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The Topaz Championship, Fourth Edition An Adventure for the Legend of the Five Rings Role-playing Game Inspired by Andrew Heckt & Edward Bolme Updated by Shawn Carman Additional Material from the L5R Third Edition Playtest Teams, including Jim Harris, Christopher LaHaise, Charles Etheridge-Nunn, Jason Shafer, and others. The Topaz Championship is a long-standing tradition in Rokugan, and first appeared in the adventure Ceremony of the Samurai, in the first edition of the role-playing game. Written by Andrew Heckt and Edward Bolme, Ceremony of the Samurai did an outstanding job of introducing new players to the world of Rokugan, and is still among the most popular published adventures in the game’s eight year history. This updated version of the adventure takes into account all the system changes that have taken place over two editions, and updates the setting information. Synopsis The characters are young samurai who are about to be tested before undergoing their gempukku ceremony, after which they will be awarded their daisho, signifying their status as adult samurai. The characters may already be familiar with one another before the adventure begins, or they may meet during the competition. Game Masters that desire a group already familiar with one another may want to use one of the following options: • The characters may all be from a large city, like Ryoko Owari or Toshi Ranbo, where they are students in the same dojo or a network of dojo. • The characters’ parents served together as magistrates in the past, or they have some similar past link that causes their children to associate with one another.

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The Topaz Championship, Fourth Edition

An Adventure for the Legend of the Five Rings Role-playing Game Inspired by Andrew Heckt & Edward Bolme Updated by Shawn Carman

Additional Material from the L5R Third Edition Playtest Teams, including Jim Harris, Christopher LaHaise, Charles Etheridge-Nunn, Jason Shafer, and others.

The Topaz Championship is a long-standing tradition in Rokugan, and first

appeared in the adventure Ceremony of the Samurai, in the first edition of the role-playing game. Written by Andrew Heckt and Edward Bolme, Ceremony of the Samurai did an outstanding job of introducing new players to the world of Rokugan, and is still among the most popular published adventures in the game’s eight year history. This updated version of the adventure takes into account all the system changes that have taken place over two editions, and updates the setting information.

Synopsis The characters are young samurai who are about to be tested before undergoing their gempukku ceremony, after which they will be awarded their daisho, signifying their status as adult samurai. The characters may already be familiar with one another before the adventure begins, or they may meet during the competition. Game Masters that desire a group already familiar with one another may want to use one of the following options:

• The characters may all be from a large city, like Ryoko Owari or Toshi Ranbo, where they are students in the same dojo or a network of dojo.• The characters’ parents served together as magistrates in the past, or they have some similar past link that causes their children to associate with one another.• The characters may all be sponsored by the same lord or daimyo, who hope to have a samurai from his court become the next Topaz Champion.

Upon arriving in Tsuma, the characters will have a day or so to prepare for the competition and explore the city. During their preparations, they encounter several interesting individuals, including a ronin who claims to be a former Topaz Champion. As the contest begins, the characters will witness a number of strange accidents that seem to indicate that the contest is cursed, or that the Crane hosting the event are incompetent. As the accidents become more severe, the characters become embroiled in an effort to discover what is truly plaguing the competition before someone is killed or dishonored during it.

Arrival in Tsuma Although there are those who would dispute such a claim, the vast majority of samurai regard the Topaz Championship as the most prestigious gempukku ceremony in the Empire. The ceremony is open to any who wish to attend, but the Great Clans tend to be very selective in determining who represents them at the Championship. To permit just anyone to enter the contest would risk embarrassment, and no Great Clan would risk such a thing in front of their Crane hosts. Minor Clan samurai and ronin candidates require a Great Clan sponsor to be admitted to the competition. The Topaz Championship has been held in the Kakita town of Tsuma for centuries, at one of the largest dojo for the Kakita Dueling Academy.

Competitors typically arrive in Tsuma by land. There is a river that passes

through the city, and it does connect to the coast eventually, but it is a relatively narrow river that is quite difficult to navigate. In previous years, the Imperial Barge would make the trek, but the river is rarely used by anyone other than the Crane. Two major roads cross the city, one heading from east to west, leading toward the Dragon and Seppun holdings, and the other southwest to northeast, leading to Lion lands and Phoenix lands. Both roads are heavily patrolled by Doji magistrates, and anyone arriving for the contest will likely have met several patrols during their travels.

Although Tsuma has grown much larger than most descriptions of it in literature and folklore, it is still a relatively small city, little more than a large village. There are no formal embassies maintained by other clans, since most only have business within the city once per year, so the characters will likely be staying in an inn. The inn, like the city, is extremely crowded during this time of year.

Some contestants will have little interest in the city beyond the contest. Others, however, may wish to explore. The following are some locations within the city that may be of interest to player characters, and are used in the Optional Encounters located later in this adventure.

The House of the Laughing Carp: A notable tea house and inn, the House of the Laughing Carp would be an ideal lodging for the characters during their stay at Tsuma. The house is typically busy in the evenings, particularly so during the Championship, and sees a wide range in the type of patrons they serve. According to popular gossip, the House of the Laughing Carp was purchased and renamed by a Yasuki merchant within the past five years, and has undergone significant improvements in that time. The House even has a small amount of Friendly Traveler

sake available, the finest in the Empire, although the price is quite steep and likely unavailable to the characters.

Poisoned Water Sake House: This somewhat tastelessly named business is a small brewery and sake house, and goes unnoticed by most in the city during the normal course of the year. The house was once owned by the Scorpion, but wasabandoned during the Scorpion coup decades ago. It is now owned by an anonymous merchant patron who communicates only through scrolls delivered every few months. The house is frequented by ronin during the off-season, but makes enough money during the Topaz Championship to operate throughout the year. The sake made there is sold in small, black clay bottles and is well-known for its potency.

Medinaat-al-Salaam: This unusual shop is a small building tucked away in a forgotten corner of Tsuma. It is a Unicorn holding, operated by merchant vassals of the Ide family. The shop’s name, almost unpronounceable to the average Rokugani, is that of a city in the distant north, beyond Rokugan’s borders. The Unicorn vassals within sell a number of strange gaijin goods, although nothing that would violate the Imperial decree restricting such goods.

The Kakita Dueling Academy: Easily the largest and most prominent building in Tsuma, the Kakita dojo is actually more of a compound of numerous buildings linked together under a shared roof and protected by a high wall that prevents onlookers from watching the training exercises. Outsiders are permitted inside only in the case of high-ranking guests, and during the Topaz Championship.

The Topaz Championship The Topaz Championship is s three day competition that tests young men and women in all the skills that a samurai is expected to know. It is a rigorous, exhausting whirlwind of activity that can overwhelm even the most stalwart soul. Points are awarded to those who receive the highest marks in each contest, and the competitor who achieves the most points is declared the Topaz Champion. While the Topaz Champion receives no set reward or accolade, the prestige associated with the position ensures that the competition is fierce, and Topaz Champions are typically offered a number of different assignments, each coveted by young samurai.

The individual competitions during the Championship takes the form of a match, wherein two contestants compete directly with one another, or a test, in which elder samurai ask questions of the contestant, who must answer correctly. Each competition completed successfully grants the contestant a single point. In the case of a match, only the victor receives the point. A competitor must attain a total of five points in order to achieve their gempukku ceremony.

At the beginning of any contest using the match format, the master of ceremonies Miya Shoin withdraws small ceramic tiles from an exquisitely crafted vase. Each tile has the chop of a single contestant on it, and Shoin draws two at a time to determine who will face each other during the matches. For a test, Shoin simply uses the tiles to determine in what order the contestants will be tested.

<Begin sidebar> Who Wins These Things, Anyway?

Obviously, the player characters are not alone in their competition at the Topaz Championship. There are a large number of potential competitors at the end of this adventure, but how do you determine who wins? However it is done, the best means of determining who faces who is to duplicate Shoin’s process and draw names. This adds an element of chance to the adventure and could conceivably result in player characters facing off against one another, which is always entertaining. Once the matches have been decided, you may proceed a number of ways, with the most obvious choices as follows:

• Arbitrarily choose the winner based on the match. If a Kakita Bushi faces a Kitsu Shugenja in an iaijutsu duel, you can be pretty certain the Crane will win.

• Have the characters complete the matches, taking the role of different contestants throughout the competition. For new players, this can help them gain insight into the different themes that the clans have, and allow them to explore different mechanics.

• Roll the results randomly. This can produce some really weird results, however, so you should be prepared to incorporate them if you choose this option.<End sidebar>

Day One The first day of the Topaz Championship is a whirlwind of activity, including tests covering the following aspects of a samurai’s training: sumai, heraldry, athletics, horsemanship, and a discussion on the elements of law, etiquette, and the code of bushido. Sumai is generally considered among the Championship’s most difficult tests, as few sensei place as great an emphasis on that skill as they once did.

Sumai Format: Match Lead Judge: Daidoji Kenru Primary Roll: Agility/Jiujutsu (grappling) The sumai match is a bare-handed wrestling competition. Each pair of competitors stand on a large straw mat intended to soften the impact from falls. Contestants are not permitted to use weapons of any sort, nor wear armor. In each match, the contestants engage in a Grapple. The first contestant who can maintain a Grapple for three rounds with their opponent held is the victor (see grappling rules, page 88 of the Corebook).

Heraldry Format: Test Lead Judge: Miya Tokeko Primary Roll: Intelligence/Lore: Heraldry In this test, the contestants are brought before the judges individually and asked to identify a given mon or chop. Five are presented, each more difficult than the last. A contestant must successfully identify four of the five in order to pass the test. The difficulties are as follows:

TN Mon/Chop Example5 Everyday The mon of a Great Clan10 Prominent The mon of a Great Clan family15 Uncommon The mon of a Minor Clan

20 Rare The mon of a vassal family serving a Great Clan25 Obscure The mon/chop of an individual samurai (ex. Kaiu Umasu)

Athletics Format: Match Lead Judge: Kakita Tokimasa Primary Roll: Various (see below) The athletics competition is a sort of obstacle course, where the contestants are supposed to demonstrate their sheer physical speed and coordination by completing the course as quickly as possible. The course consists of three major obstacles separated by lengthy runs. A simple series of rolls is necessary to complete the course. Every Raise a competitor makes during the course grants him a point over his opponent. Every failed roll costs the competitor a point. At the end of the course, whoever has earned the most points has finished first. Once the winner is declared, these temporary points are all lost and the contest’s winner gains one point toward his gempukku as described above.

Course Start: Strength/Athletics (running) roll, TN 10

Obstacle 1: The first obstacle is a narrow wooden bridge crossing a large stream bed that is currently nothing more than a vast repository of mud. Crossing the narrow bridge requires an Agility/Athletics roll, TN 10. Only one contestant may cross at a time, although they may be close behind one another. Failing the Athletics/Agility roll means that the contestant has fallen into the mud, which requires two Agility rolls, both TN 15, to escape. Falling into the mud costs a contestant two race points. Contestants who wish to force one another into the mud while on the bridge must make an Opposed Raw Agility roll. The winner has forced his opponent off the bridge, although this is a dishonorable act.

Running: Stamina/Athletics (running) roll, TN 15

Obstacle 2: The second obstacle is a more severe incarnation of the first. A large pit filled with mud, thickened with a variety of herbal compounds. A series of weighted ropes are suspended over the pit. Contestants must jump and grab the rope, then swing themselves to the other side. This requires two Agility/Athletics rolls, at TN 10 and 15, respectively. Anyone who falls in requires three successful Agility/Athletics rolls (TN 15) to get out, and loses three race points.

This event has been sabotaged by the ronin Juriken (see Antagonists below). He has placed several venomous snakes within the mud pit. The snakes are extremely agitated and will attack anyone who falls within the pit. If the contestant has noticed the snakes (Perception / investigation (notice) Roll, TN 15), then he may attempt to avoid the bite (Reflexes/Athletics, TN 15). Snake venom rules can be found in the Book of Void in the Legend of the Five Rings Role-playing Game, Fourth Edition, page 333.

Running: Stamina/Athletics (running) roll, TN 15

Obstacle 3: A large wooden wall blocks the path, reaching a full 15 feet into the air. The boards used in the wall’s construction are offset slightly, and can serve as

handholds so that the wall may be climbed. This requires an Agility/Athletics (climbing) roll, TN 15.

Final Sprint: Stamina/Athletics (running) roll, TN 20

Horsemanship Format: Match Lead Judge: Doji Hokehime Primary Roll: Various (see below) Much like the athletics competition, this contest is a match between two competitors completing a set course. Also like the athletics competition, the contestants earn points toward a victory here by making Raises. Every Raise gains a point, and every failed roll loses a point. When the course is complete, the contestant with the most points is victorious. These points are then lost and the victor gains one point toward his gempukku as described earlier. The course consists of the following actions:

Action Roll TNRide the course to the first target Agility/Horsemanship 5Strike the target from horseback Agility/Kenjutsu 10Ride to the second target area Agility/Horsemanship 5While riding, fire an arrow at target Reflexes/Kyujutsu 15Return to the start Agility/Horsemanship 10

Law, Etiquette, & Bushido Format: Test Lead Judge: Kakita Gosha Primary Rolls: Intelligence/Lore: Law or Lore: Bushido, and Intelligence/Etiquette

This is a simple test wherein the contestants are questioned privately by a number of judges regarding matters of Imperial law, appropriate social conduct, and knowledge of a samurai’s code of conduct. Most of these questions are simple, and can be answered with an appropriate Skill roll (see above) against a TN of 10. If a player knows the answer, then no roll may be necessary dependingupon how you prefer to run this scene. Each contestant is asked a series of questions covering basic knowledge of Rokugani custom, which may be taken from the following and phrased as a question:

1. All land is owned by the Emperor, who permits his Clans to govern it in his name. (Law)

2. After death, a samurai’s body must be cremated. In this way, his soul ascends to face judgment and his body can never be used by blasphemous black magic. (Law)3. Samurai found guilty of serious crimes may be allowed by their lord to commit seppuku, a ritual suicide that cleanses their honor upon their death. Other crimes may result in the samurai being cast out as a ronin, or more severely, executed without honor. (Law)4. A gift must be refused twice before it is accepted, else you show that you believed the first offer was insincere. (Etiquette)5. Matters of commerce are distasteful to a samurai, and should only be discussed if doing so is to the benefit of both one’s family and clan. (Etiquette)6. Bow to someone of equal social standing. Kneel to those of superior standing. If someone of equal standing to you has superior rank, then you must bow deeply to them. (Etiquette)7. A samurai shows compassion and mercy to those beneath him, because only the weak must prove their power by dominating others. (Bushido)8. A samurai bears the name of his ancestors, and must live a life of honor so that the name can be returned to them without blemishes upon his death. (Bushido)9. The katana is a samurai’s soul, and his wakizashi is his honor. To allow shame to come to one’s blades by unclean or dishonorable acts is to stain one’s soul. (Bushido)10. A samurai’s heart is filled with courage. He has no fear of death, for to die in the service of one’s lord is the greatest fate a samurai can hope for. (Bushido)

Evening Encounters The first day of competition at the Topaz Championship should have proceeded with minimal complications. For the most part, the contestants and their supporters should be pleased with all that is going on. The evening is an interesting time, with too many samurai in too small a city for things to be uneventful. Depending upon how you wish to proceed with the adventure, you may wish to use the following adventure hooks to spruce up the down time between contest days.

Most of these hooks directly involve contestants and the Championship, and their backgrounds. Their statistics and biographical information are found at the end of this adventure. For the most part, these ideas will be easiest to incorporate if thecharacters are of the same clan as the contestant in question, but most can easily be adapted.

The Price of Indulgence (Agasha Hanori) Challenge: Hanori’s father-in-law is coming to visit on the second day of the contest. He has not met Hanori and wants proof of Hanori being at least a good person, even if he isn’t succeeding at the contest.

Focus: Hanori has spent most of his night drinking, managing to pass out just outside of his room. He looks rough and feels worse. Word has it the Otomo courtier had one of his daughters’ suitors killed when he did not meet his lofty expectations.

Strike: Do the players try to sabotage Hanori’s poor attempts at seeming like a gentleman with the hope of him dropping out of the contest, thereby eliminating one of their rivals? Or do they help him flatter the Otomo, potentially earning a valuable ally in the process?

The "Secret" Duel (Mirumoto Otakan, Kakita Shino) Challenge: Mirumoto Otakan’s reputation (or rather the reputation expected of him) has preceded him. Kakita Shino sees Otakan as a rival, wishing to prove the Kakita technique (and himself) to be greater than the Mirumoto. He wishes to duel.

Focus: Otakan wishes only to participate in the Championship and move on. Such a duel would be pointless and could jeopardize his standing in the tournament. Shino is unrelenting, however. He views the Mirumoto as everything he is not, a member of a prestigious family whose future is set for greatness. The Kakita continues to pressure Otakan into action with veiled insults and a mocking tone. At the same time, Otakan can hear his grandfather pushing him to act and feels his own pride turning to anger. Soon he accepts, on the condition that the duel is conducted in private.

Strike: In spite of this, the duel is soon common knowledge among the tournament contestants. The PCs, however, are specifically asked by the duelists to witness it. This is not a sanctioned duel. There may be severe ramifications for both participants, their families and their Clans. Although, the challenge is to first strike, both duelists are clearly being guided by their emotions. The PC’s are in the unique position to intervene. If they wish, they may attempt to diffuse the situation, or at least monitor it to ensure no real damage is done. If successful, they may gain a new ally or two. However, if either of the duelists is injured, they may find themselves implicated in the incident, gaining enemies just as easily.

8 Gifts (Hazu, Tamori Gojinka) Challenge: Each contestant celebrates the completion of the first day of competition in his or her own way. For Hazu, this consists of alcohol and women.

Focus: Unfortunately, alcohol leads to poor judgment. He chose Tamori Gojinka as the object of his affection. Unable to deter the persistent Ronin’s advances, she offered him a challenge. She will only speak with him further, if he can present her with a gift crafted by each Great Clan. Gojinka had hoped that this would distract Hazu long enough for him to come to his senses and give up.

Strike: Hazu will be the first to tell you that, sober or not, he cannot resist a challenge, especially if it involves a woman. He begins seeking the requested gifts, beginning with the PC’s. He has little to nothing to trade and is open to suggestions, and assistance. Hazu is not too proud to realize his limitations. His status as a Ronin places him beneath the notice of most Clan samurai. His deformed eye causes those who notice to be suspicious. If the PCs cannot aid him, he simply moves on.

Flawed Visions (Kakita Shino, Usagi Kamahime) Challenge: Pinned to Kamahime’s door one morning is a letter of challenge from an old nemesis, but the name of the challenger is torn off.

Focus: Kamahime knows the challenger from childhood, she can even remember his face, but not his name or clan. Being near-sighted, she starts stalking a player until she realizes he is not her nemesis. She repeats this with various contestants and is likely to get herself killed by a stranger for the offense if she does not stop.

Strike: The challenge was a jest by Kakita Shino, who wanted to spook Kamahime but did not know she was near-sighted. During her time of stalking and challenging people, Shino has been harassing the organizers for a room with a better view.

Farmers Challenge: During an evening tour of the village, the braver farmers set up an unofficial contest for the players (and a handful of NPCs). The farmers invite the players to pound mochi to help make sweet rice cakes (mochi is sweet steamed rice, pounded with mallets into a sticky paste). Focus: Each contestant must make a raw strength roll to help pound the mochi. The TN is 10, but whoever has the highest score the farmers declare the winner.

Strike: The winner of the contest is given the most sweet rice cakes, but all can share in the activity, which will bring some of the NPCs closer to the players they pound mochi with. The Crab Challenge: A rowdy crowd of Crab turn up on the first day to watch the contest and celebrate, they take over a local tavern eating, drinking and playing games with their favorite contestants.

Focus: In the evenings, they invite the strongest bushi (about four PC & NPCs) to drink with them. Drinking and eating contests are their main sport, watching as non-Crab have to force down food like one of their kin.

Strike: Leaving the table before the end of the night is an offense and likely to start a fistfight. The Crab won’t let people go without a lot of tact or their feigning passing out. Contestants know they will be worse for wear if they get too drunk or keep going until daylight.

Angry Mountains (Agasha Hanori) Challenge: Hanori’s best friend and yojimbo, Shiba Hanoshi, is visiting and the two raise drunken havoc. During the evening they attempt to flirt with servants or samurai-ko, stumble clumsily around and insult the partying Crab spectators.

Focus: The Crab do not take insults likely but are not allowed to duel Hanori. Instead, they wish to lure them out of the village and give them a sound beating. Crab contestants and friends of the Crab are invited to join in. Other players may overhear the plans or see a group of Crab stalking Hanori & Hanoshi.

Strike: Do the players join in, attempting to hinder Hanori’s progress or leave the Crab to their business? Do they stop the Crab with reason, force, misdirection or

some other method? Let them know whatever happens to the reveling Phoenix is on their heads.

Poisoned Words (Shiba Takako) Challenge: Shiba Takako makes friends easily with her Scorpion charm and disarming innocence. In confidence, she asks a player she is friends with to help her poison a Scorpion contestant’s rice before a match. She will offer them a similar favor at a later date as payment if they choose.

Focus: Takako is rational and logical about this, knowing she is preparing to do a dishonorable action but believing she has justification. Reasoning with the player, she explains she seeks revenge for her father, who was poisoned in a similar tournament by one of the Scorpion’s parents, causing him to pass out in a pivotal round. The poison she has is weak and will have the similar effect in one of the rounds of the championship.

Strike: This is a very dishonorable action, but there may be many reasons behind it. Takako is friendly with most Scorpion, so this could be a grudge, a sign to the Scorpion of her capabilities as one of them, or a test of the player from the Scorpion to see if they would help. It could even be a test of friendship from the insecure Takako, using water instead of poison. The truth is up to the GM, but the player may see many reasons and repercussions to her actions, be they aiding Takako, enlisting help from other players or reporting her to an official.

Forgotten Blade (Akodo Shotaka)Challenge: Late in the evening, when contestants should be preparing for the morning, Shotaka is missing. Two players are politely asked by higher-ranking Lion to find him and see what it wrong. Such requests are not easily refused.

Focus: Shotaka is in an alley in a remote part of the village, having a panic attack. Earlier in the evening, he was a guest at a tournament organizer’s home. In his fascination with all that was going on, he foolishly left his katana there, at the door where he had left it. Now the host has retired for the evening, and Shotaka has no blade.

Strike: Assuming the characters wish to help Shotaka, there are few easy options. Shotaka, in his brash panic, will strongly advocate trying to enter the guarded home and retrieve the blade without anyone noticing. Others may advocate waiting until morning and requesting the blade be returned, which is the most reasonable course of action. Shotaka, however, is not feeling reasonable at the moment. If he arrives at the contest the next morning with his blade, he will be given a knowing look by the host, and that will be the end of it. As Shotaka well knows, however, showing up without the blade will be both humiliating and dishonorable.

Day Two The second day of competition involves tests in weapon skill, poetry, courtier, go, archery, and hunting. It is certainly the most grueling day, as the weapon and hunting tests are lengthy and exhausting endeavors. The hunting competition is somewhat unique, as it requires contestants to work together in small teams to accomplish their goal. In this way, it is actually also a test of the samurai’s ability to work together.

Weapons Format: Match Lead Judge: Kakita Soichi Primary Roll: Agility/Weapon Skill Other than the tournament that ends the Championship, the weapons test is the most anticipated, most prestigious individual contest. The contestants are allowed to choose any weapon they wish from a large number of specially prepared, non-lethal padded weapons. No dishonorable weapons are included, although to accommodate their Mantis guests the Crane have added a variety of peasant weapons to choose from. Ranged weapons are not permitted in this contest. The blunted weapons in this competition have DR 0k1. Honorable competitors will keep low dice for damage, although some may grow overzealous in their efforts.

Like the Athletics contest on the first day, this contest has been sabotaged by Juriken and his men. They have secretly replaced a number of blunted weapons with weapons that appear safe, but are actually more dangerous than they appear. Roll one die before each contest. On a 1 or 10, one of the contestantshas selected a weapon that has been tampered with. These doctored weapons are DR 1k2, or their normal damage rating if that is lower. Repercussions from this are discussed in Evening Encounters, below.

Poetry Format: Match Lead Judge: Kakita Hirotada Primary Roll: Awareness/ Artisan : Poetry This contest is rather simple. Both contestants are given a topic about which they must compose a poem. Haiku is the normal format, the traditional 5-7-5 syllable poem of Rokugan. Raises may be made to gain insight into the judges’ personal preferences and incorporate them into the poem. The contestant who beats their TN by the greatest degree is the victor, although successful Raises can skew the contest in one direction or the other.

Go Format: Match Lead Judge: Doji Maseru Primary Roll: intelligence/Games : Go

Another traditional contest, the Go match proceeds exactly like any other. The two competitors make an Opposed Roll (or series of Opposed Rolls, depending upon how detailed you would like the matches to be). The contestant who wins the roll or rolls wins the match.

Courtier Format: Match Lead Judge: Kakita Mai Primary Roll: Awareness/Courtier and Awareness/Etiquette

The courtier contest is feared by many bushi that have neglected the social and academic aspects of their training. The judges bring two students before them and give them a subject to debate. There are few rules in this contest, and no time limit; the judges will stop the debate when they believe one contestant has clearly demonstrated his superiority at the courtly arts. Many blood feuds have begun during this contest. Suitable debate topics may include the following:1. Where does a samurai’s loyalty ultimately lie: with the Emperor or the Empire?2. What tenet of bushido is the most important?

3. What is the most important aspect of spirituality: the Tao, the Fortunes, or one’s ancestors?

Hunting Format: Match (Team) Lead Judge: Daidoji Akimasa Primary Roll: Perception/Hunting (others required as necessary)

Hunting is the most complex contest. Once, every contestant was required toenter the woods surrounding Tsuma and find a Tsu Fish nest somewhere in the myriad of small streams in the area. Recent years have seen a decline in the number of Tsu Fish, however, due primarily to the use of their eggs to produce a solution that can remove ink from parchment. Scholars and historians make extensive use of this solution to correct manuscripts, and the Crane have only recently realized that this use of the eggs is beginning to cause a decline in the fish population. For more information on Tsu Fish, see the sidebar.

Currently, the contestants are organized into small groups of three to five, depending on the total number of contestants. Each team must successfully recover one egg. For the victory to be honorable, every team member must be involved in the search, although in theory one member could find it and return, earning the entire team a

point. Every member of every team that successfully returns with an egg receives a point toward their gempukku. The members of the team that is first to return receive an additional point as well.

Contestant teams have two hours to successfully retrieve the eggs. The Tsu Fish breeding area is a full half an hour from Tsuma, so the team has only one hour to locate the egg if they hope to make the trip in time. A Stamina/Athletics roll (TN 15) is required to reach the area, and then numerous Perception/Hunting (survival) rolls (TN 15, total of five successes needed) to locate the eggs.

It is during this contest that Juriken and his accomplices will escalate their level of interference. Juriken is outraged that the Championship has not yet been canceled, and will attack one team of contestants. This may be the characters, or it may be another team. If it is another team, the characters may be in the area and intervene, saving the team in question. If the characters face Juriken, the ronin should escape, although his accomplices will likely die. If the characters are not involved in the attack, then the entire team of contestants is killed, and a specter cast over the competition.

<Begin Sidebar>Those Wacky Tsu Fish! Tsu Fish are unusual creatures native to the rivers found in the northern Crane provinces. Their behavior is rather unusual, and has given rise to many popular rumors about their abilities that are blatantly untrue, although most are based at least partially in fact, owing to the strange abilities the Tsu Fish possess.

During the dry season, the many small streams and lakes that dominate the northern Crane provinces largely dry up, leaving a network of large puddles and trickling creeks that are of little use for agricultural purposes. To prepare for this season, the Tsu Fish store up a great amount of body fat so that they do not require much food. Dry season also corresponds with the fish’s mating season. During this season, the Tsu Fish are capable of leaving the water and crossing short distances to reach other puddles and find suitable mates. The fish are able to do this due to their unusually thick, strong ventral fins, with which they push themselves through the mud much like a snake. Tsu Fish eggs are considered a delicacy, and can be found in these puddles, but are increasingly rare in the modern era.

Popular rumors involving the Tsu Fish are that they can actually walk and run on their fins like dogs. Supposedly they climb trees to lay their eggs and can remain out of water for hours or even days at a time. Crane youth enjoy teasing one another with tales of Tsu Fish attacking humans in defense of their eggs. Such rumors are widely known among the Crane to be untrue, although they do occasionally tell them to outsiders to see how gullible they are. <End Sidebar>

Evening Encounters With the strange events that have taken place so far during the Championship, the mood in Tsuma is decidedly solemn during the final evening. Although no one can say exactly what has happened, samurai realize that something is amiss, and the peasants can sense that the samurai are on edge, and thus remain indoors to avoid drawing their ire.

At this point in the adventure, Juriken has either been defeated (likely by the characters), or has killed a number of contestants and disappeared into the shadows. In either event, the Championship will not have stopped, although the death of any contestants will have created an uncomfortable situation for the Crane. Juriken is not content with discomfort, however. He wants the Crane disgraced, and is willing to sacrifice himself to achieve it. If the characters have defeated him once, he will come to kill them during the night. If they have not yet encountered him, then he will select them as his next victims, hoping to complete the Crane’s disgrace with another rash of deaths. If the characters find themselves alone at any point, Juriken will attack. Assuming that they remain in the public eye, however, he will wait and attack them during the night wherever they are staying, using his skills to infiltrate their lodging.

While the mood in Tsuma is somber, the contestants are still quite exuberant about their impending gempukku. Most adventure hooks found in the first Evening Encounters section can be used this evening if you wish to add additional encounters.

Day Three: The Championship The third and final day of competition has but a single contest: the iaijutsu tournament. Typically, the point totals at this point are such that it is already known who will and who will not achieve their gempukku. The tournamenthas a significantly higher number of points than the other contests, however, and can radically alter the standings of the competitors. It is rare that the tournament winner is not declared the Topaz Champion.

The iaijutsu tournament is the only aspect of the Championship that is open for anyone to view, and typically it is extremely crowded. Virtually the entire city empties to attend and catch a glimpse of greatness. For samurai, it reminds them of their youth. For peasants, it is a welcome break in their rather monotonous lives. Given what limited information is available to the spectators, the obvious favorites are Kakita Bushi and Mirumoto Duelist, and even a few others duellists, although Bayushi Bushi has quite a bit of support as well. If the characters’ nocturnal exploits are common knowledge, however, then they may have strong support (or no support at all, depending on their actions) as well.

The Topaz Championship Format: Match Lead Judge: Kakita Benkei Primary Roll: Reflexes/Iaijutsu (see Iaijutsu duelling page 97 of the Corebook).

The iaijutsu tournament is the most anticipated and prestigious event in the Championship. Traditionally, shugenja contestants who have already accumulated enough points to achieve their gempukku are permitted to abstain from the tournament if they so choose. There is no loss of honor for this; after all, shugenja are priests, not

warriors. Most usually choose to compete, which is also perfectly acceptable to all parties involved. It is understandably rare for a shugenja to win the tournament.

Iaijutsu duels are to first strike, and again use blunted weapons with DR 0k1. Use the standard dueling rules found in the Legend of the Five Rings Role-playing Game, Third Edition for this contest. Contestants are paired off in single elimination matches, with the victors proceeding to the next level until only two remain. In the event that the number of contestants in the end comes to three, only the two with the highest number of points toward their gempukku advance to the final.

Every victory in the iaijutsu tournament is worth two points toward a contestant’s gempukku. While most will already have accumulated enough points by the time they reach the tournament, remember that the total number of points achieved also determines who is declared the Topaz Champion.

Epilogue After the iaijutsu tournament is concluded, the closing ceremonies are held within the hour. The contestant with the highest number of points accumulated, usually the tournament winner, is declared the new Topaz Champion, an title held for one year until the next Championship (see the new path Topaz champion page 257 of the corebook). The winner is also often granted some specially forged sword or master-

crafted gift, and has the right to wear for one year the Topaz armor (he will have to return it for next year championship).All those who successfully accumulated five points are granted their gempukku and become samurai. There are officials on hand from every clan represented in the tournament to oversee this ritual.

If the characters were responsible for exposing the actions of the ronin Juriken, they will be lauded by the Crane as well as their own clans, even though they likely have no inkling as to Juriken’s true motivations. This could be an excellent way to promote the characters to Emerald Magistrates, or even grant them a prominent position as extra-clan magistrates within the Crane provinces (the Crane will likely want to keep an eye on them until they know for certain that Juriken’s dishonorable past remains a secret).

Contestants The contestants in the Topaz Championship are among the finest young bushi in the Empire, or at least that is the intention. In truth, some are there on their own merit, while others received the invitation as a result of political standing. Shugenja are relatively uncommon, but a few show up each year, intent on proving themselves.

Three are in attendance this year, plus however many are present within the player characters.

HIRUMA DO Air: 2 Earth: 2 willpower 3 Fire: 3 Water: 2 Perception 3 Void: 2 School/Rank: Hiruma bushi 1 Glory: 1.0 Status: 1.0 Honor: 4.5 Advantages: Crab Hands, Large Disadvantages: Antisocial (2 Points), Compulsion (Drinking: 2 Points) Kata: Striking as fire. Skills: Athletics 1, Hunting 3, Kenjutsu (katana) 1, Kyujutsu 2, Lore: Shadowlands 2, Stealth (Sneaking) 3, lore : heraldy 1

Hiruma Do considers himself more experienced than most youths, having gone into the Shadowlands once to prove himself. In looking for a ‘trophy’ for his gempukku, Do was attacked and left for dead by his cowardly allies. Using the best of his Hiruma training he returned harrowed, having seen dark things. He has grown too willing to return, to prove his worth as a scout, but his family has sent him to the Topaz Championship to take his mind of what he has seen.

DOJI WAKAO Air: 3 Earth: 2 Fire: 3 Water: 2 Perception 3 Void: 2 School/Rank: Doji Magistrate 1 Glory: 1.0 Status: 1.0 Honor: 5.5 Advantages: sacred weapon (Mother’s Akodo Blade), Quick Disadvantages: Fascination (Art), Disbeliever, Sworn Enemy (Bayushi Denbe: 2 Points) Kata: Striking as fire.Skills: Etiquette 1, Iaijutsu 3, Investigation (Notice) 1, Kenjutsu 2, jiujutsu 2, Lore: Heraldry 1, Lore: Law 1, defense 1, horsemanship 1, knives (jitte) 1, polearms 1.

The eldest son of the noble Doji Gozen, known in some circles the Crane Clan Fool. Despite his high status within the clan, Wakao struggles to overcome his father’s reputation as a boor in court. His mother is said to be a Lion general who married a Crane in secret, his only tie to her being the blade he wields. He is engaged to Kakita Akemi, the daughter of the Crane running the tournament and knows a Scorpion in the contest wants to win her affection. Wakao is quiet but has a strong presence in the room. Wakao stays apart from the other contestants, unless he can enlist their help in finding and revealing the Scorpion who wants to steal his fiancée.

<Begin Sidebar>

Doji Wakao is a member of the Doji Magistrate school. If you do not have Emerald Empire 4th edition, consider him a member of the Daidoji Iron Crane school. <End Sidebar>

KAKITA SHINO Air: 2 Reflexes 3 Earth: 2 Fire: 3 Water: 2 Void: 3 School/Rank: Kakita Bushi 1 Glory: 1.0 Status: 1.0 Honor: 6.5 Advantages: Benten’s Blessing, Sacred weapon (Kakita Blade) Disadvantages: Overconfident, Failure of Bushido (courtesy).Kata: Striking As Wind Skills: Battle 2, Courtier 2, Etiquette 2, Iaijutsu (focus) 3, Kenjutsu (Katana) 1, Kyujutsu 1, Sincerity 2, tea ceremony 1

An arrogant youth and rightly so as he is an expert duelist. While he poses and does his best to seem the stereotype of the arrogant Crane, he comes from a poor family and was sponsored by a wise noble. For him, this is more than just a game, to become the Topaz Champion would give him the connections he and his family need.

MIRUMOTO OTAKAN Air: 2 Earth: 2 (stamina 3)Fire: 3 Water: 2 Void: 3 School/Rank: Mirumoto Bushi 1 Glory: 1.0 Status: 1.0 Honor: 4.5 Advantages: Clear Thinker, Sacred Weapon (Twin Sister Blades) Disadvantages: Driven (Dueling), Haunted (by his grandfather). Kata: Striking as void. Skills: Defense 3, Kenjutsu (Katana) 3, Kyujutsu 1, Lore: Shugenja 1, Meditation 2, Lore : Theology 1, Athletics 2, Iaijutsu 3

Mirumoto Otakan represents the legacy of a great duelist and will do whatever is necessary to uphold that heritage. This is what he’s been taught and he cannot forget it. His ancestor will not allow it. Since his aptitude with the blade became apparent, all within his family have come to expect great things of him. Many expect him to finally complete and perfect the style developed by his grandfather. Only he hears his most vocal supporter. The spirit of his grandfather is an ever-present voice driving him to his destiny. In his heart Otakan feels overburdened and uncertain that he can accomplish his ancestor’s demands. However, there is nothing more important than family and he will do as expected.

TAMORI GOJINKA Air: 2

Earth: 3 Willpower 4 Fire: 2 Water: 2 Void: 2 School/Rank: Tamori Shugenja 1 Glory: 1.0 Status: 1.0 Honor: 4.5 Advantages: Elemental blessing (Earth) Disadvantages: Elemental Imbalance (Fire: 6 Points), Antisocial (2 Points) Kata: None Skills: Defense 3, Divination 2, Medicine 3, Meditation 2, Lore : Theology 2, Kenjutsu (Katana) 3, Athletics 2, Calligraphy (cipher) 2, Spellcraft 1 Spells: Sense, Commune, Summon, armor of earth, courage of the seven thunders, jade strike, Jurojin’s balm, katana of fire, fury of Osano-wo, extinguish, path to inner peace.

A samurai does all to bring honor and glory to her clan and family. Tamori Gojinka believes this with all her heart. However, she knows she cannot. Though a skilled shugenja, she has found that her communion with the kami can have unexpected consequences. It is as if the kami fight for her attention. Gojinka fears what may happen if she were to lose control of her spellcasting. She has resigned herself to remain quiet and unnoticed, so that she is not called upon to use her spiritual abilities, concentrating her focus on more physical training.

AKODO SHOTAKA Air: 2 Earth: 2 Stamina 3 Fire: 2 Agility 3 Water: 3 Void: 2 School/Rank: Akodo Bushi 1 Glory: 1.0 Status: 1.0 Honor: 6.5 Advantages: Paragon (courage), Strength of the Earth.Disadvantages: Brash, Can’t Lie, Fascination (History), Idealistic Kata: none.Skills: Athletics 2, Battle (Mass Combat) 1, Defense 1, Heavy Weapons 1, Jiujutsu 2, Kenjutsu 2, Kyujutsu 1, Lore: History 1, Meditation 1, sincerity 1.

Shotaka is a promising young student from the Akodo dojo at Shiro sano Ken Hayai, the Castle of the Swift Sword. He is an odd mixture of traits, bearing the Ikoma’s fascination for history and the Matsu’s quickness to act. His sensei believes that if he can learn to temper the two, he will become a great leader and hero. Time will tell if they are correct.

KITSU KONOKO Air: 3 Earth: 2 Fire: 2 (intelligence 3)Water: 3 Void: 2 School/Rank: Kitsu Shugenja 1

Glory: 1.0 Status: 1.0 Honor: 6.5 Advantages: Friendly Kami (water) Disadvantages: Phobia (Insects: 1 Point) Kata: None Skills: Calligraphy (cipher) 2, Heavy Weapons 2, Investigation 3, Lore: Ancestors (Lion Clan) 2, Lore: History 1, Meditation 1, Tea Ceremony 2, lore : Theology (Shintao) 1, battle 1. Spells: Sense, Commune, Summon, path to inner peace, stand against the waves, spirit of water, testubo of earth, tempest of air, blessed wind.

As a child, Konoko wanted to be a bushi. Her parents, horrified at the notion, sent her to train as a shugenja. Konoko was patient and learned to do as she was told, but still studies bushido and communicates with long-dead warriors. Her peaceful nature has been sorely tested in the past year when several of her family were slain in the fighting at the City of the Rich Frog. Any Unicorn who face Konoko in the Championship will find her a most determined opponent.

YORITOMO YURIKO Air: 2 Earth: 3Fire: 2 Agility 3 Water: 3 Void: 2 School/Rank: Yoritomo Bushi 1 Glory: 1.0 Status: 1.0 Honor: 3.5 Advantages: Absolute Direction, Dangerous Beauty Disadvantages: Idealistic, Phobia (Enclosed Spaces: 1 Point)Kata: Striking As Earth.Skills: Athletics (Swimming) 3, Battle 1, Commerce 1, Sailing 1, Defense 2, Kenjutsu 2, Knives (Kama) 3, jiujutsu (improvised weapons) 1

Quiet and solemn, Yuriko is not big on socializing. She is a favorite of many higher-up scholars as she spends most of her time with them instead of the contestants. She is willing to make friends, but people have to meet her lofty ideals before she sees them as equals.

AGASHA HANORI Air: 3 Earth: 2 Fire: 2 Intelligence 3 Water: 2 perception 3 Void: 2 School/Rank: Isawa Shugenja 1 (Air Affinity) Glory: 1.0 Status: 1.0 Honor: 4.5 Advantages: Benten’s Blessing, Quick Disadvantages: Bitter Betrothal (Otomo Courtier), Greedy, Lechery. Kata: None Skills: Calligraphy (cipher) 2, Courtier 2, Hunting 2, Lore: Imperial Courts 2, Meditation 1, Medicine 2, Spellcraft (spell research) 2, Knives 1, Lore : Theology 2

Spells: Sense, Commune, Summon, blessed wind, cloak of night, legacy of Kaze-no-kami, tempest of air (innate mastery), Benten’s touch, call upon the wind, Jurojin’s balm, extinguish, fury of Osano-wo, biting steel, bo of water, path to inner peace.

Agasha Hanori is a promising young shugenja and a darling of the courts. He has won over many people in the Imperial City with his eagerness to please and happy disposition, all apart from his fiancée. Otomo Umako, knowing his weaknesses for sake, women and the high life decided to volunteer Hanori into the Championship. Once here, he can prove himself as a worthy husband. Hanori, on the other hand, intends to gamble, drink and socialize with the youths of many clans, possibly competing somewhere in between those activities.

SHIBA TAKAKO Air: 3 Earth: 2 Fire: 3 Water: 2 (perception 3)Void: 2 School/Rank: Shiba Bushi 1 Glory: 1.0 Status: 1.0 Honor: 5.5 Advantages: Crafty, Precise Memory Disadvantages: Driven (prove self to both clans), GullibleKata: None Skills: Defense 3, Etiquette 1, Kenjutsu 1, Kyujutsu 2, Meditation (Void Recovery) 2, Craft : Poison 1, Lore : Theology 1, Spears 2

The daughter of a Phoenix & Bayushi Yojimbo. Takako was raised to be a Phoenix by her father after her mother’s death at the hands of the oni Fushin. Despite the difference in the clans, she was raised to acknowledge both their merits and wears her mother’s mask as a reminder of her heritage. She seems naïve, young and impressionable, but knows far more than she lets on. Her stake in the Topaz Championship is to prove herself to both clans and see who wants her more.

BAYUSHI DENBE Air: 2 Reflexes 3 Earth: 2 Fire: 3 Water: 2 Void: 2 School/Rank: Bayushi Bushi 1 Glory: 1.0 Status: 1.0 Honor: 2.5 Advantages: Crafty, Dangerous Beauty, Voice Disadvantages: Driven (Get Kakita Akemi back), Lost Love (Kakita Akemi), contrary.Kata: Striking As Fire Skills: Courtier (manipulation) 2, Defense 3, Etiquette 2, Iaijutsu 2, Investigation 2, Kenjutsu (Katana) 2, Kyujutsu 1, Iaijutsu 1, Sincerity 2.

Denbe is kind when he needs to be but able to change attitudes at a moments’ notice. Initially he acts a little shy to befriend the other contestants but is not against making them fight each other. His childhood sweetheart is the daughter of the

tournament’s organizer. She has been arranged to marry another Crane, but Denbe will do whatever he can to impress Akemi and win her back.

MOTO XUREN Air: 2 Reflexes 3 Earth: 2 Fire: 2 Agility 3 Water: 2 Strength 4 Void: 2 School/Rank: Moto Bushi 1 Glory: 1.0 Status: 1.0Honor: 3.5 Advantages: Bishamon’s Blessing, Strength of the EarthDisadvantages: Fascination (old texts), Insensitive, Wrath of the Kami (Fire) Kata: none.Skills: Athletics (Running) 2, Battle 1, Defense 2, Horsemanship 2, Jiujutsu 1, Kenjutsu (Scimitar) 2, Spears 1, Hunting 1. Xuren is the elder of his family and their best hope of gaining power in the Moto family. He is not sure of his skills as his younger brother, Xao-Khun is superior, but their father only wants Xuren to succeed. Xuren is more capable than he thinks, but the constant attention of his family doesn’t help.

USAGI KAMAHIME Air: 3 Reflexes 4 Earth: 2 Fire: 2 Agility 3 Water: 2 Void: 2 School/Rank: Usagi Bushi 1 Glory: 1.0 Status: 1.0 Honor: 4.0 Advantages: Daredevil, Quick Disadvantages: Brash, Haunted (1 Point), Contrary.Kata: Striking As Air. Skills: Athletics (Running) 2, Defense 2, Jiujutsu 1, Kenjutsu 3, Lore: Kolat 1, Lore : Maho 2, hunting 1

A spring of energy and swordplay, Kamahime cannot stop moving. Even between contests or when relaxing, she shakes her leg nervously and has been seen arguing with thin air. Kamahime is haunted by her very critical father who sees her as a disappointment, rather than noticing her skill with weaponry and acrobatics. She cannot avoid joining in arguments and giving her opinion on every topic.

HAZU Air: 2 Reflexes 3 Earth: 2 Fire: 2 Agility 3 Water: 2 Void: 2 School/Rank: Disciples of Sun Tao 1 Glory: 1.0 Status: N/A Honor: 4.5 Advantages: Quick

Disadvantages: Bad Fortune (Evil Eye), Disbeliever.Kata: None Skills: Athletics 1, Iaijutsu 2, Defense 1, Hunting 1, Investigation 1, Kenjutsu (Katana) 2, Kyujutsu 1, Lore: Shadowlands 1

Hazu's entire existence is one of tragic isolation. Born ronin and viewed little better than a bandit, he must also bear the scars of his lineage. His father died defending the heart of the Empire and his family during the fall of Otosan Uchi and the destruction of the Yotsu Dojo. Hazu survived, rushed from the corrupted city in his mother's arms. But, there were stories, whispers and rumors. Many believed the child had been touched by the Shadowlands. Still, his mother was always there, to watch over him and guide him. Then the Rain came. He watched the Blood wash over his mother. He saw the madness overcome her as she struck down those who tried to rescue her. Then, she left and he was alone. Hazu has nothing. He has no home, no family, and few possessions. He does however, have his sword. It's all he needs.

KaritsuAir: 2 Earth: 3 Fire: 2 Agility 3 Water: 2 Strength 3 Void: 2 School/Rank: Daigotsu Bushi 1 Glory: 0.0 Status: 0.0 (ronin) Honor: 1.5 Advantages: hands of stone, heart of vengeance (Crane)Disadvantages: disbeliever, disturbing countenance.Kata: NoneSkills: hunting 1, intimidation 3, jiujutsu 2, kenjutsu (katana) 2, kyujutsu 1, lore : Shadowlands 1, iaijutsu (focus) 3.

(Depending on your era, Karitsu will be a ronin or an official member of the Spider clan). Karitsu Isn’t really here by choice. He was the only available untainted young samourai of the Spider clan to be sent. Born of a Crane samourai who raped a geisha, he hates his father’s clan and that what the Spider wants. He has been sent to stir troubles among the young samourais, but not to the level of ending with lethal duels or threats of executions.

Attendants As the Empire’s most prestigious gempukku ceremony, the Topaz Championship is attended by numerous important personages. Typically, there are a large number of Crane in attendance, as might be expected, but also representatives from other Great Clans as well. In particular, the contest is of interest to those who have served or continue to serve as sensei. This year, the following important individuals are in attendance.

Kakita Noritoshi [Kakita Bushi 5 / Kenshinzen 2] As the Kakita family daimyo and master sensei of the Kakita Dueling Academy, the Topaz Championship falls directly under Kakita Noritoshi’s authority. Although Noritoshi is somewhat anti-social, his

legendary skill as a duelist and sensei ensures that the Championship’s host is treated with nothing short of respect and awe.

Miya Shoin, Imperial Herald [Miya Herald 5] The Imperial Herald is the Emperor’s personal messenger, and responsible for the Emperor’s decrees reaching even the most distant of his subjects. While young, Shoin is extremely devoted to his duties and widely respected throughout the Empire. As is customary, Shoin serves as the Master of Ceremonies for the Championship, ensuring that absolute impartiality is shown to all contestants.

Akodo Shigetoshi [Akodo Bushi 5 / Akodo tactical master 1] The Akodo provinces are a short distance from Crane lands and the Akodo family daimyo typically attends to oversee the Lion’s entrants in the competition. Shigetoshi is a reclusive daimyo, unknown to virtually everyone outside the Lion Clan. His presence at the contest attracts attention, but he is largely unconcerned with anything beyond the Lion contestants’ performance.

Isawa Sachi [Isawa Shugenja (Isawa Tensai : Earth) / Elemental Guard 2] The Elemental Master of Earth is among the Phoenix Clan’s most celebrated sensei. Sachi teaches many skills beyond those associated with his School, and finds the competition of tremendous interest. He will gladly speak with any guests or competitors, but politely refuses to speak to any representative from the Mantis Clan.

Mirumoto Rosanjin [Mirumoto Bushi 4 / Mirumoto Taoist Swordman 2 / Mirumoto master sensei 1] Before he was a general and the Mirumoto family daimyo, Mirumoto Rosanjin was a sense at Iron Mountain Dojo, the most illustrious dojo the Mirumoto family maintains. Rosanjin is well known for his outgoing nature and his pleasant disposition, and is the most approachable guest attending the competition.

Antagonists While the characters will certainly compete against the other contestants, perhaps even in a hostile manner, they will almost certainly come up against Juriken and his cohorts. Although his ronin companions should be equally matched with the characters, Juriken himself is an extremely dangerous adversary and should only be engaged with caution. Facing him at any sort of disadvantage may well result in one or more deaths among the characters.

Juriken, Disavowed Harrier Air: 2 Reflexes 3 Earth: 2 Fire: 3 Water: 2 Void: 3 School/Rank : Daidoji Scout 1 / Tengoku’s justice 1Infamy : 2,0 Status: 0.0 (ronin) Honor: 1.2 Advantages: Heart of Vengeance (Crane), Quick Disadvantages: Black Sheep, Driven (Humiliate Crane) Kata: Striking as Fire, Striking as Void.

Skills: Athletics 3, Battle 1, Sincerity (Deceit) 3, Defense 3, Hunting (traps) 3, Iaijutsu 2, Kenjutsu (Katana) 3, Knives 2, Kyujutsu (yumi) 2, Craft : Poison 2, Stealth (Ambush, Sneaking) 3, Traps 3, Lore : Underworld 2, Horsemanship 1.

Daidoji Juriken was a student at Shiro Giji, the hidden dojo where the Daidoji Harriers are trained. His skill was so impressive that his sensei broke a long-standing tradition and allowed him to compete at the Topaz Championship. Juriken not only concealed the rather questionable nature of his training, but competed and won the contest, becoming the Topaz Champion four years ago.Juriken went on to serve the Daidoji well, but two years after his appointment, he was captured during a mission. He was immediately disavowed by the Crane and cast out, accused of working on his own against the Scorpion. Juriken would have been executed, but escaped. He has harbored a terrible resentment of the Crane ever since, aghast that they would have discarded him so easily. Now he plans to sabotage the Topaz Championship to give the Crane the disgrace they so neatly avoided by casting him to the wolves.

<Begin Sidebar>Juriken is a member of the Daidoji Scout school. If you do not have Great Clans, consider that his technique grants him + 1k0 to all stealth and hunting rolls. <End Sidebar>

Kota, Jin, & Taka, Ronin Accomplices Air: 2 Earth: 2 Fire: 2 Agility 3 Water: 2 Strength 3 Void: 3 School/Rank: Ronin Bushi 1 Glory: 0.0 Status: 0.0 (ronin) Honor: 1.5 Advantages: Bland, Quick Healer Disadvantages: Failure of Bushido (courtesy), Greedy Kata: NoneSkills: Athletics 1, Defense 2, Jiujutsu 2, Kenjutsu (Katana) 2, Kyujutsu 1, Stealth 2, Lore : Underworld 1

Although never affiliated with the Crane Clan, these three ruffians have had difficult lives and are eager to make someone, anyone, suffer for it. Juriken’s skill and passion has been enough to ignite their own need for vengeance, and they will do anything to help him achieve it. If close to death, however, their conviction will likely waver, and they may attempt to barter for their lives.

Code of Bushido,   4th edition adaptation

Part 1 : a matter of honor

Iuchi TaigaSchool / rank : Iuchi shugenja 3Honor : 5,5 Glory : 2,0 Statut : 4,0

Fire : 2 (intelligence 3)Air : 3 (awareness 4)Earth : 2Water : 4Void : 3

Advantages : absolute direction, gaijin gear (telescope), irreproachable, social position (clan magistrate)Disadvantages : lame, weakness (strength).

Skills : battle 2, calligraphy (cipher) 1, horsemanship 1, lore : theology 3, meditation 2, spellcraft 5, medicine (herbalism) 5, hunting 2, jiujutsu 1, etiquette 3, investigation 4, lore : law 3, defense 5

Spells : blessed wind, by the Light of the Moon, legacy of Kaze-no-kami, call upon the wind, courage of the seven thunders, jurojin’s balm *, be the mountain, extinguish, bo of water, clarity of purpose, path to inner peace *, reversal of fortunes, the rushing wave, speed of the waterfall, Inari’s blessing, rejuvenating vapors *, wave-borne speed, regrow the wound *, silent waters, walking upon the waves, heart of the Water Dragon *, (*innate mastery).

Kihos : ride the Water Dragon.

Caravan merchants : School / rank : none.Honor : 2,5 Glory : 0,0 Statut : 0,1

Fire : 2Air : 1 (awareness 3)Earth : 2Water : 2 Void : 1

Advantages : bland.Disadvantages : dependant (family)

Skills : etiquette (bureaucracy) 2, lore : heraldry 1, lore : peasants superstitions 4, animal handling (ox) 3, commerce (appraisal) 5, craft : farming 2, craft : weaving 2, stealth 3, temptation (bribery) 2, another craft (depending the merchant) at 3 or 4.

Imperial Caravan Guards :

School / rank : Akodo bushi 1Honor : 6,5 Glory : 1,3 Statut : 1,0

Fire : 3Air : 2Earth : 2Water : 3Void : 2

Advantages : irreproachable.Disadvantages : phobia (3 points : ghosts).

Skills : battle (mass combat) 1, defense 3, kenjutsu 3, kyujutsu 2, lore : history 2, etiquette 3, investigation (notice) 3, jiujutsu 1.

Katas : strike as fire.

NibanSchool / rank : Shinjo bushi 3 (Shinjo scout) / East Wind 1Honor : 6,0 Infamy : 1,0 Statut : 0,0 (ronin)

Fire : 2 (agility 3)Air : 4Earth : 4Water : 3Void : 3

Advantages : blackmail (Otomo Yorishiku), hero of the people, leadership, paragon (compassion), higher purpose (build a ronin village), kharmic tie (1 rank, Kocho).Disadvantages : dependant (Kocho, 2 points), social disadvantage (ronin), soft-hearted, sworn enemy (Shinjo Gidayu).

Skills : athletics 4, defense 7, commerce 2, horsemanship 5, kenjutsu 5, kyujutsu 4, craft : armorsmithing 3, jiujutsu (grappling) 4, iaijutsu (assessment) 4, spears 3, lore : bushido 3, lore : theology 2, investigation (notice) 4, hunting (survival) 6, stealth 3, etiquette 2.

Katas : strike as void, strike as air, strike as earth, strength of the Unicorn.

TobukoSchool / rank : Yoritomo bushi 1 / Mantis brawler 2Honor : 1,0 Infamy : 1,0 Statut : 0,0 (ronin)

Fire : 2 (intelligence 3)Air : 3Earth : 4Water : 3Void : 2

Advantages : blackmail (Otomo Yorishiku), dark paragon (determination), heartless.Disadvantages : bad eyesight, driven (ambition), insensitive, social disadvantage (ronin).

Skills : commerce 2, defense 4, jiujutsu (improvised weapons) 6, kenjutsu 3, knives (kama) 2, sailing 1, craft : armorsmithing 2, etiquette 1, games : fortunes and winds 4, hunting 2, iaijutsu 2, intimidation (bullying) 5, sincerity (deceit) 2, lore : underworld (ronin groups) 4, perform : song 4, athletics 1.

Katas : strike as earth.

Ronin bandits : School / rank : none.Honor : 3,1 Infamy : 1,0 Statut : 0,0 (ronin)

Fire : 2 (agility 3)Air : 2Earth : 3Water : 2 (strength 3)Void : 2

Advantages : quick healer, irreproachableDisadvantages : social disadvantage (ronin), failure of bushido (depends the ronin, usually sincerity or courtesy), obtuse.

Skills : athletics 2, defense 1, hunting 3, any weapon skill at 3, animal handling (ox, horse or dog) 2, commerce 3, one or two craft skill at 2.

Katas : none.

KoanSchool / rank : self-taught shugenja 5 (affinity water, deficiency fire and air) Honor : 3,1 Glory : 0,0 Statut : 0,0 (ronin)

Fire : 3 (intelligence 5)Air : 3Earth : 4Water : 4Void : 6

Advantages : higher purpose (build a ronin village), ishiken-do, prodigy.Disadvantages : antisocial (2 points), consumed by knowledge, overconfident, social disadvantage (ronin)

Skills : athletics 2, hunting (survival) 2, meditation (void recovery) 5, spellcraft (spell research) 10, lore : theology (shintao) 3, lore : history 2, staves 4, calligraphy (cipher) 5, etiquette 2, investigation (search) 3, medicine (wound treatment) 5, defense 3, horsemanship 1, stealth (spell casting) 3.

Spells : a master shugenja who made a lot of research, he has access to nearly every spell in the corebook that he can cast.

Kihos : ride the water dragon, buoyed by the kami, song of the world, eight directions awareness, touch the void dragon.

<Begin sidebar> Who is Koan ?There is another Koan described in Time of the Void, and another one in the CCG. A third one shows up in some stories of the Clans War but no-one can tell if he is the same each time. One of them is Miyo Yoto’s friend, one of them is the one described in this scenario, one of them is a Dragon clan shugenja who became immortal thanks to a tattoo from Togashi. Another one, decades later, will win the tournament of Thunder and found the Order of Heroes. I can’t tell you if they are all and the same, but as his card says it “It seems every generation there is a ronin shugenja named Koan. I doubt he will be the last.” Up to you to decide which Koan you want. <End Sidebar>

KochoSchool / rank : none.Honor : 5,0 Glory : 0,0 Statut : 0,0 (ronin)

Fire : 3Air : 2Earth : 2Water : 1 (perception 3)Void : 2

Advantages : kharmic tie (Niban, 1 point), luck (9 points).Disadvantages : contrary, obligation (ronin village, 3 points), social disadvantage (ronin).

Skills : acting (farmer) 3, etiquette 2, investigation (notice) 3, lore : peasants superstitions 2, lore : heraldry 1, sincerity 3, athletics (running) 2, knives 1, craft: farming 2, stealth (shadowing) 2, jiujutsu 1, animal handling (ox) 2, kyujutsu 1

Katas : none.

Part 2 : testimony, murder and lies.

Otomo YorishikuSchool / rank : Otomo courtier 2Honor : 5,2 Glory : 3,0 Statut : 9,4

Fire : 2 (intelligence 4)Air : 3 (awareness 5)Earth : 2Water : 2Void : 3

Advantages : ally (Hantei XXXVIII 4/1), darling of the court (Gisu castle), social position (Emperor’s niece), voice.Disadvantages : dark secret (not the daughter of Tamekago), contrary, failure of bushido (compassion).

Skills : courtier (manipulation) 4, defense 1, etiquette 4, intimidation (control) 3, investigation 2, sincerity (deceit) 4, lore : heraldry 2, games : sadane 3, lore : history (Hantei line) 2, lore : law 2, perform : biwa 3, perform : dance 2, perform : oratory 3, horsemanship 3, temptation (seduction) 4.

Katas : none.

<Begin sidebar> Otomo Yorishiku and the Scorpion clan coup.Officially daughter of Otomo Tamekago, younger brother of Hantei XXXVIII (who trained under Kitsuki Yasu, combining the Otomo techniques with the Kitsuki ichi-miru), and Matsu Jiko, she was left the only heir to the Imperial Throne for many years until the birth of Hantei Sotorrii. Her father not only removed himself from the possible heirs by taking the Otomo name, but by joining the Togashi under the name Togashi Abekuni a couple of years ago (not many peoples know this fact, and the Imperial Records list him as dead).Otomo Tamekago was one of the earliest victims of the Scorpion clan coup, killed weeks before the attack on Otosan Uchi.<End Sidebar>

Hida YautaSchool / rank : Yasuki merchant 1Honor : 5,5 Glory : 1,0 Statut : 2,0

Fire : 2Air : 2Earth : 2Water : 3Void : 2

Advantages : large, irreproachable, social position (Imperial Handmaiden).Disadvantages : Benten’s curse, weakness (strength).

Skills : commerce (appraisal) 1, courtier (gossip) 3, defense 4, etiquette (conversation) 3, intimidation 2, sincerity (deceit) 3, animal handling (falcon) 1, investigation (notice) 2, lore : heraldry 2, perform : dance 2, jiujutsu 2, temptation (seduction) 2.

Katas : none.

Kitsu SaiaSchool / rank : Kitsu shugenja 1Honor : 6,5 Glory : 1,0 Statut : 2,0

Fire : 2 (intelligence 3)Air : 2Earth : 2Water : 3Void : 2

Advantages : allies (Otomo Yorishiku 4/1), irreproachable, social position (Imperial Handmaiden).Disadvantages : driven (ensure Otomo Yorishiku’s well being), small, weakness (strength)

Skills : battle 1, calligraphy (cipher) 2, etiquette (conversation) 3, lore : history 4, lore : theology 3, spellcraft 2, courtier (gossip) 3, investigation 1, lore : heraldry 1, meditation 2, tea ceremony 2, sleight of hand 1.

Spells : by the light of the moon, legacy of kaze-no-kami, Nature’s touch, to seek the truth, elemental ward, Jurojin’s balm*, clarity of purpose, path to inner peace *, sympathetic energies, rejuvenating vapors *, the ties that bind (*innate mastery).

Kihos : none.

Kakita Nantoko / Yogo BashikoSchool / rank : Shosuro actor 4Honor : 0,3 (5,3) infamy 8,0 : Statut : - 10,0

Fire : 3Air : 4Earth : 3Water : 3 (strength 6)Void : 1

Advantages : crafty, perceived honor (5 ranks), Benten’s blessing, silent.Disadvantages : dark secret (ninja). (She had others disadvantages, but the Nothing erased them).

Skills : acting (geisha, artisan) 7, etiquette (conversation) 5, knives 6, meditation 4, sincerity (deceit) 5, stealth (sneaking) 7, forgery (documents) 5, courtier (manipulation) 5, investigation (search) 3, lore : heraldry 3, lore : underworld 3, perform : biwa 4, perform : dance 4, tea ceremony 2, defense 7, horsemanship 3, sleight of hand (escape) 5, temptation (seduction) 6.

Katas : none.

Special abilities : Shadow rank 2 (see Enemies of the Empire page 143).- 1st persona : Kakita Nantoko, biwa player, glory 3,0 and status 2,0 (skills : artisan :

poetry, courtier, etiquette, lore : heraldry, perform : biwa, perform : dance, sincerity).- 2nd persona : Nanko, geisha, glory 3,0 and status – 1,0 (skills : courtier, etiquette, tea

ceremony, perform : biwa, perform : dance, perform : song, temptation).

Shinjo IrukoSchool / rank : Shinjo bushi 3Honor : 6,4 / 4,4 Glory : 2,0 Statut : 4,0 / 2,0

Fire : 3Air : 2Earth : 3Water : 3Void : 3

Advantages : dangerous beauty / Benten’s blessing, social position (clan magistrate / diplomat)

Disadvantages : as needed.

Skills : athletics 3, defense 5, commerce 2, horsemanship 5, kenjutsu 5, kyujutsu 4, jiujutsu (grappling) 4, iaijutsu (assessment) 4, lore : bushido 3, lore : theology 2, investigation (notice) 4, hunting (survival) 4, stealth 3, etiquette 3, intimidation 2, temptation (seduction) 3.

Katas : strike as fire, strike as earth, strike as void, strength of the Unicorn.

<Begin sidebar> When there are two stats listed for Iruko, choose the one will be the best to tailor her for your PC. <End Sidebar>

Shiba HimitsuSchool / rank : Shiba bushi 3Honor : 5,5 Glory : 3,0 Statut : 6,0

Fire : 3Air : 2Earth : 2 (stamina 3)Water : 3Void : 3

Advantages : precise memory, sage, social position (provincial governor).Disadvantages : brash, compulsion (3 points: sake), overconfident.

Skills : defense 5, kenjutsu 5, kyujutsu 3, meditation (void recovery) 3, spears 2, lore : theology 4, etiquette 3, calligraphy (high rokuganni) 3, courtier 3, investigation 2, lore : heraldry 1, lore : history 1, horsemanship 3, iaijutsu (assessment, focus) 5.

Katas : all he meets the requirements for.

Asako KagetsuSchool / rank : Shiba bushi 3 / Asako loremaster 2Honor : 6,5 Glory : 3,0 Statut : 6,0

Fire : 3 (intelligence 5)Air : 4Earth : 3Water : 3Void : 4

Advantages : darling of the court (Imperial court of Otosan Uchi), paragon (courtesy), sage, social position (provincial governor).Disadvantages : soft-hearted.

Skills : defense 7, kenjutsu (katana) 5, kyujutsu 3, meditation (void recovery) 6, spears 1, lore : theology (fortunes, shintao) 7, etiquette (courtesy) 6, calligraphy (high rokuganni) 3, courtier 5, investigation (notice) 4, lore : heraldry 3, lore : history 3, horsemanship 3, iaijutsu (assessment) 5, artisan : origami (Phoenix style) 3, perform : oratory 3, sincerity (honesty) 5.

Katas : all he meets the requirements for.

Asako KuroSchool / rank : Shiba bushi 2Honor : 5,5 Glory : 1,0 Statut : 1,0

Fire : 3Air : 3Earth : 3 (constitution 4)Water : 2 (perception 4)Void : 3

Advantages : quick, irreproachable.Disadvantages : obligation (Himitsu, 3 points), idealistic.

Skills : defense 5, kenjutsu (katana) 4, kyujutsu 3, meditation (void recovery) 3, spears 3, lore : theology 2, etiquette 3, jiujutsu 1, investigation (notice) 4, tea ceremony 1, intimidation 1, lore : heraldry 1.

Katas : strike as fire, strike as air, strike as earth, strike as void.

Hiruma UsigoSchool / rank : Hiruma bushi 5 or Hiruma scout 5 (Emerald magistrate as rank 3)Honor : 5,5 Glory : 3,0 Statut : 4,5

Fire : 3 (agility 5)Air : 3 (reflexes 4)Earth : 3 (willpower 4)Water : 4 (perception 7)Void : 2

Advantages : clear thinker, great potential (hunting), langage : ratling, social position (Emerald magistrate).Disadvantages : ascetic, bad eyesight, permanent wound.

Skills : athletics 7, hunting (tracking) 8, kenjutsu (katana) 7, kyujutsu 7, lore : Shadowlands (goblin) 5, stealth (sneaking) 7, heavy weapons 5, courtier 3, etiquette (conversation) 3, investigation (notice) 7, lore : maho 4, lore : Ratling culture 4, lore : law 3, medicine (wound treatment) 5, battle 5, defense 5, horsemanship 3, jiujutsu (kobo-ichi-kai) 4.

Katas : strength of the Crab, strike as fire, strike as air, strike as earth, strike as water.

Isawa UonaSchool / rank : Kakita artisan 2 / Isawa shugenja (air) 3 (Isawa Tensai)Honor : 4,7 Glory : 3,0 Statut : 6,0

Fire : 3Air : 5Earth : 2Water : 3Void : 3

Advantages : allies (Isawa Eju, 4/1), Benten’s blessing, inheritance (Crane’s feather), social position (acolyte of air), wealthyDisadvantages : contrary, consumed by will, indifferent, true love (Kitsu Koji).

Skills : courtier (gossip) 5, games : sadane 3, etiquette (conversation) 5, sincerity 5, perform : danse 4, perform : song 4, artisan : poetry 8, lore : elements (air) 6, calligraphy (cipher) 3, lore: theology (fortunes) 3, medicine 3, meditation (void recovery) 4, spellcraft (importune) 5, divination 4, investigation 3, lore : heraldry 3, lore : omens 2, tea ceremony 2, defense 4, horsemanship 3.

Spells : as the personal student of the master of Air, she has access to any spells she wants. She carries with her mostly court-related spells.

Kihos : riding the clouds, soul of the four winds, ride the water dragon.

Isawa TomoSchool / rank : Isawa shugenja (water) 5 (Isawa tensai) / elemental guard 1Honor : 5,8 Glory : 6,0 Statut : 7,0

Fire : 3Air : 3 (reflexes 5)Earth : 3Water : 6Void : 5

Advantages : luck (6 points), crafty, social position (master of water).Disadvantages : obligation (3 points, Yogo Shidachi), weakness (strength), Bishamon’s curse.

Skills : lore : elements (water) 6, calligraphy (cipher) 5, lore: theology (fortunes) 6, medicine (herbalism) 7, meditation (void recovery) 5, spellcraft (spell research) 5, jiujutsu 2, lore : Scorpion clan 2, sailing 2, courtier (gossip) 3, etiquette 5, investigation 3, lore : heraldry 3, lore : history 3, battle 2, defense 7, horsemanship 3.

Spells : as the Master of Water, despite his young age, he has access to any spells he wants, including many secrets ones.

Kihos : ride the water dragon, buoyed by the kami, chi protection, song of the world, touch the void dragon, to the last breath.

Seppun Ryuden School / rank : Seppun Guardsman 5Honor : 5,5 Glory : 3,0 Statut : 6,0

Fire : 3Air : 3Earth : 3Water : 3Void : 3

Advantages : Bishamon’s blessing, strength of the earth, social position (provincial governor)Disadvantages : brash, compulsion (sake, 4 points), failure of bushido (compassion).

Skills : battle 5, defense 5, etiquette 7, iaijutsu (assessment, focus) 7, kenjutsu (katana) 7, kyujutsu 3, courtier 5, investigation (notice) 5, lore : history 3, lore : heraldry 3, lore : bushido 3, sincerity 5, athletics 3, horsemanship 3, hunting 3, intimidation 6.

Katas : all those he qualifies for.

<Begin Sidebar> Why Ryuden is a Seppun ?I provide here the stats of “Ryuden” as a Seppun lord so he has full stats to simplify the life of some GMs. His skills are general enough so that he can be modified for any bushi school of any clan at the need of the campaign. <End Sidebar>

Part 3 : deadly ground

Mirumoto HanzuSchool / rank : Mirumoto bushi 3Honor : 5,5 Glory : 3,0 Statut : 5,0

Fire : 3Air : 3Earth : 3Water : 2Void : 3

Advantages : luck (3 points), great potential (iaijutsu), social position (chui)Disadvantages : driven (political power), failure of bushido (courtesy).

Skills : defense 7, iaijutsu (focus, assessment) 7, kenjutsu (katana) 7, lore : shugenja 1, meditation 1, lore : theology 1, kyujutsu 2, courtier 3, etiquette 3, investigation (notice) 3, lore : heraldry 2, athletics 1, battle 5, horsemanship 3.

Katas : any he qualifies for.

Shosuro TageSchool / rank : Shosuro infiltrator 3 / Shosuro actor 2Honor : 2,4 (4,4) Glory : 4,0 Statut : 2,0

Fire : 3Air : 3 (awareness 5)Earth : 2Water : 3 (perception 5)Void : 3

Advantages : allies (Shosuro Hametsu 4/1), allies (Bayushi Kyoto 2/1), dangerous beauty, great destiny (avatar of Selquet), heartless, perceived honor (2 ranks), social position (diplomat).Disadvantages : dark secret (spy), disbeliever, failure of bushido (compassion).

Skills : acting (courtier) 9, athletics 4, ninjutsu 4, sincerity (deceit) 6, stealth (sneaking) 5, etiquette (conversation) 5, knives 4, meditation 4, lore : literature 2, calligraphy (cipher) 5, courtier (manipulation) 7, investigation (search) 5, lore : heraldry 3, perform : oratory 4, defense 3, horsemanship 3, sleight of hand (conceal) 5, temptation (seduction) 5.

Special : - 1st persona : Bayushi Nomen, courtier, glory : 1,0, status : 1,0 (skills : calligraphy, courtier, etiquette, investigation, sincerity, temptation, lore : heraldry).

<Begin sidebar> Shosuro Tage, avatar of Selquet.Selquet was the avatar of the Senpet (and most of the Burning Sands) sun deity, Shilah. Selqet was also known as Punisher of the Dead, Friend to the Faithful, and Keeper of Lies. Legends says that when the four avatars of Selquet would be reunited, they would brought the Awakening. It happened, and they gave their mortal lives to free the Kami shinjo from the Black Earth, a spirit-realm corrupted by the Lying Darkness.<End sidebar.>

Acting troupe : School / rank : Shosuro actor 2Honor : 1,5 (3,5) Glory : 1,0 Statut : 1,0

Fire : 2Air : 3 (awareness 4)Earth : 2Water : 2 (perception 3)Void : 3

Advantages : perceived honor (2 ranks), crafty, read lips, sensation.Disadvantages : dark secret (spy), failure of bushido (compassion), obligation (Shosuro Tage, 6 points). Yogo Yasai has true love (Shosuro Tage) in addition and Taushui, dark fate (death at Oblivion’s gate).

Skills : acting (emphasis according to persona) 6, etiquette 3, knives 4, meditation 1, sincerity (deceit) 3, stealth 3, perform : oratory 3, calligraphy 1, courtier 3, investigation 1, lore : heraldry 1, lore : underworld 1, sleight of hand 2, temptation 3.

Special : Below I’ll be listing the persona of all the others members of Shosuro Tage’s troop. The personas have no names on purpose so you can select one according to your needs. When I precise female, it’s so you know the character is actually a female.

- Bayushi Gadigo, persona : Bayushi bushi, glory 1,0, statut 1,0, skills : courtier, defense, etiquette, iaijutsu, kenjutsu, sincerity, temptation.

- Bayushi Kutsuko (female), persona : Bayushi courtier, glory 1,0, statut 1,0, skills : calligraphy, courtier, etiquette, investigation, sincerity, temptation, lore : heraldry.

- Shosuro Aidata, persona : Soshi magistrate, glory 1,0, statut 4,0, skills : athletics, defense, intimidation, jiujutsu, kenjutsu, lore : underworld, hunting.

- Shosuro Taushui (female), persona : geisha, glory 3,0 and status – 1,0, skills : courtier, etiquette, tea ceremony, perform : biwa, perform : dance, perform : song, temptation.

- Yogo Yasai, persona : geisha, glory 3,0 and status – 1,0, skills : courtier, etiquette, tea ceremony, perform : biwa, perform : dance, perform : oratory, temptation.

- Shosuro Suta, persona : farmer, glory 0,0 and status 0,0, skills : craft : brewing, craft : farming, craft : cooking, etiquette, animal handling, commerce, sailing.

Part 4 : Imperial Histories : the battle of Nightingale village.

The official events of the scenario Code of Bushido are described in the book Way of the Wolf. Niban kidnapped the niece of the Emperor, and a group of bold samourais saved her, but her true lineage wasn’t revealed. Nightingale village was burned to the ground by the Phoenix forces and all the ronins and villagers were killed. Rumours say a few villagers may have survived, but no-one claimed this dubious honor.

The Hare clan trilogy :

1 st scenario : the Hare clan

Bayushi Minikui, Yogo Atsui, Shosuro Nagai, Usagi Seiki, Usagi Muso, Bayushi Sadako, Kochako Tomi, Soshi Hizoka, random ninjas, Usagi Koretada and Usagi Yasuko are built as starting characters : you can use them as sample characters for your players who would be joining the game and didn’t had their own character, you just need to remove the social position advantage of Bayushi Sadako, Kochako Tomi and Soshi Hizoka.

Kennô, the Hare ancestral sword.The Hare ancestral sword is a 4k3 katana that grants the following effects :

- Speed of the Hare : if the bearer is a member of the Hare Clan, the bearer is considered to always have the Breath of Wind style kata active, but it doesn’t count as a kata (so the bearer can still have a kata active, but this kata can never be Breath of Wind style).

- Protection against the hunter’s arrow : if the bearer is a member of the Hare clan, his armor TN against ranged attacks is increased by 5, and the TN of all hostiles spells is increased by 5.

- Bloodspeaker’s curse : once per round, during the reaction stage, the curse activate if there is a Bloodspeaker in sight and involved in the skirmish. The bearer suffers 5 wounds and one bloodspeaker in sight (the one with the more wounds) heals 5 wounds. There is no visual effect to this curse.

Usagi Ozaki School / rank : Usagi bushi 3 Glory : 4,0 Honor : 4,2 Statut : 6,0

Fire : 3 (agility 4) Air : 3 Earth : 2 Water : 2 (perception : 3) Void : 3

Advantages : ancestor (Reichin), balance, clear thinker, daredevil, quick, social position (Hare clan heir), wary.Disadvantages : idealistic, sworn enemy (Kolat splinter group).

Skills : athletics (running) 3, defense 5, hunting (tracking) 4, jiujutsu 3, kenjutsu 5, lore : Maho 1, lore : Kolat 2,

etiquette 3, investigation 5, medicine (wound treatment) 4, battle (skirmish) 3, horsemanship 3, iaijutsu (assessment) 4.

Katas : strike as fire, strike as air, strike as void.

Ancestor : Reichin (3 points).Reichin’s descendants have his ability to solve puzzles and detect traps. They have a + 1k1 bonus to such rolls and any void point spent for those rolls give + 2k2 instead of + 1k1.Demands : Reichin’s curiosity affect his descendants. They are considered to have the consumed (Knowledge) disadvantage. If they have already this disadvantage, the willpower TN roll increase to 35.

The ogre : use the ogre stats (Corebook page 328). He has lost 20 wounds at the time the players arrive.

Usagi TomoeSchool / rank : Kitsu shugenja 2Honor : 6,5 glory : 1,0 Statut : 2,0

Fire : 2 (intelligence 3)Air : 3Earth : 2Water : 3Void : 2

Advantages : balance, social position (diplomat), Inari’s blessing.Disadvantages : fascination (magic), idealistic, obligation (Kitsu family, 3 points), small.

Skills : battle 1, calligraphy (cipher) 2, etiquette 3, lore : history 3, lore : theology 3, spellcraft 3, defense 3, courtier 3, investigation 2, lore : Kolat 1, medicine 5, knives 1, stealth 1.

Spells : blessed wind, by the light of the moon, cloak of night, Benten’s touch,

courage of the seven thunders, Jurojin’s balm, bo of water, clarity of purpose, path to inner peace *, spirit of water, cloak of the Miya *, Inari’s blessing, Rejuvenating vapors *, regrow the wound * (* are innate mastered spells).

Kihos : ride the water dragon.

[img]http://l5rsearch.com/images/cards/Kitsu%20Tomoe.jpg[/img]

Usagi Oda : School / rank : Usagi bushi 5 / Akodo bushi 1Honor : 6,5 glory : 4,0 Statut : 7,5

Fire : 4Air : 3Earth : 3 Water : 4Void : 4

Advantages : clear thinker, daredevil, hero of the people, paragon (compassion).Disadvantages : bad health, dependant (Usagi Kinotu), idealistic, permanent wound.

Skills : athletics (running) 7, defense 7, hunting 5, jiujutsu (Hare style) 4, kenjutsu 6, lore : Maho 3, etiquette 7, battle (mass combat) 3, kyujutsu 2, lore : history 2, lore : bushido 6, courtier 3, investigation (notice) 5, horsemanship 7, iaijutsu (assessment, focus) 7, stealth 3.

Katas : strike as fire, strike as air, strike as earth, strike as water, strike as void, disappearing world style, reckless abandon style, strength of purity style, strength of the Lion.

<Begin sidebar>Changes from the original scenario : Oda has a second son, named Usagi Kinotu. Kinotu is 5 to 6 years old during the assault of Shiro Usagi, and disguised as an heimin child will be sneaked out of the castle at the first duel won by the defenders by Genko, a loyal farmer of the Hare clan( after swearing to Oda to never reveal it). In the official storyline, Ozaki won the first duel against the Scorpion, and Oda died during the second one. <End sidebar>

Goblin spy : use the goblin sneak stats Enemies of the Empire page 223 with a skill : ride : goblin mount of 1.Goblin mount : use the same stats but under the effects of Goblin mount spell.

New maho spell :Goblin mount : Ring / mastery : water 1Range : touch.Area of effect : one goblin.Duration : permanent (a second casting of the spell on the same goblin return him to normal)Raises : none.This spell can only be cast by goblin shamans, but no-one else would want to learn such a spell. The spell takes 30 minutes to be cast and slowly turn the unwilling victim into a goblin mount. His shape change to allow a better running on all four and his back strengthen to support the weight of a rider. The goblin stats undergo the following changes : water ring increase to 3 (both traits are set to 3 unless they are higher), + 1 stamina, swift + 1, intelligence – 1. As a mount he can’t really use his hands for anything requiring dexterity (like using a weapon) and he can’t

stand up on his feet for more than a few minutes. This spell is often used as a punishment; the mount’s only hope to return to normal is to please the caster.

[img]http://l5rsearch.com/images/cards/5068_137477746112_29485536112_3514118_782321_n.jpg[/img]

Mug and MugUse the ogre stats (corebook page 328) with the following modifications : reflexes 2, fire 2, armor TN 15, initiative 3k2 and attack : club 4k3.

Ratling warriors : use the Nezumi stats (corebook page 329) for the 5 warriors and the typical Nezumi warrior (rank 2) for their leader (Enemies of the Empire page 127).

Masago School / rank : Kitsu shugenja 1 (IR 2)Honor : 2,5 Infamy : 2,0 Statut : 0,0 (ronin)

Fire : 2Air : 3Earth : 2 (willpower 4)Water : 3Void : 3

Shadowlands taint : 2,6Shadowlands powers and mutations : child of darkness.

Advantages : allies (Last Chance bandit group 1/1), crafty, forbidden knowledge (Maho).Disadvantages : consumed (knowledge), failure of bushido (honor), bounty (2 points), insensitive, social disadvantage (ronin).

Skills : battle 1, calligraphy (cipher) 2, etiquette 3, lore : history 1, lore : theology 2, spellcraft 3, defense 3, investigation 2, medicine 5, knives 1, stealth 3, lore : maho 4, lore : anatomy 2, horsemanship 1, intimidation (torture) 2

Spells : blessed wind, by the light of the moon, cloak of night, way of deception, call upon the wind *, hidden visage *, armor of earth, Jurojin’s balm, bo of water, clarity of purpose, path to inner peace *, spirit of water, cloak of the Miya *, Rejuvenating vapors *, bleeding, blood rite, blood and darkness, disrupt the limb, inspire fear, summon undead champion, curse of weakness, pain, summon oni. (* are innate mastered spells).

Special : Masago summoned and gave her name to the oni now known as the Lady of Black Hands. She now bears an oni mark (see summon oni, corebook page 273) and rolls willpower + 6k2 to resist having her name stolen.

Goblin chucker : use the stats of the Goblin chucker (Enemies of the Empire page 221)Goblin skirmisher : use the stats of the Goblin (Corebook page 327)

Goblin woman : Air 1 Earth 2 Fire 1 Water 1Taint Rank: 2Initiative: 2k1Attack: club 2k1 (complex)Damage: 2k1

Armor TN: 10Reduction: 1Wounds: 3 : + 5; 6: +10; 9 : dead.Skills: etiquette : goblin (complaint) 5, craft : cooking 2Special Abilities: swift 1

Goblin brats : Air 1 Earth 1 Fire 1 Water 1Taint Rank: 2Initiative: 1k1Attack: stick and stone 1k1 (complex)Damage: 2k1Armor TN: 10Reduction: 1Wounds: 3: +10; 6: dead.Skills: Special Abilities: swift 1

Big Stick : uses the goblin warmonger stats (Enemies of the Empire p 223)

The Exalted Ugu : Air 1 (reflexes 2) Earth 3 Fire 3 Water 2Taint Rank: 4Initiative: 3k2Attack: 3k2 (Hare clan sword, complex)Damage: 6k3Armor TN: 20Reduction: 4Wounds: 12 : + 5; 24 : dead.Skills: craft : magic mud 3, hunting (survival) 1, intimidation (bullying) 2, lore : maho 2, lore : shadowlands 4, medicine (goblin, herbalism) 2, spellcraft 2, stealth 2Special Abilities:

- Swift 2- Spellcaster : can cast maho spells as though it possesses insight rank 1. - Spell list : goblin mount, bleeding, blood rite, written in blood, pain.- Can summon two vengeful ghosts.

When he reaches the + 5 wound level, he will beg for his life.

Two vengeful ghosts : Air 2 Earth 4 Fire 3 Water 3Initiative: 3k2Attack: 5k3 (spirit sword, complex)Damage: 6k1Armor TN: 15Reduction: 4Wounds: 20 : +5 ; 40 : +10; 60 : +15; 80 : vanished.Skills: athletics (running) 1, defense 3, hunting 3, jiujutsu 1, kenjutsu 3, lore : maho 1, lore : history (Hare clan) 2Special Abilities:

- Fear 2 - Immortality : those yorei cannot be actually killed, and if their physical form is des-

troyed, they’ll reform later on. The only way to actually destroy them is to settle the reason they are still in the mortal world.

- Spirit- Superior invulnerability : they are immune to all illusion spells and to all spells, skills

and techniques which affect the mind or thoughts.- Vulnerability : weapons covered in human blood will inflict normal damage, ignoring

the spirit trait and the reduction. An intelligence + lore : ghosts TN 15 will allow a player to remember it. It can also be done with lore : shugenja or lore : spirit realms but the TN increase to 20.

Bayushi MinikuiSchool / rank : Bayushi bushi 1Honor : 2,5 glory : 1,0 Statut : 2,0

Fire : 3Air : 2Earth : 2Water : 2Void : 3

Advantages : crafty, dangerous beauty, luck, social position (gunso)Disadvantages : disbeliever , failure of bushido (courage), overconfident.

Skills : courtier (manipulation) 2, defense 2, etiquette 1, iaijutsu (assessment, focus) 3, kenjutsu 3, sincerity 1, battle 1, investigation 1, horsemanship 1, lore : heraldry 1, craft : poison 1.

Katas : none.Equipment : light armor, daisho.

Yogo AtsuiSchool / rank : Bayushi bushi 1Honor : 2,5 glory : 1,0 Statut : 1,0

Fire : 3Air : 2Earth : 3Water : 2Void : 2

Advantages : heartless, dark paragon (determination), strength of the earth.Disadvantages : bad eyesight, disturbing countenance, failure of bushido (courtesy).

Skills : courtier (manipulation) 1, defense 1, etiquette, iaijutsu 2, kenjutsu 3, sincerity 1, battle 1, investigation 1, lore : heraldry 1, intimidation 3

Katas : none.Equipment : heavy armor, daisho.

Shosuro NagaiSchool / rank : Bayushi bushi 1Honor : 2,5 glory : 1,0 Statut : 1,0

Fire : 3Air : 3Earth : 2Water : 2Void : 2

Advantages : crab hands, quick, Bishamon’s blessing.Disadvantages : failure of bushido (compassion), insensitive, cursed by the realm (gaki-do).

Skills : courtier (manipulation) 1, defense 3, etiquette 1, iaijutsu 1, kenjutsu 1, sincerity 1, battle 1, polearms 3, lore : heraldry 1, investigation 1

Katas : none.Equipment : daisho, naginata, light armor.

Usagi SeikiSchool / rank : Usagi bushi 1Honor : 4,0 glory : 1,0 Statut : 1,0

Fire : 2 (agility 3)Air : 3Earth : 2Water : 2Void : 2

Advantages : large, Bishamon’s blessing, strength of the earth.Disadvantages : brash, compulsion (opium, 4 points), wrath of the kami (air).

Skills : athletics (running) 1, defense 3, hunting 1, jiujutsu 1, kenjutsu 3, lore : maho 1, investigation 1, stealth (shadowing) 2.

Katas : none.Equipment : light armor, daisho.

Usagi TakeshiSchool / rank : Usagi bushi 3Honor : 5,5 glory : 3,0 Statut : 6,0

Fire : 3 (agility 4)Air : 3 Earth : 3Water : 3Void : 3

Advantages : irreproachable, leadership, luck (6 points).

Disadvantages : antisocial (2 points), idealistic, Benten’s curse.

Skills : athletics (running) 1, defense 7, hunting 4, jiujutsu 3, kenjutsu 5, lore : maho 2, investigation (notice) 5, courtier 3, etiquette 5, lore : heraldry 3, battle 5, horsemanship 3, iaijutsu (assessment, focus) 5.

Katas : strike as air, strike as earth, strike as fire, strike as void.Equipment : heavy armor, daisho.

<Begin sidebar>Since Oda has been ranked up to rank 3, here is an additional rank 1 Usagi bushi. Muso shows up in the Haunting of Shiro Usagi as the leader of the Usagi ronins protecting the ruins of the castle. He is a friendly and open fellow, and physically strong.<End sidebar>

Usagi Muso School / rank : Usagi bushi 1Honor : 5,0 Glory : 1,0 Statut : 1,0

Fire : 2 (agility 3)Air : 2 (awareness 3)Earth : 2Water : 2 (strength 3)Void : 2

Advantages : quick, way of the land (Hare provinces).Disadvantages : can’t lie, doubt (investigation), idealistic, phobia (snakes, 2 points).

Skills : athletics (running) 1, defense 1, hunting 1, jiujutsu 1, kenjutsu 3, lore : maho 1, investigation 1, animal handling 1, kyujutsu 1, iaijutsu (assessment) 3.

Katas : none.Equipment : light armor, daisho.

Bayushi SadakoSchool / rank : Bayushi bushi 1Honor : 3,5 glory : 3,0 Statut : 3,0

Fire : 3Air : 2 (reflexes 3)Earth : 2 (willpower 3)Water : 2Void : 2

Advantages : great potential (iaijutsu), social position (gunso), sacred weapon (Shosuro blade).Disadvantages : bad health, consumed by insight (iaijutsu), failure of bushido (compassion).

Skills : courtier (manipulation) 1, defense 1, etiquette 1, iaijutsu (assessment) 3, kenjutsu 1, sincerity 1, battle 3, craft : poison 1, lore : heraldry 1.

Katas : none.Equipment : light armor, daisho (including a Shosuro blade), fial of fire biter (Corebook page 333).

Bayushi Tomi of house KochakoSchool / rank : Soshi magistrate 1Honor : 2,5 glory : 3,0 Statut : 3,0

Fire : 2 (agility 4)Air : 2 (reflexes 3)Earth : 2Water : 2 (strength 3)Void : 2

Advantages : hands of stone, large, social position (gunso).Disadvantages : antisocial (4 points), brash, failure of bushido (honesty).

Skills : athletics 1, defense 1, intimidation (control) 2, jiujutsu 3, kenjutsu 3, lore : underworld 1, battle 2, craft : poison 1.

Katas : none.Equipment : heavy armor, daisho, fial of night milk (Corebook page 333).

Soshi HizokaSchool / rank : Soshi shugenja 1Honor : glory : Statut :

Fire : 3Air : 3Earth : 2Water : 2Void : 2

Advantages : crafty, social position (gunso), voice.Disadvantages : insensitive, overconfident, wrath of the kami (fire).

Skills : calligraphy (cipher) 1, courtier 3, etiquette 1, lore : theology 1, spellcraft 1, stealth 1, kenjutsu 2, defense 1, iaijutsu (assessment) 3, battle 2, craft : poison 1.

Spells : path to inner peace, tempest of air, yari of air, mists of illusion, biting steel, fires of purity.Equipement : light armor, daisho, fial of night milk (Corebook page 333).

Random ninjas (stats working for ninja #1 and #2)School / rank : Shosuro infiltrator 1Honor : 1,5 glory : 1,0 (as his secret identity of a bushi) / Infamy : 8,0 Statut : 1,0 (as his secret identity of a bushi) / - 10,0

Fire : 2 (agility 3)

Air : 3Earth : 2Water : 2Void : 3

Advantages : crafty, irreproachable, silent.Disadvantages : dark secret (ninja), failure of bushido (compassion), insensitive.

Skills : acting 2, athletics, ninjutsu 3, sincerity, stealth (sneaking) 3, kenjutsu 2, investigation, defense.

Katas : none.

Usagi KoretadaSchool / rank : Kitsu shugenja 1Honor : 6,5 glory : 1,0 Statut : 1,0

Fire : 2Air : 3Earth : 2Water : 3Void : 2

Advantages : different school (Kitsu shugenja), luck (3 points), soul of artistry (craft).Disadvantages : frail mind, soft-hearted, weakness (strength).

Skills : battle 1, calligraphy (cipher) 1, etiquette 2, lore : history 1, lore : theology 2, spellcraft 2, defense 1, lore : maho 1, medicine 3, investigation 1.

Spells : Jurojin’s balm, blessed wind, by the light of the moon, path to inner peace, cloak of the Miya, clarity of purpose.

Usagi YasukoSchool / rank : Kitsu shugenja 1Honor : 6,5 glory : 1,0 Statut : 1,0

Fire : 2Air : 3Earth : 2Water : 3Void : 2

Advantages : different school (Kitsu shugenja), luck (3 points), soul of artistry (artisan).Disadvantages : compulsion (eating, 2 points), soft-hearted, weakness (strength).

Skills : battle 1, calligraphy (cipher) 1, etiquette 2, lore : history 1, lore : theology 2, spellcraft 2, defense 1, lore : maho 1, medicine 3, investigation 1.

Spells : Jurojin’s balm, blessed wind, by the light of the moon, path to inner peace, cloak of the Miya, ebbing strength.

<Begin Sidebar>Bayushi Tomaru’s stats are provided in case someone want to face him, assassinate him or just for the Mass battle rolls. I added his Clan War Miniature Game bio. Tomaru, son of a Bayushi geisha, was adopted into the Scorpion noble family at a young age, trained in the arts of battle and taught Scorpion cunning. After the Coup struck down those of his family who had claimed Otosan Uchi, Tomaru gathered what remained of the Scorpion house Guard and fled to the secret labyrinths beneath Kyuden Bayushi - waiting for the time when he could at last destroy those who thought to end the Bayushi name. <End sidebar>

Bayushi Tomaru :School / rank : Bayushi Bushi 5

Fire : 4Air : 3Water : 4Earth : 3Void : 3

Infamy 4,0 Status : 6,2 Honneur : 2,5

Advantages : absolute direction, ally (Bayushi House Guard, 2/4), crafty, dark paragon (determination), leadership, quick, strength of the earth, tactician.Disadvantages : disbeliever, insensitive, overconfident.

Skills : courtier (manipulation) 6, defense 5, etiquette 3, iaijutsu 5, kenjutsu (katana) 5, sincerity (deceit) 5, investigation 3, lore : underworld 5, battle (mass battle) 7, horsemanship 3, hunting 3, polearms 5, forgery (documents, personal seals) 5, intimidation (bullying, control) 8, stealth 5.

Katas : strike as fire, strike as air, strike as water, strike as earth, strike as void, breath of the wind style, hidden blade style, veiled menace style, strength of the Scorpion.

Second scenario : The Haunting of Usagi Castle :

<Begin sidebar> Ozaki isn’t in the second scenario but I’m giving his stats if players want to contact him. <End sidebar>

Usagi Ozaki School / rank : Usagi bushi 4 Infamy 4,0 Honor : 4,2 Statut : 0,0 (ronin)

Fire : 3 (agility 4) Air : 4Earth : 2Water : 2 (perception : 3) Void : 3

Advantages : ancestor (Reichin), balance, clear thinker, daredevil, forbidden knowledge (Kolat, Maho), quick, sacred weapon (ancestral sword of the Hare), wary.Disadvantages : bad eyesight, bounty (6 points), driven (to avenge his clan, find his sister), haunted (by Usagi Oda), social disadvantage (ronin), sworn enemy (Kolat splinter group).

Skills : athletics (running) 5, defense 5, hunting (tracking) 4, jiujutsu (improvised weapons)3, kenjutsu 5, lore : Maho 1, lore : Kolat 2, etiquette 5, investigation 6, medicine (wound treatment) 5, sincerity (deceit) 3, battle (skirmish) 3, horsemanship 3, iaijutsu (assessment) 4.

Katas : strike as fire, strike as air, strike as void, strike as earth.

Asako MoharuSchool / rank : Isawa shugenja (water) 3 (IR 4 : she is waiting to be allowed into the Asako Inquisitor advanced school).Honor : 5,5 glory : 2,0 Statut : 4,0

Fire : 3Air : 3Earth : 2 (willpower 3)Water : 4Void : 3

Advantages : allies (Asako Inquisitors 4/2), forbidden knowledge (maho), irreproachable, sacred weapon (Inquisitor’s strike).Disadvantages : consumed by knowledge, driven (to bring justice), soft-hearted, weakness (strength).

Skills : calligraphy (cipher) 5, lore : theology 2, lore : maho 3, medicine 3, meditation 2, spellcraft 5, courtier 3, etiquette (bureaucracy) 3, investigation (interrogation) 4, lore : law 5, lore : shugenja 4, horsemanship 3.

Spells : blessed wind, by the light of the moon, to seek the truth, Benten’s touch, secrets of the wind, whispering wind, armor of earth, courage of the seven thunders, earth’s stagnation,

earth’s touch, elemental ward, jade strike, Jurojin’s balm, minor binding, hands of clay, earth’s protection, purge the taint, strength of the crow *, extinguish, hurried steps *, bo of water, clarity of purpose, path to inner peace *, reflections of Pan’ku, reversal of fortunes, spirit of battle, cloak of the Miya *, reflective pool; rejuvenating vapors *, the ties that bind, wisdow and clarity, near to ice, regrow the wound *, silent waters, visions of the future, water kami’s blessing, dominion of Suitengu, heart of the water dragon, symbol of water. (* are innate mastered spells).

Kihos : buoyed by the kami, ride the water dragon, song of the world.

(Usagi) Muso School / rank : Usagi bushi 2Honor : 5,0 Infamy : 2,0 Statut : 0,0 (ronin)

Fire : 2 (agility 3)Air : 3Earth : 2Water : 3Void : 3

Advantages : quick, way of the land (Hare provinces).Disadvantages : can’t lie, doubt (investigation), idealistic, phobia (snakes, 2 points).

Skills : athletics (running) 1, defense 3, hunting 4, jiujutsu (Hare style) 5, kenjutsu 3, lore : maho 1, investigation 3, animal handling (ox) 4, kyujutsu 2, iaijutsu (assessment) 3, stealth 2.

Katas : strike as air, strike as void.Equipment : light armor, daisho.

Soshi SanruSchool / rank : Soshi shugenja 2Honor : 1,5 Infamy : 1,0 Statut : 0,0 (ronin)

Fire : 2 (intelligence 3)Air : 3Earth : 2Water : 2Void : 3

Shadowlands taint : 1,1

Advantages : bland, crafty, forbidden knowledge (Maho), read lips.Disadvantages : cursed by the realm (Jigoku), driven (avenge the Scorpion clan), dark secret (maho-tsukai), small, social disadvantage (ronin).

Skills : calligraphy (cipher) 1, courtier 1, etiquette 1, lore : theology 1, spellcraft 3, stealth 3, lore : law 1, lore : ghosts 2, lore : maho 2, knives 3, craft : poison 3, investigation 1, sincerity (deceit) 3, defense 1, horsemanship 1, intimidation (torture) 2.

Spells : blessed wind*, by the light of the moon, cloak of night*, legacy of Kaze-no-kami, tempest of air*, token of memory, way of deception, yari of air, Benten’s touch, hidden visage*, the kami’s whisper, mists of illusion, secrets on the wind*, essence of air, the eye shall not see, mask of wind*, summon fog *, armor of earth, elemental ward, jade strike, Jurojin’s balm, grasp of earth, earth’s protection, extinguish, clarity of purpose, path to inner peace*, cloak of the Miya, Inari’s blessing, rejuvenating vapors*, bleeding, blood and darkness, inspire fear, sinful dreams.(* are innate mastered spells).

Kihos : song of the world.

Equipment : ashigaru armor, tanto with night milk poison, fial of night milk (Corebook page 333).

Scorpion clan roninsSchool / rank : Bayushi bushi 1Honor : 1,5 Infamy : 1,0 Statut : 0,0 (ronin)

Fire : 3Air : 3Earth : 2Water : 2Void : 2

Advantages : crafty, dark paragon (will), silentDisadvantages : driven (to avenge the Scorpion clan), failure of bushido (honesty), social disadvantage (ronin).

Skills : courtier (manipulation) 1, defense 3, etiquette 3, iaijutsu 3, kenjutsu 3, sincerity 3, stealth 3, investigation (search) 2, lore : underworld 2, hunting 2, horsemanship 1.

Katas : strike as air, strike as fire, strength of the scorpion, breath of the wind style.

3 rd scenario : Bells of the Dead :

Usagi Ozaki School / rank : Usagi bushi 5Infamy 4,0 Honor : 4,2 Statut : 0,0 (ronin)

Fire : 3 (agility 4) Air : 5Earth : 3 Water : 3 Void : 3

Advantages : ancestor (Reichin), balance, clear thinker, daredevil, forbidden knowledge (Kolat, Maho), quick, sacred weapon (ancestral sword of the Hare), wary.Disadvantages : bad eyesight, driven (to avenge his clan, find his sister), haunted (by Usagi Oda), bounty (6 points), social disadvantage (ronin), sworn enemy (Kolat splinter group).

Skills : athletics (running) 5, defense 5, hunting (tracking) 4, jiujutsu (improvised weapons) 3, kenjutsu 5, lore : Maho 2, lore : Kolat 2, etiquette 5, investigation 7, medicine (wound treatment) 5, sincerity (deceit) 5, spellcraft (maho) 1, battle (skirmish) 3, horsemanship 3, iaijutsu (assessment) 4, knives 1, sleight of hand (escape) 4, stealth (shadowing) 3.

Katas : strike as fire, strike as air, strike as void, strike as earth.

Miya SasamiSchool / rank : Miya Herald 2 (imperial explorer)Honor : 5,5 glory : 2,0 Statut : 2,0

Fire : 2 (intelligence 3)Air : 3Earth : 2Water : 2 (perception 3)Void : 3

Advantages : absolute direction, great potential (lore : cartography), social position (Imperial cartographer), way of the land (Three men alliance, Crab provinces).Disadvantages : small, soft-hearted.

Skills : courtier (rhetoric) 3, defence 3, etiquette (courtesy) 3, horsemanship 1, lore : heraldry 4, sincerity 1, lore : cartography 4, tea ceremony 1

Katas : none

Bayushi Tomaru : School / rank : Bayushi Bushi 5

Fire : 4Air : 3

Water : 4Earth : 3Void : 3

Infamy 5,0 Status : 0,0 (ronin) Honneur : 2,5

Advantages : absolute direction, ally (Bayushi House Guard, 2/4), crafty, dark paragon (determination), leadership, quick, strength of the earth, tactician.Disadvantages : disbeliever, insensitive, overconfident, obligation : Kolat (4 points).

Skills : courtier (manipulation) 6, defense 5, etiquette 3, iaijutsu 5, kenjutsu (katana) 7, sincerity (deceit) 5, investigation 3, lore : underworld 5, battle (mass battle) 8, horsemanship 3, hunting 5, polearms 5, forgery (documents, personal seals) 5, intimidation (bullying, control) 10, stealth 5.

Katas : strike as fire, strike as air, strike as water, strike as earth, strike as void, breath of the wind style, hidden blade style, veiled menace style, strength of the Scorpion.

KodaSchool / rank : Kasuga smuggler 1 / Mantis brawler 1 / forest killer 1Honor : 0,5 infamy: 1,0 Statut : 0,0

Fire : 2 (agility 4)Air : 2Earth : 4Water : 3 (strength 5)Void : 2

Advantages : crafty, hands of stone, immortal (see description), large, quick.Disadvantages : antisocial (2 points), dark secret (immortality), disturbing countenance, frail mind, greedy, obligation (Dajan and Nakiro, 6 points), overconfident, weakness (perception).

Skills : commerce 3, etiquette 1, investigation (notice) 4, lore : underworld 6, sincerity (deceit) 3, stealth (ambush) 4, athletics 1, intimidation (bullying) 4, jiujutsu 5, knives 2, sailing 1, kenjutsu (parangu) 7, defense 5, hunting 2, kyujutsu 1.

Katas : strike as earth.

Yasuki GarouSchool / rank : kuni shugenja 2Honor : 5,5 glory : 1,0 Statut : 1,0

Fire : 3Air : 2 (awareness 3)Earth : 3Water : 3Void : 3

Advantages : ally (ratling tribe 2/4), clear thinker, language (Nezumi).Disadvantages : lechery, unlucky (4 points) .

Skills : calligraphy (cipher) 2, defense 3, lore : shadowlands 5, lore : theology 2, spellcraft 2, kenjutsu 1, artisan : poetry 3, medicine 3, meditation 1, heavy weapons 1, etiquette 1, investigation 1, lore : ghosts 2.

Spells : sense, summon, commune, by the light of the moon, blessed wind, armor of earth *, courage of the seven thunders, earth’s touch, jade strike, Jurojin’s balm *, testubo of earth *, be the mountain, force of will, grasp of the earth, earth kami’s blessing, biting steel, extinguish, fires of purity, fury of Osano-wo *, the path to inner peace ** innate mastery spells.

Yasuki Taka : his stats can be found page 28 of The Great Clans.

Yasuki Taka’s guards

School / rank : Hida pragmatist 3Honor : 3,5 glory : 1,0 Statut : 1,0

Fire : 2 (agility 3)Air : 2 (reflexes 3)Earth : 4Water : 3Void : 3

Advantages : allies (Yasuki Taka 4/1), large, strength of the earth.Disadvantages : antisocial (2 points), compulsion (sake, 2 points), obtuse.

Skills : athletics3, defense 7, heavy weapons (tetsubo) 3, intimidation (bullying) 4, kenjutsu 2, lore : shadowlands 2, jiujutsu (improvised weapons) 5, etiquette 3, investigation (notice) 4, lore : underworld 1, games : drinking contest 4, horsemanship 3, sailing 3

Katas : strike as earth, strike as void, iron in the mountains style, strength of the crab.

Kitsune HamatoSchool / rank : Kitsune shugenja 3Honor : 1,2 (4,2) glory : 1,0 Statut : 1,0Shadowlands taint : 2,1Shadowlands powers and mutations : blessing of the dark one.

Fire : 3Air : 3Earth : 4Water : 3Void : 3

Advantages : shadowed heart, forbidden knowledge (Maho), heart of vengeance (Hare clan), perceived honor (3 ranks)Disadvantages : dark secret (Kolat), disbeliever, failure of bushido (courage), small.

Skills : calligraphy (cipher) 4, defense 2, hunting 1, medicine (herbalism) 3, meditation 1,

spellcraft 4, kenjutsu 1, lore : maho 6, sailing 2, sincerity (deceit) 5, kyujutsu 1, etiquette 3, stealth (spell casting) 5.

Spells : bleeding, blood rite, disrupt the limb, sinful dreams, summon undead champion, sense, summon, commune, by the light of the moon, cloak of night, armor of earth *, courage of the seven thunders, earth’s stagnation, earth’s touch, elemental ward, jade strike *, jurojin’s balm *, minor binding *, be the mountain, force of will, the mountain’s feet, bonds of ningen-do *, earth’s protection, sharing the strength of many, armor of the emperor, wall of earth, biting steel, extinguish, fury of Osano-wo, katana of fire, clarity of purpose, path to inner peace *, inari’s blessing, rejuvenating vapors *.

Kihos : cleansing spirit, earth need no eyes.

Rioter : use the average villager stats (game master’s screen and adventure page 17)

Spirit of the Naginata : use the shutsudohin stats (Enemies of the Empire p 255)

Tea drinking ghosts : use the Gaki, Gakimushi stats (Enemies of the Empire p 274) but trade the poisonous stinger for blood drinking (heals as much wounds as they inflict damage, up to 6 wounds per attack).

Shimushigaki (in the body of Asako Nariko)

Fire : 4 Initiative : 6k3Air : 3 Attack : 6k4 (simple)Earth : 5 Damage : 5g2Water : 5 Armor TN : 25Void : 0 Reduction : 10 (5 against jade and crystal)Wounds : 90 / dead.

Advantages : touch of the spirit realms (Gaki-do), forbidden lore (Maho).Disadvantages : overconfident.

Shadowlands taint : 7,0

Skills : calligraphy (cipher) 3, hunting 3, lore : maho 8, lore : shadowlands 6, spellecraft (maho) 5, stealth (spellcasting) 6, lore : bloodspeaker cult 9, intimidation (control) 7.

Abilities : fear 6, blood drinking (like the blood drinking ability of the tea drinking ghosts, but up to 10 wounds), life drain (if the touch of the spirit realms advantage activate, the shimushigaki’s earth rank increase by 1 permanently), disease (if a character’s wound level reach down or out in the presence of the Shimushigaki or a character who is linked to him like Koda, the shimushigaki can induce a disease in the target. Use the diseased touch of the Shikko-gaki, Enemies of the Empire p 375. The only way to heal it is to hear the Bells of the Dead), oni binding (the Shimushigaki can cast summon oni like a chuda shugenja rank 3, and see through the eyes of each oni he summoned), invulnerability, weakness (no change from the original scenario), possession (no change from the original scenario), huge, undead and spirit.

Daidoji Dajan

School / rank : Daidoji Iron Warrior 3 / Kolat assassin 1Honor : 2,3 glory : 2,0 Statut : 1,5

Fire : 3 (agility 4)Air : 4Earth : 4Water : 2 (perception 3)Void : 2

Advantages : blackmail (a couple of peoples), crafty, dark paragon (insight), forbidden knowledge (Kolat, Maho), shadowed heart, spy network, strength of the earth.Disadvantages : dark secret (Kolat), disbeliever, driven (to gain personal power), sworn enemy (Kolat organisation).

Skills : battle 2, defense 6, iaijutsu (focus) 5, kenjutsu (katana) 7, kyujutsu 2, commerce 3, lore : ghosts 4, lore : Kolat 4, lore : maho 2, stealth 5, lore : law 1, intimidation (control) 4, sincerity (deceit) 5, knives 5, etiquette 3, investigation (search) 3, acting 5

Katas : strike as fire, strike as air, strike as earth, iron forest style, iron in the mountains style, strength of the cane.

Equipment : he carries a Kaiu blade which he covers with Night milk (see corebook page 333) and an heavy armor during most fights.

Asako NarikoSchool / rank : Isawa shugenja (air) 4Honor : 0,2 infamy : 8,0 Statut : - 5,0Shadowlands taint : 4,9Shadowlands powers and mutations : blessing of the dark one, undead visage, discoloured skin, master of shadows, unholy stamina, father of lies.

Fire : 3 (intelligence 4)Air : 3Earth : 5Water : 2 (perception 3)Void : 0

Advantages : clear thinker, elemental blessing (earth), forbidden knowledge (maho), touch of the spirit realm (Gaki-do).Disadvantages : antisocial (4 points), consumed by knowledge, dark secret (Kolat), unlucky (2 points)

Skills : calligraphy (cipher) 7, lore : theology 6, lore : maho 8, medicine (wound treatment) 5, spellcraft 8, courtier 3, etiquette 3, investigation (interrogation) 5, defense 8, horsemanship 3, knives 4, intimidation (torture) 6, stealth (spell casting) 3, lore : law 4, lore : shugenja 3, jiujutsu (atemi) 5

Spells : a talented inquisitor and possessed by a powerful spirit who can teach maho, Nakiro has access to nearly every spell he can cast from the rulebook.

Kihos : cleansing spirit, earth need no eyes, rest my brother.