Beruflich Dokumente
Kultur Dokumente
You are honored to attend and witness the Emerald Tournament. The harmony of this event is threatened, however,
by an inexplicable anger among the spirits of the Earth.
GM's Information
THIS SCENARIO SHOULD NOT BE RUN COLD!
Please read the scenario thoroughly before attempting
to run it.
This adventure is a Low-Rank adventure, and should
only be played by Rank 1 or 2 characters. Characters
of Insight Rank 3 or higher will be too powerful to be
challenged by this adventure, and should not be
allowed to play.
All bulleted information is just that, pure information.
Feed it to the players through an NPC when
appropriate. Sometimes, reading it straight just doesnt
sound right.
Remember that family names come before personal
names. Akodo Toturi is from the Akodo family and his
personal name is Toturi.
A note on commerce in Rokugan: Samurai are not
supposed to care about worldly possessions, especially
money. A samurai pays a commoner as if the money is
meaningless, a concession to the commoners silly
needs. Between samurai, the exchange of money and
merchandise is an exchange of gifts.
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The PCs are housed in the tent city, but are free to visit
the Inn if they wish to socialize or drink. The place is
crowded at all times, and the innkeeper is a harriedlooking middle-aged man, struggling to keep up with
this massive surge of customers.
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Rumors
During their time in Ginasutra, the PCs may decide to
try to catch up on the latest gossip and news about the
Empire. The GM can supply this via whatever means
seems best, most likely through conversation with the
daimyos or the contestants.
A Rumor of Trolls
The following scene will occur outside the Inn on the
night the PCs arrive in Ginasutra. The GM should try
to make sure that at least some PCs witness it.
A commotion will attract the PCs attention, along with
that of many other samurai. Outside the Inn, in the
light of the lanterns hanging by the front doors, a
confrontation is taking place between Bayushi Inaba,
Kuni Kubota, Shinjo Asakura, and a previously
unknown Seppun guardsman with the rank badge of a
taisa (captain). Although the Seppun is clearly of lower
social rank than the three daimyos, his position as an
Imperial officer allows him to put them on the spot.
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Opening Ceremonies
A crash of cymbals followed by a frenzied beating of
taiko drums brings the gathering of samurai to
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roll
of
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Air, Water, and Fire spirits will all report that the Earth
is disturbed and angry, and this bothers them. Earth
spirits will, as mentioned earlier, do little more than
intone again and again, Why is he here. Why is he
here
If a shugenja is able to Commune with the Earth with
two or more Raises, the Earth spirit will tell the
shugenja that it does not know why it is upset. I was
told to be upset because my brothers are upset. My
brothers are upset because their brothers are upset.
And those brothers are upset because their brothers
are upset. It does not explain this statement, but
anyone
rolling
Intelligence/Theology
or
Intelligence/Spellcraft at TN 15 realizes that by
brothers the kami means other, more distant, spirits.
With three or more Raises, the Earth spirit will also add
the statement, His feet offend me with every touch.
However, it wont explain this remark.
If a shugenja is somehow able to make six or more
Raises, a very strong Earth kami will respond. It will
explain the situation: Him. Thousands of suns pasts,
when I was just a pebble, his kind offended my kind.
Until he makes amends, all of mine will hate all of his
that were and will be. It will not explain further, nor
will it say who he is or how amends can be made.
The only NPC who is capable of this many Raises, and
who can help the PCs, is Isawa Ganaha and he will
not bother to make that many Raises unless the PCs
specifically ask him to do so.
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Also, if the PCs get stuck and ask Sunami for help, he
will suggest speaking with the creature: The Zokujin
are ancient creatures and it is said that they speak
directly to the Earth. However, this one seldom
speaks with us I am not sure if it would help you.
Assuming the PCs decide to travel to speak with the
Zokujin, they can do so freely as guests at the
Emerald Tournament they will not be obstructed by the
guards. However, if they decide to put on armor or
carry battlefield weapons (polearms, heavy weapons,
etc), they will be stopped by the Seppun and Bayushi
guards. The guards consider such equipment to be both
a threat to the peace and an insult against their own
ability to protect the Shrine, and will demand that it be
removed immediately.
If the PCs wish to equip themselves for a trip into a
cave (such as acquiring light-sources, ropes, etc), they
can easily avail themselves of the small city of
merchants who have set up camp outside the Shrine.
Any reasonable mundane gear can be found here, for
typical prices as listed in the L5R 3rd Edition Rulebook.
Exotic equipment such as ninja climbing gear or gaijin
items is not available, nor are weapons.
The PCs can get directions to the Zokujins cave from
many of the local monks, or even the peasants in the
adjacent village. The villagers will tell any samurai
who asks (or threatens). The monks, however, will not
give the caves location unless the PCs make it clear
that they do not have hostile intentions toward the
Zokujin. Finally, the PCs can track the Zokujin to its
lair by having a shugenja Commune with a local Earth
or Air spirit with one (Air) or two (Earth) Raises for
clarity.
To the Cave
The cave is about an hours walk to the north of the
Shrine. It is a low, weathered opening in the side of a
hill, forcing the PCs to go on hands and knees in order
to get inside. Within, the ceiling rises to about five
feet, occasionally as high as six feet, and the passage
winds away down into the earth. It varies in width as
well, sometimes wide enough for the entire party to
walk abreast, other times narrowing until they must
squeeze along in single file.
The PCs will need light sources, since the natural
sunlight disappears behind them long before they reach
their goal.
About 200 feet into the cave, the PCs will discover an
open irregular hole in the floor. From below comes a
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Marry a Lion
A Crab PC could attempt to emulate Osano-Wos
marriage by openly and uncouthly proposing marriage
to a member of the Lion Clan. In order for this to
qualify as an offering to the Fortune, the proposal must
be delivered in the same fashion as Osano-Wo himself
(e.g. marching up and loudly demanding a marriage)
and the PC must mean it sincerely.
If the PC proposes to another PC, it is up to the object
of the proposal whether to accept (a refusal should cost
the rejected suitor some Glory, probably 2 or 3 points).
If the PC proposes to an NPC, it is up to the GM
whether it is accepted or not, based on the characters
Calling to Osano-Wo
Once the PCs have acquired a trolls head (or made a
successful proposal of marriage), they will still need to
go into the Temple and call on Osano-Wo with prayer.
This should be role-played out. Given Osano-Wos
nature, the PCs should realize that a simple, direct, but
respectful appeal will work best. If the call is too
flowery or too long, Osano-Wo will not answer.
If the GM judges the PC to have role-played an
effective call, the player may roll Raw Willpower at
TN 20. Pacifistic, non-violent characters must roll TN
25, while militant PCs (those who have more Bugei
skills than other skills) must roll TN 15. Exceptionally
good role-play should award a Free Raise. Each PC
may make one attempt to call the Fortune however, if
the entire party is totally unsuccessful the first day, they
may return the next day and try again (Osano-Wo
respects persistence).
The PCs may decide to seek the help of the monks, or
of Sunami the Assistant Abbot. (This will require
convincing them that calling Osano-Wo can help solve
the problem of the angry spirits.) The assistance of a
monk will award a Free Raise to the PCs when they try
to call upon the Fortune.
Osano-Wo Appears
If the PCs successfully make the call, the great Fortune
appears:
A thunderous rumble echoes through the Temple.
The form of a huge, muscular man appears before
you, blazing with light and power. It is an effort even
to endure his presence. He speaks in a booming voice
that seems to shake the very bones in your flesh.
Well, mortal, here I am. Speak, and speak quickly.
Needless to say, this is a role-playing challenge. The
Fortune of Thunder will not tolerate weaklings, nor
does he have patience for flowery speeches. The PCs
will only have a few moments to get to their point. So
long as they are brief, forceful, and to the point, and do
not repeat themselves, they can ask several questions.
If they violate these principles, or if they behave
helplessly or ask too many questions, Osano-Wo will
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At some point the PCs should figure out that the source
of the Earths displeasure is the presence of Toritaka
Yamamiya. Once he is out of the vicinity of the Shrine,
the spirits of the Earth will relax again.
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Other Awards/Penalties
PCs who fail to appease the earth lose 2 points of
Honor and are under an Obligation to the Brotherhood
of Shinsei.
PCs who get involved in a brawl at the Shrine of
Osano-Wo lose 2 points of Glory and 1 point of Honor,
and gain 1 point of Infamy.
PCs who are caught trying to sneak a trolls head into
the Shrine of Osano-Wo also gain 1 point of Infamy.
Failure?
It is possible that the PCs will be unable to figure out
how to appease the Earth. If Toritaka Yomomiya does
not leave by the morning of the Tournaments third
day, the Earth will express its displeasure. The ground
around the Shrine will begin to shake fiercely, rattling
bowls and cups at breakfast.
The Imperial shugenja will eventually succeed in
pacifying the Earth spirits enough to end the earthquake
and allow the Emerald Tournament to continue.
Intermittent earth-tremors will continue throughout the
remainder of the last two days, however, badly
disrupting the harmony of the area and casting an
ominous pall over the Tournaments outcome. The PCs
will each lose 2 points of Honor as they realize their
failure, which has troubled the safety of the Emperor
himself. Assistant Abbot Sunami also condemns them
for their failure, and all PCs are left with an Obligation
to the Brotherhood of Shinsei.
Experience Points
Playing through the adventure:
2 XP
Good role-playing:
+1 XP
PCs successfully appease the Earth spirits: +1 XP
Total Possible Experience:
4 XP
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Crab
WATER 3
VOID 2
TN to be Hit: 15 (20 with light armor)
School/Rank: Toritaka Bushi 1
Rank One: One Free Raise per school rank
on all Perception rolls. May perceive
invisible spirits with a Raw
Perception roll at a TN of (5 x
Spirits Air). Adds Water ring to
total of all Attack and Damage rolls.
Honor/Status/Glory: 2.5/1.0/1.1
Skills: Animal Handling (Falcon) 1, Hunting 2,
Investigation 3, Kenjutsu 3, Lore: Crab Clan 2, Lore:
History 2, Lore: Spirit Realms 2, Meditation 1,
Shadowlands Lore 2, Spears 1, Spellcraft 1.
Advantages/Disadvantages: Combat Reflexes,
Magic Resistance (rank 3), Quick, Sage/Phobia:
Enclosed Spaces (1), Unlucky (rank 3), Wrath of the
Kami (Earth).
Equipment: Kimono, daisho set, light armor (not
worn), traveling pack, pet falcon, 3 koku.
AIR 3
Reflexes 4
EARTH 3
WATER 2
Perception 3
WATER 3
VOID 3
TN to be Hit: 26 (31 in light armor)
School/Rank: Seppun Guardsman 2
Rank One: May spend a Void point to reroll any Test of Honor, as many times as he has Void
VOID 2
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FIRE 3
AIR 3
EARTH 3
WATER 3
VOID 4
TN to be Hit: 21
School/Rank: Monk 2
Honor/Status/Glory: 3.5/0/2.0
Skills: Athletics 3, Battle 1, Calligraphy 3, Defense
3, Etiquette 3, Hunting 2, Investigation 2, Jiujutsu 4,
Lore (Heraldry) 1, Lore (History) 1, Lore (OsanoWo) 2, Meditation 4, Staves 3, Tea Ceremony 2,
Theology (Fortunes) 4.
Mastery Abilities: May enter Full Defense when
Initiative is rolled. Add +5 to total of Opposed
Social Skill Rolls. Roll an extra die of damage in
unarmed combat.
Kiho: Earth Fist (spend a Void point to gain free
Disarm attempts against any
opponent who misses you by 5 or
more, for a number of minutes equal
to your Earth), Way of Earth (spend
a Void point while in a Grapple to
roll Earth/Insight for grapple damage
for the duration of the grapple), Self
Kgjrt, Zokujin
FIRE 4
AIR 3
Reflexes 5
EARTH 5
WATER 4
TN to be Hit: 31
Attacks: 6k4
Damage: 4k1 (fist) or 5k2 (club)
Skills: Athletics 3, Defense 3, Hunting 3, Lore
(Earth) 4.
Advantages/Disadvantages: Inner Gift (attuned to
spirits)
Carapace Armor: 5 against all weapons made from
stone or metal.
Wounds: 11: +3; 21: +5: 31: +10; 41: +15; 51: +20;
61: Down; 75: Dead.
FIRE 3
AIR 1
Reflexes 3
EARTH 3
Stamina 5
WATER 2
Strength 5
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