Adventure - ST04-Wrath of the Kami (Part One of Remorseful Seppuku)

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Adventure - ST04-Wrath of the Kami (Part One of Remorseful Seppuku)

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  • Wrath of the Kami

    A One-Round Low-Rank Adventure for Heroes of Rokugan (Champions of the Sapphire Throne)

    Part One of Remorseful Seppuku

    by Parvez Yusufji and Rob Hobart

    You are honored to attend and witness the Emerald Tournament. The harmony of this event is threatened, however, by an inexplicable anger among the spirits of the Earth.

    Revised for 3eR, November 2008 LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group. Scenario detail copyright 2006, 2008 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. Characters of Insight Rank 3 or higher will be too powerful to be challenged by this adventure, and should not be allowed to play. 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. Glory and Honor Awards and Penalties 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.

    Made ronin: Status removed. Adjusting for Party Strength This is a Low-Rank adventure, and 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 (half or more of the characters are Rank Two): There are always two trolls. The GM may, discretionally, increase Skill Roll

    TNs by 5.

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  • Adventure Summary and Background

    This adventure is the first part of the Remorseful Seppuku story arc, a series of modules concerning a samurai named Toritaka Yamamiya. Yamamiya has been extraordinarily unlucky his entire life, plagued by every sort of bad fortune and evil chance. For years he has accepted this as his tragic lot in life. However, during a recent visit to a Kuni shugenja he learned that there are spiritual forces surrounding him that are causing his bad luck. He is determined to learn the nature of these forces and to find a way to appease them. In this adventure, the PCs will have a chance to help Yamamiya learn the first clue in his quest. The backdrop for the module is the Tournament of the Emerald Champion. The most recent Emerald Champion, Matsu Hoketsaku, was assassinated at the Topaz Championship over a year ago. Now the Emperor is holding a new tournament to select a replacement for Hoketsaku. The PCs have been fortunate enough to receive an invitation to witness the tournament itself. They will travel to the Shrine of Osano-Wo, the traditional site for the tournament, where they will be able to watch the competitions. This adventure will cover the first two days of the Emerald Tournament (the other two days are depicted in the adventure Unrequited Love). During these two days, the PCs will be able to meet Toritaka Yamamiya, learn about his problem, and possibly help him to take the first step toward a solution.

    Introduction: The Village of Ginasutra

    The PCs begin the adventure in the village of Ginasutra. It is a modest settlement in Scorpion lands, home to about 350 people, and the last outpost of civilization before entering the Plains of Thunder, where the Shrine of Osano-Wo is located. Samurai who will be attending (or competing in) the Emerald Tournament are gathering here from all across the Empire. Everyone is waiting for the Emperor, whose arrival will signify that it is time to proceed on the two-day journey to the Shrine and begin the Tournament. All of the PCs have arrived at the village independently, although PCs from the same Clan or faction, or with a shared background, may be traveling together if they wish.

    All Clan and Imperial PCs have been honored by their daimyos with one of their factions limited number of invitations to attend the Tournament. (None of the PCs are actually participating in the competition itself, of course.) Ronin PCs have been hired by the Scorpion Clan, at the rate of 2 koku, to provide order and security for the journey from here to the Shrine. As an added bonus, a random selection of the ronin hirelings have been honored with the chance to stay at the Shrine and watch the tournament PC ronin are lucky enough to be among those selected. The small village of Ginasutra is clearly a bit overwhelmed by the number of visitors that have descended upon it. Villagers keep their heads down and hurry about, trying to avoid crossing the path of strange samurai. The villages single Inn is far too small to accommodate such crowds, and the Scorpion Clan has set up tents and pavilions outside the village walls to handle the overflow. Many traveling merchants have set up stalls next to this tent city, offering their wares to the growing crowds of samurai, and Scorpion guards check the area frequently, reviewing the merchants papers and watching for trouble. The PCs are housed in the tent city, but are free to visit the Inn if they wish to socialize or drink. The place is crowded at all times, and the innkeeper is a harried-looking middle-aged man, struggling to keep up with this massive surge of customers. There are banners and mons identifying the tents for each of the eight Great Clans. Most of the minor clans do not have tents of their own set up, and will have to stay with the ronin in the various unmarked tents on the fringes the exceptions are the Tortoise, Tiger, and Monkey, each of whom have their own tent. Notable Persons in the Village: the Daimyo The highest-ranking guests and daimyo are traveling with the Emperor, of course, and will arrive when he does. However, each Great Clan has also designated a mid-ranking provincial daimyo to be in charge of their people at Ginasutra. The PCs will all meet with their respective superior when they arrive here (ronin will meet with Bayushi Inaba). Crab: Kuni Kubota. Kubota is an irritable middle-aged shugenja, with shaggy hair and a perpetual scowl. He very much dislikes being in charge of the Crab

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  • contingent here, and considers Crab participation in the Emerald Tournament to be a waste of time the last time a Crab won this position was over two hundred years ago, and that is unlikely to change this year. Consequently he is doing little more than babysitting the Crab here and keeping them out of trouble. Even worse, he must also keep an eye on the large number of Yasuki merchants who have come here. Kubota believes his talents would be far better used back in Crab lands, helping with the eternal struggle against the Shadowlands, but he is a Crab and he will do his duty properly, however distasteful it might be. If any Crab PCs get too loud, boisterous, or unruly, he come down on them harshly, publicly berating them for shaming their Clan. Crane: Kakita Furuuchi. The Crane daimyo is a fine-featured man with a fierce gaze, his white hair bound in a severe traditional topknot. He is very interested in the outcome of the Tournament, and believes fervently that only a true Kakita-trained duelist deserves to be Emerald Champion. (Among trusted allies, he will openly suggest that Matsu Hoketsakus reign as Emerald Champion was a disgusting aberration.) He is personally rooting for a fellow student from the dueling academy, Kakita Ryusho, but also speaks highly of Doji Matsui, generally considered the best of the Crane contestants. He will be derisive about any of the other Clans contestants, and expresses irritation that Minor Clans and ronin are allowed to compete at all. Dragon: Mirumoto Hiroto. The Dragon have one of the smaller contingents here, but are very orderly, and their tents are neat and precise. Hiroto is a serene middle-aged man who is usually writing poetry or letters, and seldom leaves his tent. If he is asked about the Tournament, he will state only that Dragon have an excellent chance at winning. Lion: Akodo Hideki. Hideki is a serious, handsome man in his late twenties, and is still grieving over the loss of his Clan Champion, Matsu Hoketsaku. He believes this a horrible blow to the Empire and the Lion Clan, and blames the Crane for their lax security in allowing Hoketsaku to be assassinated by a ronin. At least these Scorpion wont allow such a thing. They might kill you themselves, but theyre too skilled and proud to let some madman get in with a knife. Hideki believes it is vitally important for a Lion to win the Emerald Tournament, and mentions proudly that Akodo Soto, the son of family daimyo Akodo Gintaku, is one of the contestants.

    Mantis: Yoritomo Kawamoto. A short, muscular man with a ready smile, an eyepatch, and skin roughened by years at sea. Kawamoto isnt so much controlling the Mantis contingent as he is simply providing them a rally point he is the highest-ranking Mantis present, but has not been given any instructions or special authority. The Mantis Clan seems to expect each of its guests and contestants to take care of themselves. However, Kawamoto will introduce himself to any fellow Mantis out of camaraderie, and asks them for news and gossip. Phoenix: Isawa Ganaha. Ganaha is a young energetic daimyo, in his early twenties, and wears shugenja robes and a traditional samurai haircut and topknot. He leads daily prayer sessions to provide the favor of the spirits and ancestors to the Phoenix contestants. However, he is also an idealist who wants what is best for the Empire, and will show no particular anger at the prospect that another Clans contestant will probably win. If he speaks with any shugenja or monk PCs, Ganaha will mention that during his prayers he has sensed something amiss, some sort of minor disturbance among the kami. He cannot tell what it is yet, and does not believe it is a threat to the Emerald Tournament (otherwise he would not hesitate to inform the Scorpion and the Imperials). He plans to continue meditating on the problem. (This is actually the spiritual disturbance which surrounds the approaching Toritaka Yamamiya.) Scorpion: Bayushi Inaba. Inaba is a quiet, serious older man who wears a full-face wooden mempo (mask), leaving only his mouth and eyes exposed. The Clan has given him responsibility not only for the Scorpion guests and contestants but also for the security of the region during the Emerald Tournament, and he is feeling the pressure he will not have time to speak more than a few brief words to most of the PCs unless they provide an exceptional reason (such as a threat to the area). Ronin PCs will be brusquely informed that they share responsibility for the security of the Tournament and the Son of Heaven, and any failures will not be tolerated. Unicorn: Shinjo Asakura. This is an older samurai, approaching retirement, with white streaks in his hair. He wears a long mustache in the Moto style, and is a strong supporter of the Moto family and its leadership of the Clan. He openly roots for a Unicorn victory in the Emerald Tournament, but also openly expresses concern that it is impossible for a Unicorn to win. (He will choose his words carefully enough to avoid any accusation of deliberate unfairness, but nevertheless

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  • makes it clear that he thinks the judges cannot avoid bias against the Unicorn.) Notable Persons in the Village: the Contestants Most of the Clan contestants for the Emerald Tournament are already at the Shrine of Osano-Wo, undergoing prayers and purifications before the Tournament. However, a few of the contestants are still here: Yasuki Koruma, cousin of the Crab Clans Yasuki daimyo, and a descendent of Yasuki Hachi. Koruma is a friendly young man with a sharp intellect, and by the far the most impressive of the small pool of Crab contestants. His fluid grace makes the brutal Crab fighting style look almost elegant. Koruma is here with the large contingent of Crab Yasuki, and will accompany them to the Shrine. Shosuro Sora: A female duelist with a muscular frame and a plain face, who wears her hair in a single long, tight braid that stretches to her waist. Sora is infamous for killing Shinjo Rokaro, the son of the Shinjo family daimyo, in a duel four years ago. (PCs can recall this with a roll of Intelligence/Lore: History at TN 15.) She is unmarried, and behaves in a cold and distant manner toward most men (unless she is quite sure they have no romantic intentions). She is usually friendly and even somewhat charming toward women. Akuma, ronin duelist. One of only three ronin in the tournament, Akuma is a lean, hatchet-faced man of indeterminate age he might be 20 or 30. His face is seamed by a vertical scar down the right side, pulling his lip up in a sneer. Despite his menacing appearance (and sinister name), Akuma is actually a sociable man with a sardonic sense of humor. He is working for the Scorpion to pay his way to the Emerald Tournament, and will not actually admit he is a contestant until after he reaches the Shrine. Rumors During their time in Ginasutra, the PCs may decide to try to catch up on the latest gossip and news about the Empire. The GM can supply this via whatever means seems best, most likely through conversation with the daimyos or the contestants. Ikoma Kurai, one of the most promising young

    poets to come out of the Omoidasu school in generations, is reported to be attending the

    Tournament as a guest. His poetry has even drawn comparisons to the work of the great Rezan.

    The strongest contingents in the Tournament are

    from the Crane, Lion, and Scorpion, and most believe that a contestant from one of those three Clans will win. Some hold out hope for the Unicorn or the Dragon, although it is generally believed that neither Clans contestants can measure up to the task. No one expects the Phoenix, Crab, or Mantis to do more than make an honorable showing.

    Yogo Amasare, a successful playwright, is also

    expected to be in attendance. PCs who roll Intelligence/Storytelling at TN 15 know that his play Honors Breath, about the struggle of the Four Winds, is both successful and, among the more traditional clans, controversial, since it portrays the Winds as fallible human beings who wrestled with questions of duty, honor, and loyalty.

    Kakita Saburashi, the Kakita family daimyo and

    the best duelist in the Empire, is not attending the Championship. The rumor is that the Crane were afraid he would repeat the embarrassment from ten years ago (when he won the Tournament, but refused to take the office). Some extend the rumor further by suggesting that Saburashi took offense when he was not allowed to compete, and therefore refused to come even to witness the fight.

    The Crane Clan Champion, Doji Sarutomo, is

    attending the Tournament (though not competing). Rumor has it that he has decided to marry again (or perhaps his mother O-Doji Koneko has ordered him to do so) and that several courtier maidens have set their sights upon him.

    A Rumor of Trolls The following scene will occur outside the Inn on the night the PCs arrive in Ginasutra. The GM should try to make sure that at least some PCs witness it. A commotion will attract the PCs attention, along with that of many other samurai. Outside the Inn, in the light of the lanterns hanging by the front doors, a confrontation is taking place between Bayushi Inaba, Kuni Kubota, Shinjo Asakura, and a previously unknown Seppun guardsman with the rank badge of a taisa (captain). Although the Seppun is clearly of lower social rank than the three daimyos, his position as an Imperial officer allows him to put them on the spot.

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  • Shinjo Asakura (speaking when PCs arrive): Hai, Bayushi-sama, it is our responsibility to ensure that the area from the forest to the Shrine is safe. However, I respectfully suggest you cannot hold us responsible for this. Clearly the trolls bypassed the vaunted Kaiu Wall. The true failure of responsibility here is with the Crab. Kuni Kubota (harsh and angry): No, Shinjo-san. It is not our responsibility that you are unable to patrol the forest. You cannot expect the Wall to stop every creature. Each clan must also Shinjo Asakura (interrupting): So you are saying that the Wall is ineffectual? Kuni Kubota: NO! I didnt say that at all. (turns to the Seppun) Seppun-sama, you cannot blame the Crab. The Wall does not totally enclose our enemies. The Crab stop the vast majority, but a few get through, this is why we send the Witch-Hunters to scour the Empire. The Seppun: That is a matter for another day, Kuni-san. (Turning to Bayushi Inaba) Bayushi-sama. We killed two trolls. But it is possible that there are more. You will see to this matter. Bayushi Inaba (cold and distant): Hai. Since the Crab are unable to staunch the flow of invaders, and the Unicorn are unable to patrol effectively, the Scorpion will naturally ensure the safety of the Emperor. I will send additional patrols to cover the route and the surrounding area. Although both the Crab and the Unicorn are angered by Inabas choice of words, the gathering crowd prevents any further outbursts. The Seppun officer bows and takes his leave, and the three daimyo each depart, in varying degrees of irritation. It is quite likely the PCs will want to know more. The only one who will speak with them about the matter is the Seppun officer, whose name is Masahito. He will assure the PCs that everything is well in hand and the diligence of the Emperors guards prevented any disaster. The two trolls, although dangerous, were not a challenge for our trained miharu. No such abominations will ever trouble the Son of Heaven. He will not provide details, other than that there were two trolls found and killed on the Plains of Thunder.

    Scene One: To Shinden Osano-Wo

    The day after the PCs reach Ginasutra, a large column passes through the village: the Imperial party, accompanied by several Clan Champions and other prominent high-ranking guests. The Scorpion announce that all guests are now permitted to proceed to the Shrine of Osano-Wo, and the PCs are free to do so. Behind them, the town abruptly shrinks back down to its normal modest size. The two-day journey to Shinden Osano-Wo is uneventful, but visually interesting. The terrain is more or less flat, with occasional rolling hills. The ground is rocky, with many stones projecting up through the grass, and makes a difficult walk, especially for horses. The Emperors party, needless to say, monopolizes the smoothest paths. The Sun shines brightly during the day, but dark clouds often swoop through the area without warning, unleashing downpours that last anywhere from a few minutes to half an hour. Imperial shugenja see to it that no rain falls on the Emperors party. On the afternoon of the second day, the PCs spot the Shrine ahead of them, a sprawling complex surrounded by a low wall, with a modest village next to it. Most of the guests are halted on the Plains while the Emperor and the other high-ranking guests are admitted and welcomed by the Abbot. It is after dark by the time the last of the guests make it inside. A Meeting with Toritaka Yamamiya As the PCs finally approach the shrine, they notice a lone Crab bushi just outside the side gates. (No guests enter through the front gates see The Shrine of Osano-Wo below for the reason why.) The Crab did not accompany the rest of the guests here, and none of the PCs will recognize him unless they have previously played an adventure with Toritaka Yamamiya (such as Scholarship. As the PCs draw near, he is arguing with two other bushi, a Seppun and a Bayushi, part of the security detachment for the Shrine. There is obvious agitation in the young Crabs voice as he speaks: As I said, Seppun-sama, the reason I do not have an invitation for the Tournament is because I have not been invited. I am not here to see the Emerald Tournament. I only wish to study at the temple and consult with the monks.

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  • The Bayushi quickly replies. We understood you the first time, Toritaka-san. The answer is still no. We will not have an incident repeated like the one that precipitated this Tournament. No one without an invitation may enter the Shrine or the tournament grounds at this time, for any reason. Yamamiyas rebuttal is forestalled by a raised hand. Enough, Toritaka-san. Its your bad luck to arrive at the Shrine on the day of the Tournament. Had you come a week earlier or a week later, you would not be barred access. Good day. He turns away, dismissing the Crab. The Seppun observes silently, waiting a few moments to make sure the Crab does not try anything foolish. Dejected, the young Toritaka turns away from the gates and sits on a nearby rock only to spring back up as he accidentally sits on a sharp corner. He sighs and seats himself on a softer piece of ground. A pet falcon swoops in to perch on his shoulder, bites his ear, and then flies away again at his choked cry of pain. The PCs may choose whether or not to speak with Toritaka Yamamiya, but obviously there will not be much of an adventure if they do not. Fortunately, he will be waiting patiently outside the Shrine throughout the Tournament, so if they do not speak with him immediately, they will have more chances to do so later. In fact, immediately after the conversation depicted above, he will unroll a tattered blanket and pull out some meager provisions (he isnt well stocked since he didnt plan on being here long). He has enough to survive until the end of the Tournament, and will not ask anyone for help, but will gladly accept anything offered (including a chance to sleep inside a tent). If and when the PCs speak with him, the young man identifies himself as Toritaka Yamamiya, a warrior of the Crab Clan. He explains that he has been sent here by shugenja from the Kuni family, who told him there was a dark cloud shrouding his chi. The Kuni could not identify the nature of this

    dark cloud, and suggested he seek help from the Brotherhood of Shinsei.

    He has already been to several other shrines, and

    during the journey one monk strongly suggested that he come here. The monk didnt say why or what Yamamiya might learn here, only to head this way.

    The journey has been a difficult one (to which

    Yamamiya adds the comment, as usual) and he

    intends to stay until he has a chance to visit with the monks here.

    Statistically, Yamamiya has 3 Ranks of the Unluck

    disadvantage. For role-play purposes, the GM should feel free to improvise any sort of mild or humorous bad luck for him whenever he is in a scene, such as continued harassment by his pet falcon, obi strings and topknot cords breaking at inopportune moments, and so forth.

    Kuni Kubota will not provide any assistance to Yomomiya on his own, and will be irritated if any PCs suggest it. I am already responsible for all of our guests and competitors, and now I must provide for some wandering bushi as well? Why isnt he back at the Wall where he belongs? However, if fellow Crabs make an appeal, he will relent and supply the Toritaka with a small tent and some additional provisions. There is no way to actually get Yamamiya inside of the Shrine short of magically concealing him. He is low-Status and has no political strings he can pull. The Seppun and Bayushi samurai responsible for security here are already aware of him (making a forged invitation impossible). The PCs will not have enough influence to get Yamamiya admitted. If the PCs are sympathetic to Yamamiyas plight, he will be grateful, but will not presume to ask them to do anything on his behalf. The Shrine of Osano-Wo The Shrine of Osano-Wo is a large, sprawling facility surrounded by a low wall. Seven torii arches line the main road that approaches the wall, but beyond them the path enters a bewildering and near-unsolvable maze, intended to serve as a lesson in enlightenment. Consequently, visitors pass through smaller gates on the sides of the complex. The center of the compound is the surprisingly humble temple of Osano-Wo, Fortune of Thunder: a three-story structure crafted from limestone. To either side of the temple are the monks facilities barracks, a library, the dining hall, baths, several dojos, several extensive gardens, and so forth. 314 monks reside here, almost half of them militant sohei who shroud themselves in concealing cloths and ritually scar their flesh. Outside the temple complex is a small, simple village of about 200 peasants, who grow food for themselves and for the Shrine. The monks regularly assist the

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  • villagers in the work of the fields, and raise their own animals and crops as well. In order to facilitate the presence of so many samurai guests, tents and pavilions have been planted throughout the grounds of the Shrine, although none are allowed too close to the Temple itself. Additional tents have been pitched on the fields outside the Shrines walls. Colorful silk cloth and fluttering Clan banners turn the normally restrained and sedate Shrine complex into a bright spectacle. A corresponding cluster of merchants has pitched camp as well, in order to supply the needs of such a large groups of samurai. The PCs are residing in tents along with other samurai from their Clans (typically four samurai per tent, segregated by gender). The Emperor is staying in the Abbots quarters within the Shrine, while the handful of other high-ranking guests (the Imperial Herald, several Clan Champions) each have their own large private tent and a generous array of personal servants. The Emerald Tournament itself does not take place within the Shrine. Instead, it occurs on a special tournament ground located about a half-mile away. The PCs are free to go visit it if they wish it is described in Scene Two: The Tournament Begins. After arriving at the Shrine, the PCs have another evening to role-play and speak with NPCs. However, since this is the night before the Tournament begins, all of the contestants will now be in seclusion preparing themselves. The Notable Guests The Emperor himself is of course in attendance, as is the Imperial Herald (Miya Shikan) and the Clan Champions of the Crane (Doji Sarutomo), the Lion (Matsu Nimoro), the Scorpion (Bayushi Tomaru), and the Unicorn (Moto Temujin). O-Doji Koneko, the aged mother of the Crane Clan Champion, is present as well, but is not seen except when she joins the Emperor on the viewing stand, and by the end of the first day there are rumors that she is unwell. During the tournament, the PCs will not generally be allowed the opportunity to meet with such august personages, not even to go near them, since the Emperors dais is guarded by Seppun and Scorpion bushi. The PCs are fortunate even to see the Emperor again so soon after their brief meeting at the Topaz Championship.

    Instead, the PCs are part of the very large crowd of guests (mostly courtiers, but with a fair mix of bushi and a few shugenja) who are watching the tournament and staying in the tents around the Shrine. There are over 200 samurai guests here. During the evenings, when socializing and political maneuver is the order of the day, the PCs will have a few chances to approach these august personages, though they will never be allowed near the Emperor himself.

    Scene Two: The Tournament Begins

    The Emerald Tournament begins at noon the next day, on the tournament field half a mile from the Shrine. The field is divided into several rings where contests of physical skill can take place, as well as a slightly raised dais, where tests of academic and artistic skill are conducted. The Emperor, the Imperial Herald, and the four attending Clan Champions (Crane, Lion, Scorpion, and Unicorn) watch from a special dais on the west side of the tournament grounds. The rest of the audience, including the PCs, sits on lesser stands which surround the other sides of the field. Eighty-nine samurai have entered the Tournament, the largest field seen in generations, and there is much barely-suppressed excitement among the audience as the contestants stride out onto the field. The Anger of the Kami Just prior to the beginning of the Tournament, any PC who is an Earth shugenja, and any PC with an affinity to spiritual activity (such as Friend of the Kami: Earth, an appropriate Inner Gift, or the Cloud tattoo), may roll Simple Awareness at TN 20 to sense that something is slightly amiss. If a shugenja PC casts Commune with any of the local spirits, this will reveal that all the Earth kami in the area are restless. The other kami (Air, Fire, and Water) are also getting agitated because the Earth is upset. If the PC asks the Earth spirits why they are upset, they will not be able to answer directly, merely intoning over and over again, Why is he here. Why is he here Opening Ceremonies A crash of cymbals followed by a frenzied beating of taiko drums brings the gathering of samurai to

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  • silence. Miya Shikan, the Imperial Herald, speaks in a clear echoing voice. We are gathered here by the favor of the Fortunes and by the will of the glorious Emperor Totori the XII the Sapphire Emperor. On this most splendid day, we begin the Tournament of the Emerald Champion. Today, and for each of the next three days, each Clan will put forth their best prospects to compete in a series of contests that will challenge the mind, body, and soul. From this competition, the Emperor in his infinite wisdom will appoint a new Champion to carry the Emperors laws through his lands. But before we begin the first contest, let us bow our heads in prayer. The thin, narrow-faced Imperial Herald steps aside to make room for the Abbot of the Shrine of Osano-Wo, who is serving as senior judge of the tournament. The Abbot carries a great bowl, filled with wooden chits marked with the names of the contestants. He bows deeply to the Emperor, sets down the bowl before the Imperial Herald, and then begins a prayer to Osano-Wo, calling on the Fortune of Thunder and the patron of Heroes to watch over this contest and give victory to the contestant who can best serve the Emperor. A dozen other monks from the Shrine join him in his incantations. The prayers completed, Miya Shikan steps forward once again. Now, with the blessings of the great Fortune upon us, we shall begin. He turns to the ranks of contestants, who wait expectantly. The first contest is one of knowledge. All Emerald Champions must be well versed in the history of Rokugan. Above all, they must know the history of the most central figure in all Rokugan the Emperor. Each contestant shall write the lineage of all the Emperors going back to the first Emperor Hantei. The participants are given one hour to compose their responses. With a flourish, holding his right sleeve in his left hand, Miya Shikan turns and gestures to the monks, who immediately lift a small wooden gate that opens a flow of water to a water-clock. A pair of monks seat themselves by the clock begin to silently mark down the beats, tracking the passage of time. Each of the contestants is brought a portable writing table with a calligraphy set. Without hesitation, each sits down and begins writing.

    Rocks, Rocks, it is only Rocks The first contest is long (a Rokugani hour is equivalent to two Western hours) and not particularly exciting the crowd soon occupies itself with low-voiced gossip and speculation about the different candidates chances. About midway through the contest, have the PCs make a Perception/Investigation roll at TN 15. Success means they notice several Seppun guards, a Soshi shugenja, and several Bayushi bushi heading from the tournament grounds toward the main Shrine complex. If the PCs want to follow them, it will be easy for them to do so in this large crowd no one will notice a few samurai slipping away. If the PCs follow the samurai, they hasten into the main Shrine complex, where another Seppun bushi is waiting outside the Temple itself. After a brief low-voiced conference, they all hurry inside. The PCs are free to continue following them. Inside the Temples main hall, a group of monks (normal monks, not sohei) are standing with their hands held out in a placating manner, while the Seppun and Bayushi bushi confront them with hands hovering near their sword-hilts. Behind the monks is a creature that vaguely resembles a bipedal hedgehog. It stands about four feet tall and its copper-colored skin is covered with intermittent patches of matted brown fur. Its snouted face displays large pupil-less eyes that glow a soft pale green. The creature is slowly and methodically rubbing two fist-sized stones on the stone floor of the Temple in front of the great statue of the Fortune Osano-Wo. It appears totally unconcerned with the activities of the men behind it. The creature is a Zokujin (sometimes called a copper goblin), a creature of the earth. The Seppun and Bayushi samurai are totally unfamiliar with it. The PCs can know something about it with an appropriately obscure Intelligence/Lore roll (such as Lore: Creatures, Lore: Elements, or Lore: Ancient Races) at TN 25. A roll of Intelligence/Lore: Shadowlands at TN 20 will determine that it is not a Shadowlands creature. The monks know what the Zokujin is and know it is not a dangerous Shadowlands creature. They are trying to explain this to the samurai, who are demanding that the monks step aside and allow them to dispose of this dangerous intruder. The monks adamantly refuse to allow this, and the confrontation will go on for some

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  • time, while the Zokujin continues its strange stone-rubbing behavior. If some of the PCs assist the monks, the

    confrontation can be defused more quickly. If the PCs do not help, the stand-off will continue

    for about five minutes, until the Zokujin finally finishes and departs, walking straight into the ground (it can pass through stone as easily as a man walks through air).

    If a PC tries to attack the Zokujin, the monks will

    immediately try to grapple or stun that PC. (They will not use lethal attacks and will stop fighting the moment the PC stops.) This is quite likely to trigger a brawl between the monks and the Seppun/Bayushi samurai.

    If a PC manages to land an attack despite the

    interference of the monks, the Zokujin will probably survive (it has a high carapace) and will give the PC a blank stare before departing into the ground as listed above.

    A fight may also occur if one or more PCs egg on the samurai, insult them, or otherwise behave intemperately. Once a brawl begins, it will continue unless a PC takes decisive action to stop it (e.g. making a powerful speech, standing between combatants, etc). Otherwise, the fight continues until Bayushi Inaba arrives and puts an end to it. If things go this far, all participants in the fight lose 2 points of Glory and 1 point of Honor, and gain 1 point of Infamy. If the PCs do not know what the Zokujin is, they can ask the monks about it once the confrontation is over. The monks explain that the Zokujin is a creature of the Earth, sometimes called a copper goblin, and that it appears in the Temple and rubs its stones on the floor about once every month or so. Occasionally, it will talk with them it speaks Rokugani put usually it just leaves when it is finished with the rocks. If the PCs seem sympathetic, and the Seppun and

    Bayushi guards are gone, the monks will tell the PCs that the Zokujin lives in a cave about an hours walk from the Shrine. Some of the sohei occasionally visit it there, trying to learn more about the ways of Earth.

    If the PCs ask for directions to the cave, the monks

    can give them, but the PCs will have to convince them that they mean the Zokujin no harm. This

    will require role-play and a roll of Awareness/Sincerity at TN 15.

    Scene Three: The Pain of the Earth

    After the incident with the Zokujin, nothing further will take place until the second contest of the Emerald Tournament is underway. The GM should consult Appendix #2: The Emerald Tournament for details of the different competitions and notable performances by the various contestants. After the first contest concludes, there will be a short pause (about a half-hour, gaijin time) before the next one. Nothing will occur during this time, other than general gossip. PCs who witnessed the incident with the Zokujin can discuss it with those who remained behind; even if none of the PCs saw the Zokujin, rumors of the creatures presence will soon spread through the crowd. About a half-hour into the second contest, a sohei named Inazami will approach each of the PCs. The scarred, menacing, cloth-wrapped figure leans in close to each PC and whispers in their ears. Forgive the interruption, samurai-sama. The Assistant Abbot, Sunami, would appreciate a moment of your time. If you would meet him in the Temples main hall. His message delivered, the sohei walks away as silently as he came. The PCs can choose whether or not to answer the Assistant Abbots summons however, if they refuse, they are probably out of the adventure. (They can still watch the rest of the Emerald Tournament, of course.) If they do answer, they will find Sunami waiting for them in the main hall. He is a tall but stout middle-aged man with a muscular build. His shaven head shows several scars, the marks of a former life as a Crab samurai, but he is not a sohei and wears the normal saffron robes of a monk. His voice is hoarse and gruff, but his manners are placid and serene years of contemplation have cleansed him of temper. My apologies, samurai-samas, for asking you to leave the tournament grounds. A matter has come to our attention which we believe concerns us all. Since the Abbot is occupied with judging the contests, it falls on me to deal with such things.

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  • I spend many hours per day in quiet contemplation, listening to the spirits. I have noticed something... unusual. The Earth here has become restless, agitated in a way I cannot explain. I fear that if do not discover quickly why the earth itself is restless, the tournament may be interrupted. If the PCs ask what could be causing the disruptions in the Earth, or whether similar problems have occurred before (perhaps thinking of the Zokujin), Sunami explains: It happens on occasion that the Earth or other elements are out of alignment. Usually that would mean that we as men have been thoughtless and uncaring; forgetting to venerate that which is all around is and is the foundation of the world. But this is not the same. I can find no cause, no way in which we have been remiss, and the Earth refuses to speak with me. If anyone asks why Sunami sent for them specifically, he responds: Your absence from the tournament would go unnoticed. Sunami does not want to bring the Abbot or the official tournament guards into this matter, fearing that they may simply shut down the Tournament (which would be a great dishonor to the Shrine of Osano-Wo). He would like the PCs to look into the matter quickly and quietly with, in his words, a minimum of involvement from anyone else. PCs who are concerned about his motives can roll Awareness/Investigation (Interrogation) at TN 20 to recognize that he is concerned about the reputation of the Shrine. By having the PCs investigate instead of his own monks, he protects the reputation of the Brotherhood of Shinsei. Sunami is not really sure how to proceed in the investigation, and will be reluctant to offer advice. However, if the PCs seem stuck, he may suggest consulting with the Zokujin as a creature of the Earth, it may be able to understand the spirits anger better than a human could. Communing with the Elements Shugenja PCs, or PCs with the Cloud tattoo, may attempt to Commune with the local elemental spirits at this point. Alternatively, they could ask the assistance of NPC shugenja who are watching the Tournament there are more than a few such guests who would be willing to help. Phoenix PCs could also seek the assistance of Isawa Ganaha.

    Air, Water, and Fire spirits will all report that the Earth is disturbed and angry, and this bothers them. Earth spirits will, as mentioned earlier, do little more than intone again and again, Why is he here. Why is he here If a shugenja is able to Commune with the Earth with two or more Raises, the Earth spirit will tell the shugenja that it does not know why it is upset. I was told to be upset because my brothers are upset. My brothers are upset because their brothers are upset. And those brothers are upset because their brothers are upset. It does not explain this statement, but anyone rolling Intelligence/Theology or Intelligence/Spellcraft at TN 15 realizes that by brothers the kami means other, more distant, spirits. With three or more Raises, the Earth spirit will also add the statement, His feet offend me with every touch. However, it wont explain this remark. If a shugenja is somehow able to make six or more Raises, a very strong Earth kami will respond. It will explain the situation: Him. Thousands of suns pasts, when I was just a pebble, his kind offended my kind. Until he makes amends, all of mine will hate all of his that were and will be. It will not explain further, nor will it say who he is or how amends can be made. The only NPC who is capable of this many Raises, and who can help the PCs, is Isawa Ganaha and he will not bother to make that many Raises unless the PCs specifically ask him to do so. Help from the Authorities Some PCs may decide to ask the Seppun or Scorpion guardsman to help. Unfortunately, the moment the guards realize that the Earth spirits are upset, they will try to whisk the Emperor and other senior dignitaries away from this site. This will cause a major disruption to the Emerald Tournament, exactly what the Assistant Abbot hoped to avoid. The PCs can continue the investigation if they wish, but they will suffer a loss of Glory and Honor due to causing such a disruption and failing the Abbot.

    Scene Four: The Zokujin It should become clear to the PCs that their best possible source of information on the wrath of the Earth is the Zokujin, which is itself a creature of the Earth. Even if none of the PCs saw the Zokujin in the previous scene, they should be aware of it due to other samurai gossiping about its appearance in the Temple.

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  • Also, if the PCs get stuck and ask Sunami for help, he will suggest speaking with the creature: The Zokujin are ancient creatures and it is said that they speak directly to the Earth. However, this one seldom speaks with us I am not sure if it would help you. Assuming the PCs decide to travel to speak with the Zokujin, they can do so freely as guests at the Emerald Tournament they will not be obstructed by the guards. However, if they decide to put on armor or carry battlefield weapons (polearms, heavy weapons, etc), they will be stopped by the Seppun and Bayushi guards. The guards consider such equipment to be both a threat to the peace and an insult against their own ability to protect the Shrine, and will demand that it be removed immediately. If the PCs wish to equip themselves for a trip into a cave (such as acquiring light-sources, ropes, etc), they can easily avail themselves of the small city of merchants who have set up camp outside the Shrine. Any reasonable mundane gear can be found here, for typical prices as listed in the L5R 3rd Edition Rulebook. Exotic equipment such as ninja climbing gear or gaijin items is not available, nor are weapons. The PCs can get directions to the Zokujins cave from many of the local monks, or even the peasants in the adjacent village. The villagers will tell any samurai who asks (or threatens). The monks, however, will not give the caves location unless the PCs make it clear that they do not have hostile intentions toward the Zokujin. Finally, the PCs can track the Zokujin to its lair by having a shugenja Commune with a local Earth or Air spirit with one (Air) or two (Earth) Raises for clarity. To the Cave The cave is about an hours walk to the north of the Shrine. It is a low, weathered opening in the side of a hill, forcing the PCs to go on hands and knees in order to get inside. Within, the ceiling rises to about five feet, occasionally as high as six feet, and the passage winds away down into the earth. It varies in width as well, sometimes wide enough for the entire party to walk abreast, other times narrowing until they must squeeze along in single file. The PCs will need light sources, since the natural sunlight disappears behind them long before they reach their goal. About 200 feet into the cave, the PCs will discover an open irregular hole in the floor. From below comes a

    dim phosphorescent light and an odor of a living creature, along with faint scuffling noises. The PCs will need to lower themselves through the hole and drop about four feet to the floor of the Zokujins lair. It will be obvious that it is impossible to climb back up unless they leave a rope in place, boost each other up, or employ magic. Cautious PCs may decide to go in with weapons drawn, or to peek down into the cave before descending, but this will not change what they see. The small cavern is covered with a luminous moss which offers a soft, greenish-yellow light. A humanoid creature with large, soft glowing eyes, copper-colored skin, and matted fur is seated in the center of the room, next to a large pile of smooth round rocks. It appears to be cleaning its fur with a small, crude comb made of some kind of dull metal. Its large, blank, luminescent eyes turn toward you. The Zokujin will be mildly curious about these strange humans entering its lair, but will not initiate conversation, nor will it attack or threaten them. If a PC is dim-witted enough to attack the Zokujin, it will defend itself as best it can it has a small metal club lying on the floor but will flee into the stone if it is seriously injured. It can walk through stone as easily as through air. Assuming the PCs are more diplomatic, the Zokujin will wait for them to begin speaking before it replies. It speaks Rokugani in a pidgin fashion and with a very slow, methodical, pedantic style. It never interrupts and, if the PCs interrupt it, it will go back and repeat what it was saying before answering their new comments. In general, the Zokujin is willing to be helpful, but is also somewhat irritated that these humans have troubled it over a problem which was caused by one of their own. (It will be even more irritated if any of the PCs attacked it in the Temple earlier.) Consequently, the PCs will have to be polite and persistent in order to get all the information they need. The GM should use the following bullet-points to construct the conversation with the Zokujin. Its name is Kgjrt, but it will not give this to the

    PCs. You can not speak our language, so there would be no purpose to telling you a name which you can not say.

    If the PCs ask why it was rubbing stones in the

    Temple, it will seem mildly offended. I pay

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  • respects to the great spirit. It was once man. Strong man, stronger than most. Became a great spirit. He knows much of the earth. I offer respect. Do not men do the same?

    If the PCs start speaking about the wrath of the

    Earth, Kgjrt will agree that there is a problem. Oh yes. Earth very angry, stones very angry. Their anger has grown from the pebble to the boulder to the hill to the mountain. The stones have become bitter to eat. And now it has no room left for its anger to grow.

    If the PCs begin asking why the Earth is angry, the

    Zokujin will allow its irritation to show. Men are deaf, dumb, blind. Can you not hear its groans, moans, and laments? It has cried out for hundreds of years. Each day slightly louder than before. But men hear nothing. It is not for me to be the voice of man or of the Earth, to speak between them.

    Wise PCs will ask the Zokujin to reconsider, or ask

    it who else can help them. It will eventually relent. There is one that will tell you. The strong man, the great spirit. He is the bridge between the Earth and man. Speak to you, if you call him from his holy place.

    Some PCs may ask the Zokujin about the reports of

    trolls on the Plains of Thunder. It will agree that the trolls are real and dangerous (dark things, angry things, eat flesh) but denies they are the source of the Earths anger.

    The PCs should eventually realize that the Zokujin is speaking of Osano-Wo. (If they are stuck, a roll of Intelligence/Theology at TN 20 will solve the mystery.) If the PCs cannot figure it out, and ask for more information, the Zokujin will become even more irritated. I venerate him with my stones. You find own ways to venerate him, not with rocks. Men know nothing about stone and rock. No patience.

    Scene Five: Find Me a Troll or Marry Me a Matsu

    From speaking with the Zokujin, the PCs should realize that their best chance of learning what has angered the Earth is to find a way to speak with Osano-Wo, the Fortune of Thunder and Heroism. Happily, they are located in his Shrine, the best possible place to seek his aid. However, attracting the attention of a Fortune can be difficult. Any PC who rolls Intelligence/Theology

    (Fortunes) at TN 20 will realize that they must not only pray to the Fortune but also must make some kind of offering which he will respect. Alternatively, any of the monks can offer this advice, as could a high-ranking shugenja such as Isawa Ganaha. If the PCs are trying to figure out what sort of offering to make, they can roll Intelligence/Theology (Fortunes) at TN 15 or Intelligence/Lore: History at TN 20 to recall the history of Hida Osano-Wo. An appropriate Lore skill (such as Lore: Fortunes or Lore: Crab Clan) could also be used, at TN 20. Or, they can ask the monks at the Temple about the history of Osano-Wo. Hida Osano-Wo was the son of Hida and of the Dragon of Thunder. A gruff, brutally strong, rough-and-ready man, during his mortal life he was best known for his relentless war against the trolls of the Shadowlands, and for his marriage to a Matsu samurai-ko a marriage which he initiated by marching up to the gates of Shiro Matsu and shouting, Where is my bride? He was finally murdered by a Phoenix, but his soul immediately ascended to the Celestial Heavens to become the Fortune of Thunder and the patron of heroes. Smart PCs will realize that an appropriate offering would be connected in some way to the notable deeds of Osano-Wos mortal life. The Head of a Troll The PCs should be aware from the scene in the beginning of the adventure that there are trolls loose on the Plains of Thunder in fact, there are still three of them wandering out there. To actually find a troll for themselves, the PCs will have to go out on the Plains and actively hunt for them. Again, the Seppun and Bayushi troops in the area will not readily allow the PCs to go around in armor or to carry heavy weapons. If the PCs openly say they are hunting trolls, the guards are likely to take this as an insult (are you suggesting we cannot ensure the Emperors security, samurai-san?). The PCs will need to handle this diplomatically, role-play well, and roll Awareness/Etiquette (Sincerity) at TN 20 in order to win approval for using such equipment. Otherwise, they will have to either find a way to sneak armor and heavy weapons out onto the Plains, or do without. Once they are on the Plains, in order to find the tracks of the trolls, the PCs will need to succeed with two rolls of Perception/Hunting (TN 20) or Perception/ Investigation (TN 25) before they fail three rolls.

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  • Assuming the PCs succeed, the tracks will lead them to a small, muddy stream where one or two trolls are squatting down for a drink. If the party is high-end, or comprises five or more combat-capable characters (bushi, shugenja of Earth or Fire), there are two trolls. Otherwise there is one troll. The PCs will be sixty feet away (roughly two rounds of movement) when they sight the trolls. Making an offering from a dead troll will prove problematic: how do the PCs get the head of a troll into the temple of Osano-Wo without the Seppun and Bayushi guards noticing? The guards will absolutely not willingly allow such a Tainted abomination anywhere near the Shrine, and may even accuse the PCs of practicing maho or trying to Taint the Emperor. There are several possible approaches the PCs might take: Conceal the head inside a cloth, traveling pack, etc.

    This will require a successful roll of Awareness/Acting at TN 15 or Awareness/Stealth at TN 15 to carry the concealed head into the Temple without attracting attention.

    Sneak in at night. This will require a roll of

    Agility/Stealth at TN 20 to slip past the guards unnoticed.

    Conceal the head, or the PC carrying it, with

    magic. The GM should adjudicate such efforts, but in general, they will probably succeed.

    If the PCs are caught trying to bring a trolls head into the Shrine, they will gain a point of Infamy. Needless to say, the trolls head will be destroyed. Marry a Lion A Crab PC could attempt to emulate Osano-Wos marriage by openly and uncouthly proposing marriage to a member of the Lion Clan. In order for this to qualify as an offering to the Fortune, the proposal must be delivered in the same fashion as Osano-Wo himself (e.g. marching up and loudly demanding a marriage) and the PC must mean it sincerely. If the PC proposes to another PC, it is up to the object of the proposal whether to accept (a refusal should cost the rejected suitor some Glory, probably 2 or 3 points). If the PC proposes to an NPC, it is up to the GM whether it is accepted or not, based on the characters

    involved and the dramatic needs of the scene. In general, if the GM suspects the PC was not being sincere, the proposal should fail (and the PC should again lose 2 or 3 points of Glory for the public embarrassment). Calling to Osano-Wo Once the PCs have acquired a trolls head (or made a successful proposal of marriage), they will still need to go into the Temple and call on Osano-Wo with prayer. This should be role-played out. Given Osano-Wos nature, the PCs should realize that a simple, direct, but respectful appeal will work best. If the call is too flowery or too long, Osano-Wo will not answer. If the GM judges the PC to have role-played an effective call, the player may roll Raw Willpower at TN 20. Pacifistic, non-violent characters must roll TN 25, while militant PCs (those who have more Bugei skills than other skills) must roll TN 15. Exceptionally good role-play should award a Free Raise. Each PC may make one attempt to call the Fortune however, if the entire party is totally unsuccessful the first day, they may return the next day and try again (Osano-Wo respects persistence). The PCs may decide to seek the help of the monks, or of Sunami the Assistant Abbot. (This will require convincing them that calling Osano-Wo can help solve the problem of the angry spirits.) The assistance of a monk will award a Free Raise to the PCs when they try to call upon the Fortune. Osano-Wo Appears If the PCs successfully make the call, the great Fortune appears: A thunderous rumble echoes through the Temple. The form of a huge, muscular man appears before you, blazing with light and power. It is an effort even to endure his presence. He speaks in a booming voice that seems to shake the very bones in your flesh. Well, mortal, here I am. Speak, and speak quickly. Needless to say, this is a role-playing challenge. The Fortune of Thunder will not tolerate weaklings, nor does he have patience for flowery speeches. The PCs will only have a few moments to get to their point. So long as they are brief, forceful, and to the point, and do not repeat themselves, they can ask several questions. If they violate these principles, or if they behave helplessly or ask too many questions, Osano-Wo will

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  • quickly lose patience with them, making comments such as: What? A weakling like you is not worthy of

    being answered. Someone else speak, someone with backbone! You have asked that already. Were you not

    listening, or is your mind too feeble to remember?

    Is that foolish expression on your face

    permanent? Enough! If I were still mortal, I would grow old

    waiting for you to make your point! If you are going to ask me the same questions

    twice, then waste more time by asking my name! If the PCs continue to ask the wrong questions or to behave badly after a couple of these warning remarks, Osano-Wo will bellow in disgust and vanish with a thunderclap. The PCs can try to call him again, but the TN for their Willpower roll is increased by 10, and if Osano-Wo does reappear he will not tolerate any further foolishness. If the PCs anger him a second time, he will unleash a mighty thunderbolt that blasts the ground outside the Temple. The PCs will take 2k1 damage and must make a Raw Willpower roll at TN 15 or be deafened for the remainder of the day. This will also draw the attention of the Scorpion and Imperial authorities, who will demand to know what has happened and will likely expel the PCs from the Shrine for angering the Fortune (lose 5 points of Glory and gain 1 point of Infamy). Answers from the Heavens Osano-Wo cannot answer every question he is a Fortune, but not omniscient. Furthermore, topics which do not involve the struggle against the Shadowlands are liable to quickly bore him. The GM should use these considerations to restrict PCs who try to take advantage of the presence of a Fortune. Presumably, after all this effort the PCs will quickly ask Osano-Wo why the Earth is upset. Hmpf. They are a good family who have persevered in spite of the ill will of the kami. The Toritaka. His family line brings the wrath of the Earth. I was there for the promise that went unfulfilled. Now the lineage pays for the broken vow. The sacred ground around the temple is more sensitive to his transgressions.

    Osano-Wo will not answer any other questions on this matter. If asked for clarifying details, he will quickly grow irate. Enough. You asked. I answered! The Fortune feels strongly that people should fend for themselves, has provided enough information for the PCs and the Toritaka to figure things out.

    Conclusion: The Falcon Flies

    At some point the PCs should figure out that the source of the Earths displeasure is the presence of Toritaka Yamamiya. Once he is out of the vicinity of the Shrine, the spirits of the Earth will relax again. Toritaka Yamamiya does not want to leave he is on a quest to learn why his chi is unbalanced, and has traveled a long way to reach the Shrine of Osano-Wo. The PCs will have to offer him a compelling reason to leave. The obvious choice is to tell him the truth. If they do, he will ask several questions, as this is his first hint of why his family line is cursed. He will be especially inquisitive if the PCs spoke with Osano-Wo, and asks questions that PCs will have no way of answering, such as, What oath or vow? or, Did Osano-Wo mean me, my father, or the first Toritaka? He will be quite amazed, and more than a little envious, that the PCs actually spoke with a Fortune. Regardless, once the PCs make it clear that the spirits of the Earth are angry at his presence, he will reluctantly agree that he must leave. I cannot have my presence disrupting the Emerald Tournament. I shall return to Ginasutra and consider what I must do next. The PCs may, for whatever reason, decide to lie to Yamamiya or bully him into leaving. Both approaches can be successful, if skillfully applied. A lie must be well role-played, followed by an Opposed Roll of Awareness/Deceit (Lying) against Yamamiyas Perception/Investigation (note that his School Technique grants him a Free Raise on the roll). Bullying Yamamiya into leaving will require a credible threat (he is a Crab bushi, not easily cowed). The GM should judge whether the threat is sufficient to work but remember that Yamamiya is young and inexperienced, and outside his own territory. (Also, PCs with higher social position, such as Emerald Magistrates, can be more effective with this tack.)

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  • Alternatively, the PCs can try to be subtly threatening and make an Opposed Roll of Willpower/Deceit (Intimidation) against his Perception/Investigation. Finally, the PCs can try to have Kuni Kubota order Yamamiya to leave. This will require that the PCs tell Kubota the whole story, and do so convincingly (Awareness/Etiquette (Sincerity) at TN 15). Once the situation is made clear, Kubota will order Yamamiya to leave, but he will be quite displeased at having to leave the Tournament to attend to this trivial matter, and will bitterly criticize any Crab involved in this affair (all Crab, including Yamamiya, lose 1 point of Glory). Failure? It is possible that the PCs will be unable to figure out how to appease the Earth. If Toritaka Yomomiya does not leave by the morning of the Tournaments third day, the Earth will express its displeasure. The ground around the Shrine will begin to shake fiercely, rattling bowls and cups at breakfast. The Imperial shugenja will eventually succeed in pacifying the Earth spirits enough to end the earthquake and allow the Emerald Tournament to continue. Intermittent earth-tremors will continue throughout the remainder of the last two days, however, badly disrupting the harmony of the area and casting an ominous pall over the Tournaments outcome. The PCs will each lose 2 points of Honor as they realize their failure, which has troubled the safety of the Emperor himself. Assistant Abbot Sunami also condemns them for their failure, and all PCs are left with an Obligation to the Brotherhood of Shinsei.

    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: 2 XP Good role-playing: +1 XP PCs successfully appease the Earth spirits: +1 XP Total Possible Experience: 4 XP

    Other Awards/Penalties PCs who fail to appease the earth lose 2 points of Honor and are under an Obligation to the Brotherhood of Shinsei. PCs who get involved in a brawl at the Shrine of Osano-Wo lose 2 points of Glory and 1 point of Honor, and gain 1 point of Infamy. PCs who are caught trying to sneak a trolls head into the Shrine of Osano-Wo also gain 1 point of Infamy.

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  • Appendix #1: NPCs and Creatures Toritaka Yamamiya, Accursed Crab Bushi Toritaka Yamamiya is a loyal young Crab bushi who believes fervently in his Clan and its duty of protecting the Empire against the Shadowlands. As a member of the Toritaka family, his own role is to watch for ghosts, a task he takes quite seriously. Yamamiya has been plagued by atrocious bad luck his entire life, a fate which he has come to accept with a weary, grin and bear it attitude. Only recently has he begun to realize that his poor fortune may be inherited from his ancestors, rather than being merely his own personal burden. This has made him slightly more hopeful for the future, although he generally remains a serious, dedicated man.

    FIRE 2 AIR 2 Agility 3

    Reflexes 3

    EARTH 2 WATER 3 Willpower 3

    VOID 2 TN to be Hit: 15 (20 with light armor) School/Rank: Toritaka Bushi 1 Rank One: One Free Raise per school rank

    on all Perception rolls. May perceive invisible spirits with a Raw Perception roll at a TN of (5 x Spirits Air). Adds Water ring to total of all Attack and Damage rolls.

    Honor/Status/Glory: 2.5/1.0/1.1 Skills: Animal Handling (Falcon) 1, Hunting 2, Investigation 3, Kenjutsu 3, Lore: Crab Clan 2, Lore: History 2, Lore: Spirit Realms 2, Meditation 1, Shadowlands Lore 2, Spears 1, Spellcraft 1. Advantages/Disadvantages: Combat Reflexes, Magic Resistance (rank 3), Quick, Sage/Phobia: Enclosed Spaces (1), Unlucky (rank 3), Wrath of the Kami (Earth). Equipment: Kimono, daisho set, light armor (not worn), traveling pack, pet falcon, 3 koku. Bayushi Bushi (interchangeable)

    FIRE 3 AIR 3

    Reflexes 4

    EARTH 3 WATER 2 Perception 3

    VOID 2

    TN to be Hit: 26 (31 in light armor) School/Rank: Bayushi Bushi 2 Rank One: Roll additional Initiative dice

    equal to School Rank. Enemies cannot use Combat Reflexes to trade initiative with them. Add +5 to their TN to be Hit against opponents with lower Initiative.

    Rank Two: When you attack an opponent, declare Raises. If attack hits, each Raise forces opponents to make a non-effective Raise if they attack you before your next turn. If an opponent attacks you and misses, gain a number of Free Raises equal to your Air Ring on any attacks against that opponent that occur before the opponents next turn.

    Honor/Status/Glory: 2.5/1.3/2.0 Skills: Athletics 2, Calligraphy 1, Courtier 2, Deceit (Lying) 2, Defense 3, Etiquette 3, Iaijutsu 3, Investigation (Notice) 2, Kenjutsu 4, Kyujutsu 3, Lore: Heraldry 2, Spears 2, Theology 1. Mastery Abilities: Add +5 to any Opposed Social Skill Rolls. May enter Full Defense when Initiative is rolled. Advantages/Disadvantages: These are elite bushi assigned to guard the Emerald Tournament. As a result, each of them has at least 1 combat-oriented Advantage (such as Bishamons Blessing, Combat Reflexes, Quick, Strength of the Earth, etc). Equipment: Kimono, light armor, daisho set, yari, bow and 20 arrows. Seppun Guards (interchangeable) These are elite guards assigned to the protection of the Emperor and his traveling companions. As such, they are extremely capable and thoroughly incorruptible.

    FIRE 3 AIR 3

    Reflexes 4

    EARTH 3 WATER 3 Willpower 4

    VOID 3 TN to be Hit: 26 (31 in light armor) School/Rank: Seppun Guardsman 2 Rank One: May spend a Void point to re-roll any Test of Honor, as many times as he has Void

    Wrath of the Kami Page 17

  • points to spend. Adds Honor Rank to total of all attack, damage, and initiative rolls. Rank Two: During the first round of a skirmish, gains a number of bonus dice equal to Perception. These may be spent on any roll made that round, including initiative, attack, damage, and defense rolls. Add their Earth ring to the total of any roll made to resist disease, poison, or harmful magic. Honor/Status/Glory: 4.4/2.0/3.2 Skills: Battle 3, Defense 3, Etiquette 3, Hunting 4, Iaijutsu 4, Investigation 3, Kenjutsu (Katana) 4, Kyujutsu 3, Lore (Imperial Families) 2, Theology 1. Mastery Abilities: Adds +5 to total of Opposed Social Skill Rolls. May enter Full Defense when Initiative is rolled. May Focus an additional time in an Iaijutsu duel. Advantages/Disadvantages: Irreproachable. Each guard also has 1 or 2 of the better combat-oriented Advantages (Bishamons Blessing, Combat Reflexes, Quick, Strength of the Earth, etc.) Equipment: Daisho, light armor, badge of office, kimono, bow with 20 arrows, steed (fine Rokugani pony), 20 Koku. Monks serving at the Shrine of Osano-Wo

    FIRE 3 AIR 3

    EARTH 3 WATER 3

    VOID 4 TN to be Hit: 21 School/Rank: Monk 2 Honor/Status/Glory: 3.5/0/2.0 Skills: Athletics 3, Battle 1, Calligraphy 3, Defense 3, Etiquette 3, Hunting 2, Investigation 2, Jiujutsu 4, Lore (Heraldry) 1, Lore (History) 1, Lore (Osano-Wo) 2, Meditation 4, Staves 3, Tea Ceremony 2, Theology (Fortunes) 4. Mastery Abilities: May enter Full Defense when Initiative is rolled. Add +5 to total of Opposed Social Skill Rolls. Roll an extra die of damage in unarmed combat. Kiho: Earth Fist (spend a Void point to gain free

    Disarm attempts against any opponent who misses you by 5 or more, for a number of minutes equal to your Earth), Way of Earth (spend a Void point while in a Grapple to roll Earth/Insight for grapple damage for the duration of the grapple), Self

    no Self (Meditate for 5 minutes to regain all Void points).

    Advantages/Disadvantages: None. Equipment: Clothing, jo staff (0k2). Kgjrt, Zokujin

    FIRE 4 AIR 3

    Reflexes 5

    EARTH 5 WATER 4

    TN to be Hit: 31 Attacks: 6k4 Damage: 4k1 (fist) or 5k2 (club) Skills: Athletics 3, Defense 3, Hunting 3, Lore (Earth) 4. Advantages/Disadvantages: Inner Gift (attuned to spirits) Carapace Armor: 5 against all weapons made from

    stone or metal. Wounds: 11: +3; 21: +5: 31: +10; 41: +15; 51: +20;

    61: Down; 75: Dead. Trolls, enemies of Osano-Wo

    FIRE 3 AIR 1

    Reflexes 3

    EARTH 3 WATER 2 Stamina 5 Strength 5

    Shadowlands Taint Rank: 5 TN to be Hit: 25 Attacks: 5k3 Damage: 6k2 (club) Carapace Armor: 1 Wounds: 13: +3; 25: +5: 37: +10; 49: +15; 61: +20; 75: Dead.

    Wrath of the Kami Page 18

  • Appendix #2: The Tournament of the Emerald Champion The PCs will probably end missing much of the first and possibly second day of the Emerald Tournament. However, they may still be able to catch bits and pieces of the competition, or ask other guests how things are progressing and what has happened so far. Day 1, Contest 1: The Lineage of the Emperor After writing down the lineage of the Emperors, the contestants must recite aloud what they have written, without deviation. This proves to be challenging and embarrassing to many contestants, as their errors (and lack of speechmaking talent) are exposed for all to hear. The more effective candidates (mostly Lion, Crane, and Scorpion) include not only correct lineage but also the additional titles of each Emperor, such as The Steel Chrysanthemum, The Splendid Emperor, and so forth. Day 1, Contest 2: Clan Lore It is important for the Emerald Champion to understand the Emperor whom he serves. He must also know the Empire that he protects. The second contest is one of history. Each contestant will be asked questions about the Great Clans. The answers will be scored not only for correctness but also completeness. Each contestant is asked a series of different questions about the customs, traditions, and histories of the eight Great Clans. The Dragon and Scorpion contestants do best in this competition, while the ronin, Mantis, and Unicorn have the poorest showing. Day 1, Contest 3: The Law Each contestant is presented with a very difficult case that was previously brought to the office of the Emerald Champion. The contestant must tell the judges how they would have handled this particular case, what sort of investigations they would have made, and what sentence they would have passed on the guilty party. The Unicorn, Crane, and Dragon contestants do exceedingly well in their answers, while the less educated and knowledgeable (ronin, Minor Clans, many of the Crab and Crane) do poorly. Day 2, Contest 1: Bow and Horse The contestants must engage in a lengthy series of archery challenges, on both foot and horseback, followed by riding their mount through an obstacle course. The contest lasts the entire morning and into the early afternoon, and is followed avidly by the crowd, with many private wagers among the less fastidious in the audience. Unsurprisingly, the Unicorn do best in this competition, but the Crane, Lion, Crab, and Scorpion also do reasonably well, as do some of the Minor Clan competitors and even Akuma the ronin. Day 2, Contest 2: Patience and Perception For this simple contest, the contestants need only stand in a single spot, unmoving. As soon as a contestant moves in any way (beyond blinking and breathing), they have failed. The Crab and Phoenix are noticeably successful at this part of the contest, while the Unicorn, Mantis, and Matsu are least patient. At the end of an hour, the Abbot steps forward, holding up a large pottery jar. While you were standing with the stillness of the mountain, I was placing pebbles into this jar. How many stones are within the jar? Surprisingly, the ronin Akuma answers perfectly. Several others do as well, and most of the surviving contestants manage to at least get within three of the correct number (those who miss by more than three are considered to have failed this contest).

    Wrath of the Kami Page 19

    Wrath of the KamiA One-Round Low-Rank Adventure for Heroes of Rokugan (Champions of the Sapphire Throne)Part One of Remorseful Seppukuby Parvez Yusufjiand Rob HobartRevised for 3eR, November 2008

    GM's InformationAdjusting for Party Strength

    Adventure Summary and BackgroundIntroduction: The Village of GinasutraNotable Persons in the Village: the DaimyoNotable Persons in the Village: the ContestantsRumorsA Rumor of Trolls

    Scene One: To Shinden Osano-WoA Meeting with Toritaka YamamiyaThe Shrine of Osano-WoThe Notable Guests

    Scene Two: The Tournament BeginsThe Anger of the KamiOpening CeremoniesRocks, Rocks, it is only Rocks

    Scene Three: The Pain of the EarthCommuning with the ElementsHelp from the Authorities

    Scene Four: The ZokujinTo the Cave

    Scene Five: Find Me a Troll or Marry Me a MatsuThe Head of a TrollMarry a LionCalling to Osano-WoOsano-Wo AppearsAnswers from the Heavens

    Conclusion: The Falcon FliesFailure?

    Rewards for Completing the AdventureExperience PointsOther Awards/Penalties

    Appendix #1: NPCs and CreaturesToritaka Yamamiya, Accursed Crab BushiMonks serving at the Shrine of Osano-WoTrolls, enemies of Osano-WoAppendix #2: The Tournament of the Emerald Champion

    Day 1, Contest 1: The Lineage of the EmperorDay 1, Contest 2: Clan LoreDay 1, Contest 3: The LawDay 2, Contest 1: Bow and HorseDay 2, Contest 2: Patience and Perception