9307 FROA1 Ninja Wars
9307 FROA1 Ninja Wars
9307 FROA1 Ninja Wars
ADVENTURE
mjg Wars-
By Nigel Findley
nicklaus rhodes (Order #28433614)
Benju's Donjon
Ground Floor N
Solid wall 5"
T&ble of Contents
Chapter I: Introduction 2 Act 13—Death in the Streets 35
Chapter II: History of Aru 4 Act 14—Smoke and Moonlight 37
Chapter III: Aru Town 6 Act 15—Buntaro Abroad 38
Chapter IV: Politics 10 Act 16—Two Messages 39
Chapter V: The Main Events 13 Act 17—Meeting at the Shrine 40
Introduction 13 Act 18—Strangers in the Night 43
Act 1—Introductions 13 Act 19—Caught in the Act 44
Act 2—Scene of the Crime 16 Act 20—Hiro's Welcome 45
Act 3—The Monster of the Shrine 18 Act 21—Gambit Declined 46
Act 4—For Whom the Bell Tolls 20 Act 22—Back at the Castle 47
Act 5—Rumors 21 Act 23—Meeting with a Ninja 49
Act 6—Fire! 23 Act 24—The Grand Finale 50
Act 7—Ungrateful Dead? 24 Concluding the Adventure 52
Act 8—The Monk's Revenge 27 Chapter VI: Mini-Adventures 54
Act 9—Conversation with a Mute 28 Chapter VII: Nonplayer Characters 59
Act 10—Warning 30 Chapter VIII: Encounter Generator 67
Act 11—Sunset Audience 30 Chapter IX: New Adventures 70
Act 12—Guard Duty 33
Credits:
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herein is prohibited without the express written permission of TSR Inc.
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ber of that pilgrim train killed. heirs. Once more, in what had by now become almost
This was a little too much for the shogun—now Ma- a tradition, the shogun—now Matasuuri Nagahide, in
sanori Nagahide—who removed Koji Kubahachi from the fourth year of his rule—named another Matsu-
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office and bade him leave the land of the living. Once tomo as daimyo.
more, the shogun returned to the clan Matsutomo to
find his new daimyo. BGNJU MatsutOMO
The new Matsutomo daimyo—Masakito—vowed
not to make the same mistakes that his less-than- This was Benju Matsutomo. He was a powerful and
illustrious ancestors had made. His rule was strict and bold samurai, known throughout Wa for his courage
efficient, and certainly more enlightened than had and wisdom. Since 1758 he has ruled Aru Province,
been Koji Kubahaci's. Unfortunately, Masakito wasn't and in general he has ruled well. As he aged, however,
a young man when he assumed the office, and he died he has become more and more concerned about the
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after only eight years. In 1725, Masakito's son, Hisao, well-being of his family. He has concluded that many
took over as daimyo. His wisdom was considerably of his forebears' mistakes were the result of overam-
less than that of his father, and soon Aru province bition, of doing too much—paraphrasing an old folk
sank back into a state of rampant corruption. Many of tale, of being more like King Stork than King Log.
his advisors set up their own "business interests", the Benju has decided to play the role of King Log to the
most noticeable of which was charging the pilgrims a hilt: to remain as quiet and inactive as possible, to
"visitation fee" if they wanted to worship at the Shin- avoid making waves... and hence making mistakes. If
ing Temple. Word soon reached the shogun of this se- his clan can hold onto the daimyate for several
generations—Benju believes—they may eventually be
to
rious contravention of tradition, and once more the
Matsutomo daimyo was removed from office. rewarded with a better position.
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B
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Places of iNtenest
1. The Shining Temple of Bishamon. The tem-
ple stands atop the high knoll to the north of the town.
Apart from the area directly around the temple, the
top of the knoll is covered with trees.
For the temple itself, use the floor plan at the end of
the Oriental Adventures hardcover book. The only
difference is that 3,333 bronze statues representing
the priests of Bishamon are scattered throughout the
temple area.
Outside the temple is a huge apple tree sacred to
Bishamon. Legend has it that the apples grant immor-
tality to the deserving. Hanging from a branch of the
mighty tree is a brass bell. The bell is rung hourly by
one of the priests of the temple.
H
drinking establishment.
10. Whispering Breeze Tea Garden. SecoNb Flocm
11. "Tojo's". A well-known restaurant.
13. Buntaro's room. In addition to his futon, Bun-
13. "Aki's". Another well-known restaurant. (As
taro has a wardrobe in which he keeps his formal re-
described in Chapter VI, Tbjo and Aki are brothers as
galia. Unless he's carrying it with him, Buntaro's
well as business rivals.)
daikyu stands in a corner, wrapped lovingly in silk.
13. Livery Stables.
14. Lady Satomi's room. A wardrobe contains a
14. Fusae's Minka.
selection of kimonos of the finest quality. A tiny bonsai
15. Graveyard. Most bodies are cremated outside
tree in a lacquer pot sits on a low table.
the city walls. Some people's religion, however, re-
quires that they be buried. This is a small, well-kept 15. Benju's room. The room is spartan, almost
graveyard, surrounded by a low wall. The gates of bare, with nothing to indicate that it belongs to the
most powerful man in Aru.
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wrought iron are more for show than anything, and
are rarely closed. 16. Naomi's room. The wardrobe contains a se-
lection of beautiful kimonos, and a samisen of high
quality in a lacquer case.
BeNju's DONJON 17. Takako's room. The wardrobe contains a
This building is sturdily built of heavy, dark wood. range of clothes. A small brazier burns around the
The outside walls are blue, and the roof green embel- clock, on which tiny slivers of aromatic wood smoke,
lished with gold. scenting the air.
Inside, all of the hallways have polished hardwood 18. Sumihiro's room. Unlike the other bed-
rooms, which are scrupulously clean, this is slightly
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floors. The floors of all rooms are covered with tatami
mats. untidy. A worn kimono is bundled in a corner, and a
The donjon is the residence of the daimyo and his mismatched pair of ebi (socks) lie on a low table.
household. All of Benju's samurai, and most of his ser- 19. Toshikazu's room. A small shelf holds half a
vants live in other buildings in the Castle District. Only dozen books on topics ranging from falconry through
the most personal of effects are in the rooms here. military tactics to the philosophy of religion.
Other equipment, clothes, etc. are fetched from stor- 20. Yuji's room. The wardrobe contains Yuji's for-
age elsewhere whenever they're needed. mal regalia, plus the warrior's second-best katana.
21. Guest room. For the day or two surrounding
QROUNO Floon the Ceremony of the Three Thousand Steps, this
room is occupied by Hiro Matsu. At other times it's
1. Bath. empty.
2. Dressing room.
3. Antechamber.
4. Closet. This area contains writing materials and
miscellaneous utensils.
22. Antechamber.
23. Guest room. For the day or two surrounding
the Ceremony of the Three Thousand Steps, this
room is occupied by Zukimoto Chikitada.
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Ground Floor
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Second Floor N
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ble, he will use his own samurai—and his intimate
knowledge, gained from Takahashi, of how the ninjas something of Eichiro's plans. He knows that ninjas
will be operating—to fall upon the ninja clan and de- have been hired, and has concluded that their only
stroy them all. This will not only prove to the distant purpose could be to disrupt the pilgrimages.
shogun that he can take care of business much better This suits the oyabun well . . . to a point. Troubles
than can Benju, but it will also bury forever his in- with the pilgrims will distract Benju, hopefully to the
volvement in the terror. Eichiro is proud of his plan, point that the yakuza will be able to grab more influ-
and certain of its success. ence in Aru than they currently have. The oyabun
doesn't want to see Benju fall, however; he knows that
if the cruel and ruthless Eichiro takes over, his family
Official Ov€Rsiql7t will do considerably less well than they are currently.
Distant though Uwaji is, the shogun is aware that To this end, he plans to allow the disruptions to take
Benju's rule so far has been impeccable. To honor the place, perhaps even helping them along, until it
daimyo—and, incidentally, to make sure that things reaches the point of Benju's imminent removal. Then
are actually running as smoothly in Aru as the reports the oyabun will mobilize his entire family to stamp out
claim—the shogun is sending one of his trusted in- Takahashi Yamaguchi's clan of ninjas.
spectors, a samurai lord named Hiro Matsu, to at- This will have two benefits to the yakuza, in addi-
tend the Ceremony of the Three Thousand Steps. tion to the added influence they should have been
Neither Benju nor Eichiro know that Hiro will be ar- able to grab during the commotion. One is that the
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former, they should not be residents of Aru Province, decided to see it for themselves; or perhaps a PC's
but should come from further afield. If the latter, the master has ordered him and his companions to travel
DM should remember Wa natives' tradition of arro- to Aru for whatever reason; or perhaps the PCs have
gance and xenophobia. Because of this, the adventure been shipwrecked on the coast near Aru town. In any
will probably prove more difficult—but much more case, the DM should urge them to recuperate from
entertaining—if the PCs are strangers to Wa. the hardships of their journey by spending a night at
"The Waiting Stone", a local ryokan or inn (area 4 on
The adventure is broken up into "Acts"; these are the city map). (Use the "Ibwn Inn and House" map in
encounters or events. In most cases, the acts should the Oriental Adventures hardcover book.)
be played in the order in which they are presented
here. There are certain acts, however, which can be In terms of time, the season should be summer, and
played out of order should the DM so decide; these their arrival should be exactly seven days before the
are marked with an asterisk (*) next to the act title. date of the Ceremony of the Three Thousand Steps.
(The Ceremony takes place traditionally "in high sum-
The events in many of the acts will take place mer", but the DM can shift the actual date so that it
whether or not the PCs are present or involved. These ties in well with the actions of the PCs.)
acts include a section called "Probable Outcome",
which describes how the events will most likely turn It's difficult for the inhabitants of Aru town to ig-
out without PC intervention. The DM is free to change nore the passing of time: each hour, the brass bell at
the outcome, of course, if doing so would enhance the the Shining Temple of Bishamon chimes. The DM can
story. The DM must find an appropriate way of in- use this regular chime as a reminder to the PCs that
time is ebbing away, and that the Ceremony of the
to
forming the PCs of what has happened in any act that
the party did not participate in. Some possible ways of Three Thousand steps is fast approaching.
doing this might be street gossip or perhaps an audi-
ence with an angry Benju. Unquiet Slumbers
Throughout this adventure certain portions of the It's chill at night, here in northern Wa, even in
text have been enclosed in boxes. As a rule, these are what's supposed to be high summer. You're glad
used to set a scene or otherwise describe an event. that your room includes a small brazier and a good
The DM can read such boxed text directly to the play- supply of charcoal. You toss another chip of aro-
ers, or can paraphrase it as appropriate. matic wood onto the glowing coals and dispose
The earlier acts in this adventure have a certain yourself for sleep. With crystal clarity, you hear
level of subtlety to them. While the daimyo knows the great brass bell of Bishamon chime the hour
that there is ninja activity in the area, the PCs from the hill above the town.
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shouldn't be aware of this initially. It's up to the DM to Hardly have you settled yourselves on your fu-
distract their attention from this conclusion, at least tons when there's a rap on the shoji of your room.
temporarily. This is where the encounters in Chapter A rap quiet enough to be polite, but still firm.
VI come in. Several of these involve—or appear to You slide back the shoji. Standing outside your
involve—ninja activity. The DM should intersperse room is a body of eight samurai clad in brown ki-
these encounters with the earlier acts of this adven- monos. Their leader bows respectfully to you... al-
ture so the players are never completely sure exactly though his hand never strays far from the hilt of
where the "Ninja Wars" fit into the grand scheme of his katana.
things. "Konbanwa" he says. "My master has ordered
The DM should feel free to intersperse other "mini- me to invite you to drink cha with him this evening.
adventures" drawn from Chapter VI, or encounters We will escort you to him. I must ask you to give
generated by the system in Chapter VIII, into the flow your weapons into the keeping of my men. No dis-
of the module. In the Eastern Realms, danger, excite- honor is intended by this."
ment, and intrigue lurk around every corner.
The leader of the samurai is Tsukku, one of Bun-
taro's lieutenants. If questioned, he will tell the PCs that
his master is Benju Matsutomo, daimyo of Aru Prov-
ince. He doesn't know why Benju wants to see the
PCs—who Tsukku rather suspects are ronin and ne'er-
do-wells, although he'll never show this suspicion.
Tsukku's orders are to bring the PCs into Benju's
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behind them, and put a stop to them. Success will Benju," he explains, "and gives you the authority
be greatly rewarded." over the no (farmers and fishermen), ko (artisans
and craftsmen), sho (merchants) and eta ("out-
Although the question is the height of bad manners, casts") of Aru Province. You will note that this au-
many PCs will ask exactly what "greatly" amounts to thority does not extend to the shi—the noble
in monetary terms. If a PC actually is so impolite, read class—and definitely not to the lords who may
dwell here. This is to assist you in your investiga-
the following: tion. I trust you will not abuse this honor.
You hear Yuji's breath hiss through his teeth, and "One of my lieutenants will show you the sites of
in your peripheral vision you see his right hand the, er, incidents. You will meet him outside the
flash to where the hilt of his katana would be were gates of the castle one hour after sunrise tomor-
he armed. row. Good evening to you."
The daimyo's face darkens in a scowl. When he With that, he turns on his heel and vanishes back
speaks, his voice is as cold as the sea. "I will put it in within the castle.
terms a merchant would understand. Each will re-
ceive seventy-five koku. Assuming you succeed. The samurai escort the PCs out of the castle
But then, how could merchants succeed in this? grounds and close the gate behind them.
And why would I need merchants?" Should suspicious PCs try to confirm that the scroll
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gives them the authority Yuji said it would, they'll find
The DM should make sure that the PCs realize that that everyone who is not samurai will treat them as
merchants as a class are generally scorned in Wa. The though they were samurai in the service of Benju. Even
PCs should realize that they have to apologize for samurai will treat them with grudging respect upon
their impropriety in asking about the reward. If they reading the scroll... although they'll stop just short of
do so, then Benju will make no further derogatory treating PCs who aren't truly samurai as equals.
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the women's changing room (area 2) or vice versa, Fu- western wall.
sae will agitatedly try to stop them, but will back
down before Buntaro's anger. 5. Men's sand room. The layout is identical to the
women's sand room. Everyone present will treat the
2. Women's changing room. There is a bench in PCs and samurai with the appropriate deference, but
the middle of the room, and hooks on the wall. Hang- none knows anything about the body.
ing on one of the hooks is a woman's kimono of poor If the PCs are interested, Buntaro shows them
quality. The only illumination comes from a frosted where the body was found—at the spot marked 'X',
glass window high on the wall (well above a man's buried in hot sand. There is nothing of interest or im-
height), which is reinforced with the same kind of port in the sand.
wire grill as the skylight in room 1. Should the PCs manage to examine the skylight set
3. Men's changing room. The layout is identical into the roof—which is more than thirty feet above
to the women's changing room. There are two men's the sand floor—let each PC who examines the grill roll
kimonos—both of mediocre quality—hanging on a 5d6 Ability Check against Intelligence. Anyone suc-
hooks. cessfully making the roll will notice that the metal
nails holding the western end of the grill in place are
4. Women's sand room. The curtained doorway newer and shinier than those at the eastern end of the
from the changing room leads out onto a stone floor grill. The PC will also notice that the panes of frosted
into which is sunk a bathtub full of volcanically- glass at the western end of the skylight aren't as se-
heated water. From the bathtub level, a small flight of curely seated in their frames as the other panes. The
wooden stairs leads three feet down to the steam- obvious conclusion is that someone gained entry to
heated sand. the House of Heavenly Sand through this skylight.
H
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in the shrine, wishing to lead the PCs to where they PCs are done, then leads them away from the shed,
can view the body. nodding to the gravediggers to do their work. Once
the group is back inside the wall of the town, read the
Deauly Depauteb following:
The body of the slain pilgrim rests on a low wooden Buntaro turns to you and bows—the bare mini-
table in a ramshackle hut just inside the wall of the mum required by politeness and not one degree
town's graveyard (area 15). Two samurai guard the more, although he's not being directly insulting ...
shack from busybodies. They carry katanas and waki- quite.
zashis, and both also carry daikyu and 12 arrows; "My master orders me to tell you to go about your
they are unarmored. Two eta gravediggers are wait- investigation now," he growls at you. "You are free to
ing outside the shack, ready to deal with the body (use travel the town, and speak with who you will. You
"general townsfolk" statistics). are to report anything you learn directly to me or to
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Buntaro leads the PCs into the shack to show them Yuji Takaesu. My master also orders me to say"—and
the body. Read the following: here Buntaro looks as though he's tasted something
foul—"that, if you wish to pass your information on
Buntaro's description has prepared you for what to him directly, you may do so. Speak to either my-
you see. The pilgrim died badly, you can see imme- self or Takaesu-san, and we will arrange an audi-
diately. The deep tears in the man's throat and ence. Finally, my master orders me to invite you to
chest are just what you'd expect from the clawing view the sunset with him from the Shining Temple
attack of a man-sized or larger creature—perhaps of Bishamon this evening. He orders me to tell you it
a tiger. But then, a tiger would have dragged the would be his honor to see you there."
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corpse off to eat it, isn't that so? And—no matter
what Buntaro may think—it's doubtful that even And then, with another perfunctory bow, Bun-
the most unobservant samurai wouldn't have no- taro turns his back and strides away, flanked by his
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ticed a tiger entering the shrine. samurai.
And is this the environment for tigers anyway? The PCs have the remainder of the day to wander
around Aru town, learning the lay of the land and
There's nothing more of use to be learned from ex- talking to anyone they like.
amining the body. Buntaro waits impatiently until the
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crowd, hurrying away from the blaze. His face and As you hurry towards the glow, you're filled with
clothing are nondescript, and none of you recog- foreboding. There's been no rain for more than a
nize him. week, and minka—particularly in an eta village-
But he recognizes you. As your eyes meet, you are notorious fire-traps. You could well be wit-
see terror flash across his face. He turns and runs, nesses to a firestorm like the one that devastated
knocking people off their feet in his desperation to much of Juzimura several years ago.
reach the small, dark alley across the street. . . But when you reach the spot, you see an amazing
sight. The fire is totally under control—almost ex-
This figure is Onoshi. tinguished, in fact. There's a well-organized bucket
Onoshi (0-level male human): AC 8; MV 12; hp 7; brigade fighting the fire, and others are tossing wa-
#AT 1 or 3/1; Dmg 1-3 (knife) or 1-6 (karate); THACO ter on the roofs of nearby buildings to prevent it
from spreading. As you watch in amazement, the
20; Str 12, Dex 12, Con 10, Int 9, Wis 8, Cha 9; AL LN. fire is completely quenched. Tired and grimy—but
Proficiencies: karate. Honor: 2. exultant—the eta and others turn away to return to
Onoshi is the 20-year-old son of an Aru fishmonger, their homes or businesses.
hence of the sho class. He wears an undistinguished
kimono, with a knife concealed in the sleeve. Remem- If the PCs want to find out anything about the fire, #
ber: possession of weapons is illegal for all but samu- they're going to have to ask the spectators and partici-
rai. Any samurai who finds this knife in his possession pants. The PCs must work hard to extract all of the
will immediately take Onoshi's head, without asking facts, which are as follows:
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Spiuit?
When the time seems appropriate, read the follow-
sound effects.) Each mechanism can be sold for 10
ch'ien ... if the DM rules that an interested buyer can
be found.
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The second clue can be found at the foot of the tree
ing: that was struck by the samurai's arrow. Any PC who
examines the ground around the tree is entitled to a
There's a grunt of alarm and amazement from 4d6 Ability Check against Wisdom. A successful roll
the samurai. You spin, and your eyes follow his means that the PC has noticed something: a tiny speck
gaze. of glowing residue on a blade of grass. This speck
There! Among the trees to the east of the temple: glows with the same cold, green light as the mysteri-
a figure that could be a man . . . except men don't ous figure.
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glow with that cold greenish light. The figure Any PC examining the residue closely can make a
spreads its wings, then retreats into the trees, im- 5d6 Ability Check against Intelligence. If the character
mediately vanishing from sight. What was it? It has proficiency as a herbalist, or is a wu jen, he or she
couldn't be a tiger-bird spirit. . . could it? receives a — 2 bonus to the die roll. A successful roll
A bowstring thrums, and an arrow sings across indicates that the PC has an idea what the residue is: a
the open space . . . to bury itself impotently in the natural substance that gives off a cold light as a result
bole of a tree—exactly at throat-height, and just of a chemical reaction, similar to the light of a firefly.
where the glowing figure had stood a moment be- If they're unable to identify the residue themselves,
fore. A nice shot. the PCs might decide to take it to a sage or other spe-
cialist. The light has a limited duration, however. The
Of course, it's one of the samurai who loosed the substance ceases to glow in 2d6 turns, after which
arrow. He immediately apologizes for firing without time even a sage can't identify it.
being ordered, but the strange figure had (under- Note to the DM: The true nature of these events is as
standably) startled him. follows. A ninja used the cover of the night to ap-
(K
The PCs are free to pursue the figure or not, as proach the temple through the woods. Donning a thin
they see fit. If they don't do so immediately, the glow- cloak, the outside of which had been treated with the
ing figure will make another tantalizing appearance, light-producing substance, the ninja made his "magi-
always withdrawing before anyone can send an ar- cal" appearance. As soon as he knew that the PCs
row or spell its way. When the PCs finally investi- were pursuing, he took off the cloak, rolled it up so
gate, five of the samurai will accompany them unless that the glowing surface was inside the roll, and con-
otherwise ordered . . . leaving only three to watch cealed it in a pouch. He then made his escape while his
the temple. cunning mechanical devices led the PCs on a merry
If the PCs enter the woods, they never see the glow- chase in a totally different direction.
ing figure again. Instead, however, they hear soft
sounds of movement up ahead. These sounds are al- MeaNwliile, Back at tfte reMple . . .
ways far enough away that nobody in the PCs' party When the PCs return from their abortive pursuit,
can see what might be making them. Each PC who en- they find the samurai that stayed behind are alert and
ters the woods is entitled to a 3d6 Ability Check on guard. Read the following:
against Intelligence. A successful roll means that the
PC is aware, from the direction and duration of the
sounds, that the fleeing creature—whatever it is—is The leader of the guard detachment barks a gut-
moving through the treetops, and is travelling faster tural order, and one of the samurai darts inside the
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than a man could move through the woods. temple. After a moment, you hear a quickly-
No matter how fast the PCs pursue, they can never muffled cry of alarm.
What now? The samurai pound up the stairs and
H
catch the "creature" making the sounds. The trail
ends when the woods stop at the edge of a steep cliff. into the darkness of the temple.
There are two clues that the PCs might find, but Immediately you see the samurai who had been
they have to look in the right places. Any PC who sent inside. His face is grim and his posture firm,
climbs into the trees is entitled to a 4d6 Ability Check the very picture of the unshakable warrior. (It's al-
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appearance of the PCs ... Filled with righteous anger,
caster, trying to disrupt the spell. Yaemon went forth and tried to track down the PCs so
The PCs should quickly realize that Yaemon is oper- he could destroy them.
ating under incorrect information. Claims of inno-
cence won't sway him from his course, however. If Assuming that the PCs can force Yaemon to listen to
the PCs want to force him to see reason, they'll have to them, it should be possible to prove to him that they
subdue him somehow. weren't responsible for the killings. If they were
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Throughout the fight, Yaemon continues to scream present for the events in Act 7, the PCs will be able to
things about the PCs having no honor. This should cue get the samurai to testify that they were at the Shining
Temple when the murders were being committed.
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them that the monk holds honor in the highest es-
teem. If one of the PCs issues him an honorable chal- Yaemon will accept this alibi, since it fits in with ru-
lenge, Yaemon will accept it immediately, and stop mors he's heard, but has up to this point discounted.
fighting until he faces the challenging PC one-on-one. Once Yaemon has accepted that he's in error, he's
Should the PCs attack Yaemon during this pause, or very apologetic towards the PCs, and insists that
should anyone interfere with the progress of the duel, they let him "take the final journey" to remove the
each PC immediately loses 3 points of honor. Yaemon stain of the false accusation from his honor. If they
will insist that the duel continue until one combatant don't persuade him otherwise, Yaemon will kill him-
is reduced to one-quarter of his or her current hit self. If they do prevent him from taking his own life,
point total. he will promise to help them in the future in any hon-
orable way; all they have to do is ask. (The PCs can't
If Yaemon wins the duel, he immediately challenges force him into an action that he considers dishonor-
another PC. This continues until Yaemon is defeated,
H
able; if pressed, he always has the final escape of an
or until he vanquishes all PCs. Should the monk honorable warrior.)
emerge victorious over all of the PCs, he insists that
they accompany him to the nearest magistrate as his Eventually, the PCs should remember to ask the
prisoners, where he will accuse them of the crime de- monk why he'd originally tried to set up a meeting
scribed in the following section. with them. If they finally do ask, read the following:
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that seem to produce more smoke than they do
light. The smoke from the small fire in the hearth ment themselves.
seems somewhat averse to using the chimney, and Should the PCs ask about Fusae's background, they
doesn't help the visibility a whit. can learn all of the background described in Chapter
VII. Neither Fusae nor Cachiko will volunteer any of
In the dimness, you see a figure kneeling in the this information, however.
far corner of the room. The figure bows deeply,
then moves slightly forward, more into the doubt- If asked, both Fusae and Cachiko will admit that
ful light of an oil lamp. You see for the first time they don't believe the "incidents" that have been hap-
that the figure is a beautiful young woman. pening recently have any supernatural aspects to
them at all. Both women know that the PCs are inves-
Fusae makes a rapid series of complex gestures tigating the incidents and wish them luck; neither of
towards the young woman, who says in a pleasing them is able to help them in any way, however, be-
voice, "We bid you welcome, honored travellers.
#
cause of their eta status.
My grandmother asks you please to make yourself
comfortable."
For the first time, you notice something else that PRObable Outcoiwe
seems totally out of place in a peasant minka such as If the PCs don't go through with the meeting, the
this. In the far corner of the room, near where he consequence is simply that they don't receive Fusae's
young woman was originally kneeling, you see a potentially-useful revelation.
flower arrangement of almost transcendent beauty.
ft
with a definite nod or shake of her head.
When the pleasantries and formalities are out of the
way, read the following:
29
30
m
weapons, one of the samurai opens the door to allow
them into the room. Read the following:
#
hand hard over the spurting wound. Quickly, with
his teeth and his free hand, the old general tears a
strip of cloth from the younger man's kimono, and
binds the wound, stanching the bleeding. Pale-
31
A
THACO 12; Str 13, Dex 15, Con 11, Int 15, Wis 10, Cha
14; AL LN.
Ground Floor
m
This act follows immediately after act 11. As soon as
the ninja attack is resolved, one way or the other, she explains that, yes, Benju did enter these rooms,
Benju has new orders for the PCs. If they've tried to but he immediately left through her room, which is
pursue the ninja, samurai find the PCs and order adjoining (room 16). She doesn't know why.
them to return to the tower room to speak with the
daimyo. Read the following: iNvabeus!
The PCs should eventually follow the sounds of bat-
The daimyo's face is set in a grim expression. "You tle to the southwest corner of the building, outside
will assist my guards tonight," he says flatly. "I want room 20. When they arrive, read the following:
you stationed with my regular samurai outside my
room. They will follow your orders to the letter, I Chaos! The hallway is filled with milling figures.
will have Tbshikazu make this perfectly clear to Surgically-sharp steel flashes in the light of lan-
them. I doubt that there will be another ... incident terns ... and in a redder light that can only be fire.
. . . before dawn, but better to be safe. Do you un- At first, the melee that fills the hallway seems to
derstand? Tbshikazu will detail your duties." He ges- be a free-for-all, every participant fighting every
tures to you dismissively. As you turn to leave, you other. But then your mind makes sense of the
hear the daimyo say to Yuji, "Bring me Buntaro." scene. The majority of the figures are brown-clad
samurai from Benju's Home Guard. The others . . .
Toshikazu leads the PCs down from the tower and There's no consistency in clothing. Some wear
takes them to the hallway outside Benju's sleeping almost-presentable kimonos, while others are
rooms (area 15 on the donjon map). There are eight dressed in rags. Ronin, you conclude at once, and
guards already present: six regular samurai ("Benju's armed with a startling array of weapons.
Samurai" statistics) and two officers. Benju's samurai outnumber the raiders . . . but
Tbshikazu instructs the PCs and the samurai to re- the daimyo's disciplined forces are definitely being
main on guard until dawn. After about fifteen min- overwhelmed by the rag-tag force opposing them.
utes, Benju arrives, escorted by Yuji and the four The tide of battle is swinging against the samurai
samurai officers from the tower. Benju bids everyone . . . and well they know it.
goodnight with instructions that he's not to be dis- Suddenly, in the midst of the melee, you recog-
turbed before dawn, and goes into the room alone. nize a familiar face. It's Benju Matsutomo, laying
Yuji and the four samurai officers leave. If the PCs try about him like an avenging kami with his katana.
He slays one intruder, then with berserk strength
ft
to go inside Benju's room, the samurai will prevent
them from disturbing their lord. another. But now he's faced by four of his foes. . ..
ft
breathing of the motionless samurai guards to handful of minor wounds, which amount to 8 hit
break the silence. points of damage.
Then, shockingly, the peace of the night is ripped
by sounds that you know all too well. Cries of rage They are faced by 9 ninjas—4 "Senior Ninjas," 5 "Jun-
and pain, the clash of steel on steel. The noise ech- ior Ninjas" (see Chapter 7). Two more ninjas already lie
oes through the castle. The samurai guards turn to dead. The ninjas are all dressed in rags, in the hope
you expectantly, awaiting orders . . . that they'll be identified as ronin should they fail in
their mission. All are armed with 4 shuriken, and
carry 10 tetsu-bishi (caltrops). In addition, the Junior
The sounds are coming from the hallway outside Ninjas carry ninja-tos (at the DM's discretion, their
area 20 on the donjon map. The PCs are free to order scabbards might be modified to conceal daggers,
the samurai to respond in any way they see fit, and more shurikens, powders, etc.); the Senior Ninjas
the samurai will obey. (As Benju promised, Tbshikazu carry both kamas and kawangas. When the PCs ar-
so instructed them at the beginning of the watch rive, two Senior Ninjas and two Junior Ninjas are fac-
shift.) If the PCs' orders will leave Benju's sleeping ing Benju; the Junior Ninjas are trying to flank him.
quarters unguarded, none of the samurai will say any- The remaining ninjas are doing their best to hold off
thing at the time. They'll make sure that Tbshikazu— Benju's samurai.
and hence Yuji and Benju—know of this slip later.
33
34
tt
For the adventure to continue to its planned conclu- Toshikazu Wada strides towards you, a deter-
sion, Benju shouldn't die in this attack. If the PCs are mined expression on his face (but then, there's al-
unable to save him, or if they don't try for some rea- ways a determined expression on his face). He
son, the DM should so manipulate events that Benju stops in front of you. "I want you to accompany
escapes. me," he says flatly. "This is not an order, merely a
Although the fact that the attack was directed at request, but one you will probably be interested in
Benju was purely a coincidence, the PCs almost cer- agreeing to. I understand you were involved in [or
tainly won't come to that conclusion. Instead, they'll abroad during] the fire in the eta quarters the
probably conclude that the attackers were tipped off other night. I have received a message from one
as to Benju's location by either Yuji or Buntaro . . . and
probably the latter. If the PCs try to denounce either
man to Benju, the daimyo will cut them off angrily be-
who knows for certain who set the fire, and why.
This informant wants to meet with me. Do you
wish to accompany me?"
tt
fore they can finish. He trusts both men implicitly, and
will listen to no aspersions against their characters.
Unless and until they can present solid evidence iNvitatiON to a MeetiNQ
pointing towards the men's guilt, Benju orders the PCs Toshikazu isn't concerned one way or the other; he
harshly, they are to keep their petty suspicions to simply made the invitation out of politeness. Whether
themselves. Of course, the PCs have no solid evidence, the PCs accompany him or not, he is escorted by four
and repeating the hearsay they received from Fusae of "Benju's Samurai." All are unarmored, and carry ka-
or Yaemon would only make Benju angrier. tanas and wakizashis. In addition, two of the escorting
Yuji is level-headed enough to realize that the evi- samurai carry sode garamis.
dence does seem to point towards him, and won't be If the PCs decline the invitation, then Toshikazu
overly angry with the PCs unless they are actively in- goes to his death alone; give them the information
sulting to him or his master. Buntaro, however, will do from the section on "Probable Outcome." Otherwise,
a slow burn throughout the proceedings, and only the the young man leads his contingent into the pilgrim
presence of Benju will prevent him from taking the area of town, heading for an address near the city's
PCs' heads for their insult. When he's had time to calm outer wall. Toshikazu's path leads the group through a
down, he realizes that his daimyo is keeping the PCs bustling market scene. During this segment of the
around for a reason, and so won't do anything to them journey, read the following:
until Benju has no further use for them. Then he'll of-
ficially ask his lord's permission to kill them for their The merchants and peasants scatter in front of
lack of manners. Until that time, though he won't do you to clear your way ... or at least, they try to. But
anything violent, he will be almost impossible to deal the crowds are simply too thick, and you find your-
with. self being bumped every few steps by apologetic
members of the "lower classes" who weren't able
Pnobable Outcoivie to get out of your path quickly enough.
It's possible—although unlikely—that the PCs will
obey their orders to the letter and remain on guard Although experienced players will probably be
outside Benju's normal quarters. If this happens, then clamoring to the DM that their characters are expect-
Benju, his guards, and his reinforcements are able to ing pickpocketing attempts, the danger in the crowd
take care of the ninjas themselves. None of the attack- takes a different form. Each PC who is paying atten-
ers survive or escape. Through questioning those in- tion to the crowd is entitled to a 5d6 Ability Check
volved, the PCs can find out all of the information in against Intelligence. A successful role means that the
the preceding sections . .. except the existence of the PC has noticed something. Read the following pri-
"flame knife" tatoos; neither Benju nor anyone else vately to the appropriate player:
had the presence of mind to look for them. (And, un-
less the PCs are quick to think of it for themselves, the Curious. As you glance over your shoulder, you
bodies will be swiftly disposed of.) recognize a figure following you. It's not as if you
know who he is—you don't know him from a hole
in the ground. But nonetheless it's strange: when
35
36
#
uncontrolled sounds of terror. But then you make
out some of the words: "Foes! Fire! Help me, gods, treat the PCs with respect and honor.
they're killing them, they're killing the pilgrims!" As soon as the ninjas have gone, the residents of the
neighborhood scurry back to fight the fire.
The woman is too terrified to answer any questions Whether or not the PCs fight the ninjas, rumors will
in an articulate manner. If questioned, however, she instantly spread around the town about the "spirit
will point in the direction of the commotion: some- monsters" that were setting fires in the pilgrim quar-
where in the neighborhood in which the transient pil- ter. Although these magical creatures didn't have
grims stay. wings—at least, not visible ones—it's "obvious" that
Assuming that the PCs decide to investigate, read they're somehow related to the tiger-bird spirit that's
the following: been bedeviling the town.
ft
It's easy enough to choose the right direction, RUMORS
you realize: simply go against the flow of panicked By this time, the rumors are building to a crescendo,
humanity. Everyone seems to want to get out of the and the town is taking on a siege mentality. Few peo-
pilgrim quarter—pilgrims and non-pilgrims alike. ple go out at night, and sales of good luck charms and
Ahead you hear screams, and smoke climbs against "anti-spirit potions" are at an all-time high (of course
the sky. none of these gimmicks does any good whatsoever).
Benju is well aware of the town's near-hysteria, and
WneckiNQ Cuew recognizes the threat that it represents to him. Word
reaches the PCs through any appropriate channel
When the PCs reach the center of the pilgrim quar- that the daimyo wishes them to step up their investi-
ter, they find a number of buildings on fire. Read the gations immediately.
following:
Puobable OutcoMe
The heat is intense, and you feel the skin of your
face tighten. You squint against the brightness . . . If the PCs don't go to investigate the commotion,
and you see figures! Two humanoid figures moving
in the midst of the inferno.
Immediately, the figures see you. Obviously dis-
they'll learn about the fires and the deaths, but all
they'll hear about the ninjas are distorted rumors of
"spirit monsters" and creatures with glowing eyes.
*
cerning that you're different from the fleeing
masses, they step out of the flames and start to
walk slowly towards you.
Yes, they're human in figure, except their eyes
flare with a brilliant, unnatural light. And bright
sparks—almost miniature lightning bolts—flicker
and lick around them . . .
37
38
#
If asked about where he got the message, he tells a
overt consequences. They simply don't learn that mysterious story. Read the following:
somebody is trying to protect him.
"Tb tell you honestly, noble travellers," he tells
you, "I don't know. I returned to my minka but an
hour ago, and I found this parchment in the center
of the floor. I picked it up, mystified as you can
imagine, and with that... My mind became dazed,
as though I dreamed. And a voice spoke in my
dream, bidding me deliver this parchment to the
travellers who serve Benju-sama. I discussed this
with one who I trust, and he told me that it would
ft
be best if I obeyed the voice. And so here I am, no-
ble ones."
#
ther. If duty demands that you do oppose us, We Will match honor With honor.
We promise that your deaths, should they be required, Will he as speedy and
Worthy of esteem as it is Within our power to grant.
With honor,
Moonlight & Smoke
39
40
42
ft
The PCs will not recognize the name Yamaguchi,
nor will anyone else they ask. (Remember, the clan
Yamaguchi is a new family and has yet to develop a MibNiqUt Visitons
ft
reputation.) Perhaps after their visit to the infirmary, the PCs re-
When the PCs leave the Temple, they find Yuji talk- turn to their ryokan to rest. Read the following:
ing with the samurai guard detachment outside. Read
the following: It seems that the entire world is conspiring to
prevent you from getting an uninterrupted night's
The old warrior looks you up and down, his sleep. Hardly have you settled down when there's a
sharp eyes cataloging your various wounds. He's firm rapping on your door. You slide the door back
too polite to ask, but he's unable to totally mask his and see a squad of samurai facing you. They wear
curiosity. "You're wounded," he says. "Report to the the brown kimono of Benju's Home Guard, but
8*
castle infirmary. Ask any samurai, they'll direct their faces are covered with hoods. All stand ready,
you." He looks you over again and adds, "And clean hands on the hilts of their katanas. But no-one has
yourselves up." He turns away. yet drawn a blade.
The leader bows to you, a bow of equals. "My .. .
my superior has ordered me to order you to ac-
company me. No harm or dishonor will befall you,
The infirmary is a small out-building within the cas- on that I give you my oath as a samurai. I ask that
tle district. It's staffed by three medics (O-level), whose you give me your weapons now, and I will carry
skills extend no further than cleaning and dressing them with you in safe keeping. I also ask that you
wounds. The infirmary is run by an aging shukenja submit to being blindfolded. These are my orders,
named Ce-ishi. He is glad to cast his full complement and I intend no dishonor to you. What say you?"
of healing spells on the PCs to bring them up as close
to normal as possible. The infirmary has in stock one
potion of healing, but Ce-ishi won't volunteer its use. There are 12 samurai present, all Samurai Officers.
The PCs must persuade him to do so. They wear leather armor (AC 9) and carry katanas
and wakizashis. In addition, four carry daikyu and 12
Ce-ishi (7th level shukenja, male human): AC 7; MV arrows, and another four carry mancatchers. In their
12; hp 29; #AT 2/1 or 1; Dmg 1-6 or by weapon (un- present condition—probably still weakened by their
armed); THACO 16; Str 9, Dex 10, Con 10, Int 11, Wis fight with the ninjas—the PCs should recognize that
14, Cha 10; AL LG. the best move is to go with the samurai. Although the
Spells: calm, cure light wounds (x5), chant, slow samurai leader won't tell the PCs who ordered the
poison, withdraw, cure blindness, death's door. visit or why, he will swear in whatever manner the
Proficiencies: bo stick, three-piece rod, religion PCs want that he intends them no harm.
(x3), etiquette, jujutsu.
Honor: 23. AuOieNce
The PCs should eventually agree to accompany the
ft
Ce-ishi is unarmed and unarmored. He has received samurai, and abide by the conditions of the invitation.
rudimentary training in jujutsu, hence his AC of 7, his The samurai respectfully receive the PCs' weapons,
high number of attacks and his damage. then carefully blindfold them before leading them off.
Once the PCs have been treated to the best of their Read the following:
ability, the next step is up to the DM. If it's night, they
might return to their ryokan, where the DM can You can feel the presence of the samurai all
spring Act 18, "Strangers in the Night," on them. Since around you—a protective cordon, but also a bar-
this act is totally optional, the DM might decide to pro- rier to prevent your escape. They lead you care-
ceed directly to Act 19, "Caught in the Act." fully, with a hand on your arm indicating direction
and warning of hazards such as stairs.
At first you try to visualize your course, but a
few rapid changes in direction destroy the image in
43
Wl7ispeus Wftispenens
Naomi has nothing more to say and, in fact, knows
nothing more than what she's already told the PCs. Assuming that Buntaro doesn't spot the PCs, they
She doesn't know that Eichiro is the one opposing can trail him to his destination, the hallway outside
Benju, and she doesn't know the identities of the ninja room 23 on the donjon map. In the middle of an empty
clans involved. As soon as practical, she picks up a tiny hallway, Buntaro kneels before a shoji, raps once and
silver bell from the tatami next to her and rings it, sig- then begins whispering. If the PCs somehow manage
nalling the samurai outside to open the shoji. The to eavesdrop, Buntaro is saying: "Meet me tonight, at
samurai escort the PCs away from the meeting the usual place. I have something to tell you that you'll
room—without blindfolds this time—and lead them want to hear, just like the last time."
down into the courtyard where they return their Buntaro receives no audible answer. He quickly
weapons. (The meeting took place in room 22 of the stands, and returns the way he came. His chance of
donjon map.) spotting the PCs is now 95%. If he does spot them, he
demands that they accompany him to Benju to explain
their continued rudeness and lack of respect to him.
It's possible that the PCs might take Buntaro's appar-
44
ft
taro and the PCs appear before Benju, with the PCs At some time when the PCs are on the streets—
ready to denounce Buntaro as spy and traitor. perhaps immediately after having been kicked out of
the castle—read the following:
DGNUNCiatlON
Benju can be found in his main reception room Before you quite realize what's happening, every-
(room 6), flanked by Yuji and eight Samurai Officers. If one around you on the street is bowing. (Not to
necessary, the DM can have a detachment of 12 Samu- you, you belatedly realize.)
rai Officers escort the PCs, Benju and perhaps Sono Coming up the street is a palanquin carried by
into the room. Read the following: four burly bearers, and flanked by twenty samurai
decked out in the finest regalia. After a moment's
Benju Matsutomo scowls across the room at you, thought, you recognize the regalia as belonging to
H
anger etched in each line of his face. "You have a quar- the Shogun's personal guard. Leading the proces-
rel with my son-in-law," he snaps. "Explain it to me." sion is a sour-faced samurai, who's staring at you.
You suddenly realize that you're the only ones on
Benju will try to goad the PCs into telling him their the street not bowing . . .
suspicions. When they've done so, Benju turns to Bun-
taro. "Well?" he asks harshly. "What do you answer?" The personage in the palanquin is Hiro Matsu, of-
Buntaro explains his actions. If the PCs have men- ficial inspector under the direct authority of the Sho-
tioned how they followed him in town but he gave gun. (The PCs might assume that the palanquin
them the slip, Buntaro reminds Benju that he was sim- contains the Shogun himself, of course ...) Hiro is un-
ply acting on the daimyo's orders. Benju confirms this. armored, but carries an uchi-ne in addition to his ka-
As to his suspicious behavior today, and the whis- tana and wakizashi.
pering at the shoji: The sour-faced samurai is Hiro's right-hand man,
Buntaro flushes with embarrassment. "I was
speaking with Sono," he explains quietly. "I was ... I
was arranging an assignation with her tonight. I . . .
Zukimoto Ghikitada. He wears o-yoroi (AC 3) and
is armed with katana and wakizashi. In addition, he
carries a standard bearing the symbol of the Shogun's
house.
ft
I love her, my lord. Last night I told her so, and to- Use the Samurai Officer statistics for the samurai
night I . . . I was going to tell her I intended to ask guards. They wear o-yoroi (AC 3) of the finest quality.
your permission to wed her. If that is a crime, then All carry katanas and wakizashis; ten carry daikyu
I'm guilty. But that is my only crime." and 12 arrows, and ten carry naginatas in addition to
Benju nods with a grim smile. "Your love for Sono is their swords. For the bearers, use the General Towns-
known to me." He chuckles dryly at the surprise on
Buntaro's face. "You thought to keep a secret from me
in my own house? I'm not that much of a fool."
folk statistics.
If the PCs don't bow immediately, Zukimoto hands
the standard to one of the samurai, and strides over to
ft
The daimyo turns to you, and his anger is back in the PCs, his sword half-drawn, and orders them to
full force. "You have shamed my son-in-law, and bow. Before anything unpleasant can start, however,
brought foundationless accusations before me. These Hiro opens the curtain of the palanquin and tells Zuki-
are not the acts of honorable men. Your employment moto, "Don't bother with them, it's not important. Just
is terminated, all payments forfeit . . . and consider get me to the castle. I'm tired and I want a bath." Un-
yourself lucky that I don't take your heads as well, or willingly, Zukimoto backs down and returns to the
let Buntaro take them. Get out of my house." front of the procession.
The PCs can easily find out through the grapevine—
Benju can't be swayed by any pleas or arguments, which is notoriously well-informed—the names and
particularly since any divination magic will confirm significance of Hiro and Zukimoto. They can also dis-
that Buntaro is telling the truth. If the PCs won't leave cover that Hiro is in town to observe the Ceremony of
peacefully, Benju can call up as many Samurai Offi- the Three Thousand Steps . . . and to carry his judge-
cers as it takes to expel them from the castle. ment back to the shogun as to Benju's performance as
daimyo and his fitness for that office.
45
My £ord:
TIMis in readiness for your master-stroke at the ceremony. I hate persuaded
Benfu that a full detachment of samurai around the temple Ml be too dis-
turbing to the pilgrims. CJhus there Will he no significant number of guards to
present the clan yamaguchi from staging their attack on the pilgrims. Uhen,
when you anile at the head of yourforce, and destroy the clan yamaguchi,
there Will be none With whom you must share the honor of victory.
With the Shogun's inspector present to see hisfailure to protect the pil-
grims, Senju mustfall. ?bid then to whom other than you should the daim-
yate be awarded?
I aWait Word of your triumph.
46
#
ties, but will definitely fight if attacked.
ceed. Firstly, they may decide to inform the Yama-
guchi clan that their employer is planning to betray iNsibe tl7e Castle
them. The problem with this plan is that the PCs don't
know how to contact the Yamaguchi clan, and don't Whatever the PCs' purposes within the castle, they
have enough time to do the research necessary to should experience the following "set-piece" encoun-
track them down. They should quickly realize this, ter:
and choose another option.
Secondly, the PCs may decide to try and discover You turn a corner of the hallway, and see two fig-
which of Benju's confidants wrote this note. Thirdly, ures ahead of you: a young serving girl carrying a
they may want to use their newly-found information tea service on a tray, and an older woman, no
to "buy" their way back into Benju's favor. Both of doubt a senior servant. The older woman is feeling
these options require a return to the castle. the side of the teapot.
Of course, there's a fourth option, and that's to let "It's too cold," she says with finality. "She'll send it
the whole matter drop and leave Benju to his fate. But back, and then we'll both be in trouble. Remember,
that would be a dishonorable action for any Lawfully- this tea is for the Lady Lotus."
aligned character, and would cost him or her 3 points
of honor. This should trigger the PCs' memory of the lotus
"DebUQQiNQ"
As the DM will understand, it's important that the
symbol on the note from Act 21. If the PCs ask the ser-
vant about "Lady Lotus," read the following: ft
PCs should get their hands on this note. If the PCs ig- "I'm sorry, noble lords (and ladies)," the servant
nore it, or are unable to prevent the ninja from de- woman snivels, bowing deeply. "I meant no disre-
stroying it, the DM has several options. First, should spect. It's just a name we servants have for her, the
they search the bodies of the dead ninja, they'll find Lady Satomi. Haven't you noticed? Everything she
another copy of the note—equally encoded—on the wears—her kimonos, her jewelry, her regalia—has
person of one casualty. (The message was obviously so on it the symbol of the lotus. Oh, I grant the sym-
important that the traitor in Benju's household de- bols are sometimes too small to see easily. I under-
cided that redundancy was a sensible precaution.) stand it's something to do with her family . . ."
Second, the DM can orchestrate another encounter
with a single ninja or a small group, carrying the note.
Third, the PCs might notice a servant in Benju's em- The servants can tell the PCs that Benju and Lady
ploy acting in a suspicious manner, and passing a Satomi, his mother-in-law, are taking tea together in
folded note to a dubious-looking messenger (another the formal gardens behind the donjon.
Junior Ninja). In any case, it's important that the PCs
should obtain a copy of the note.
47
48
ft
proach, a bent and wizened man dressed like a care- it in his sleeve. "Thank you, gentlemen (and ladies),"
taker comes out to greet them. Read the following: he says with a slight bow. "You can go now."
NiNja LeaOen
The "caretaker" leads the PCs into the main open
area of the warehouse. No matter how bright the day
ft
outside, inside is pitch blackness. The PCs will proba-
bly use some means to generate light; if they don't, Ta-
ft
kahashi lights a lantern. Read the following:
Combat isn't the goal here, but if the PCs start some-
8*
thing the figures lining the wall are equally divided be-
tween Senior and Junior Ninja. There are 34 ninjas
present (not including Takahashi Yamaguchi), more
than enough to finish off the PCs if they get foolish.
49
50
51
52
•Jl.J ?|ft«O';
54
ffc
Xllje FaN necessarily the case, however.
This encounter is an opportunity for the DM to pro-
Set-Up: At one time, the PCs notice that someone is vide information or insight to the PCs that they'd oth-
watching them with great interest, possibly even fol- erwise miss out on.
lowing them. Once they notice this character, he
doesn't respond in any guilty way as a spy would: in-
stead, he smiles at them and waves . . . CalleO Out
The Plot: The person observing the PCs calls him- Set-Up: While abroad on the streets of Aru town, a
self Karima, and he will willingly admit that he's be- warrior-class PC accidentally bumps into a man who
come fascinated by the PCs' escapades. Karima can is coming out of a store, causing the man to drop the
recite almost everything that the PCs have done since package he is carrying. The man instantly whisks out
they arrived in Aru, and concentrates on the interest- his katana, and faces the PC, saying: "You insult me. I
ing, amusing or embarrassing events. He is a fan of challenge you, here and now. Draw your sword!"
the PCs, Karima tells them; he means them no harm, The Plot: The man is a bushi of whatever level
and simply enjoys watching them go about their busi- would represent a tough but fair fight for the PC he
#
ness. If the PCs try to chase him away, he tells them challenges. He won't be dissuaded from his duel by
that he understands their reaction . . . but he'll be apologies; in fact, he responds to any apology with
around even if the PCs don't see him. something like, "Close your mouth and let your steel
Notes: Karima is a monkey hengeyokai, and a talk for you, honorless pig!"
highly skilled bushi. What he tells the PCs is the com- Notes: The bushi will fight the duel to the death.
plete truth: their exploits have triggered his exceed- Honor adjustments for winning or losing the duel are
ingly well-developed curiosity, and he simply enjoys as normal. Interference in the duel by other PCs is
watching them operate. He will do nothing to actively highly dishonorable, leading to an immediate 3 point
harm or help the PCs (although the DM might use loss in honor for every member of the group.
Karima to deliver information or suggestions that the The bushi's story is this: Several years ago, he was
PCs wouldn't receive otherwise). If the PCs are foolish the personal aide to a well-known general. The gen-
enough to attack Karima, he fights to save his life. eral was slain by an assassin, and the bushi blames
Karima (9th level bushi, monkey hengeyokai): AC
10/6; MV 12/12; hp 57/29; #AT 3/2 / nil; Dmg 1-10 (ka-
himself for his master's death. The bushi isn't samu-
rai, so taking his own life isn't obligatory in the case of
failure; in fact, the bushi is a member of a faith that
ft
tana) / nil; THACO 12 / n/a; Str 12, Dex 17, Con 10, Int considers suicide to be a sin for all but members of the
11, Wis 8, Cha 11; AL CG; Honor: 15. (Statistics after samurai caste. Wanting to end his life without sinning,
the slash refer to animal form.) the bushi decided to challenge anyone and everyone
In his human form, Karima is a small man, with to a duel, whenever an honorable opportunity pre-
long, thin arms, a broad face, and a flat nose. He is al- sented itself.
ft
ways smiling, and talks constantly (often about fairly The problem is, he's won every single one of those
inane subjects). He is proficient with the katana, and duels, and it's starting to get to him. Theoretically, the
always carries one with him. He never wears armor. PCs might be able to get the bushi talking and discover
this about him. After that, they might be able to con-
vince him to renounce his death-quest. If so, he will
become a friend and possibly a henchman. (Whether
Set-Up: The PCs are abroad in the town, and the PCs succeed or fail in convincing him, it's an excel-
encounter a wizened old man squatting in the gutter, lent opportunity for in-depth role-playing.)
casting a handful of coins on the ground and examin- If the PC defeats the bushi honorably, the next day a
ing the way they fall. He makes a cast just as the PCs messenger delivers a copy of the bushi's will to the vic-
walk by. The old man glances up at one of the PCs torious PC. The bushi has left all his worldly
(random determination), down at the coins . . . then possessions—most notably his katana (a weapon of
his face turns pale. He casts another furtive glance at quality), a small tract of land, plus a small sum of
the PC, then he quickly scoops up the coins and stuffs cash—to whoever defeated him in a duel. (The DM
them in his pouch. He tries to hurry away. can add or change any items in this bequest in order
The Plot: The old man is 0-level with no character to develop future adventures. For example, perhaps
class, but occasionally he does have the Art to read the the tract of land contains a haunted house; or perhaps
55
56
ffe
by movement in his room. He opened his eyes . . . and
Set-Up: Whenever the PCs are abroad in the town suddenly a powerful hand was clapped over his mouth,
at night, they hear an agonized scream from within a silencing his cry of panic. There were two black-clad
nearby ryokan (inn). If they investigate, they find a and cowled figures next to him, both with long blades
rich-looking traveller lying on his futon . . . with a drawn. Almost fainting with fear, he lay still while they
blade of unusual design driven into his chest. Assum- tore back his sleeping kimono to bare his chest. After
ing the PCs react rapidly, they will see two black-clad examining his (tattoo-free) body, the black-clad figures
figures disappearing out through the back of the exchanged disgusted looks. Then they bound and
ryokan. gagged him, and vanished into the night.
The Plot: The traveller is actually in Aru under The man is a pilgrim, and has no idea why ninja (be-
false pretenses. He was a high-ranking yakuza leader cause who else could the black figures be?) would be
in another city (the DM should choose one with which interested in him. If asked, he explains that he came
the PCs are somewhat familiar), but decided to effect from another city in Wa (the same one that the DM se-
a career change by embezzling large amounts of lected for the encounter described above, "Assassina-
money from his family. When the oyabun found this tion!").
out, he hired the Amida Butsu ninja clan to terminate Notes: The two ninja are members of the Amida
the embezzler with extreme prejudice. Butsu clan. If the DM uses this encounter before "As-
If the PCs examine the body, they find that the man sassination!," the ninja were looking for the embez-
has extensive yakuza-style tattooing covering the left zler, but were confused because this pilgrim came
side of his chest. from the same city. If this encounter takes place after
Notes: The two black-clad figures are Junior Ninja
ft
"Assassination!," then the ninja were following up on
of the Amida Butsu clan. They are unarmored, and the possibility that the embezzler might have had an
armed with whatever weapons the DM likes (the accomplice. In either case, they realized their mistake
more unusual the better). Their orders were to kill when they found that the pilgrim had no yakuza affili-
the embezzler, not to get into a scrap with the PCs; ation (as witnessed by his lack of tattoos).
therefore, they'll choose escape over combat if they Note to the DM: The story of the embezzler can
can. Their honor prevents them from being taken give rise to any number of other rumors or encoun-
alive, if any alternative is open to them. Both ninja ters, as the DM sees fit. The Amida Butsu clan might
have small tattoos under their left arms: three inter- conceivably be checking other ryokan in the area for
linked red circles, the symbol of the Amida Butsu clan. the embezzler's (non-existent) accomplice, or can by
If questioned, the Amida Butsu ninja can tell the PCs trying to track down where he hid his ill-gotten gains.
about the embezzlement, and about the internecine The PCs can hear recurring stories of black-garbed
turf wars that broke out when the yakuza made his figures infiltrating ryokan and terrorizing guests, and
escape. (The DM can make this story as extreme as he might even see mysterious figures themselves. (If the
or she cares to. Perhaps the embezzler has unwit- PCs came to Aru from the same city as the embezzler,
ft
tingly precipitated a major gang war.) The ninja know then the ninja clan might make a nocturnal visit to
nothing about other events in Aru town (of course), their ryokan.) In all such cases, the ninja have no in-
and can give the PCs no help. They have no connec- terest in the PCs' actions once it's established that the
tion whatever with either the Yamaguchi or Ohara PCs aren't associated with the embezzler.
clans involved in this adventure (although the PCs will No member of the Amida Butsu clan has any infor-
probably not believe a word of that. . .) mation about the ninja activity associated with Benju
Matsutomo, or can recognize the name Yamaguchi. (If
MistakCN asked under appropriate circumstances, however,
they might be able to confirm that there is a ninja clan
Set-Up: Whenever the PCs are abroad in the town with the name Ohara.)
at night, they hear a woman screaming and yelling in-
coherently. A dumpy little mama-san is running down
the road towards them, hollering for help. If they stop
to talk to her, she tells them that she runs the Drowsy
Blossoms ryokan, and that something terrible has
FiqlitiNQ DRUNR
This adventure can be run at any time. It is best
suited to a period when the characters are looking for
#
happened to one of her guests. She tries to drag the a chance to relax and recover from some exhausting
PCs back with her to show them. chain of events.
57
58
B
motivations of these people in advance of their first Int 14 Wis 13 Cha 8
contact with the adventurers. By doing this, the DM
can be judge their reactions to the heroes and lay AC variable; MV 12; hp 58; #AT 2/1; Dmg 1-10 (ka-
down the groundwork for future dealings with them. tana) + 3 (damage bonus); THACO 12
Proficiencies: katana (specialization), daikyu,
Benju Matsutomo horsemanship (+1), calligraphy, poetry (+1), eti-
15th level samurai quette.
LG, human male Honor: 46
Str 15 Dex 15 Con 14
Int 14 Wis 13 Cha 17 Buntaro, Benju Matsutomo's son-in-law, is a hulking
brute of a man with the appearance and personality
AC 10; MV 12; hp 87; #AT 2/1; Dmg 1-10 (katana) +4 of a dyspeptic bear. His voice is harsh and displeasing,
(damage bonus); THACO 6 and his smile—on the few occasions that he displays
Proficiencies: katana (specialization); daikyu, it—looks like a grimace. His manner is such that, even
horsemanship, calligraphy, poetry, noh, falconry, tea when he's strictly following the precepts of etiquette
ceremony, heraldry. and politeness, he seems arrogant and obnoxious.
Honor: 85 Buntaro wears armor appropriate to his current
#
duty or assignment: this ranges from nothing all the
Benju is in his late 60s, but he has the appearance way up to full o-yoroi on formal occasions. He always
and personality of a man perhaps a decade his junior. carries his katana and wakizashi, and often carries a
He is a large man, broad and powerful, with a strong daikyu as well.
face and dark eyes. Even when motionless, he seems Buntaro was married to Benju's eldest daughter, but
as powerful as a force of nature, and as impossible to she died in childbirth. (Perhaps this is what has
stop or divert. His voice is usually quiet, but effort- warped Buntaro's personality.) Throughout the Mat-
lessly adopts the crack of command. Despite his size sutomo household, Buntaro is comprehensively hated
and obvious power, he moves with the silent, fluid for his arrogance. The only person who likes him is
grace of a dancer.
Benju wears armor only when required by proto-
col. He is rarely without his katana and wakizashi. His
katana is a weapon of quality, and has been in his fam-
ily for ten generations.
He rose through the ranks as a samurai and famed
warrior. In the past, his family had been shamed by
having a number of members serve as daimyo of Aru
Province, only to be removed for failure in their duty.
Perhaps it was the desire to expunge this dishonor
that pushed Benju to his great achievements. By
thirty, he was already well-known among the Sho-
gun's generals. By forty, it was obvious that he was
destined for greater things.
Now, as daimyo of Aru, his personality seems to
have changed. He's very concerned about the future
of his family, and believes that if they can only hang
onto the daimyate for several generations, their stabil-
ity and security are assured. Thus the risk-taking and
daring of his youth are long-gone.
Benju loves music, although he is totally incompe-
tent at any instrument he's ever tried (and this sad-
dens him deep in his soul). He is highly skilled at noh,
however, and frequently puts on plays for his house-
hold in which he and Yuji Takaesu display their abili-
ties. He enjoys the outdoors, and loves falconry.
Benju hates his mother-in-law (and vice-versa), but
inexplicably he likes his son-in-law the quarrelsome
Buntaro.
59
60
Fusae is a withered old woman in her mid-60s who AC 10; MV 12; hp 8; #AT 1; Dmg 1-3 (knife); THACO
runs the House of Heavenly Sand in Aru town. She is 18
mute, but her hearing is excellent and her mental fa- Proficiencies: knife (specialized), etiquette, callig-
cilities unimpaired. raphy, poetry.
Fusae is always unarmored, and usually unarmed. Honor: 45
At home and at work, however, there's always a knife
within easy reach if she really needs it. Although Lady Satomi is Benju's mother-in-law, she
ft
Fusae's story is interesting, but not that uncommon. is only a year or two older than he is. (This reflects the
She was raised the daughter of a well-known samurai relative youth of Benju's wife.) She was once very at-
and general, and her upbringing included all of the tractive, and attempts with make-up to maintain her
skills essential to a samurai. Unfortunately, when she looks . . . but has very limited success.
was still fairly young, her father participated in an Satomi was raised in the samurai caste, and re-
abortive coup attempt against a local daimyo. As pun- ceived some training in the skills and traditions of the
ishment, her father and mother were executed, and samurai. At a young age her alignment shifted away
she and all her relatives were officially "demoted" from Lawful, however, which caused her character
from the samurai caste and became eta. (This didn't class to change to bushi.
affect what she'd already learned in the way of profi- Lady Satomi loves her daughter—Benju's wife—
ciencies, of course, but did "demote" her from samu- with all her heart. She has always hated Benju, more
rai to bushi.) She moved up north to Aru, and started because he was the person who would take her
a new life well away from the memories of her old daughter away from her than for any faults in him as
one. a man, and tried to block the marriage. Satomi's hus-
band, since dead, overrode her wishes, and the politi-
Hiro Matsu cally expedient marriage went ahead.
11th level samurai Over the years, Satomi's love for her daughter has
LG, human male twisted, becoming a desire for control and possession.
Str 15 Dex 11 Con 15 She wants her daughter back in her household,
Int 15 Wis 14 Chal6 where she can watch over her and run her life. Benju
represents an obstacle to this. When Benju was
AC 10; MV 12; hp 71; #AT 2/1; Dmg 1-10 (katana) +4 named daimyo, and the shogunate policy of sankin ko-
(damage bonus); THACO 10 tai required his family to live in Uwaji, her hatred for
Proficiencies: katana (specialization), daikyu, Benju reached full flower.
uchi-ne, horsemanship, calligraphy, poetry, falconry, Unknown to anyone else in the household, she has
etiquette. been in communication with Eichiro Tanaka, and has
Honor: 80. offered to help him with his plot against Benju by sup-
plying information. (In fact, it's quite possible that it
Hiro Matsu is a handsome man in his early 50s. He is was Satomi who set Eichiro on his present course.)
generally soft-spoken, and prefers to listen rather Her rationale is this: If Benju is disgraced and re-
than talk, but when he has anything to say it's always moved from office, her daughter will be released
incisive, and his voice can assume the crack of com- from sankin kotai and returned to her. It either hasn't
mand. Hiro is on the Shogun's personal staff, and trav-
els throughout Wa as the Shogun's inspector. Despite
the largely-ceremonial nature of his duties, Hiro has
occurred to her or doesn't matter that Benju's re-
moval will disgrace her daughter as well, possibly
driving her away from her family in shame.
ft
maintained his combat skills at a very high level. Lady Satomi is known to the servants in the Matsu-
Hiro Matsu is a fair-minded and highly honorable tomo household as "Lady Lotus." They use this name
man. He hates the corruption that seems to be spread- among themselves, but never in the hearing of any-
ing throughout Wa, and does his best to stamp it out one of higher class . . . and particularly never to Lady
wherever he finds it. He is particularly disgusted by Satomi's face. The name springs from a characteristic
61
can recognize them as lotus blossoms. Even people LG, human female
without relevant proficiencies will recognize them as
- • : • • ; " • "
62
B
Smoke never wears armor, and always carries his
preferred weapon—the kau sin ke—plus half a dozen
shurikens. In addition, he usually carries a pearl of
fire protection.
Like Moonlight, he is highly skilled at karate, and
knows all of the special maneuvers appropriate to
that style.
"Smoke" is not the ninja's real name, of course; he
took it as a symbolic nom de guerre since smoke can
be invisible at night and drifts with the wind.
In Smoke's spell list, the asterisk indicates that the
spell ghost lightning is a custom-designed spell. Its
casting time, duration and components are exactly
the same as for the similar spell, ghost light. The spell
allows the caster to form tiny lightning bolts (more
like large sparks, really) that crackle and lick around
his body. These sparks cause no damage, and can't be
used to ignite flammable substances.
Snake
7th level wu jen / 13th level ninja
#
LN, human male
Str 15 Dex 14 Con 17
Int 15 Wis 13 Cha 15
AC 8 or 10; MV 12; hp 36; #AT 3/1 or 3/2; Dmg 1-8 or
by weapon type; THACO 14
"Snake" is not the ninja's real name, of course; he
took it as a symbolic nom de guerre since nobody has
IP
Proficiencies: sang kauw, bo stick, shuriken, ka- ever heard a snake's footsteps (and nobody has ever
rate. heard his).
Special Abilities: HS 85%; MS 95%; FT 80%; CW In Snake's spell list, the asterisk indicates that the
97%; D 68%; OL 82%; TW 80%; PV 14.5'; F 60'; E 58%; spell ghost lightning is a custom-designed spell. Its
BSx4. casting time, duration and components are exactly
B
Spells: fiery eyes (1st), ghost lightning* (1st), hail of the same as for the similar spell, ghost light. The spell
stone (1st), magic missile (1st), fire shuriken (2nd), allows the caster to form tiny lightning bolts (more
smokey form (2nd), fire rain (3rd), protection from like large sparks, really) that crackle and lick around
normal missiles (3rd), steam breath (3rd), dimension his body. These sparks cause no damage, and can't be
door (4th) used to ignite flammable substances.
Honor: 28
Sono
Snake is about 28 years old. Though strong, his 0-level
build is slender and supple. He received his ninja LG, human female
training, along with his colleagues Smoke and Str 9 Dex 14 Con 10
Moonlight in the Warazama family. When that fam- IntlO Wis 10 Cha 14
ily was destroyed by internal dissention, the three col-
leagues took to the roads together. They have thrown AC 10; MV 12; hp 5; #AT 1; Dmg by weapon type;
in their lot with the wu jen Daisake Mayazato, not THACO 20
so much because they share his goals, but because Proficiencies: Etiquette, tea ceremony, music,
they owe him service for help he gave them in the massage.
past. Honor: 18.
Snake never wears armor, and always carries his
preferred weapon—the sang kauw—plus half a dozen
shurikens. In addition, he usually carries a pearl of
fire protection.
Sono is a beautiful girl around 20 years of age. She
serves in the daimyo's household as a servant and
sometimes masseuse. She is highly skilled with the
#
He is highly skilled at karate, and knows all of the samisen, and frequently is invited to perform for
special maneuvers appropriate to that style. Benju and his closest friends.
63
64
ffc
Proficiencies: lajatang (specialization), religion, Str 14 Dex 12 Con 15
tae kwon do. Int 15 Wis 14 Cha 10
Honor: n/a
AC 3; MV 9; hp 53; #AT 3/2; Dmg 1-10 (katana)+2
Yaemon is a tall, ascetic-looking figure with a shaven (damage bonus); THACO 14
head. He always wears orange monk's robes. His eyes Proficiencies: katana (specialization), daikyu, tet-
are piercing, and his voice is loud and commanding. subo, horsemanship, calligraphy ( + 1), poetry, eti-
As a monk, Yaemon gains an additional attack every quette.
two rounds and gains a damage bonus of Id8 when Honor: 70.
using his martial arts skill. He knows the following
special maneuvers: kick 1,2; throw 4; movement 5. Zukimoto is a sour-faced man in his early 40s. His
Despite his high Wisdom, Yaemon isn't highly intelli- expression and manner always see to imply that
gent, and often jumps to conclusions. His tendency to everything displeases him to one degree or another.
#
react violently to misperceived situations has got him When anyone else would be laughing with glee, Zuki-
in trouble in the past. When shown the error of his moto merely looks slightly less disgruntled.
ways, however, he is a steadfast fellow. At all times, Zukimoto is aide, secretary and right-hand man to
honor—in his case, meaning "fairness"—is near the Hiro Matsu, the Shogun's inspector. As such, he is re-
forefront of his mind. sponsible for protecting the inspector as well as doing
Yaemon has come to Aru town to attend the Cere- all his paperwork. Zukimoto is unshakably loyal to his
mony of the Three Thousand Steps, and sees himself superior, and honestly likes him as a person (although
as a defender of the pilgrims. expressing such a feeling just isn't in his nature). He
will react quickly and probably violently to any per-
Yuji Takaesu ceived insult to his master.
12th level samurai When on official duty, Zukimoto usually wears an
LG, human male elaborate o-yoroi in the Shogun's colors. He is always
Str 13 Dex 13 Con 15 armed with his katana and wakizashi, but is also
Intl4 Wis 16 Cha 12 skilled with the tetsubo.
AC 10; MV 12; hp 77; #AT 2/1; Dmg 1-10 (katana) +4 General Townsfolk
(damage bonus); THACO 9 0-level
m
Proficiencies: katana (specialization), daikyu, LG(N), human male or female
horsemanship, calligraphy, poetry, noh, gaming (go), AC 10; MV 12; hp Id6 +1; #AT 1; Dmg by weapon
flower arranging, tea ceremony, etiquette. type; THACO 20
Honor: 75 • Proficiencies: Relating to their profession, or
none.
Yuji Takaesu is 62 years old, and his face is that of a Honor: 0-10, depending on profession and caste.
man ten years older. He is almost bald, and what little
hair he has is snow-white. His body is thin, and ap- By law, townsfolk are unarmed and unarmored, al-
pears withered with age; this is highly deceptive, how- though in a pinch almost anyone would be able to find
ever, since his wiry muscles still have the strength of something that could serve as a weapon.
spring steel. One out of twenty townsfolk has received a little
Yuji wears armor only when it's required by proto- training in some martial art style: typically karate or
col; he'd much rather remain unencumbered. He is jujutsu. These trained townsfolk have the same hit
never seen without his katana and wakizashi. point values as normal townsfolk, but their number of
He is unshakably loyal to his master, Benju Matsu- attacks, damage and Armor Class reflect the style
#
tomo, and serves him as advisor, right-hand man and they have learned. There is a 10% chance that the in-
close friend. They met decades ago when Benju was dividual will have learned one special maneuver ap-
still building his reputation as a general and warrior, propriate to the style.
and have been firm friends ever since. Yuji's reputa- Townsfolk carry small amounts of money, ranging
tion is second only to Benju's. from a couple of fen for eta up to a string of several
When not concerned with matters of state or of his tael for merchants.
lord's safety, Yuji is an intellectual and introspective
65
Depending on their particular assignment and duty, The statistics above apply to Senior Ninja in both the
junior officers can wear anything from no armor up Yamaguchi and Ohara clans.
to scale mail. All carry daisho (katana plus wakizashi) Depending on their particular mission, Senior Ninja
at all times; sometimes they will also be armed with may wear leather armor, or be totally unarmored.
daikyu and 12 arrows. The weapon proficiencies above are for the "typical"
Samurai carry no money. ninja; however, there will definitely be some atypical
individuals who are proficient or specialized with dif-
Junior Ninja ferent weapons. (This gives the DM complete freedom
3rd level ninja / 3rd level bushi to equip ninja with an interesting array of weaponry.)
LN, human male Every Senior Ninja is proficient in a martial arts
AC 10 to 8; MV 12; hp 3dl0 + 3d2; #AT 1; Dmg 1-8 style; the Yamaguchi clan concentrates on karate, the
(ninja-to); THACO 18 Ohara clan on jujutsu. In general, Senior Ninja each
Proficiencies: ninja-to, shuriken, chain, weapon- know 2d3 special maneuvers (DM's choice); excep-
smith, armorer, bowyer. tional individuals may know more or (very rarely)
Special Abilities: HS 20%; MS 27%; FT 30%; CW fewer.
87%; D 28%; OL 33%; TW 30%; PV 9.5'; F 10'; E 18%; Ninja of both clan have been taught that duty is
BS x2. more important than life, and that death is the only al-
Honor: 21 ternative to success. This has a significant conse-
quence should PCs use charm or similar spells to try
The statistics above apply to Junior Ninja in both the to prevent ninja from "taking the final step to avoid
Yamaguchi and Ohara clans. capture." Since evading capture through death is con-
Depending on their particular mission, Junior Ninja sidered the highest duty, a ninja would respond to any
may wear leather armor, or be totally unarmored. suggestion or order not to do so in the same way that
The weapon proficiencies above are for the "typical" any other character would view an order to commit
ninja; however, there will definitely be some atypical suicide. In other words, they would totally ignore it.
individuals who are proficient or specialized with dif- Yamaguchi ninja all have a tiny symbol called a
ferent weapons. (This gives the DM complete freedom "flame knife"—a jagged-bladed knife—tattooed under
to equip ninja with an interesting array of weaponry.) one arm. Ohara ninja have no such identifying mark.
One out of every two Junior Ninja is proficient in a
martial arts style; the Yamaguchi clan concentrates on
karate, the Ohara clan on jujutsu. In general, Junior
Ninja each know Id4 special maneuvers (DM's choice);
exceptional individuals may know more or fewer.
Ninja of both clan have been taught that duty is
more important than life, and that death is the only al-
66
tk
his or her players with truly new and totally unfamil- A kensai who hates kensai. What about a kensai
iar encounters. who suffers from se7f-hatred? Perhaps a man who has
Hence the random encounter generation system. dedicated his entire life to his weapon skill, to the ex-
The system is designed to push the DM to adopt a new clusion of all else, but has become disillusioned when
perspective, to break out of familiar "thought habits." he realized just what he's forsaken in his life. How
The best way to use this system is to roll up the would such a character react to people who did him
encounter truly randomly, then take a moment to homage for his skill at arms? Might he not react with
think through the ramifications of the result. Cer- anger at their "superficial" judgement of his charac-
tainly, the components may seem, at first, to be incom- ter? After all, isn't there more to him as a person than
patible or paradoxical. But the trick is to be creative, his combat ability? (No wonder the guy's
and try to find a way to incorporate all of the compo- depressed . . .)
ft
ft
67
68
69
70
(K
tial helpers about Oil Seller, and as long as she does
Fusae still kept the sword safe, hoping to be able to everything in her power to make sure they don't find
hand it over to Cachiko's son. out, she feels she's abiding by the conditions of the
In the interim, Fusae met a travelling wu jen who oath she swore. In fact, she can justify going to the
read her fortune (in fact, it was a fate spell). Her for- PCs for help because otherwise the chances are good
tune was that her great-grandson—who would be a that she and her grandmother will die, and that Oil
mighty warrior—would wield the sword Oil Seller Seller will fall into the hands of her family's enemy.
and overthrow the descendent of the man who And isn't that exactly what the oath was really in-
caused the death of Fusae's father. Under the auspices tended to prevent?
of this warrior, her family would regain the status it
once had, and all dishonor would be expunged from Although she can justify her actions sufficiently to
the family's name. assuage her own conscience, she knows that Fusae
won't buy that line. Thus she's trying to ensure that
Unfortunately, Zataki's son, Yoshi—now daimyo in the PCs will never let on to the old woman that they're
his own right after the death of his father—has heard involved.
a similar fortune: that the offspring of a disgraced
samurai line will wield a famous blade, and bring
Yoshi down. Yoshi Yoyogi is perhaps even more evil SljaOowiNQ Cachiko
than his father, but he has good political sense. He The PCs have various options as to how to proceed.
knows that going out and killing everyone descended The most likely course is that they'll follow Cachiko's
from any samurai who was disgraced during his fa- suggestion and shadow her, hoping in that way to spot
ther's reign wouldn't sit well with other daimyos— those who would do her harm.
particularly since many of these potential threats live Following Cachiko will be little hardship, since her
in other provinces or daimyates—or with the Shogun. daily schedule is so simple. One hour after sunrise,
Also, there are a lot of these people. (Fusae's story is she leaves Fusae's minka and walks to a market
far from uncommon, particularly in the daimyate of nearby in the eta district. There she buys food for the
the family Yoyogi.) day. At about the same time, Fusae herself rises and
71
72
Ninja (x2): 5th level ninja / 5th level bushi You hear a woman's cry, "Oh, oh, oh." You spin.
LN, human male It's Cachiko, running back towards you. "You saw
AC 10; MV12; hp 29, 33; #AT 1; Dmg 2-5 (chain) or 1- them," she cries, "you saw our enemies."
3 (gunsen); THACO 16
Proficiencies: chain, gunsen, weaponsmith, ar- If the PCs have interrogated a captive ninja by this
ft
morer, bowyer. time, they might have some pointed questions for Ca-
Special Abilities: HS 31%; MS 40%; FT 40%; CW chiko. She sticks very much to her previous story, that
89%; D 36%; OL 42%; TW 40%; PV 10.5'; F 20'; E 26%; they were obviously hired by someone from her
BSx3. grandmother's past to dig up some secret. She claims
Honor: 23 to know absolutely nothing about any sword, should
the PCs ask. (In fact, she jumps at this opportunity to
These are members of the Kata ninja clan. Like all propose that the whole thing is just some case of mis-
Kata ninja, they are highly skilled at tae kwon do, and taken identity: she and Fusae are just innocent vic-
know the following special maneuvers: Kick 1,2,3; tims. But of course, the noble PCs will have to destroy
Strike 1; Throw 4; Movement 5; Weapon 1,2. the enemies anyway . . . won't they?)
They are currently unarmored. Both carry gunsen If the PCs mention anything about speaking to Fu-
(war fans; martial arts weapons), and have chains sae, the girl begs them not to. She swore an oath to
wound around their waists under their sashes, where
they can be released almost instantly.
Members of the Kata clan are identified by a family
her grandmother not to let outsiders in, she stresses,
and it would be a disaster for her if Fusae found out
about her actions. Couldn't the PCs continue without
#
tatoo: a small blue circle, about half an inch in diame- telling Fusae what's happened? If the PCs seem about
ter. This tatoo can be anywhere on the body, although to turn away and leave her to her fate, she falls to her
it's often on the back of the neck where it will be con- knees crying most prettily, and begging them to help
cealed by the hair.
iNtetmoqatioN
If the PCs can capture one of the Kata ninja alive,
they can try to extract information from him. Obvi-
ously, the captive will be unwilling to tell them any-
thing, and will do what he can to escape or to take his
own life. Magic, of course, will make this interroga-
ft
tion much easier.
The two ninja who were following Cachiko don't
know much. Their orders were to follow the girl, and
report to their superiors if she did anything out of
character for a simple eta woman. They were also
ft
told to keep a sharp eye out for a katana, but they
don't know why, or anything about the significance of
the weapon. The PCs might be able to extract the
name of the ninja's superior—Asahi—and where they
were supposed to meet him. The ninja don't know
who hired their clan, or why. They do know that
other two-man teams are working in the city, but they
don't know where or what their orders were (they
had no "Need to Know").
If the PCs decide to attend the scheduled meeting,
they'll be disappointed—perhaps terminally so. Unbe-
knownst to the two ninja they confronted, there was a
third member of the team, hanging so far back that he
couldn't possibly be spotted. He saw the fate of his
compatriots, and immediately reported to Asahi. The
meeting will be an ambush for the PCs. Go to the sec-
tion "Ambush!" if this takes place.
73
74
8*
sneaky and nasty—and choose circumstances that Honor: 21
suit that mind-set.
The weapon proficiencies above are standard for
Assassins
If the Kata clan decides that stealthy assassination is
the best way of terminating the PCs, then they'll make
ninja; however, the DM should feel free to give one or
more of the killers "atypical" proficiencies—
particularly proficiency with a ninja-style weapon
#
the effort to do it right. The assassination team will that the DM finds especially interesting.
comprise two to four junior ninja (depending on the Like all Kata ninja, they are highly skilled at tae
number of PCs in the party), led by two senior ninja; kwon do, and know the following special maneuvers:
statistics on these individuals follow. The team will in- Kick 1,2,3; Strike 1; Throw 4; Movement 5; Weapon
filtrate the PCs' residence and kill the adventurers as 1,2.
quickly and efficiently as possible. The ninja are unarmored and dressed in tight-
An assassination attempt by well-trained ninja— fitting black clothes, with hoods over their heads.
which these are—is a difficult thing to stop ... particu- They are armed with ninja-to, shuriken, and any
(K
larly when the killers have the appropriate other "neat" weapons that the DM feels like throwing
equipment. If the PCs haven't bothered to set a sentry, at the PCs.
or otherwise guard their sleeping quarters, it would One of the junior ninja—thinking that he wanted an
be quite possible for the intruders to kill all of them "equalizer"—has poisoned the points of his shurikens.
without difficulty. Unless the players have been to- As long as he handles the weapons carefully, he faces
tally incompetent in their game play, this is probably no risk of poisoning himself. If he is knocked off his
not a desirable outcome. feet, however, he must save vs. paralyzation or
Tb give the PCs a fighting chance, one of them might wound himself with his own weapons. Someone
hear a tell-tale sound as the ninja team is penetrating struck by a poisoned shuriken must save vs. poison or
the building. Or perhaps a PC wakes from a paranoid suffer Id4 points of damage on each of the next three
nightmare just in time to see shadowy figures at his rounds, coupled with excruciating pain that penalizes
window (what a coincidence!). all attack rolls by —3. A successful save reduces the
The ninja team has its orders—kill the PCs at any damage to 1 point of damage per round, and drops
cost—and will die trying. Death is preferable to cap- the attack penalty to — 1. The poison damage is in ad-
ture, and these ninja are carrying poison pills. They've dition to that inflicted by the shuriken itself, of
also been indoctrinated with the same "death before course.
dishonor" philosophy as the ninja families in the main In addition to weaponry, they carry whatever other
adventure, so charm and similar spells will be less ef- equipment they need to penetrate the PCs' residence:
fective than usual. ropes, hooks, lockpicks, etc.
If the PCs interrogate one of the junior assassins, he Members of the Kata clan are identified by a family
H
can tell them little of interest: his leader ordered him tatoo: a small blue circle, about half an inch in diame-
here to kill the PCs or die trying. He has no knowledge ter. This tatoo can be anywhere on the body, although
of why the killings are important, or even what his it's often on the back of the neck where it will be con-
family is doing in Aru town. cealed by the hair.
A senior ninja can tell the PCs considerably more,
however. He knows that the Kata clan was hired by
76
77
78
ft
It's Buntaro . . . but there's something different
about him. He's walking, not swaggering, and his what I have to say. Will you not do this much?"
usual expression of arrogance and barely-
ft
concealed disdain has been replaced by worry and If the PCs refuse to have anything to do with Bun-
concern. taro's request, he turns away sadly and mopes off (de-
"I need your help," he says bluntly. (At least one finitely out of character; normally he'd berate the PCs
thing hasn't changed, you note with some relief: as honorless worms). Several days later, the PCs hear
Buntaro is still about as tactful as a tsunami.) "Will through the city grapevine that Buntaro has been
you come with me? It's important. I ..." And the found dead, apparently from self inflicted wounds.
young man stops, his face showing the titanic They also hear, in a seemingly unrelated rumor, that
struggle going on within him. "I. . ." he tries again. Sono the serving girl has vanished without a trace.
Finally he spits the words out: "I beg you. Help me."
BuNtano's Visiton
Buntaro won't tell the PCs what his problem is or When the PCs reach Buntaro's room in the donjon,
#
what he needs. If they ask, he looks around nervously, read the following:
as though he expects to see spies everywhere, and
tells them that he must speak privately. If the PCs Buntaro slides back the shop and ushers you in-
agree, he leads them to his quarters in Benju's donjon. side. The first thing you see is a body lying on the
It's quite possible that the PCs won't be too enthusi- floor; by its clothes, the corpse seems to be a beg-
astic about helping Buntaro. If so, read the following: gar. The second thing you see is the body's head, a
rather uncomfortable distance away from the neck
that once supported it.
Buntaro looks sheepish, and prods the body with
his toe. "I lost my temper," he says by way of expla-
nation. He gestures to the tatami floor. "Please,
make yourselves comfortable while I explain.
"I trust you remember Sono," Buntaro begins.
"She is my... well, the love of my life. She has been
foully kidnapped, by person or persons unknown.
ft
I learned of this from this heap of dung"—and he
kicks the body again—"two days past. As proof of
his claim, he brought a silk handkerchief belonging
to Sono—one that I gave her—and it was stained
with her own precious blood. He told me the
ft
wound was slight, but would be the first of many if
I didn't follow his instructions.
"He wants me to influence the decisions of Benju-
sama" the man continues. "He knows that the dai-
myo trusts my judgement in many things. If I don't,
he promised that my Sono would die—slowly and
agonizingly. I cannot let that happen.
"Yesterday this worm of a messenger demanded
that I persuade Benju-sama to have mercy on a con-
victed criminal. I am convinced that the criminal
means nothing to the kidnapper, that this was sim-
ply a test of my influence . . . and my obedience."
i*
Buntaro's expression is that of a man drinking
vinegar. "I did as I was bidden. Today the messen-
ger returned with another order: to influence my
liege-lord's decision in a policy matter concerning
79
80
81
82
ft
plans. In fact, he's so consumed with his thoughts that
he is automatically surprised if the PCs burst in on able efforts to keep Naga alive. Even more deranged
him. (Atsuko, if present, is automatically not sur- than usual, he'll come back for revenge, and will
prised, however: she's so paranoid that she's always prove an interesting nemesis for the PCs.
on her guard, even if there's no apparent reason for If they fail and Sono is killed, in his grief Buntaro
it.) will blame the PCs for her death. He will go berserk
and attack them, fighting to the death unless he's
When trouble starts, Atsuko will fight to the death. somehow restrained. This berserk fit will last for 2d8
Naga, on the other hand, will fight only until he sees rounds, then he'll realize that it's not really the PCs'
that his cause is lost. Then he'll do what he can to es- fault after all. He'll apologize to them and offer to ex-
ft
cape. Options include using Sono as a hostage or a hu- punge the shame of his attack in any honorable way
man shield, or throwing a smoke or poison gas the party desires. If he remains alive, he'll sink further
grenade into the fire and trying to escape in the confu- and further into depression, until after several
sion. If his only alternatives are death or capture, months he shaves his head and becomes a (still some-
Naga will fight to the death. what surly) monk.
Naga: 13th level yakuza
LE, human male
AC 4 (10); MV 12; hp 51; #AT 1; Dmg 1-10 (lajatang);
THACO 8
n
Str 12, Dex 15, Con 11, Int 15, Wis 10, Cha 16
Proficiencies: lajatang, dagger, grenade, gaming
Special Abilities: HS 85%; MS 95%; OL 82%; PP
100%; HN 40%; I 68%
Honor: 26
83
84
85
86
ft
and that he'll certainly call upon them for help if the
home. He is most distressed when people try to mess PCs bring an army back to remove him. In fact, he's
up his home, and is likely to take rather direct action considering calling them to help him if anyone even
against those who do so. Much of his time is spent in tries to rebuild the dam. His last word on the subject
protracted cat-naps (dragon-naps?), however, so he's is, "This is my river; this is my home. If you try to ruin
quite surprised when he wakes and finds that some- my home, it will mean war between my kind and
one has done something else to his beloved river. yours. Is this what you and your daimyo truly want?"
Li Kit Su is atypical in two major respects. First, ori- With that he disappears beneath the water.
ental dragons normally never sleep; sleeping is one of
Li Kit Su's greatest pleasures. Second, he is fluent in
the common tongue. FiqlytiNQ tlje DnaqoN
While Li Kit Su is actual older than he appears, the Li Kit Su is a reasonable sort, so combat should be
time he spends sleeping does not age him. Thus, while unnecessary. If the PCs are stupid enough to start
he is technically old enough to be considered venera- something, the dragon uses his considerable powers
ble or even a wyrm, he is only as powerful as an old to great effect. A particularly tough group of PCs
dragon. might be able to kill Li Kit Su, but only at great cost to
If the PCs have met up with the "Voice of the River themselves. And—as discussed in the next section—
God," they'll probably suspect that something lives in this will be only the beginning of their problems.
the river. They might try to explore the deep, slow-
moving pool above the dam—either by boat or Li Kit Su (old shen lung): Int High (13-14); AL CN;
through the use of water breathing or other spells. AC - 5 ; MV 12, Fl 18 (E), Sw 9; HD 17; hp 71; THACO 3
This will certainly wake Li Kit Su, who will immedi- (-4); #AT4; Dmg ld8 + 7, ld8 + 7, 2dl2 + 7, ldlO +7;
ately confront the PCs to give them a piece of his SA See below; SD See below; SZ G; ML 17; XP 13,000.
mind. If a PC tries to swim the pool rather than ford
the river, Li Kit Su will also appear immediately. In ei- Li Kit Su is 180' long. He has no breath weapon, but
ft
m
ther case, read the following: can cast bless and curse once per day each, and con-
trol weather and ice storm three times per day each.
Something huge breaks the surface of the still, He takes no damage from lightning, but double dam-
deep pool. A massive green head rears above you. age from fire-based attacks. He has the power of scaly
Its snout is long and tapered, and whiskers pro- command over 16dlO creatures, and water fire of 2d6
trude from beneath its nostrils. Two small horns points value. He is immune to poison. All creatures
sprout from the creature's brow, and a crest of coming within 25 yards of Li Kit Su are subject to the
effects of his fear aura, although a save vs. spells is al-
ft
spikes runs along its spine. Grey eyes as large as
dinner plates regard you—somewhat myopically, lowed (with a +1 bonus) to avoid it. No insect, arach-
you notice with surprise. nid or arthropod can approach closer than 60'. Like
"Well, well," the creature rumbles deep in its all oriental dragons, he has ESP (to a range of 40 feet),
throat. "So the spoilers are back, I see. Here to ruin can become invisible at will (although not when at-
my river again, hmm? Well, we'll see about that." tacking), can assume human form at will, and can de-
tect invisible things (within 80 feet). Similarly, he has a
natural clairvoyance ability with regards to his lair
Li Kit Su won't initiate hostilities, but if he's attacked that has a range of 160 feet and requires that he con-
he'll do his best to kill the PCs. He won't pursue any- centrate on a specific section of his lair or its environs.
one who flees the combat. The dragon will listen to
anyone who wants to try to explain matters; in fact,
he much prefers conversation to combat. But he will Although Li Kit Su claims that he lives in the river,
definitely not allow anyone rebuild the dam. his actual home is in an extradimensional space acces-
sible only from the bottom of the river. It's in this
If the PCs get into a discussion with the dragon, he'll space that he keeps his considerable stash of treasure
explain his point of view. This river has been his home (treasure type Fx2). A word of command known only
for much longer than Am has existed. Therefore he to Li and his draconic friends is needed to gain access
87
"Clje Aimest
The town's samurai patrol is very efficient, and—
with Komatsu's help—track down the "criminal" PC
quickly. Read the following:
88
#
89
90
ft
charges and deposition have been read, the accused is
speech is impossible. Several of the samurai even dis- given one minute to rebut the charges. (The DM
cuss whether they should break the PC's fingers, just should measure this time very carefully.) The ac-
to be sure, but the squad leader decides against it. cused's gag is removed, of course, but two samurai
(This is just to reinforce to the players that these guys stand close behind, with orders to knock the PC un-
are serious.) The samurai then march their captive off conscious at the first hint of an incantation.
to a special "security compound" where the PC will re-
main for several days before the trial takes place. Unless the other PCs have managed to dredge up
some additional evidence (which is covered in the sec-
This security compound is simply a one-room build- tion "Proving Innocence"), the PC is found guilty. The
ing with no windows and a single door. The walls and sentence is amputation of the PC's hand. The PC is re-
roof are made of thick wood, and the door is rein- turned to the security compound until the following
forced with iron. There is a narrow flap set into the dawn, when the sentence will be carried out. This time,
#
bottom of the door through which plates of food can when the PC is locked up, the gag is not removed.
be slid. The only sanitary arrangements are two buck-
ets, one containing water. This "brig" is guarded day
and night by 6 Junior Samurai and one Samurai Offi- PUOViNQ iNNOCGNCe
cer (see Nonplayer Characters). All carry a katana and The only chance the PCs have of coming out of this
wakizashi, and at least two carry daikyu and a dozen untainted is somehow to prove the innocence of the
arrows. "thief." They can do this while the accused is impris-
The location of the security compound is up to the oned, or after everyone escaped from the samurai pa-
DM, who should place it depending on the relative trol. They have several options open to them.
strength and intentions of the PC party. For example,
if there are only two mid-level PCs free in Aru, and Finding an Advocate
they're planning a midnight infiltration to rescue their One option is to somehow prove that the "thief" isn't
ft
colleague from jail, the security compound might be lying when he or she claims that the ring was planted.
just inside the Castle District, with only one wall—and This could theoretically be done by bringing into
relatively few guards—separating it from the rest of court—or perhaps bringing before Benju himself—a
the city. If, on the other hand, there are 10 high-level shukenja who can cast detect lie on the accused. The
PCs planning a frontal assault, the security compound problem is finding such a shukenja who the authori-
could be in the heart of the Castle District, separated ties would trust. (Obviously, a PC simply wouldn't do.)
from the city by three walls and literally scores of There are no shukenja with this spell in Benju's house-
guards. The point is to maximize the challenge, while hold, so the PCs must look elsewhere.
still making a rescue—if this is the PCs' intention—a Whether there is such an acceptable advocate in
possibility.
While imprisoned, the PC is fed adequately. The
prisoner's little fingers are bound securely together,
Aru is up to the DM. Perhaps the latest pilgrim train
includes a famous holy man who would be glad to
prove the innocence of a noble character. Or perhaps
ft
hopefully preventing somatic gestures and spellcast- a member of the order of Bishamon would perform
ing. The gag is removed, however. The prisoner's per- this service. Many mini-adventures and encounters
sonal effects—especially weapons, spellbooks and can arise from trying to find such a person . . . and
components—are confiscated and kept in a safe place then persuading the authorities to accept this advo-
in the middle of the guard barracks (virtually impos- cate's evidence.
sible to retrieve unless the DM feels remarkably gen-
erous). Discrediting the Charges
If the PCs can prove that the "highly valuable" ring is
Tl?e Tnial actually worthless, this will go a long way towards dis-
crediting the charges against the accused. After all, if
After several days of imprisonment, the accused PC the item has been misrepresented, it certainly gives
is bound and gagged once more, and escorted to an- more credence to the accused's claims that he or she is
other building within the Castle District. Here a civil being framed.
91
92
n
rai clumsily concealed behind a rain barrel. The power, the gods would simply have ignored the mad-
body had been rent by claws. There were tracks man. But in this wu jen's case, the deities figured that
leading from the body to the donjon, and up the wouldn't be a smart thing to do. Instead, a consortium
outside of the building. But there were no tracks of gods laid a curse on the wu jen, turning him into a
leading to the body, or tracks showing how the tigbanua buso. Since he's not a real buso, however, the
creature left the second floor of the donjon. The infection that he inflicts isn't permanent. Anyone
only conclusion I can come to is that we deal with a turned into a tagamaling buso because of his attack
winged creature of some kind." He looks at you, reverts completely to normal as soon as he is killed.
and you're surprised to see a little fear in his eyes. Because of its origin, this buso is more intelligent than
"The tiger-bird spirit?" the norm: its Intelligence is "low."
Benju wants the PCs to find out what's going on, and TalkiNQ to "Cakako
to protect his niece. During the day he wants them to Takako can tell the PCs little of value. She can't re-
carry out any investigation they see fit, while at night member much of the dream, just that it involved be-
he wants them to stand watch in the hallway outside ing swallowed by a hideous monster with one eye,
Takako's room. As always when dealing with Benju, and not being able to do anything about it. She has no
talking about payment makes him angry. idea why a creature of any kind might be after her
... if, indeed, the monster actually was after her spe-
DM's BackquouNt) cifically.
At first thought, a winged creature might seem to If the PCs ask her about anything unusual that's
be a reasonable candidate. But then, why would a happened to her recently, she'll relate the story of her
winged creature have to climb the outside of the near escape, as described above, along with several
donjon? Wouldn't it be much easier to fly to its desti- other possibly important stories that have no impor-
nation? tance in this adventure. She attaches no real signifi-
The fact of the matter is much more interesting. cance to it, however.
#
There were two sets of tracks, leading to and from the The PCs might decide to talk to the samurai who ac-
corpse ... but they were superimposed. The creature tually saw the monster. Takako can give the PCs his
started its nocturnal journey from within the donjon. name and duty assignment, making it easy to find
It climbed down from the building's second floor, slew him.
the samurai and ate its fill, then climbed back up the The samurai is a young, earnest and handsome man
outside of the donjon, before returning to its place of by the name of Tazumi (use Junior Samurai stats). Ta-
origin . . . Takako's room. zumi reiterates what Takako told the PCs (after all, it
93
"Wait," Tazumi says as you turn away. There's in- There's a commotion behind you. You turn to see
decision in his eyes, and a little doubt in his voice. "I a withered and bent, ancient-looking man hurry-
told Takako-san that it was a kala. I thought it was a ing towards you. His sparse hair is white and in
kala. But... do you know, the more I think about it, such disarray that it makes his head look like it's ex-
the more I doubt that the creature was white. And ploding. Piercing blue eyes fix on you.
kalas are white." His expression firms once more. "I saw you," the old man says in a voice of wonder.
"No," he tells you, "it was a kala. It had to be a kala." "I saw you."
Before you can respond, a younger man grabs
Although he's unwilling to admit it, Tazumi thinks the ancient by the arm. "I'm sorry, noble lords [and
he might have made a bad mistake. He's starting to ladies]," the younger man says abashedly. "He . . .
think that perhaps the creature was a shikki-gaki. If well, the Seer is a little . . . shall we say, confused?"
so, then Takako might be infected with a horrible But then the old man—the Seer?—shakes free
wasting disease. He's afraid to admit this even to him- and stands directly in front of you.
self, because then he'd have to admit that his error "I saw your problem," he says, "I saw the monster.
and slowness to realize the truth might have doomed Cut off the head to cure the headache, certainly.
his mistress. (In fact, of course, the samurai is wrong But destroy the creator and all will be well." He
on both counts.) nods sagely as if he's said something you might con-
ceivably understand. "And remember," he con-
cludes, "guards must watch both ways." With a
iNvestiqatioNS satisfied expression, he turns his back on you and
Interviewing the Guards wanders off.
The PCs will probably want to talk to the samurai
who were on duty around the castle at the time of Ta- Although the Seer's speech might sound like non-
kako's "dream." Unfortunately for them, none of the sense, it contains elements of truth. The remark about
guards saw anything untoward, or heard anything cutting off the patient's head to cure a headache re-
out of the ordinary. fers to killing Takako: certainly that will solve the im-
mediate problem of the buso inside the castle, but it's
Interviewing the Common Folk a tad drastic (at least, Takako would probably think
If the PCs extend their investigations outside the so). "Destroying the creator" refers to killing the buso
castle into the city at large, they'll find that rumors who infected Takako; when this creature dies, she'll
have already started to spread about the "return of return to normal. The last line, about guards watch-
the tiger-bird spirit." During these investigations, the ing both ways, is a warning to the PCs: while they ex-
PCs will run into many people willing to relate their pect the monster to come from outside the donjon,
experiences of the night in question, but these tales they might be in for an unpleasant surprise. (Of
are all flaky in the extreme—"I saw it, the tiger-bird course, the DM shouldn't explain this to the PCs. The
spirit. It sang to me."—and come from drunks, senile meaning of the old man's words should eventually
dotards, and inveterate liars out for a little attention. come clear.)
If the PCs try to get the Seer to interpret his com-
The Seer ments, they get nowhere. The old man has quite liter-
There is one person in Aru town who knows some- ally forgotten that he said a single word to the PCs. If
thing useful about the events of the previous night. they recite his comments back to him, he'll be able to
Unfortunately, he's not the kind of person the PCs are make absolutely no sense of them. He won't be able to
likely to take seriously . . . until it's too late. give the PCs any further information either, since his
This person is a withered old man, with thinning "glimpses" are fleeting, and never under his control.
white hair and skin so pale it's almost transparent. No-
body knows his real name; instead, people call him If the PCs question others about the Seer, they'll
"the Seer." This is partially sarcastic, but also partially learn that most people believe the old man has some
a reflection of the way some people view him. The old kind of power. They'll tell the PCs (largely apocryphal)
man claims to be able to see beyond the "veil of the stories about how accurate the old man has been in
world" at times and under certain circumstances, and the past... but they'll also admit that there have been
glimpse truths concealed from normal mortals. Al- times where he's been so far off the mark that it isn't
though it would be easy to dismiss him as just another even funny.
senile crackpot, the Seer's "glimpses" have proven The Seer's stats are those for a Typical Townsfolk,
right just often enough to give most people serious with 1 hp.
second thoughts.
94
ffe
make sure the PCs are aware that this is totally un-
characteristic behavior for something so obviously
animalistic in intelligence. Read the following:
95
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. i t L
Second Floor N
Solid wall 5'
mja Wars
By Nigel Findley
Behold The Shining Temple of Bishamon!
Located above the city of Aru on the island nation of Wa, this
shrine is the focus of a great pilgrimage. Every year, thousands of
people travel here to celebrate the Ceremony of the Three Thou-
sand Steps. For townsfolk and travellers alike, it is a time of great
celebrations and revelry.
For Benju Matsutomo, Daimyo of Aru, it is a time of worry and
concern. Something is wrong this year. A political rival has hired a
clan of ninja to disrupt the pilgrimage and disgrace Matsutomo.
But the daimyo has his own ninja, and just to be safe, he decides to
hire a party of adventurers to make sure everything runs
smoothly.
Of course, it doesn't. . .
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