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In the Phoenix lands, a young samurai stands accused of the murder of an innocent monk. Can his bizarre claims of
innocence actually be true?
GM's Information
THIS SCENARIO SHOULD NOT BE RUN COLD!
Please read the scenario thoroughly before attempting
to run it.
This adventure is a Low-Rank adventure, and should
only be played by Rank 1 or 2 characters.
All bulleted information is just that, pure information.
Feed it to the players through an NPC when
appropriate. Sometimes, reading it straight just doesnt
sound right.
Remember that family names come before personal
names. Akodo Toturi is from the Akodo family and his
personal name is Toturi.
A note on commerce in Rokugan: Samurai are not
supposed to care about worldly possessions, especially
money. A samurai pays a commoner as if the money is
meaningless, a concession to the commoners silly
needs. Between samurai, the exchange of money and
merchandise is an exchange of gifts.
CREDIT WHERE it is DUE: This adventure is based
on the Topaz Championship adventures published by
Alderac, both the original by Andrew Heckt and
Edward Bolme (published in 1997) and the revised
version by Shawn Carman (published in 2005).
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Introduction
The PCs start the adventure by arriving in Nikesake, a
center of trade and diplomacy in the southwestern
territories of the Phoenix Clan. They have come here
escorting Clan dignitaries for diplomatic meetings with
the local Phoenix daimyo. For the next two weeks, the
PCs will be stuck in Nikesake while their superiors
work on treaties and marriages behind closed doors.
Nikesake is a town of about 1,600 people, with a
modest four-story castle, Shiro Kago, on the western
side. Roads lead north toward Pale Oak Castle in the
Asako lands, east to the City of Remembrance, and
south and west toward the Lion and Crane lands. The
town is walled (as most larger Rokugani settlements
are), but has clearly not been attacked in centuries, with
a large outgrowth of buildings outside the walls. Only
a few bushi stand watch at the gates, making
perfunctory inspections of travel papers.
The PCs are given rooms at one of the better local inns,
the House of the Happy Tree. The inn is a sprawling
single-story building constructed around a huge,
ancient peach tree, which rises up through the center of
the common room. Fruit from the tree is reputed to
have health-enhancing properties, and is offered by the
inn as a delicacy.
The PCs should be given the opportunity to greet each
other and interact before the adventure proper begins
with the arrival of Shiko and Koe. This will occur a
little after lunchtime, around 1pm by gaijin measure.
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Koe will suggest the PCs speak with the Crab or with
the local magistrate, Shiba Gyuji, for more information.
If the PCs ask why Shiko is unconvinced that the Crab
is guilty, Koe explains that they spoke with the young
Toritaka when he came to the monastery. He was
seeking Hana, and asked for directions to the peasants
hut. Shiko does not believe the Crab is the type of
person to murder anyone, especially not to murder a
pure and good man like Hana.
If the PCs ask why Hana was visiting the peasants, Koe
explains that Hana was good friends with the father of
the family, a man named Meshitsuki. He often went to
visit them for a meal or to help with work at their
house. Hana was well-loved by the people here.
If the PCs ask for more details about the Crab samurai,
Koe can supply the following:
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Hanas Quarters
If the PCs have convinced Ikariya to help them, he will
let them search Hanas quarters. Otherwise, the PCs
will have to sneak in.
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If the PCs point out that the bodies appear to have been
killed by multiple attackers, Gyuji will rationalize that
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Getting Help
Prisoners
Rescuing Hana
If the PCs find the cave before Mitari is warned of their
interest, the entrance is not guarded. The ronin inside
(those who are awake) will keep an eye on the entrance,
but the PCs can sneak up and peek inside by rolling
Agility/Stealth at TN 20.
If a messenger manages to warn Mitari of potential
trouble, he will order any remaining cultists (including
Nakamoto, if possible) to gather in the cave. This will
provide the PCs another chance to follow or track the
cultists to the cave, but will also force them to confront
heavier odds when they arrive. After this time, half of
the ronin will be awake at night, the other half asleep.
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Hanas Fate
If the PCs rescue Hana before the first night is
complete, he will be able to make a full recovery,
retaining only a few scars as mementos of his
experience. Shiba Kinichi will laud the PCs for
defeating the sinister Bloodspeakers. Each of the PCs
gains a Favor with the Shiba family.
However, if the PCs do not rescue Hana until the
following day, his willpower is badly weakened by his
experience. After a day of meditation, he decides that
he can no longer trust himself not to succumb to the
temptations of his maho knowledge. He appeals to
Shiba Kinichi to repeal his status as a monk, so he may
commit seppuku as a samurai. The daimyo will,
reluctantly, take this unprecedented step, and Hana
commits seppuku as Asako Kimachi. All the monks of
the monastery attend the ceremony.
If Hana is rescued on the second night, he will be a
broken man. His mind is shattered, and he begs and
pleads for the PCs to kill him and end the madness. If
they refuse, he will eventually be placed into the care of
his fellow monks, who promise to do their best to
restore his sanity.
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Experience Points
Playing through the adventure:
1 XP
Good role-playing:
+1 XP
PCs rescue Hana before first night is over: +1 XP
PCs save Toritaka Yamamiya from execution: +1 XP
Total Possible Experience:
4 XP
Other Awards/Penalties
If the PCs rescue Hana and expose the Bloodspeakers,
they earn the gratitude of the Phoenix authorities. All
PCs gain +1 Glory and a Favor with the Shiba family.
In addition, PCs who are dedicated to the struggle
against maho (Witch Hunters, Emerald and Jade
Magistrates, Kuroiban, Inquisitors) also gain +1 Honor.
If the PCs carried out their investigation in opposition
to orders from the magistrate Shiba Gyuji, he will not
forgive them for this slight, even if they subsequently
proved themselves correct. They gain him as a 2-point
Sworn Enemy.
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AIR 2
Reflexes 4
EARTH 3
WATER 2
Strength 3
VOID 3
TN to be Hit: 20 (25 in light armor)
School/Rank: Shiba Bushi 2
Rank One: When declaring posture for the
round, may choose to add Void ring
to either TN to be Hit, attack roll
totals, or damage roll totals until next
round. May spend as many Void
points as desired on any action.
Rank Two: Gain Free Raises equal to
School Rank on melee attack rolls,
but these Raises may only be used to
Guard an ally. With a successful
Guard action, in addition to the
normal effect, and bonuses to his TN
to be Hit are also added to the ally.
Raise or lower the TN of any spell
cast on him by 5.
Honor/Status/Glory: 2.5/3.5/2.4
Skills: Athletics 1, Courtier 2, Defense 2, Etiquette 2,
Investigation 2, Kenjutsu 3, Knives (Jitte) 2,
Kyujutsu 2, Lore (Heraldry) 1, Lore (Law) 2,
Medicine 1, Meditation (Void Recovery) 2, Spears 1,
Theology 1, Underworld 1.
Advantages/Disadvantages: Social Position
(magistrate)/Bad Reputation (unimaginative)
Equipment: Daisho set, light armor, kimono, badge
of office, jitte.
Honor/Status/Glory: 2.5/1.0/1.0
Skills: Athletics 1, Courtier 1, Defense 2, Etiquette 1,
Kenjutsu 2, Kyujutsu 2, Meditation (Void Recovery)
2, Spears 1, Theology 1.
Advantages/Disadvantages: None
Equipment: Daisho set, light armor, kimono, bow
and 20 arrows, naginata.
AIR 3
EARTH 3
Willpower 4
WATER 3
Perception 4
FIRE 2
AIR 2
Reflexes 3
VOID 2
Shadowlands Taint Rank: 2.5
TN to be Hit: 15
School/Rank: Maho-Tsukai Shugenja 2 (Affinity
Maho, Deficiency all other spells)
Honor/Status/Glory: 0.3/na/1.0
Skills: Athletics 1, Calligraphy 2, Commerce 1,
Courtier 1, Deceit (Lying) 3, Defense 1, Etiquette 2,
Investigation 2, Knives 3, Lore (Maho) 3, Meditation
2, Spellcraft 2, Stealth 2, Theology (Bloodspeakers)
2, Underworld 2.
Spells: Sense, Commune, Counterspell, Summon,
(Air 1) Tempest of Air, (Earth 1) Earths Stagnation,
(Water 1) Reflections of Pan Ku, Reversal of
Fortunes, (Maho 1) Bleeding, Drain Soul, (Maho 2)
Fear, Pain, (Maho 3) False Visage.
Advantages/Disadvantages: Strength of the Earth
(rank one)/Dark Secrets (Bloodspeaker cultist,
Tainted), Shadowlands Taint
Shadowlands Gift: Unholy Stamina (does not need
sleep)
Equipment: Commoner clothing, traveling pack,
spell scrolls (normally hidden inside pack), knife
EARTH 3
WATER 2
VOID 3
TN to be Hit: 15 (20 in light armor)
School/Rank: Shiba Bushi 1
Rank One: When declaring posture for the
round, may choose to add Void ring
to either TN to be Hit, attack roll
totals, or damage roll totals until next
round. May spend as many Void
points as desired on any action.
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FIRE 2
Intelligence 3
AIR 4
EARTH 3
WATER 3
VOID 2
Shadowlands Taint Rank: 2.3
TN to be Hit: 20
School/Rank: Ronin Shugenja 3 (Affinity Air,
Deficiency Earth)
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Honor/Status/Glory: 0.3/na/1.0
Skills: Athletics 1, Calligraphy 2, Commerce 2,
Courtier 2, Deceit (Lying) 3, Defense 2, Etiquette 3,
Investigation 1, Knives 2, Lore (Commerce) 2, Lore
(Law) 1, Lore (Maho) 2, Meditation 2, Spellcraft 2,
Stealth 1, Theology 1, Underworld 2.
Spells: Sense, Banish, Commune, Summon, (Air 1)
By the Light of Lady Moon, Cloak of Night, WindBorn Slumbers, (Air 2) Secrets on the Wind,
Whispering Wind, (Water 1) Reversal of Fortunes,
(Maho 1) Drain Soul, (Maho 2) Pain.
Mastery Abilities: Add 5 to TN of opponents
Social Skill rolls against him.
Advantages/Disadvantages: Dark Secrets
(Bloodspeaker, Tainted), Shadowlands Taint
Equipment: Commoner clothing, traveling pack,
spell scrolls (normally hidden inside pack), knife
Bloodspeaker Ronin
(interchangeable)
FIRE 2
Agility 3
AIR 2
Reflexes 3
EARTH 2
WATER 2
VOID 2
Shadowlands Taint Rank: 0.6
TN to be Hit: 15
School/Rank: Ronin Warrior 1
Rank One: When the declared target of an
attack, gains one additional rolled and
kept die to attack or damage rolls
against that opponent each round.
(Must be declared at beginning of
round, and may be switched on
subsequent rounds.)
Honor/Status/Glory: 0.3/na/1.0
Skills: Athletics 2, Commerce 1, Deceit
(Intimidation) 2, Defense 2, Etiquette 1, Games
(Gambling) 1, Hunting 1, Investigation 1, Kenjutsu
2, Knives 2, Lore (Heraldry) 1, Lore (Maho) 1,
Peasant Weapons 1, Sleight of Hand 1, Stealth 2,
Underworld 2.
Advantages/Disadvantages: Dark Secret
(Bloodspeaker).
Equipment: Clothing, daisho set, traveling pack, 3
bu in coins.
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Range: 15
The target is afflicted with debilitating pain, collapsing to the ground and unable to do anything but writhe in agony
for the duration of the spell. The victim must roll Simple Willpower at TN 15 to avoid crying out, causing a loss of
1 point each of Honor and Glory.
The caster may take Raises to affect additional targets (one target per Raise) or to extend the duration of the spell
(by one round per Raise).
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Critical Events
For tables of this adventure which run in April or May, 2006, the judge should record the answers to the following
questions and deliver them to the Campaign Administrator at <youta@rollanet.org>.
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