears, Athletics, Lore: History, Artisan: Origami A : None Agenda: Takuya hasn’t 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 he’ll first have to prove his skills, and he’s 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. Takuya’s Clan alignment should be chosen to match one or more of the Player Characters.
MIKI
(ORIGINALLY APPEARED IN CFS #82)
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.
NORITADA 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 Noritada’s behavior. Upon coming to Winter Court, however, he has been quite tense and agitated. Noritada’s 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 he’s 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 Noritada’s recent conflict with faceless shapeshifters may be especially suspicious of his strange and secretive actions.
ITSUKO
D: Gullible C: Courtier, Acting, Games: Children’s 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, it’s Itsuko. While she does not command a great deal of influence, she is genuinely friendly and wishes to be helpful. And she doesn’t 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.
N ATSUMI
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 Emperor’s game if she doesn’t 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, isn’t that why she was given such beauty in the first place?
C: Agility, Kenjutsu, Lore: Ancestors, Perform: Dance, Athletics, Animal Handling (Falconry), Kata routines B: Kyujutsu, Battle, Games: Shogi, War Fans, Horsemanship A : None Agenda: Like Takuya, Miki also continues to strive for a position in the Imperial Guard. And while their rivalry remains friendly, they both know that they will need to put forth their best efforts in order to win such a prestigious appointment. Every contest Takuya enters is a chance for him to achieve his goal before Miki does, a nd vice versa. So if one of them enters a specific competition, the other one is sure to follow. Miki’s Clan alignment should be chosen to match Tatsuya’s.
RIVAL COURTIER
C: Willpower, Lore: Underworld, Kenjutsu, Iaijutsu, Games: Dice, Peasant Weapons, Animal Handling (Dogs) B: Reflexes, Jiujutsu, Athletics, Commerce, Lore: Ryoko Owari (or other relevant city), Defense A : None Agenda: This is the biggest social gathering young Ryuken has ever been to, and he has no clue how to handle himself. His brash nature makes him an excellent target for more skilled manipulators, and he’ll need help if he’s to get through the winter unscathed. Likewise, he’ll also require guidance if he manages to win a favor from the Emperor. Without som eone to suggest a better u se, he’ll waste his f avor a sking f or a relatively minor amount of koku, which he’ll go through all too quickly.
A SAKO FUJIKO
(ORIGINALLY APPEARED IN CFS #84)
PHOENIX SHUGENJA C: Calligraphy, Lore: Theology, Lore: Ninja, Games: Go, Air magic B: Meditation, Spellcraft, Investigation, Lore: Law, Intimidation, Fire magic A : None Agenda: Never one to seek out glory for herself, Fujiko would rather leave direct competition to others. Instead, she has devised another way to help her Clan win the favors that the Emperor offers. Just as bandits can often be scared away simply with a show of force, she intends to convince others that it would be in their best interests not
(ORIGINALLY APPEARED IN CFS #94, BUT NOT NAMED)
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. Kataki’s hate for the PCs has never been stronger, and she won’t mince words in telling him how she really feels. Kataki’s Clan alignment should be selected with the PC she will serve as a rival to in mind. AZARI-HIME K
RONIN BUSHI
(ORIGINALLY APPEARED IN CFS #94)
M ANTIS COURTIER
ATAKI K
(ORIGINALLY APPEARED IN CFS #83)
(ORIGINALLY APPEARED IN CFS #93)
CRANE COURTIER
A LLY BUSHI
R YUKEN
(ORIGINALLY APPEARED IN CFS #85)
(ORIGINALLY APPEARED IN CFS #95)
IMPERIAL SHUGENJA C: Perception, Void, Calligraphy, Meditation, Perform: Storytelling, Lore: Theology, Kyujutsu, Defense, War Fans, Fire magic, Water magic B: Awareness, Intelligence, Spellcraft, Kenjutsu, Courtier, Etiquette, Artisan: Ikebana, Tea Ceremony, Perform: Biwa, Air magic A : Lore: Riddles Agenda: If no one has yet managed to solve the riddles which Kazari-hime posed to her suitors, she will offer a new challenge, open to anyone who first beats her in a contest of skill. On the walls of her chambers hang tools of every variety, from chopsticks and brushes to hammers and spears. Whoever can find "the tool that is the most useful and important" will be able to claim her hand in marriage (or gain a favor from her if she is already married). A NSWER FOLLOWS : The question is a trick. The "most useful and important tool" is actually the challenger’s own hands, or possibly his brain. Any other answer will be dismissed, regardless of its merit.
REIKA
(ORIGINALLY APPEARED IN CFS #96)
Lion Bushi
C: Strength, Lore: History, Lore: Drama, Battle, Etiquette B: Athletics (Kemari), War Fans, Kenjutsu, J iujutsu, Lore: Literature, Lore: Romantic Epics A : None
Agenda: The one thing Reika truly wants is something that no noble or Emperor can give. She dreams of marrying for love, but she is betrothed to a man she barely knows. The last few months have been filled with despair. But recently she has met a man who seems to understand her feelings of loneliness, and can speak to her as a kindred spirit. His name is Sunechi, and though she is not attracted to him, she trusts him completely.
ZESHIN
(ORIGINALLY APPEARED IN CFS #97)
SCORPION SHUGENJA C: Intelligence, Etiquette, Lore: Law, Spellcraft, Lore: Shugenja B: Awareness, Perception, Divination, Courtier, Investigation, Meditation, Air magic A : Inner Gift: Empathy Agenda: Zeshin’s divination abilities are limited to learning the secrets of other people, so he’ll try to arrange any contest of skill toward so that i t involves such a demonstration. If his power becomes known to the Court at large, however, he’ll soon find himself the target of assassination attem pts by every bloodspeaker, ninja, monster, a nd bandit in the Court. Such villains won’t care that he is unable to tell which secret belongs to which person—they’ll just kill him and be done with it.
GONBEI
(ORIGINALLY APPEARED IN CFS #98)
HEIMIN SERVANT C: Awareness, Stealth, Sincerity, Animal Handling (Horses), Lore: Samurai B: Intelligence, Peasant Weapons, Craf t: 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, he’ll do everything he can to win a favor from the Emperor, including sabotaging other competitors. Of course, he can’t 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. Y OSHIMOTO-SENSEI
(ORIGINALLY APPEARED IN CFS #21 AND #89)
MONK (FORMERLY DRAGON BUSHI) C: Meditation, Lore: Theology, Instruction, Lore: Weapons, Kata routines, Fire kiho B: Agility, Reflexes, Void, Craft: Weaponsmithing, Kenjutsu, Iaijutsu A : None (but Craft: Weaponsmithing was formerly at this rank) Agenda: Yoshimoto is still trying to adjust to retirement. On one hand, the fact that he is considered a living legend for both his swordplay and his skill in forging weapons brings him great satisfaction. On the other hand, it also means that his slow descent into old age is that much more devastating. While Yoshimoto does not wish to compete for himself, there are sure to be those who pester him to display his skills, and the more they ask the harder it will be to refuse politely.
JUNPEI
(ORIGINALLY APPEARED IN CFS #30)
HEIMIN CHILD C: Animal Handling (Horses), Lore: Animals B: Games: Children’s 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.
L ADY JUNKO
(ORIGINALLY APPEARED IN CFS #37, BUT NOT NAMED)
A LLY 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. Bu t 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. Junko’s Clan alignment should be chosen to match Tatsu’s.
M ARI
(ORIGINALLY APPEARED IN CFS #42)
UNICORN CHILD C: Calligraphy, Etiquette, Courtier, Lore: Law B: Perception, Forgery, Sincerity (Deceit), Games: Children’s 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 it’s so much more exciting than the boring routines of Court, and she honestly wants to help Chifune. B ut Tozai is much more respected than Toshihide ever was, and angering him would be very dangerous.
Y UKISHIMA
(ORIGINALLY APPEARED IN CFS #43)
MONK POET (FORMERLY UNICORN POET ) C: Intelligence, Lore: Art, Lore: History, Meditation, Lore: Theology, Courtier B: Awareness, Calligraphy, Lore: Literature, Lore: Famous Places in the Empire, Etiquette A : Storytelling (Poetry) Agenda: Yukishima does his best to avoid the Courts since his retirement. People still approach him at times and ask for recitals, to which he responds politely with a poem or two before returning to his duties. As a member of the local temple, he still hears a lot of what goes on in the Court however, and will be interested in news about anyone who shows an aptitude for poetry.
Y UMI
(ORIGINALLY APPEARED IN CFS #45)
GEISHA C: Investigation, Courtier, Calligraphy, Craft: Cooking , Perform: Shamisen, Lore: Fashion, Lore: Art B: Awareness, Artisan: Ikebana, Artisan: Origami, Etiquette, Instruction, Many different Lore skills, Perform: Song, Perform: Dance, Perform: Storytelling, Tea Ceremony A : None Agenda: As a geisha, Yumi has less chance of being allowed to com pete in the Emperor’s contest than many of the non-Rokugani guests. If approached, she could give useful advice on a wide range of subjects that would be a big help to anyone who listened. But the only way her skills would truly shine is if she there was some way she could participate directly.
IKUE
(ORIGINALLY APPEARED IN CFS #46, BUT NOT NAMED)
HEIMIN SERVANT C: Craft: Cooking, Perform: Song B: Craft: Housekeeping, Craft: Tailor A : None Agenda: Life has taken a wonderful turn for Ikue, and she has the PCs to thank for it. After acknowledging her child as his own son, Jotaro took her on as a concubine. While she will probably never advance beyond her current station, her son will grow up to be a samurai. As a mother, it is more than she could hope for. If Ikue’s father is still working as a servant for one of the PCs, he will also be very glad for this good news.
MOEMI
(ORIGINALLY APPEARED IN CFS #50)
PHOENIX COURTIER C: Awareness, Lore: Fashion, Perform: Storytelling, Tea Ceremony B: Perform: Song, Artisan: Ikebana, Etiquette, Courtier A : None Agenda: Moemi is barely well enough to get out of bed these days. The g rave illness that has befallen her defies all attempts at conventional healing, and even magical cures are of limited effectiveness. Despite this, however, her main concern is for her beloved Akamaru. As long as some kind soul remained to comfort him in his time of need, Moemi would be able to pass on without regrets.
FUSAHIRO
(ORIGINALLY APPEARED IN CFS #60, BUT NOT NAMED)
CRAB CHILD C: Lore: Nature, Games: Children’s Games B: Lore: Ratlings, Ratling Language A : None Agenda: Despite his young age, Fusahiro knows m ore about the nezumi than most adults. Since he was rescued from the woods by Ik’rik’uk, he has looked up to the ratling scout with great admiration. The two are often found together, and Fusahiro’s 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 h e is glad to have allies among the nezumi, he would rather his son behaved more like a samurai.
SONODA
(ORIGINALLY APPEARED IN CFS #76)
HEIMIN SERVANT C: Lore: Shadowlands, Lore: Law, Etiquette, Spears B: Craft: Carpenter, Lore: Local Villages
A : Lore: History Agenda: Sonoda has seen many things in his time. He’s served in the armies of the Crab. He’s worked as an assistant to traveling local magistrate. He’s even been to the Imperial Court as a guard. And while he knows it is not an old man’s place to offer advice on important matters, he prides himself on being an excellent listener.
H ARUHIDE & H ARUKI
(ORIGINALLY APPEARED IN CFS #76)
A SHIGARU 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 general’s 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 son’s 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.
Y UTA & NIIMAI
(ORIGINALLY APPEARED IN CFS #76)
CHIFUNE
(ORIGINALLY APPEARED IN CFS #77)
SCORPION SHUGENJA C: Etiquette, Meditation, Calligraphy, Artisan: Painting B: Awareness, Stealth, Spellcraft, Air magic A : Lore: Insults Agenda: Despite being three years older, Chifune hit it off with Mari as soon as the two girls met. Both had been forced to face unpleasant situations at an early age, and had grown up quickly. And both had an intense dislike of liars and hypocrites. So when Mari told Chifune of how she’d gotten her revenge on Toshihide, Chifune’s first reaction was to use a similar trick on her father, in the hopes that being shamed in public will make him change his ways.
SPECIAL GUESTS & P ARTY CRASHERS Keep in mind that the following characters are provided only for the sake of completeness, and should be used sparingly. Including them all would make for a very chaotic Winter Court. If that’s the kind of thing you like, however, feel free. It might be i nteresting to try a Winter Cour t where everyone is a secret assassin....
DRAGON STUDENTS C: Theology, Etiquette, Spellcraft, Medicine, Water magic B: Meditation, Lore: Local Villages, Craft: Temple Cleaning A : None Agenda: Yuta and Niimai are nearing their gempukku, and will likely leave Abbot Osho’s 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 i s no problem. Yuta, on the other hand, would much rather slip away to spend time with Ai.
A I
(ORIGINALLY APPEARED IN CFS #76)
CRANE STUDENT C: Courtier, Etiquette, Calligraphy, Tea Ceremony B: Lore: Gifts, Craft: Gardening, Perform: Song A : None Agenda: Ai’s training is also nearing its completion, and her family has said they will send her to serve in a distant court once she has completed her gempukku. To a girl in love, however, such news is like a death sentence. She cannot bear the thought of saying goodbye to Yuta, and is afraid to even tell him, for she dreams of staying by his side forever.
HIROSHI & D AISUKE
(ORIGINALLY APPEARED IN CFS #76)
HEIMIN L ABORERS 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 doesn’t 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. ACHIKO T
(ORIGINALLY APPEARED IN CFS #76)
HEIMIN SERVANT C: Craft: Farming, Lore: Rumors B: Craft: Housekeeping, Craft: Cooking A : None Agenda: Tachiko’s life would be perfect if it weren’t for her husband’s gambling. She can’t count high enough to keep track of how many times he’s 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.
K ERO
(ORIGINALLY APPEARED IN CFS #76)
MONK D: Perception C: Meditation, Lore: Theology, Navigation, Staves B: Perform: Storytelling, Lore: Vegetables A : None Agenda: Kero continues to wander the countryside, drinking heavily and rambling incoherently. His two favorite topics are the many injustices he has suffered ("I used to be a great temple master!") and the virtues of domestic plants ("Consider the noble turnip..."), which he will speak about in great detail to anyone who listens. Despite his disheveled appearance, he does seem to be a monk, and is thus regarded with some leniency, if not respect.
GIMEI
(ORIGINALLY APPEARED IN CFS #1.5, BUT NOT NAMED)
AINTED SHUGENJA ) MONK ( ACTUALLY T
C: Meditation, Spellcraft, Juijutsu, Poison, Lore: Anatomy, Lore: Shadowlands B: Willpower, Acting, Calligraphy, Lore: Theology, Knife, Maho magic A : None Agenda: Gimei is the bloodspeaker who impersonated Master Jianzhen in an attempt to find a pure soul to sacrifice in a dark ritual. It’s been some time since he used that name, however, and he’s banking on no one recognizing him. His current plan is to collect donations on behalf of his temple (actually a front for cultists), but he’s not adverse to inviting pilgrims to visit him i n the spring, and would invite the Emperor himself if given the chance.
SHOSURO RENSUKE
(ORIGINALLY APPEARED IN CFS #2 AND #85)
SCORPION BUSHI ( ACTUALLY NINJA ) C: Perception, Poison, Knives, Kyujutsu, Kenjutsu, Athletics B: Agility, Reflexes, Defense, Acting, Sincerity (Deceit), Ninja Ranged A : Stealth Agenda: Shosuro Rensuke is actually the ninja shapeshifter Goju Ryosuke (who also appeared as Matsu Ryosuke). His mission is to disrupt the Court, sow distrust, and cause unease and suspicion in the Clans. As Rensuke, he will claim to seek a blood feud against another member of the Court to avenge the sullied honor of his sister. It’s all a lie, of course, but a lie can be accepted as truth if enough people believe it. All he needs is a suitable victim.
MIYUKI
(ORIGINALLY APPEARED IN CFS #6, BUT NOT NAMED)
SNOW M AIDEN SHUGENJA C: Perform: Flute, Medicine, Etiquette, Artisan: Sculpting (Ice), Air magic B: Meditation, Lore: Theology, Lore: Spirits, Lore: Shugenja, Water magic A : Special Ability: Weather Control Agenda: Miyuki is attending Court at the insistence of her old friend Fumimaro, and is less than comfortable about being in such a dynamic social situation. While she has gained some control over her Snow Maiden abiliti es, she is still wary of causing a scene. If Fumimaro gives her proper encouragement, however, she could be convinced to display her power over ice and snow. Her only wish, besides Fumimaro’s happiness is a small flower garden for her shrine. Finding a way to sustain flowers in such a frigid environment would be a major challenge.
X UP, X OWN, X RANGE, X HARM, X OTTOM, & X OP (ORIGINALLY APPEARED IN CFS #7 AND CFS #79-C, BUT NOT NAMED) MUJINA C: Lore: Food and Drink, Perform: Belching, Craft: Locksmith, Air magic B: Athletics, Defense, Stealth, Sleight of Hand, Games: Pranks A : Lore: Insults Agenda: This pack of mujina just want to have fun. Is that so wrong? If they’ve crossed paths with the PCs before they’ll be sure to single them out for special attention, but they’re just as likely to torment servants or courtiers as well. They only individuals who seem immune from their games are shugenja (and Shadowlands creatures or Ninja who are attending Court under an assumed guise).
W AKANAI, T HE W HISPERER (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. AI K
GEMPACHI
(ORIGINALLY APPEARED IN CFS #50)
(ORIGINALLY APPEARED IN CFS #15, BUT NOT NAMED) CRAB COURTIER ( ACTUALLY AN ONI)
RIVAL SHUGENJA C: Perception, Intelligence, Kenjutsu, Calligraphy, Maho magic B: Acting, Sincerity (Deceit), Spellcraft, Investigation, Knives, Peasant Weapons, Lore: Law A : None Agenda: Gempachi’s 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 Tokuko’s brother’s involvement in the opium trade. And she’s only the first of his intended bla ckmail victims. Once she gives him the money h e needs, he’ll start bribing servants to give him even more dirty secrets about the members of Court. Gempachi’s Clan alignment should be selected with the PC he will serve as a rival to in mind.
NURARI-HYON
(ORIGINALLY APPEARED IN CFS #24, BUT NOT NAMED)
G AKI 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, he’s 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. Nurari’s Clan allegiance should be selected with his former relationship to the PCs in mind.
K URUSHII
(ORIGINALLY APPEARED IN CFS #26)
RONIN BUSHI C: Reflexes, Knives, Battle (Skirmish), Intimidation, Athletics, Horsemanship B: Strength, Agility, Stealth (Ambush), Hunting, Kenjutsu, Defense A : Lore: Underworld Agenda: Although there is no way Kurushii could gain entry into Winter Court, he will still be able to have some influence in it. Upon learning of the Emperor’s 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 Kurushii’s name of any wrongdoing, his daughter will be returned safely. Otherwise, the bandit’s rage will be terrible indeed.
A BE, GUNJI, & IZO
(ORIGINALLY APPEARED IN CFS #29, BUT NOT NAMED)
RONIN BUSHI X 2, RONIN SHUGENJA X 1 C: Athletics, Defense, Knives, Kenjutsu, Stealth (Ambush) B: Underworld, Hunting, Traps, Sincerity (Deceit), Air magic (Izo only) A : None Agenda: There used to be several more members of this resourceful ba ndit gang, but Abe, Gunji, and Izo are the only ones who ha ven’t been caught yet. Being repeatedly ambushed and robbed by a heroic ronin named Kintaro didn’t help matters much either. But they’ve managed to track their adversary to the castle where he’ll be spending the winter. All they need to do now is find some way into the castle and g et their revenge. And possibly make off with some fine treasures in the process.
BOUTAI
(ORIGINALLY APPEARED IN CFS #32, BUT NOT NAMED)
RIVAL BUSHI ( ACTUALLY UNDEAD) D: Defense C: Reflexes, Spears, Chains, Peasant Weapons, Jiujutsu B: Strength, Stamina, Kenjutsu, Heavy Weapons, Knives, Polearms A : Shadowlands Power: Thy Master’s Will Agenda: Boutai wishes only to die at the hands of his rival. Everything else is meaningless. Even though the curse that animates him hides his undead nature, he will avoid all contact with other individuals, biding his time until the PC has entered a contest of martial skill. Only then will he step forward and engage his hated rival in combat. For the only two options open to Boutai are kill or be killed. Boutai’s Clan alignment should be selected with the PC he will serve as a rival to in mind.
W U T IEN
(INSPIRED BY CFS #34 AND CFS #35)
AINTED) UNICORN SHUGENJA ( ACTUALLY T
C: Sleight of Hand, Lore: Shadowlands, Acting, Calligraphy, Divination B: Awareness, Temptation (Seduction), Knives, Lore: Anatomy, Water magic, Maho magic A : Perform: Dance
C: Investigation, Lore: Law, Jiujutsu, Defense, Etiquette B: Reflexes, Intelligence, Awareness, Acting (Disguise), Games: Shogi, Lore: Shadowlands A : Courtier (Manipulation), Temptation (Seduction) Agenda: The ronin courtier who calls himself Kai is never seen without his cloak and hood. He says it is to cover the hideous burns he suffered as a child. In reality, it is to hide his true identity. Kai is really Oni no Kyohaku, returned from Jigoku to claim more slaves! And what better opportunity could there be than a Winter Court where people trade promises and favors about like copper coins.
GINJO
(ORIGINALLY APPEARED IN CFS #52, BUT NOT NAMED)
CRANE SHUGENJA ( ACTUALLY AN ONI) C: Etiquette, Games: Children’s Games, Commerce, Sincerity (Deceit), Maho magic B: Craft: Dolls, Lore: Toys, Lore: Shadowlands A : Acting Agenda: Ginjo is also an oni, albeit one of a much subtler type. She is a Pekkle no Oni, and the dolls she creates serve as incubators for her babies. Of course, she is clever enough not to use the same trick twice in a row. The dolls she sells now are crafted in a completely different style, a nd no longer contain her spawn. But once she has found a patron to help her set up a shop, she’ll resume her old tricks soon enough.
DUTA
(ORIGINALLY APPEARED IN CFS #53, BUT NOT NAMED)
N AGA 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, they’ll 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.
P ATHIKA
(INSPIRED BY CFS #53)
N AGA COURTIER C: Awareness, Lore: Astrology, Lore: Naga Law, Courtier, Etiquette, Hunting, Craft: Pearl Carving B: Lore: Naga Culture, Lore: Theology (Moksha), Investigation, Lore: Rokugani Culture, Rokugani Language A : Lore: Naga History Agenda: Pathika will also treat anyone who has helped the Naga with courtesy and friendship. Those who saved her clutch-mate, Duta, from a slow death in the wilderness will have her undying loyalty.
SHISHYA
(ORIGINALLY APPEARED IN CFS #54 AND CFS #56)
N AGA 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 Shishya’s 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.
M ATTCHEK
(INSPIRED BY CFS #59)
R ATLING T HIEF 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 Mattchek’s 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.
IK ’RIK ’UK
(ORIGINALLY APPEARED IN CFS #60)
R ATLING BUSHI
R YOKO
(ORIGINALLY APPEARED IN CFS #76)
M ANTIS BUSHI ( ACTUALLY RONIN A SSASSIN )
C: Investigation (Scrounging), Etiquette (Rokugani), Knives, Lore: Bushido, Medicine, Craft: Item Repair B: Agility, Athletics (Running), Defense, Kyujutsu, Lore: Nezumi Culture, Lore: Rokugani Culture A : Hunting Agenda: Ik’rik’uk joined Rokugani society in order to secure a better life for his packmates. Since accepting a position with Fusanori he has been able to bring back much knowledge and useful supplies to his people. And he has also taught young Fusahiro the ways of the nezumi. It has given him hope that humans a nd nezumi may one day be able to work together, and he hopes that it may even be possible to secure an agreement allowing his tribe to travel through the area freely.
R AOSHU
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 Shutaro’s command staff. Now she’s under orders to kill Otomo Shigeki. She’s 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, she’ll offer some medicine to ease the victim’s pain. Except for a few doses, which will go to Shigeki and a few others. They’ll get a second helping of poison, making it a ppear as if they all succumbed to their i llness. And no one will be the wiser.
(ORIGINALLY APPEARED IN CFS #61) SUNECHI
(ORIGINALLY APPEARED IN CFS #79-C)
R ATLING 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
LION BUSHI ( ACTUALLY A PENNAGGOLAN ) C: Etiquette, Investigation, Meditation (Fasting), Defense, Chains B: Kenjutsu, Spears, Sincerity (Deceit), Lore: Spirits, Lore: Shadowlands A : None Agenda: Sunechi is yet another monster in disguise. A pennaggolan to be exact, masquerading as a Lion magistrate. Unlike the other Tainted creatures in the Court, however, he has no great aims or master plan. He only seeks to find enough victims to sate his driving hunger. The fact that everyone’s attention is on the contests only makes his job easier, and is an unexpected bonus.
(ORIGINALLY APPEARED IN CFS #64) YA OF THE MORNING MIST A
(ORIGINALLY APPEARED IN CFS #86)
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. It’s 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.
D ARKCLAW S AMANG
(ORIGINALLY APPEARED IN CFS #65)
ARLORD GOBLIN W
DRAGON MONK ( ACTUALLY NINJA ) C: Reflexes, Lore: Theology, Games: Dice, Knives, Acting (Kabuki), Courtier (Manipulation) B: Awareness, Willpower, Stealth, Temptation (Seduction), Peasant Weapons, Perform: Storytelling A : None Agenda: The tattooed woman known as Asamoya no Aya is another ninja shapeshifter. The creature’s real name is Goju Ayashiku, and it continues to seek out weak-willed individuals in hopes of converting them to the cause of the Living Shadow. Of course, the greatest target of all would be the Emperor himself, and winning the right to serve as his personal advisor would give Ayashiku plenty of time to turn him to the Darkness.
ORIGINAL CHARACTERS
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.
EDITOR’S NOTE: Nazomitsu put out the call for his readers’ characters to be immortalized in this installment of CFS of the Week, and there was a fantastic response! What follows are those characters that were submitted (edited for brevity, with apologies to the authors). BEIYUU
(SUBMITTED BY ISAWA N AZOMITSU)
H ARE S AMURAI
B AYUSHI N AYAMI
(ORIGINALLY APPEARED IN CFS #71 AND CFS #74)
AINTED) SCORPION BUSHI ( ACTUALLY T
C: Ninja Ranged, Lore: Shadowlands, Lore: Scorpion Clan, Craft: Jewelry, Locksmith B: Agility, Traps, Poison, Explosives, Stealth, Knives A : Reflexes Agenda: While Nayami retains the Bayushi name she no longer considers herself a member of the Scorpion Clan, or even a citizen of the Empire. Her Taint has robbed her of such allegiances, and all that remains now is her insatiable hatred for those who enjoy the life she can no longer live. So she hopes to spread her Taint to as many victims as she possibly can, destroying their lives just as hers was destroyed.
GODO
(ORIGINALLY APPEARED IN CFS #76)
A LLY 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 Emperor’s 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.... Godo’s Clan alignment should be selected to match one or more of the Player Characters.
C: Kenjutsu, Investigation, Stealth, Hunting, Knives, Lore: Nature B: Reflexes, Athletics, Defense, Kyujutsu A : None Agenda: Beiyuu has come to Court searching for the man who killed his older brother. Deep shadows prevented him from getting a good look at the murderer’s face, but he remembers the strange manner in whi ch the culprit held his knife. Beiyuu will be sure to enter or watch every martial event, looking for someone who holds his weapon with his little finger resting on the pommel. And when he finds the killer he is determined to let nothing stand in his way.
B AYUSHI MIFUNE
(SUBMITTED BY B AYUSHI MIFUNE)
COURTLY SCORPION BUSHI C: Awareness, Perform: Oratory, Lore: History, Etiquette, Stealth B: Agility, Intelligence, Courtier, Iaijutsu, Kenjutsu, Lore: Drama A : Deceit Agenda: Mifune was originally unhappy to be at such a low quality Winter Court, but the arrival of the Son of Heaven has changed that. His original intent was to cause arguments between the various diplomats at the Court, then to arbitrate settlements between the feuding factions. With the Emperor present, this has taken on a whole new depth of meaning. He will do whatever he can to make his fellow competitors for the Emperor’s favor look bad, but won’t risk exposing himself in these manipulations.
MIRUMOTO K URO
(SUBMITTED BY MIRUMOTO K URO)
DRAGON BUSHI C: Kenjutsu, Iaijutsu, Courtier, Investigation B: Etiquette, Kyujutsu, Intelligence, Awareness, Lore: Drama, Lore: Geography (Land Holdings) A : Lore: History