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Scholarship

A One-Round Low-Rank Adventure for Heroes of


Rokugan (Champions of the Sapphire Throne)

Part Two of Remorseful Seppuku


by Parvez Yusufji and Rob Hobart

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?

LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group.


Scenario detail copyright 2006 by the author and Alderac Entertainment Group. ALL RIGHTS
RESERVED. This scenario is intended for tournament use only and may not be reproduced without
permission.

A four-hour time block has been allocated for playing


this game. The actual playing time should be about three
and a half hours.
It is a good idea to ask each player to put a name tag
in front of him or her. The tag should have the player's
name at the bottom, and the character's name, race, and
gender at the top. This makes it easier for the players to
keep track of who is playing which character.
The players are free to use the game rules to learn
about equipment and weapons their characters are
carrying.
Some of the text in this scenario is written so that
you may present it as written to the players, while other
text is for your eyes only. Text for the players will be in
bold italics. It is strongly recommended that you
paraphrase the player text, instead of reading it aloud, as
some of the text is general and must be adapted to the
specific situation or to actions of the player characters.

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).

Glory and Honor Awards and


Penalties

Scholarship

This adventure contains suggested Glory and Honor


awards (and penalties) for dealing with the challenges
presented herein. However, at times the players may
take extra actions which the GM judges worthy of
additional reward or punishment. The following may
be considered as guidelines:

Performing an act of selfless, sacrificial loyalty to


ones daimyo or clan: +1 point of Honor.
Abiding by the tenets of bushido when there is no
gain in doing so and one could gain an obvious
advantage by breaking them: +1 point of Honor.
Betraying or disobeying your duty, Clan, or family:
lose 1-10 points of Honor and Glory, and possibly
Status, depending on the severity of the failure.
Gain the same amount of Infamy.
Crying out in pain when injured: lose one point
each of Honor and Glory.
Using sneaky, underhanded, or treacherous
methods when at an Honor rank higher than zero:
lose 1-5 points of Honor. If caught, also gain 1-5
points of Infamy.
Using Low skills: lose a number of points of
Honor equal to the Rank of the skill. Note that
there are exceptions to this rule, and the GM can
lower the penalty for members of inherently
dishonorable Clans such as Scorpions.
Performing a socially acceptable public act of
extreme courage and skill: +1 point of Glory.
Drunk, insulting, or otherwise ill-mannered in
public: lose 1-5 points of Glory. For extreme
abuses, also gain an equivalent amount of Infamy.
Playing entire adventure without doing anything of
note: lose 1 point of Glory (this cannot reduce
Glory Rank below Insight Rank).
Made ronin: Status removed.

Adjusting for Party Strength


This is a Low-Rank adventure, and thus can involve
parties of varying capabilities. The encounters have
been optimized for a party of average Rank One.
Although most of the challenges here are role-play
oriented and thus not terribly dependent on party
strength, a few changes can be made to adjust the
adventure difficulty for high-end parties, as follows:
High End Party (at least half of the characters are
Rank Two):
There are an additional two ronin in the cave with
Mitari.
Mitari has Earth of 4.

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Adventure Summary and


Background
Asako Kimachi was once a librarian for the Phoenix
Clan. Over the course of many years of sorting and
organizing the Phoenix Clans magical scrolls, he
inadvertently became an expert on Maho, learning its
dark ways in the course of cataloguing and sorting the
Clans knowledge of that topic. However, unlike all
too many Phoenix in the past, Kimachi never became
entranced or corrupted by the dark topics he studied.
Year after year, for two decades, he continued to study,
sort, and organize the Phoenix Clans collected wisdom
on the ways of Maho, without ever trying even a single
one of the many dark rituals he learned.
Eventually, as he grew old and weary, Kimachi came to
realize that he had learned too much, and was becoming
a potential danger to both himself and the Clan. He
appealed to his daimyo for permission to retire and join
the Brotherhood of Shinsei. His daimyo reluctantly
agreed although the Clan would miss Kimachis
research expertise, the danger that he might become
tempted by his learning was clearly not worth risking.
Kimachi shaved his head and took a new name, Hana.
For the next two decades, he lived in a minor
monastery in the Phoenix lands, quietly enjoying a life
of prayer and meditation. Few people knew of his past,
and that was fine with him.
Unfortunately for Hana, recently his history has come
to the attention of two different people. The first is
Toritaka Yamamiya, a luckless, accursed Crab who is
attempting to research the life and deeds of his ancestor
Toritaka Tonazaka. Recently, Yamamiya learned that
his ancestor had worked as a bureaucrat in the office of
the Emerald Champion. Unfortunately, Tonazaka was
influenced by a dark spirit, a kansen, and succumbed to
madness and the Taint. He began to alter historical
documents and records. Eventually, Tonazaka was
exposed, and the documents he wrote were classified as
minor maho and given to the Phoenix for safe keeping.
Yamamiya has been searching for these documents,
but they have proven difficult to track down through
the Phoenix records. He has come to the conclusion
that only Asako Kimachi knows enough about maho to
be able to locate these scrolls within the vast archives
of the Phoenix Clan. He has decided to seek out
Kimachi and ask for his assistance, although he realizes
this is an imposition against the old monk.

Unfortuantely, Yamamiyas inquiries have come to the


attention of Mitari, the leader of a small cell of
Bloodspeakers. He sees Kimachi/Hanas vast store of
wisdom as a potential source of power to reinvigorate
the feeble remnants of the Bloodspeaker Cult. Mitari
and his fellow cultists manage to reach Hana before
Yamamiya, and kidnap the old monk. Yamamiya
arrives in time to interrupt them, but true to his luckless
history succeeds only in making himself look guilty
instead.
The PCs enter this story when a local monk asks their
assistance in clearing Yamamiyas name.
While
investigating the accusations against the Crab, the PCs
may be able to learn about the threat from the
Bloodspeakers and save Hana from a dark fate.

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.

Part One: Shiko and Koe


The pleasant midday conversation in the House of the
Happy Tree is briefly interrupted by the arrival of a

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venerable shaven-headed man in the saffron robes of


the Brotherhood of Shinsei. He leans on a smoothpolished walking stick and rests one hand on the
shoulder of a boy of about 12 years of age. The boy is
also shaven-headed and likewise wears saffron robes.
The guests observe the two monks for a few moments
and then resume their conversations.
The old man is named Shiko, a monk in his eighties.
He never speaks, and communicates through the boy,
who is named Koe. When someone asks a question,
Koe will look at Shiko for several seconds and then
answer as best he can. The two almost appear to have a
telepathic connection, but this is not the case Koe has
simply been around Shiko for many years and can
usually instinctively understand what the old man
wants to say. This is obviously not a completely
reliable method of communication, and Koe will
sometimes be forced to confess that he doesnt
understand what Shiko wants to say. Shiko is not
completely dependent on Koe he will sometimes
make little sounds of affirmation or rejection (e.g. hm
or uhn), or shake his head, make hand gestures, and
so forth.

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:

The Crab called himself Toritaka Yamamiya. He


arrived in late morning, shortly after Hana had left
for Meshitsukis hut. He said that he wished to
speak with the monk.

Shiko and Koe will approach whichever PC has the


highest Honor. Pardon me, samurai-samas. My
master, the venerable Shiko, would like to speak with
you. Would you perhaps spare a few moments of your
time?

Shiko has never met Yamamiya previously and


does not believe that Hana knew him either.

Yamamiya did not volunteer why he wanted to see


Hana, nor did Shiko ask.

Presumably the PCs will not be so uncouth as to simply


refuse. Koe always speaks politely and with respect.

The PCs should figure out from this conversation that


the murder took place very recently. Koe will confirm
that it has been only half a Rokugani hour (an hour of
gaijin time) since the crime was reported.

Shiko wishes me to tell you of something terrible.


Earlier today, another of our order, Hana, was
murdered, along with an innocent peasant family. A
samurai of the Crab has been accused of the crime.
Shiko does not believe it is so, but the local magistrate
is not willing to consider his suggestions. Shiko asks
your assistance in this matter.
The PCs can refuse to help, of course, but this will
quickly end the adventure. Hopefully, at least some of
them are interested enough to speak further with the
monk and his young assistant.

What Shiko Knows


If the PCs ask for details of this supposed crime, Koe
will not know very much. Supposedly, Hana was
visiting a peasant family for lunch, and both he and the
peasants were slain. The Crab, a member of the
Toritaka family, was found over the bodies by local
samurai who investigated reports of noise and violence.

Scholarship

If the PCs ask for more information about the murder


victim Hana, Shiko and Koe describe him as a pure,
enlightened, generous and kindly man. He has lived in
the monastery for almost twenty years. They know he
is a retired samurai but have no information on his
former life. Only Ikariya, the Abbot of the monastery,
might know that.

So Who Are These Monks?


The PCs may be curious about Koe and Shiko.

If they ask why Shiko does not speak, Koe laughs


and says, He says his voice sounds like two
baboons dragging rocks across rusted metal. He
prefers to not speak and spare the world from the
pain of hearing him.

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Koe will identify himself as Shikos nephew. He


joined the order when his family died of sickness,
leaving him an orphan. He has known Shiko since
he was very small.

If the PCs ask how Koe knows what Shiko wants


to say, the boy will answer, in a half-serious way,
Im not sure. How do you know when to
breathe? This is not meant to give offense the
boy does not really know how he knows and if a
samurai finds this remark impertinent, Koe and
Shiko will apologize.

If the PCs want to find out more, and especially if they


want to learn about Hanas past, they will have to
convince Ikariya. He is very reluctant to discuss such
matters. The PCs must make a truthful and sincere plea
for information and explain its importance (for
example, by invoking the need to spare an innocent
from being falsely convicted. Such an appeal will
succeed
if
it
is
accompanied
by
an
Awareness/Sincerity roll at TN 15. In such a case he
can share some or all of the following information
(depending on what the PCs ask):

In Hanas previous life he was known as Asako


Kimachi.

Ikariya doesnt know Kimachi was specifically a


librarian, but he does know that Kimachi had
somehow come to know a great deal about the dark
arts of maho. He retired and became a monk to
resist the temptations of such knowledge.

Ikariya believes, based on his conversations with


Hana/Kimachi, that he never once actually used his
maho knowledge.

Where Shiko Goes


Once the PCs commit to helping look into the case,
Shiko and Koe will return to the monastery. They do
not have any other assistance they can offer, but if the
PCs need to speak with them again (for example, to ask
any questions they forgot earlier), they can be found
easily enough.

Part Two: The Monastery


The monastery which houses Shiko, Koe, and the late
and unfortunate Hana is located on a wooded hillside
about a half-mile outside Nikesake. It is a modest
place, home to only about twenty monks, and even the
temple is a relatively small building with a peaked tile
roof.

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.

The monks are clearly subdued by the news of Hanas


death, and many of them are in the temple praying for
his soul to find its way to Yomi. About half the monks
here are retired samurai (as Hana was).

Unfortunately, there is little to learn from Hanas


spartan room. A roll of Perception/Religion at TN 20
will suggest, in fact, that the room is even more spare
and ascetic than most monks chambers.

Ikariya, the Abbot of the monastery, is himself a retired


samurai who has left his old life completely behind. He
is a gentle and thoughtful older man, in his early
sixties, with the lean and lanky frame of a man who
once carried considerable bulk. He never speaks of his
previous life, but clearly understands the ways of
samurai and shows a certain sympathy for cruder and
less-refined samurai, such as Crab and Unicorn.

If a shugenja Communes with any kami here (there are


several Air and Earth spirits in the area), it will be
easier the PC gets the effects of a Free Raise on the
spell. All the kami in the room enjoy Hanas presence.
They find him to be exceedingly calm and centered,
except when he sleeps. When he sleeps, he always
seems troubled.

If the PCs ask Ikariya about Hana, he will readily say


that Hana was a retired samurai and a model of what it
means to be a monk. He tended to all his duties with
precision and genuine love for the tasks, and saw to the
spiritual needs and health of the local heimin, with
whom his relationships were excellent. He also spent
much time in prayer and fasting. Many retired
samurai never attain the spirituality which Hana
embraced. His loss is a blow to all of us.

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Outside of these possible insights into Hanas


character, there is nothing to learn here.

Part Three: Toritaka


Yamamiya
Undoubtedly, some PCs will wish to meet with the
Crab who has been accused of such serious crimes.
Toritaka Yamamiya is being held by the local
magistrate, Shiba Gyuji. (See The Magistrate in Part

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Four for more information on Gyuji and what he can


tell the PCs.)
The magistrates residence is a modest house, sheltered
behind a low wall and located close by Shiro Kago, the
small local castle. Immediately outside the houses
stone walls are three large wooden cages, and seated
within one of those cages is a morose-looking young
man in a somewhat travel-stained gray kimono.
Several angry peasants are gathered outside the cage,
calling insults of Murderer! to the imprisoned Crab.
A doshin stands guard with a (mancatcher), making
sure the peasants do not attack, but making no move to
stop the occasional piece of hurled dirt or rotten
vegetable.
The other two cells are unoccupied. The PCs are free
to approach and speak with Yamamiya, although the
doshin will watch them closely (and very suspiciously
if any of them are Crab). The PCs can easily intimidate
the peasants into leaving or halting their attacks.
Attempting to persuade them in a gentler or more
civilized fashion will be difficult, requiring a roll of
Awareness/Storytelling (Oratory) at TN 20.
Yamamiya will be eager to talk with the PCs. Some or
all of them may have encountered him before in the
adventure Wrath of the Kami, and he will likely regard
these PCs as friends and attempt to enlist their aid.
Regardless, he will be eager to explain his innocence,
stumbling over his own words in his eagerness:
Ah, this is a large misunderstanding. Any assistance
you render is so very much grateful. I mean, most
appreciated, yes. Well, you see, I have been searching
for the answer to the curse which lies on my family.
If any of the PCs played through Wrath of the Kami,
he will thank them for their assistance in uncovering
the existence of this curse. I believe I have tracked it
to the writings of one of my ancestors, many
generations ago Toritaka Tonozaka, who lived a
long time ago, over three hundred years. He was an
Emerald Magistrate, well, actually he seems to have
worked in the office of the Emerald Magistrates, but
his writing apparently it has been classified as
maho! Even worse, I cannot seem to find more than
a few fragments. Libraries have been destroyed,
moved, shuffled and reorganized. You can only
imagine what 300 years does to records. He pauses
and frowns, shaking his head. Sorry, Im prone to
tangents. Where was I? Yes, well, it turns out this
monk, Hana, he used to be an Asako librarian. He
catalogued all of my grandfathers works. Well, not
my grandfather. My great great great is that
enough greats? Sorry, sorry, again, I digress. So,

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Hana, in his life before he was a monk, would know


where I should look for the scrolls, so I came seeking
him. I just arrived here just this morning, and when I
went to the monastery to ask for him, they said that he
was having lunch with some peasants. I went to see
him there.
When I was close to the hut, I heard sounds of a
struggle. I have been in many fights. I am a Crab,
after all, and I recognized the chanting of maho. I
charged in at once. There were half a dozen masked
men there, with blades, knives and swords, and two of
them were chanting. I struck at the brutes, of course,
and wounded one, though unfortunately not enough
to kill him. I have always been resistant to magics, so
I trusted I could resist the maho-tsukai but my luck
failed me, as it does so often. He lets out a long sigh.
I was held in place by extreme pain, and they
escaped before I could recover. Just as I was on my
feet again, the local samurai burst in and arrested
me.
If the PCs mention anything about Hana, he will
become even more excited. Hana is still alive! They
took him into the woods, and used some kind of maho
to make one of the dead peasants take on his form. I
told the magistrate, but he would not believe me.

A PC who rolls Intelligence/Lore: Maho at TN 20


can confirm that there are some maho spells which
temporarily change the physical form of the target
for a few hours.

Yamamiya has been maintaining his innocence to Shiba


Gyuji, but is not optimistic about his prospects with the
magistrate. I fear my innocence in this matter is
meaningless. I will most assuredly be convicted
unless you can help me. My luck has always been
bad, and this time even worse than normal. Since
Yamamiya has refused to confess, the magistrate will
have to apply to the daimyo for permission to condemn
him, but Yamamiya has no doubts the daimyo will
agree. If the PCs ask why he is convinced of his fate,
he will reluctantly confess this isnt the first time he has
been accused of maho. In fact, it has happened twice
previously. Each time, he was investigating reports of
maho activity and was instead mistaken for a member
of the cult. Yamamiya managed to convince the
authorities of his innocence both times, but Shiba Gyuji
is apparently aware of these incidents and believes
Yamamiya was actually guilty on those previous
occasions. He said I would not get away with it this
time, Yamamiya sighs.

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After this account, there is some more detail the young


Crab can provide if the PCs ask the right questions:

If the PCs ask how Yamamiya learned about Hana,


he explains that he has been researching in Kyuden
Isawa. Unfortunately, the libraries there were
reluctant to allow me access. However, through
my discussions there I learned that Asako Kimachi
that was Hanas old name worked with those
writings. It took some time for me to track him
here.
If the PCs ask for more detailed descriptions of the
attackers, Yamamiya frowns in thought. They
were dressed as commoners or ronin, and wearing
masks but now that I think about it, one of the
maho-tsukai was wearing tabi (socks) with an
unusual pattern. He can describe a pattern of
triangle and diamond shapes.
With an
Intelligence/Courtier roll at TN 20, or
Intelligence/Commerce at TN 20, the PCs will
know this pattern is currently popular on clothing
worn in Kyuden Isawa. Yamamiya does not
realize it, but he remembers the pattern because he
had seen it there several times before traveling
here.
If the PCs ask why he went to the hut instead of
waiting for Hana to return, he sighs. That would
have been wiser, wouldnt it. But I have been
searching for months on end, and it seemed like I
was finally making some progress. I could not
wait till he had finished his rice.

Where is the Falcon?

Natures Touch or Heart of Nature, or an appropriate


Inner Gift), the falcon can convey that the man with the
injury is the man his master fought. Otherwise, the PCs
will have to draw their own conclusions on the birds
behavior.

Part Four: Other


Investigations
This part of the adventure comprises an assortment of
other paths which the PCs may follow to investigate the
crime and the accusations against Toritaka Yamamiya.

General Investigations: The


Witnesses
The PCs can easily track down the three local samurai
who arrested Toritaka Yamamiya. They were on patrol
when some of the local peasants came to them and
reported hearing screams and noises of violence from
Meshitsukis hut. When they investigated, they found a
haggard, sweating Crab bushi standing over the bodies
with a bloody sword. They could easily tell that the
blood was fresh, and the cuts on the dead monk Hana
were definitely sword-blows.
The samurai admit that Yamamiya told them a story
about maho-tsukai who fled through the back of the
hut. However, they saw nothing indicating such
intruders, or suggesting any magic had been used.
Therefore they arrested the Crab and brought him to the
magistrate for questioning.

The bushi are being truthful. None of them are


concealing anything. However, the PCs may
suspect (correctly) that with an obvious suspect
ready to hand they did not look very hard for these
supposed maho-tsukai.

None of the three bushi are knowledgeable in the


fields of maho or magic.

PCs who have dealt with Toritaka Yamamiya before


will be aware that he has a pet falcon. If not, he will
mention morosely that the bird has been missing ever
since his arrest. He has no idea where the bird is.
As it turns out, the falcon has been following the
Bloodspeakers. It is currently perched outside the
Kois Kiss Inn, watching the cultist ronin which
Yamamiya injured.
Whenever that ronin goes
elsewhere (such as to the healer), the bird follows him.
The PCs can notice the bird by rolling
Perception/Investigation at TN 25. Recognizing it as
Yamamiyas bird requires that the PCs have met
Yamamiya in a previous adventure (such as Wrath of
the Kami) and then roll Perception/Animal Handling
at TN 30.
If a PC actually has magic or special abilities that allow
communication with animals (such as the spells

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General Investigations: Talking with


the Townfolk
The PCs may decide to speak with various local
commoners (peasants, innkeepers, etc) to learn the
current gossip about the crime, or to ask about other
possible clues. The following section offers the
commoners responses to the most likely PC questions:

Have you seen a pattern like this on a tabi


sock? (If the PCs learned from Yamamiya

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about the pattern he saw on the attackers.)


No one around here sells cotton or silk of that
pattern. None of the locals have noticed that the
merchants from Kyuden Isawa wear tabi with this
pattern.

Has anyone new arrived in town recently?


Some of the PCs will probably think to inquire
about recent travelers. The locals can rattle off a
list that includes the PCs, the diplomats they
escorted here, the Crab bushi Toritaka Yamamiya,
and three merchant caravans that are currently in
town. They are from Kyuden Isawa, Ryoko
Owari, and Kaeru Toshi (the City of the Rich
Frog).
What can you tell me of Hana? The local
commoners will wax rhapsodic about the dead
monk. Ah, Hana was a wonderful man. He
genuinely cared for people. He was always
attending to the spiritual needs of the heimin. He
was especially fervent about counseling us on how
to avoid temptation. A great soul. We are all
saddened by his murder.
What can you tell me of Meshitsuki? The
villagers describe Mashitsuki as a fine man from a
good family. They will also mention that his son
Kato is missing, and speculate that he may have
run away from the horrible sight of his murdered
family.
Where was Kato last seen? Kato was a very
obedient boy. He was usually in the fields with his
father tending the rice. It is certainly strange that
he is missing. He liked old Hana so he probably
didnt skip the meal.

Did Meshitsuki have any enemies? No,


samurai-sama. We are just heimin. We do our job
as best we can.
We cause no problems.
Meshitsuki was no different. He had a good
family.

Has anything else unusual happened here


lately? This will get a negative response until
after 2pm (gaijin time), when the villagers will be
upset at the news that Takagi, the village healer,
has been found murdered in his hut.
Unfortunately, nobody saw anyone entering or
leaving his hut around the time of the murder.

If the PCs ask around for more news after about


3:30pm, they can roll Awareness/Investigation at TN
20 to discover a peasant who reports seeing four

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strange men going into Takagis hut (these were the


Bloodspeakers trying to purge the spirits from the hut).
He does not know the men but thinks he saw them near
the Kois Kiss Inn.

The Murder Scene: Meshituskis


Hut
If the PCs arrive here promptly (within a couple of
hours of their meeting with Shiko and Koe), the bodies
have not been removed, and the scene is as follows:
The peasant familys hut is a scene of devastation.
Five people lie sprawled on the floor, blood soaked
into the cheap, scratchy tatami mats on the floor.
Their bodies have been slashed repeatedly, as though
in a frenzy of wrath and bloodlust. The sparse
furniture is overturned and in disarray, while dishes
and other sundries are scattered around the room. A
pot of soup rests in the firepit, over fading embers.
The hut is a typical peasant dwelling. There is one
main room with a sunken fire pit in the center, and a
small sleeping room. Like most peasant dwellings in
the lands of the Phoenix Clan, it is reasonably clean and
civilized, but lacking anything in the way of luxuries.
Investigating the bodies: The five bodies comprise
Hana, the peasant familys mother and father, and their
two daughters. Other peasants can confirm that the
family also had a son, Kato, but his body is apparently
missing (this will lead to speculation that he ran away).
The body of Hana is actually the son, magically
altered by the Bloodspeakers.
A PC who looks at the wounds and rolls
Perception/Kenjutsu
at
TN
30
or
Perception/Medicine at TN 20 perceives that the
wounds in two of the bodies (the mother and the
youngest daughter) were delivered with knives, not a
sword. A PC who reviews the overall scene and rolls
Perception/Battle
at
TN
20
or
Perception/Investigation at TN 15 will perceive from
the layout of the bodies that there were multiple
attackers.
Communing with the kami: By the time the PCs
arrive, the Bloodspeakers have briefly returned to the
hut and taken action to obstruct magical investigations.
They have magically coerced the huts local spirits into
delivering false information.
A Sense spell can determine there are several Air and
Earth spirits in the hut, a Water spirit in the soup pot,
and a grumpy Fire spirit (unless the fire is built back

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up, it needs one extra Raise to be Communed) in the


firepit.
Any Commune spell which is cast normally will result
in false information.
The kami will claim that
Yamamiya burst into the hut and murdered Hana and
the peasants. However, this false story contains three
flaws. First, the kami claims that Yamamiya committed
the murders with his sword. Since several bodies were
killed with knives, this may serve to warn the PCs that
the spirits have been compelled to deliver a false story.
Second, the false story does not account for the
peasants missing son he is simply absent from the
spirits story. Third, if the PCs use the Water spirit to
get a vision of what happened, the spirit does not know
how a sword is used, so it depicts it poorly;
Perception/Investigation
at
TN
20
or
Perception/Kenjutsu at TN 25 shows that the man in
the vision is swinging wildly and without training.
If a shugenja PC casts Commune with at least one Raise
for the specific purpose of greater accuracy or reaching
a more powerful spirit, this will produce the correct
story.
The true story is of five masked men bursting into the
hut and killing everyone but Hana with swords and
knives. It shows the rest of the story exactly as
Yamamiya described it: he arrives and wounds one of
the attackers, then is felled by magic; the attackers use
some sort of spell to alter the peasant sons body to
resemble Hana, then flee with the real Hana out the
back of the hut.
Searching for Footprints: Smart PCs will probably
check the area for tracks of Yamamiyas supposed
attackers. A roll of Perception/Investigation at TN 20
or Perception/Hunting at TN 15 will reveal that there
are no footprints behind the hut. However, if the PC
beats that TN by at least 5, s/he realizes that there are
no footprints around the hut at all, human or animal.
This is, of course, quite unusual. A successful
Intelligence/Spellcraft roll at TN 20 reveals the Earth
kami were used to erase any footprints. (Communing
with the Earth kami outside the hut can reveal the same
information with the proper question.)
If the PCs search farther away from the hut, they will
find that normal human and animal tracks appear about
twenty yards away. However, they cannot determine
whether any of these tracks came from the hut.
Hanas body: The corpse which appears to be the
monk Hana is actually Kato, the eldest son of
Meshitsuki, magically altered to resemble the monk.

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This illusion will last until about 4pm (gaijin time).


Unfortunately, the eta will collect and cremate the
bodies at 3pm unless the PCs intervene.
If the body is kept from cremation, it will revert to its
normal form at 4pm. The PCs can determine that the
body is affected by an illusion by casting By the Light
of Lady Moon (and performing the required Contested
Roll), or by specifically targeting the body with the
spell Sense or Commune (Air) with at least two Raises
(which will reveal the presence of an Air spirit on the
body). This spirit is a kansen (evil spirit), and will
spitefully twist and otherwise obstruct any questions it
might be asked.
The kansen can be removed prior to the expiration of
the spell with a successful casting of Banish.
Arriving late: If the PCs reach the hut after midafternoon (around 3pm), the eta have removed the
bodies and the bloody tatami mats, although the hut is
otherwise unchanged. If the PCs missed the deadline
by only a short time, they can track down the evidence
at the towns eta district, but if more than another hour
has passed, the bodies and mats have been cremated.

The Magistrate: Shiba Gyuji


The PCs can visit the magistrate at any time during the
day. Servants will admit the PCs to his office after a
short wait (a half-hour or so).
Shiba Gyujis office is a small, tidy, almost fussy
room, with little or nothing in the way of decoration.
The magistrate, a thin man in early middle age, is
seated behind a writing desk, his hands flying as he
writes on a piece of paper. Finishing, he looks up at
you with an impatient sniff. What assistance do you
wish, samurai?
Gyuji is a man with little creativity or soul. He will
normally be brusque and impatient with the PCs, but if
any of them have Status equal or higher than Gyujis
3.5, or Glory of 5.0 or higher, he will become
somewhat more polite and will offer them tea.
Shiba Gyuji is a hard-working and reasonably effective
magistrate, but tends to take the attitude that the
obvious solution is nearly always right. This attitude
has always served him well and he sees no reason to
change it now in fact, given the chance he may
lecture the PCs about the pointlessness of inventing
elaborate theories when the obvious solution always
turns out to be the right one.

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The PCs will have to be cautious in how they approach


Gyuji, since any open statement that they intend to
investigate the crime will draw his ire. He will stiffly
remind them that he is the appointed magistrate for the
area, and only he or the daimyo can authorize a
separate
investigation.
(A
roll
of
Intelligence/Etiquette at TN 15 can warn the PCs
beforehand of this potential breach of etiquette.) If the
PCs persist, he will directly forbid them from
interfering in the matter. A Phoenix PC (only) with
higher Status than Gyujis 3.5 can overrule him, but
this will only grant the PCs a few hours of free action,
since he will immediately appeal to the daimyo to back
him up.
Clever PCs will find skillfully diplomatic ways to
investigate without stepping on his toes. For example,
a PC could ask to make an account on the incident to
carry back to his own daimyo, or an Emerald or Jade
Magistrate PC could request to look into the maho
aspects of the case. Better yet, the PCs can simply
avoid mentioning any plans to look into the case, until
they acquire new evidence to present to him (such
locating Hana).
Assuming the PCs avoid antagonizing Shiba Gyuji, he
will speak with them willingly enough. Gyuji is
convinced that Toritaka Yamamiya is guilty. All the
witnesses are honorable and respectable local samurai
of unquestioned reputation, and their story is
consistent: they found Yamamiya standing over the
bodies with a bloody sword. Yamamiya is a stranger of
uncertain repute, has been accused of maho in the past,
and by his own confession was here seeking the
expertise of a monk with considerable knowledge in
maho.
Since Yamamiya is refusing to confess, Gyuji has
petitioned the daimyo, Shiba Kinichi, to present his
evidence and demand a judgment. The daimyo has
agreed to grant him an audience tomorrow at midday.
Once the daimyo condemns Yamamiya (Gyuji is
confident he will do so), the Crab will be tortured into
confession and executed, and the case will be closed.
Gyuji does not know Yamamiyas motive for killing his
victims, and does not consider it important. Given the
amount of evidence against him, I find his motive
irrelevant. Perhaps he is Tainted by maho and finally
lost control and went mad. Perhaps he had some
history with the monks prior life as a samurai. It
matters little.

they must have been disrupted by the arrival of the


Phoenix samurai and their arrest of Yamamiya.
If the PCs mention any of the suspicious spiritual
activity they uncover (spirits in the hut forced to lie,
footprints erased, etc), he will be dismissive. Evidence
from the kami is inadmissible, since they can be
manipulated by skilled shugenja.
If the PCs speak with Gyuji after 2pm (gaijin time), he
will be even more impatient, since he has received
word of the murder of the local peasant healer, Takagi.
He will be upset at another violent crime occurring so
soon, but will automatically want to dismiss the notion
that the two crimes are connected, since Yamamiya is
already in custody.

Shiro Kago and the Daimyo: Shiba


Kinishi
The PCs may decide, for whatever reason, to ask for an
audience with the local daimyo perhaps to appeal for
Yamamiyas life, or to request permission to investigate
the case. A servant will greet them in the castles
modest entry hall and ask politely why they wish an
audience. He will deliver this information to the
daimyo and arrange for the PCs to receive refreshment
leave and relay this to the damiyo. However, the
servant will return to the PCs an hour later and inform
the PCs that Shiba Kinichi-sama is very busy. He
suggests they try again tomorrow.
PCs who roll Intelligence/Etiquette at TN 15 know
that come back tomorrow is a polite way of saying
dont come back. Shiba Kinichi is in the midst of
extensive negotiations and has no time for this trivial
matter with Toritaka Yamamiya.
He trusts his
magistrate to handle the case correctly.
The only overt action which Shiba Kinichi will take
will be to overrule PCs who are using their Status to
bully Shiba Gyuji. Otherwise, the only chance the PCs
will have to see him will be at the public hearing where
Gyuji presents the evidence against Yamamiya and
asks the daimyo for judgment.

The Merchant Caravans


As mentioned, there are three merchant caravans in the
town during the adventure. The merchants from Ryoko
Owari and from the City of the Rich Frog are both
completely legitimate, and serve as red herrings to
distract PCs.

If the PCs point out that the bodies appear to have been
killed by multiple attackers, Gyuji will rationalize that

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If the PCs are suspicious of any of the merchants and


begin questioning their truthfulness, the GM should
make Awareness/Deceit rolls for all the merchants,
regardless of whether they are innocent. This ensures
the players are not tipped off by the absence of dierolls as to which caravan is up to no good.
The caravan from Ryoko Owari is currently staying
at the Tigers Tail, a smaller inn at the edge of town. It
comprises four merchants, five ronin guards, and one
samurai, Bayushi Ititaru, who is charged with ensuring
that the caravan arrives safely in its final destination of
Shiro Shiba. If the PCs speak to the merchants, Ititaru
will quickly step in and answer their questions. He will
be very wary and will want to know the reasons for the
PCs questions. If the PCs imply that his group may be
involved in some sort of illegal activity, he will take
offense and demand to know why they are asking such
questions and not the local magistrate. (If there are
Jade or Emerald Magistrates among the PCs, Ititaru
will be more polite and cooperative.) Regardless, he
will report the PCs and their questions to Shiba Gyuji
later.
The caravan is trading primarily in medicinal opium,
and has the appropriate legal licenses and permits to do
so. It also carries sake, silks, and artistic jewelry.
The caravan from the City of the Rich Frog is
camped outside the town, beside the main road. It is
manned entirely by ronin. The head merchant is a
plump, middle-aged woman named Yasui with bad
teeth. However, despite her unappealing exterior she is
well-spoken and cheerful.
As a ronin she is
accustomed to answering any samurais questions
openly and with full cooperation. She deals in
weapons, armor, and practical goods and supplies,
which she sells to commoners and fellow ronin, and has
a trade permit from the daimyo of the Kaeru family.
She plans to head south to Lion lands next, since she
has heard there are many ronin there. Yasuis group
comprises herself and seven ronin guards, all female.
The caravan from Kyuden Isawa is staying at the
Kois Kiss, a medium-quality Inn close by the towns
marketplace.
The Inn is under near-constant
surveillance from Toritaka Yamamiyas pet falcon
see Part Three for details of the birds behavior.
This caravan is ostensibly a collection of ronin
sponsored by a Phoenix nobleman. In actuality, it is
cover for a small group of Bloodspeakers to approach
and capture Hana. (The nobleman, Isawa Ginishiro, is
himself a minor member of the cult.) The caravan
totals two merchants and eight ronin guards of those,

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both of the merchants (Mitari and Nakamoto) and six


of the ronin are members of the Bloodspeaker Cult.
(Several of these ronin are actually peasants with
enough skill to imitate wave-men.) The leader of this
cult group is a merchant named Mitari, but most
relations with the public are handled by Nakamoto,
who is actually a merchant in his normal life and thus
knows how to talk the talk. By the time the PCs
begin investigating, Mitari and three of the cultist ronin
are in a cave outside of town interrogating Hana (see
Part Five: The Bloodspeakers for details).
If the PCs come asking questions, Nakamoto will speak
with them.
He claims they do not have any
merchandise yet they are on their way to Dragon
lands to purchase rare gems for resale elsewhere. (A
roll of Intelligence/Commerce at TN 15 suggests it is
rather odd for a caravan to travel so far without
something to sell along the way.)
One of the ronin is injured, with a fresh blood-stained
bandage wrapped around his arm. He will claim that
the caravan was attacked by bandits on its way into
town. This is a lie, of course.
If the PCs ask about the tabi pattern which Toritaka
Yamamiya mentioned, everyone will feign ignorance,
claiming they dont pay attention to such things. This
is (again) a lie Mitari wears these tabi.
There are two ronin at the Inn who are not
Bloodspeakers. They are simple mercenaries who have
been hired to round out the caravan. PCs who question
several people from the caravan, or who watch for
differences in behavior among them, can roll
Awareness/Investigation at TN 15 to notice that two
of the ronin behave slightly differently, and seem a
little uneasy. If either of these two ronin are spoken to
alone, they will confess to the various oddities of the
caravan: no merchandise, Mitari and several ronin
going missing soon after they arrived here, another
ronin showing up injured for no apparent reason,
instructions to lie about everything, etc.
The innkeeper and employees at the Kois Kiss can also
inform the PCs that several members of the caravan
have been absent since midday. Also, the innkeeper is
a somewhat fashion-conscious fellow if the PCs ask
him about tabi with a memorable pattern, he will
remark that one of the merchants wears tabi like that.
Quite pretty, really. But I havent seen him since
lunchtime.

Page 11

Takagi the Peasant Healer


The village healer, Takagi, is an old man with extensive
knowledge of herbal remedies, as well as various first
aid techniques, massage and shiatsu, etc. He serves the
villagers basic medical needs, helping with injuries,
sickness, and other such problems. He also assists
ronin who dont have the ability to get treatment from a
shugenja. Takagi does not do anything else he
subsists on donations from the villagers.
Soon after the fight at Meshitsukis hut, the injured
Bloodspeaker ronin will visit Takagi for treatment of
the wound he suffered from Toritaka Yamamiya.
Unfortunately, Takagi notices suspicious self-inflicted
scars while treating him. In a panic, the ronin murders
him, then quickly leaves to report to Nakamoto at the
Kois Kiss Inn.
Takagis murder is discovered around 2pm, when a
villager comes by to seek treatment for a canker sore.
Word quickly spreads throughout the village, and
within a half-hour the magistrate Shiba Gyuji visits the
scene to investigate.
At 3:30pm, Nakamoto will come to the hut with three
of his comrades and Banish the kami, hoping to prevent
anyone from connecting the crime to them. Eta will
come to remove the body around 5pm.
If the PCs visit before 5pm, they can examine the body.
Takagi was clearly slain with a sword, but a roll of
Perception/Investigation at TN 20 notes that several
blows were inflicted even though one would have been
sufficient to kill him, suggesting that the attacker was
angry, panicked, or both.
If the PCs are here prior to 3:30pm, they can use
Commune with the local spirits (including a Water
spirit in a teapot) to get an accurate report of what
happened. If the PCs use a Water kami, they will be
able to get a visual image of one of the ronin from the
Kois Kiss.
At 3:30pm, Nakamoto and three of the ronin (including
the injured one) will arrive to banish the kami from the
room, hoping thereby to prevent anyone from tracking
them down before their work in Nikesake is finished.
If the PCs happen to be in the hut investigating at this
time, a confrontation will ensue.
If the PCs arrive after 3:30pm, Nakamoto has already
come and gone, and the Banish spell has left the hut
purged of spirits. However, in his haste he failed to
completely banish all the kami. There is a fire kami in

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the smoldering embers of the cooking fire which knows


everything that happened and can also describe the
men who came later and banished the other spirits.

Part Five: The


Bloodspeakers
As mentioned under Merchant Caravans above, the
Bloodspeakers are masquerading as merchants. By the
time the PCs begin investigating, their leader Mitari
and three of his ronin underlings will be hiding in a
cave outside the town, where they are torturing and
questioning Hana. The other maho-tsukai, Nakamoto,
and the remaining three ronin are at the Kois Kiss Inn,
maintaining the appearance of a normal merchant
caravan.
If the PCs question Nakamoto or his fellows, he will
immediately send one of his ronin to the cave to inform
Mitari. Smart PCs can try to tail the ronin this will
require defeating his Perception/Investigation with
their Agility/Stealth.
Alternatively, the PCs could
hang back and follow his tracks (Perception/Hunting
at TN 20), or, if they took the time to observe him
beforehand, track him with the spell The Ties That
Bind. Finally, the PCs could capture the ronin and
interrogate him this qill require either forcing an eta
to serve as torturer, or one or more PCs dishonoring
themselves by engaging in torture.
If the PCs confront or accuse Nakamoto, he will
attempt to stall and delay, citing the protection of his
sponsor Isawa Ginishiro, while looking for an
opportunity to send a warning to Mitari.
If the PCs catch Nakamoto and his fellows in the act of
banishing the kami from Takagis hut, he will first
attempt to bluff, claiming that he is here to seek
treatment for his injured ronin. However, as soon as it
becomes apparent that the PCs are not buying this
story, he will attack, hoping to quickly disable and kill
the PCs. If he loses the fight, he will try to send one of
the ronin to warn Mitari.
Nakamoto and Mitari are the only cultists with
significant amounts of Taint (enough to be burned by
normal jade, or detected by a Kuni Witch-Hunter). The
cultist ronin have very small amounts of Taint (less
than one Rank) and can only be detected by Moto
Death Priests or by blasting them with Jade Strike.

Page 12

The Cave of Despair


About a half-hours walk outside of Nikesake, in a
dense patch of forest, is a small cave which the
Bloodspeaker Cult has sometimes used for shelter,
rituals, and interrogations. Mitari has taken Hana to
this cave for interrogation. Unless the PCs interrupt
him, he will remain there for two nights.
The PCs can locate the cave by following or tracking a
ronin who is sent to deliver a message to Mitari, or by
interrogating a prisoner. All of the cultists know the
caves location.
It is highly unlikely that the PCs can find the cave
simply by searching the nearby woods. The cave
mouth is small and irregular, partly concealed by brush,
and there are no obvious trails leading to it. The
cultists have a fire inside the cave but are careful to
keep it smokeless. Searching the forest at random to
find the cave would require a roll of
Perception/Hunting at TN 50 to locate it. At night,
the TN is 45, as there is the slight possibility that the
PCs might notice a very faint glow from the fire within
the cave.

Nakamoto will be asleep during the night he lacks


Mitaris inhuman stamina.
Once he has been warned of trouble, Mitari will post a
guard outside the entrance to warn of any attack.
Approaching closely to this guard without being
noticed
will
require
defeating
his
Perception/Investigation
with
a
roll
of
Agility/Stealth. Needless to say, unless the PCs can
find a way to disable this guard quietly, he will shout
an alarm to those inside the cave.
In the event of an attack, sleeping cultists will take two
rounds to wake up and be ready for action. Mitari (and
Nakamoto, if present) will try to use their maho to
defeat the attackers. The entrance to the cave is quite
narrow (single-file only), so if they have warning the
cultists will try to bottle up the PCs in the entrance,
forcing one PC to fight against two cultists.
If the cultists manage to drive off an attack, they will
immediately flee the area, taking Hana with them if
possible.

Getting Help

Mitari and three ronin are in the cave at all times. At


night, two of the ronin will be sleeping while the third
stands watch. During the day, all are awake. Mitari,
gifted with unnatural vitality by his Taint, remains
awake at all times, working at breaking Hanas will.
He employs primarily physical torture (hot metal,
broken fingers, etc) but also mixes in mind-altering
maho such as the Fear spell, and exhortations to
embrace the power of the Taint. Hana is kept bound
and gagged to prevent him from escaping or calling for
help.

The PCs may decide to seek help from the authorities.


Shiba Gyuji will be unhappy to learn that the PCs
continued to investigate on their own, but if they can
convince him of their truthfulness by rolling
Awareness/Etiquette (Sincerity) at TN 20, he will
reluctantly agree to investigate the cave. If for some
reason the PCs do not accompany him, he will take a
single Phoenix bushi with him, and both he and the
bushi will be slain. If the PCs do accompany him to the
cave, he will not bring a bushi unless all of the PCs are
non-combat types (peaceful shugenja and courtiers).

If the PCs do not locate Hana by the end of the second


night, he will break down and embrace the Taint.

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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Although none of the cultists will surrender by choice,


they are not fanatical enough to kill themselves, and
can be disabled and taken prisoner. Once captured and
interrogated, they will confess to all their crimes,
including the murder of the peasant family. They will
also name the nobleman Isawa Ginishiro as a fellow
member of the cult.

Part Six: Aftermath


The outcome of this adventure determines the fate of
two people: Hana and Toritaka Yamamiya.

Page 13

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.

Fate of Toritaka Yamamiya


If the PCs do not expose the Bloodspeakers by the
following midday, Shiba Gyuji will present his
evidence to the daimyo, Shiba Kinichi. The PCs can
attempt to speak on Yamamiyas behalf, but without
any true evidence, the daimyo will dismiss their words.
He will proclaim Yamamiya guilty and order that the
Crab be tortured into confession and executed. He will
not allow Yamamiya even the opportunity for seppuku.
The execution will take place the following morning.
If the PCs rescue Hana, or expose the presence and
activities of the Bloodspeakers, Shiba Gyuji will
grudgingly dismiss the charges and release Yamamiya.
If this occurs after Yamamiya has been condemned by
the daimyo, the poor Crab has undergone extensive
torture.

Yamamiya Completes his Research


If the PCs rescue Hana, Toritaka Yamamiya will take
the first available opportunity to talk to the old monk
about his ancestors writings. However, Hana will only
be able to answer the Crabs questions if he was
rescued before the next day. In that case, he will tell
Yamamiya that the writings he seeks are kept in the
libraries at Pale Oak Castle, several days travel to the
north.

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Once he learns this, Yamamiya will confess with some


embarrassment that he is unlikely to be allowed access
to such a library. The last time he was in a Phoenix
library, it caught fire when he overturned a candle.
Although the local shugenja were able to contain the
blaze before too much damage occurred, they have
spread word that Yamamiya is not allowed in any
Phoenix libraries. Yamamiya will implore the PCs for
their assistance in getting access to the library. After
so many ill fortunes on this path, it would be too cruel
if I am denied this chance to learn why my bloodline
has been cursed. Please, cannot you intercede on my
behalf?
The PCs do not have to agree it is entirely their
choice whether to assist the Toritaka in this matter. If
they do decide to help, Phoenix PCs, Imperial PCs, and
other PCs with Status of 4.0 or greater will
automatically be allowed access to the libraries at Pale
Oak Castle. Other PCs can only gain access if they
expend (erase from their character sheet) a Favor or
Ally with the Phoenix Clan. Of course, the PCs may
have acquired such a Favor if they rescued Hana.
To find the scrolls of Toritaka Tonozaka, the PCs must
make a total of four successful rolls with
Intelligence/Calligraphy at TN 20 before they fail six
times. If they fail, they are unable to locate the
documents. If they succeed, give them Handout #1.
It should be obvious to PCs who read Handout #1 that
Toritaka Tonozakas scrolls do not match history.
Everyone knows the names of the second Thunders,
and the people he mentions were definitely not they.
Additionally, a roll of Intelligence/Lore (History) at
TN 25 will confirm that there has never been an
Emerald Champion named Hida Hiroku. A roll of
Intelligence/Lore (History), Lore (Poetry), or Lore
(Crab) at TN 30 can recall Hida Hiroku was a minor
Crab poet from about 300 years ago who made a
modest name for himself during the Second Day of
Thunder.
Toritaka Yamamiya will confess complete bafflement
at these strange documents, but nevertheless thanks the
PCs profusely for their assistance.
He is not
disheartened at least now he has a name, Hida
Hiroku, that he can research to learn more.

Page 14

Rewards for Completing


the Adventure
At the end of the scenario, any PCs with Shadowlands
Taint must make a Simple Earth roll with a TN of 5 +
(5 x Taint Rank). If the roll is failed, the PC acquires
one additional point of Taint.

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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Appendix #1: NPCs and Villains


Shiba Gyuji, Phoenix Magistrate
FIRE 3

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.

Mitari, leader of the Bloodspeaker


cell
FIRE 3

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

Nakamoto, deputy maho-tsukai

Generic Shiba Bushi

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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Appendix #2: Maho Spells


Maho spells are cast by rolling dice equal to the casters (Ring + Lore: Maho), and keeping dice equal to the
casters Ring. The TN to cast the spell is equal to (10 + 5 x Mastery Rank) and the caster must spill Wounds in
blood (their own or anothers) equal to twice the spells Mastery level. The caster gains a number of points of Taint
equal to the difference between the TN and the actual roll.
Casting time is equal to the spells Mastery level in rounds. This can be reduced with Raises, just like normal
magic.
Casters may take Free Raises for each additional amount of blood (equal to twice the Mastery level) which they
spill.

Bleeding (Mastery Rank 1)


Element: Maho, Air
Duration: Permanent
Area of Effect: 1 target
Range: 25
The target bleeds at the rate of 1 Wound per round until successfully treated with a healing spell or the Medicine
skill.
The caster may Raise once to choose an additional target, and once to double the rate of bleeding to 2 Wounds per
round.

Drain Soul (Mastery Rank 1)


Element: Maho, Earth
Duration: 5 minutes
Area of Effect: 1 target
Range: 10
The targets Stamina is reduced by one for the duration of the spell. Multiple castings are cumulative, but Stamina
cannot be reduced below Rank One.
The caster can Raise once to add an additional target.

False Visage (Mastery Rank 3)


Element: Maho, Air
Duration: Two Rokugani hours
Area of Effect: One target
Range: 5
This spell causes the target to take on the outward appearance of another. This can change height by up to a foot, as
well as changing other elements such as age, clothing, etc (but not gender). It does not alter the targets voice. The
transformation cannot be detected physically, although a shugenja may be able to sense the presence of a spirit
bound into the target.
The caster may Raise once to double the duration of the spell.

Fear (Mastery Rank 2)


Element: Maho, Air
Duration: One month
Area of Effect: 1 target
Range: 10
The target becomes absolutely terrified of something of the casters choosing. The chosen object has a Fear rating
of 4 for the victim. The caster cannot choose something vital to life (such as air or skin), but anything else is fair
game.

Pain (Mastery Rank 2)


Element: Maho, Earth
Duration: 1 round
Area of Effect: 1 target

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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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Player Handout #1: Journals of Toritaka Tonozaka


Excerpt from 1128
The last time my brush caressed pages of parchment, it wept for the souls lost to the foulness of Fu Lengs return. I
had the misfortune to witness the glorious Empire torn apart by the best of intentions. Now I stand in the rubble of
Otosan Uchi. I tremble to see the Temple of the Kami in ruins. From these ruins, though, stands a new Emperor
and the promise of a new day. I see hope in the eyes of the magnificent Thunders. They shall lead us in rebuilding
all that once was.
Excerpt from 1129
I am honored to commit to paper the events of the past year. I stand here in Toshi Ranbo amongst the dignitaries of
each of the Clans. Though battered and bedraggled, the Clans have come together to start anew. They will confirm
a new Emperor and reappoint the offices of Emerald Champion, Imperial Advisor, and Chancellor. My own role in
these affairs is only to record that which I have seen. My humble feet and poor sword found their destiny to stand
in the wake of greatness. I have been fortunate to be present at each of these major events.
Excerpt from 1129
The Emerald Champion has appointed me to the honored position of Emerald Magistrate with my primary
responsibility to record the events before and after the Second Day of Thunder. With the Lion in disarray and the
Otomo nearly destroyed, the Emerald Champion feels it is his offices responsibility to provide some account of
what has happened. I am honored Lord Hida Hiroku would trust me so.
Excerpt from 1130
Today was an auspicious occasion. Two of the Second Thunders were present to provide testimony to the Emperor.
I have recorded their words here. Moto Tetsuo, the Unicorn Thunder, has come back from the Shadowlands. He
reported to Emerald Champion Hida Hiroku immediately. They stayed behind closed doors for most of the day.
When the doors opened, Hiroku immediately sent a missive to the Most Glorious Emperor Kometsu. As always,
Emperor Kometsus perceptive mind realized Hiroku would not ask for a meeting were it not important. Even with
the defeat of the Dark Lord, there is still much strife within the world.
Excerpt from 1131
I am worried. A Bayushi arrived today in the company of two Phoenix shugenja. I have traveled with all three of
these men previously. The Bayushi only appears when there is grave danger. I wonder why he calls on Lord Hida
Hiroku. Immediately after the arrival of the three samurai, Lord Hiroku-sama asked me to bring all the records on
the Thunders. I have managed to locate the records on all of the other surviving Thunders: Mirumoto Tenku,
Bayushi Rai, and Kitsu Hiroko.

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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>.

Did the PCs rescue Hana?


If so, did he recover undamaged, commit seppuku, or go insane?
Did the PCs save Toritaka Yamamiya from execution?
If so, did they help him recover his ancestors writings?

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