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Wrath of the Kami

A One-Round Low-Rank Adventure for Heroes of


Rokugan (Champions of the Sapphire Throne)

Part One of Remorseful Seppuku


by Parvez Yusufji
and Rob Hobart

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

Revised for 3eR, November 2008

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


Scenario detail copyright 2006, 2008 by the author and Alderac Entertainment Group. ALL
RIGHTS RESERVED. This scenario is intended for tournament use only and may not be
reproduced without permission.

A four-hour time block has been allocated for playing


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

GM's Information
THIS SCENARIO SHOULD NOT BE RUN COLD!
Please read the scenario thoroughly before attempting
to run it.
This adventure is a Low-Rank adventure, and should
only be played by Rank 1 or 2 characters. Characters
of Insight Rank 3 or higher will be too powerful to be
challenged by this adventure, and should not be
allowed to play.
All bulleted information is just that, pure information.
Feed it to the players through an NPC when
appropriate. Sometimes, reading it straight just doesnt
sound right.
Remember that family names come before personal
names. Akodo Toturi is from the Akodo family and his
personal name is Toturi.
A note on commerce in Rokugan: Samurai are not
supposed to care about worldly possessions, especially
money. A samurai pays a commoner as if the money is
meaningless, a concession to the commoners silly
needs. Between samurai, the exchange of money and
merchandise is an exchange of gifts.

Glory and Honor Awards and


Penalties

additional reward or punishment. The following may


be considered as guidelines:

Performing an act of selfless, sacrificial loyalty to


ones daimyo or clan: +1 point of Honor.
Abiding by the tenets of bushido when there is no
gain in doing so and one could gain an obvious
advantage by breaking them: +1 point of Honor.
Betraying or disobeying your duty, Clan, or family:
lose 1-10 points of Honor and Glory, and possibly
Status, depending on the severity of the failure.
Gain the same amount of Infamy.
Crying out in pain when injured: lose one point
each of Honor and Glory.
Using sneaky, underhanded, or treacherous
methods when at an Honor rank higher than zero:
lose 1-5 points of Honor. If caught, also gain 1-5
points of Infamy.
Using Low skills: lose a number of points of
Honor equal to the Rank of the skill. Note that
there are exceptions to this rule, and the GM can
lower the penalty for members of inherently
dishonorable Clans such as Scorpions.
Performing a socially acceptable public act of
extreme courage and skill: +1 point of Glory.
Drunk, insulting, or otherwise ill-mannered in
public: lose 1-5 points of Glory. For extreme
abuses, also gain an equivalent amount of Infamy.
Playing entire adventure without doing anything of
note: lose 1 point of Glory.
Made ronin: Status removed.

Adjusting for Party Strength


This is a Low-Rank adventure, and can involve parties
of varying capabilities. The encounters have been
optimized for a party of average Rank One.
Although most of the challenges here are role-play
oriented and thus not terribly dependent on party
strength, a few changes can be made to adjust the
adventure difficulty for high-end parties, as follows:
High End Party (half or more of the characters are
Rank Two):

There are always two trolls.

The GM may, discretionally, increase Skill Roll


TNs by 5.

This adventure contains suggested Glory and Honor


awards (and penalties) for dealing with the challenges
presented herein. However, at times the players may
take extra actions which the GM judges worthy of

Wrath of the Kami

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Adventure Summary and


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

All Clan and Imperial PCs have been honored by their


daimyos with one of their factions limited number of
invitations to attend the Tournament. (None of the PCs
are actually participating in the competition itself, of
course.)
Ronin PCs have been hired by the Scorpion Clan, at the
rate of 2 koku, to provide order and security for the
journey from here to the Shrine. As an added bonus, a
random selection of the ronin hirelings have been
honored with the chance to stay at the Shrine and watch
the tournament PC ronin are lucky enough to be
among those selected.
The small village of Ginasutra is clearly a bit
overwhelmed by the number of visitors that have
descended upon it. Villagers keep their heads down
and hurry about, trying to avoid crossing the path of
strange samurai. The villages single Inn is far too
small to accommodate such crowds, and the Scorpion
Clan has set up tents and pavilions outside the village
walls to handle the overflow.
Many traveling
merchants have set up stalls next to this tent city,
offering their wares to the growing crowds of
samurai, and Scorpion guards check the area
frequently, reviewing the merchants papers and
watching for trouble.

This adventure will cover the first two days of the


Emerald Tournament (the other two days are depicted
in the adventure Unrequited Love). During these two
days, the PCs will be able to meet Toritaka Yamamiya,
learn about his problem, and possibly help him to take
the first step toward a solution.

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.

Introduction: The Village


of Ginasutra

There are banners and mons identifying the tents for


each of the eight Great Clans. Most of the minor clans
do not have tents of their own set up, and will have to
stay with the ronin in the various unmarked tents on the
fringes the exceptions are the Tortoise, Tiger, and
Monkey, each of whom have their own tent.

The PCs begin the adventure in the village of


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

Wrath of the Kami

Notable Persons in the Village: the


Daimyo
The highest-ranking guests and daimyo are traveling
with the Emperor, of course, and will arrive when he
does. However, each Great Clan has also designated a
mid-ranking provincial daimyo to be in charge of their
people at Ginasutra. The PCs will all meet with their
respective superior when they arrive here (ronin will
meet with Bayushi Inaba).
Crab: Kuni Kubota. Kubota is an irritable middleaged shugenja, with shaggy hair and a perpetual scowl.
He very much dislikes being in charge of the Crab

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contingent here, and considers Crab participation in the


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

Wrath of the Kami

Mantis: Yoritomo Kawamoto. A short, muscular


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

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makes it clear that he thinks the judges cannot avoid


bias against the Unicorn.)

Notable Persons in the Village: the


Contestants

Tournament as a guest. His poetry has even drawn


comparisons to the work of the great Rezan.

The strongest contingents in the Tournament are


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

Yogo Amasare, a successful playwright, is also


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

Kakita Saburashi, the Kakita family daimyo and


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

The Crane Clan Champion, Doji Sarutomo, is


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

Most of the Clan contestants for the Emerald


Tournament are already at the Shrine of Osano-Wo,
undergoing prayers and purifications before the
Tournament. However, a few of the contestants are
still here:
Yasuki Koruma, cousin of the Crab Clans Yasuki
daimyo, and a descendent of Yasuki Hachi. Koruma is
a friendly young man with a sharp intellect, and by the
far the most impressive of the small pool of Crab
contestants. His fluid grace makes the brutal Crab
fighting style look almost elegant. Koruma is here with
the large contingent of Crab Yasuki, and will
accompany them to the Shrine.
Shosuro Sora: A female duelist with a muscular
frame and a plain face, who wears her hair in a single
long, tight braid that stretches to her waist. Sora is
infamous for killing Shinjo Rokaro, the son of the
Shinjo family daimyo, in a duel four years ago. (PCs
can recall this with a roll of Intelligence/Lore: History
at TN 15.) She is unmarried, and behaves in a cold and
distant manner toward most men (unless she is quite
sure they have no romantic intentions). She is usually
friendly and even somewhat charming toward women.
Akuma, ronin duelist. One of only three ronin in the
tournament, Akuma is a lean, hatchet-faced man of
indeterminate age he might be 20 or 30. His face is
seamed by a vertical scar down the right side, pulling
his lip up in a sneer. Despite his menacing appearance
(and sinister name), Akuma is actually a sociable man
with a sardonic sense of humor. He is working for the
Scorpion to pay his way to the Emerald Tournament,
and will not actually admit he is a contestant until after
he reaches the Shrine.

Rumors
During their time in Ginasutra, the PCs may decide to
try to catch up on the latest gossip and news about the
Empire. The GM can supply this via whatever means
seems best, most likely through conversation with the
daimyos or the contestants.

Ikoma Kurai, one of the most promising young


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

Wrath of the Kami

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

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Shinjo Asakura (speaking when PCs arrive): Hai,


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

Wrath of the Kami

Scene One: To Shinden


Osano-Wo
The day after the PCs reach Ginasutra, a large column
passes through the village: the Imperial party,
accompanied by several Clan Champions and other
prominent high-ranking guests.
The Scorpion
announce that all guests are now permitted to proceed
to the Shrine of Osano-Wo, and the PCs are free to do
so. Behind them, the town abruptly shrinks back down
to its normal modest size.
The two-day journey to Shinden Osano-Wo is
uneventful, but visually interesting. The terrain is more
or less flat, with occasional rolling hills. The ground is
rocky, with many stones projecting up through the
grass, and makes a difficult walk, especially for horses.
The Emperors party, needless to say, monopolizes the
smoothest paths.
The Sun shines brightly during the day, but dark clouds
often swoop through the area without warning,
unleashing downpours that last anywhere from a few
minutes to half an hour. Imperial shugenja see to it that
no rain falls on the Emperors party.
On the afternoon of the second day, the PCs spot the
Shrine ahead of them, a sprawling complex surrounded
by a low wall, with a modest village next to it. Most of
the guests are halted on the Plains while the Emperor
and the other high-ranking guests are admitted and
welcomed by the Abbot. It is after dark by the time the
last of the guests make it inside.

A Meeting with Toritaka Yamamiya


As the PCs finally approach the shrine, they notice a
lone Crab bushi just outside the side gates. (No guests
enter through the front gates see The Shrine of
Osano-Wo below for the reason why.) The Crab did
not accompany the rest of the guests here, and none of
the PCs will recognize him unless they have previously
played an adventure with Toritaka Yamamiya (such as
Scholarship. As the PCs draw near, he is arguing
with two other bushi, a Seppun and a Bayushi, part of
the security detachment for the Shrine.
There is obvious agitation in the young Crabs voice as
he speaks: As I said, Seppun-sama, the reason I
do not have an invitation for the Tournament is
because I have not been invited. I am not here to see
the Emerald Tournament. I only wish to study at the
temple and consult with the monks.

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The Bayushi quickly replies. We understood you the


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

The Kuni could not identify the nature of this


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

He has already been to several other shrines, and


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

The journey has been a difficult one (to which


Yamamiya adds the comment, as usual) and he

Wrath of the Kami

intends to stay until he has a chance to visit with


the monks here.

Statistically, Yamamiya has 3 Ranks of the Unluck


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

Kuni Kubota will not provide any assistance to


Yomomiya on his own, and will be irritated if any PCs
suggest it. I am already responsible for all of our
guests and competitors, and now I must provide for
some wandering bushi as well? Why isnt he back at
the Wall where he belongs? However, if fellow
Crabs make an appeal, he will relent and supply the
Toritaka with a small tent and some additional
provisions.
There is no way to actually get Yamamiya inside of the
Shrine short of magically concealing him. He is lowStatus and has no political strings he can pull. The
Seppun and Bayushi samurai responsible for security
here are already aware of him (making a forged
invitation impossible). The PCs will not have enough
influence to get Yamamiya admitted.
If the PCs are sympathetic to Yamamiyas plight, he
will be grateful, but will not presume to ask them to do
anything on his behalf.

The Shrine of Osano-Wo


The Shrine of Osano-Wo is a large, sprawling facility
surrounded by a low wall. Seven torii arches line the
main road that approaches the wall, but beyond them
the path enters a bewildering and near-unsolvable
maze, intended to serve as a lesson in enlightenment.
Consequently, visitors pass through smaller gates on
the sides of the complex.
The center of the compound is the surprisingly humble
temple of Osano-Wo, Fortune of Thunder: a three-story
structure crafted from limestone. To either side of the
temple are the monks facilities barracks, a library,
the dining hall, baths, several dojos, several extensive
gardens, and so forth. 314 monks reside here, almost
half of them militant sohei who shroud themselves in
concealing cloths and ritually scar their flesh.
Outside the temple complex is a small, simple village
of about 200 peasants, who grow food for themselves
and for the Shrine. The monks regularly assist the

Page 7

villagers in the work of the fields, and raise their own


animals and crops as well.
In order to facilitate the presence of so many samurai
guests, tents and pavilions have been planted
throughout the grounds of the Shrine, although none
are allowed too close to the Temple itself. Additional
tents have been pitched on the fields outside the
Shrines walls. Colorful silk cloth and fluttering Clan
banners turn the normally restrained and sedate Shrine
complex into a bright spectacle. A corresponding
cluster of merchants has pitched camp as well, in order
to supply the needs of such a large groups of samurai.
The PCs are residing in tents along with other samurai
from their Clans (typically four samurai per tent,
segregated by gender). The Emperor is staying in the
Abbots quarters within the Shrine, while the handful
of other high-ranking guests (the Imperial Herald,
several Clan Champions) each have their own large
private tent and a generous array of personal servants.
The Emerald Tournament itself does not take place
within the Shrine. Instead, it occurs on a special
tournament ground located about a half-mile away.
The PCs are free to go visit it if they wish it is
described in Scene Two: The Tournament Begins.
After arriving at the Shrine, the PCs have another
evening to role-play and speak with NPCs. However,
since this is the night before the Tournament begins, all
of the contestants will now be in seclusion preparing
themselves.

The Notable Guests


The Emperor himself is of course in attendance, as is
the Imperial Herald (Miya Shikan) and the Clan
Champions of the Crane (Doji Sarutomo), the Lion
(Matsu Nimoro), the Scorpion (Bayushi Tomaru), and
the Unicorn (Moto Temujin). O-Doji Koneko, the aged
mother of the Crane Clan Champion, is present as well,
but is not seen except when she joins the Emperor on
the viewing stand, and by the end of the first day there
are rumors that she is unwell.
During the tournament, the PCs will not generally be
allowed the opportunity to meet with such august
personages, not even to go near them, since the
Emperors dais is guarded by Seppun and Scorpion
bushi. The PCs are fortunate even to see the Emperor
again so soon after their brief meeting at the Topaz
Championship.

Wrath of the Kami

Instead, the PCs are part of the very large crowd of


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

Scene Two: The


Tournament Begins
The Emerald Tournament begins at noon the next day,
on the tournament field half a mile from the Shrine.
The field is divided into several rings where contests of
physical skill can take place, as well as a slightly raised
dais, where tests of academic and artistic skill are
conducted. The Emperor, the Imperial Herald, and the
four attending Clan Champions (Crane, Lion, Scorpion,
and Unicorn) watch from a special dais on the west side
of the tournament grounds. The rest of the audience,
including the PCs, sits on lesser stands which surround
the other sides of the field.
Eighty-nine samurai have entered the Tournament, the
largest field seen in generations, and there is much
barely-suppressed excitement among the audience as
the contestants stride out onto the field.

The Anger of the Kami


Just prior to the beginning of the Tournament, any PC
who is an Earth shugenja, and any PC with an affinity
to spiritual activity (such as Friend of the Kami: Earth,
an appropriate Inner Gift, or the Cloud tattoo), may roll
Simple Awareness at TN 20 to sense that something is
slightly amiss.
If a shugenja PC casts Commune with any of the local
spirits, this will reveal that all the Earth kami in the
area are restless. The other kami (Air, Fire, and Water)
are also getting agitated because the Earth is upset. If
the PC asks the Earth spirits why they are upset, they
will not be able to answer directly, merely intoning
over and over again, Why is he here. Why is he
here

Opening Ceremonies
A crash of cymbals followed by a frenzied beating of
taiko drums brings the gathering of samurai to

Page 8

silence. Miya Shikan, the Imperial Herald, speaks in


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

Wrath of the Kami

Rocks, Rocks, it is only Rocks


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

Page 9

time, while the Zokujin continues its strange stonerubbing behavior.

If some of the PCs assist the monks, the


confrontation can be defused more quickly.

If the PCs do not help, the stand-off will continue


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

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


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

If a PC manages to land an attack despite the


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

A fight may also occur if one or more PCs egg on the


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

If the PCs seem sympathetic, and the Seppun and


Bayushi guards are gone, the monks will tell the
PCs that the Zokujin lives in a cave about an
hours walk from the Shrine. Some of the sohei
occasionally visit it there, trying to learn more
about the ways of Earth.
If the PCs ask for directions to the cave, the monks
can give them, but the PCs will have to convince
them that they mean the Zokujin no harm. This

Wrath of the Kami

will require role-play and


Awareness/Sincerity at TN 15.

roll

of

Scene Three: The Pain of


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

Page 10

I spend many hours per day in quiet contemplation,


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

Communing with the Elements


Shugenja PCs, or PCs with the Cloud tattoo, may
attempt to Commune with the local elemental spirits at
this point. Alternatively, they could ask the assistance
of NPC shugenja who are watching the Tournament
there are more than a few such guests who would be
willing to help. Phoenix PCs could also seek the
assistance of Isawa Ganaha.

Wrath of the Kami

Air, Water, and Fire spirits will all report that the Earth
is disturbed and angry, and this bothers them. Earth
spirits will, as mentioned earlier, do little more than
intone again and again, Why is he here. Why is he
here
If a shugenja is able to Commune with the Earth with
two or more Raises, the Earth spirit will tell the
shugenja that it does not know why it is upset. I was
told to be upset because my brothers are upset. My
brothers are upset because their brothers are upset.
And those brothers are upset because their brothers
are upset. It does not explain this statement, but
anyone
rolling
Intelligence/Theology
or
Intelligence/Spellcraft at TN 15 realizes that by
brothers the kami means other, more distant, spirits.
With three or more Raises, the Earth spirit will also add
the statement, His feet offend me with every touch.
However, it wont explain this remark.
If a shugenja is somehow able to make six or more
Raises, a very strong Earth kami will respond. It will
explain the situation: Him. Thousands of suns pasts,
when I was just a pebble, his kind offended my kind.
Until he makes amends, all of mine will hate all of his
that were and will be. It will not explain further, nor
will it say who he is or how amends can be made.
The only NPC who is capable of this many Raises, and
who can help the PCs, is Isawa Ganaha and he will
not bother to make that many Raises unless the PCs
specifically ask him to do so.

Help from the Authorities


Some PCs may decide to ask the Seppun or Scorpion
guardsman to help. Unfortunately, the moment the
guards realize that the Earth spirits are upset, they will
try to whisk the Emperor and other senior dignitaries
away from this site. This will cause a major disruption
to the Emerald Tournament, exactly what the Assistant
Abbot hoped to avoid. The PCs can continue the
investigation if they wish, but they will suffer a loss of
Glory and Honor due to causing such a disruption and
failing the Abbot.

Scene Four: The Zokujin


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

Page 11

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

Wrath of the Kami

dim phosphorescent light and an odor of a living


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

Its name is Kgjrt, but it will not give this to the


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

If the PCs ask why it was rubbing stones in the


Temple, it will seem mildly offended. I pay

Page 12

respects to the great spirit. It was once man.


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

If the PCs start speaking about the wrath of the


Earth, Kgjrt will agree that there is a problem.
Oh yes. Earth very angry, stones very angry.
Their anger has grown from the pebble to the
boulder to the hill to the mountain. The stones
have become bitter to eat. And now it has no
room left for its anger to grow.
If the PCs begin asking why the Earth is angry, the
Zokujin will allow its irritation to show. Men are
deaf, dumb, blind. Can you not hear its groans,
moans, and laments? It has cried out for
hundreds of years. Each day slightly louder than
before. But men hear nothing. It is not for me to
be the voice of man or of the Earth, to speak
between them.
Wise PCs will ask the Zokujin to reconsider, or ask
it who else can help them. It will eventually relent.
There is one that will tell you. The strong man,
the great spirit. He is the bridge between the
Earth and man. Speak to you, if you call him
from his holy place.
Some PCs may ask the Zokujin about the reports of
trolls on the Plains of Thunder. It will agree that
the trolls are real and dangerous (dark things,
angry things, eat flesh) but denies they are the
source of the Earths anger.

The PCs should eventually realize that the Zokujin is


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

Scene Five: Find Me a


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

Wrath of the Kami

(Fortunes) at TN 20 will realize that they must not


only pray to the Fortune but also must make some kind
of offering which he will respect. Alternatively, any of
the monks can offer this advice, as could a highranking shugenja such as Isawa Ganaha.
If the PCs are trying to figure out what sort of offering
to make, they can roll Intelligence/Theology
(Fortunes) at TN 15 or Intelligence/Lore: History at
TN 20 to recall the history of Hida Osano-Wo. An
appropriate Lore skill (such as Lore: Fortunes or
Lore: Crab Clan) could also be used, at TN 20. Or,
they can ask the monks at the Temple about the history
of Osano-Wo.
Hida Osano-Wo was the son of Hida and of the Dragon
of Thunder. A gruff, brutally strong, rough-and-ready
man, during his mortal life he was best known for his
relentless war against the trolls of the Shadowlands,
and for his marriage to a Matsu samurai-ko a
marriage which he initiated by marching up to the gates
of Shiro Matsu and shouting, Where is my bride? He
was finally murdered by a Phoenix, but his soul
immediately ascended to the Celestial Heavens to
become the Fortune of Thunder and the patron of
heroes.
Smart PCs will realize that an appropriate offering
would be connected in some way to the notable deeds
of Osano-Wos mortal life.

The Head of a Troll


The PCs should be aware from the scene in the
beginning of the adventure that there are trolls loose on
the Plains of Thunder in fact, there are still three of
them wandering out there. To actually find a troll for
themselves, the PCs will have to go out on the Plains
and actively hunt for them. Again, the Seppun and
Bayushi troops in the area will not readily allow the
PCs to go around in armor or to carry heavy weapons.
If the PCs openly say they are hunting trolls, the guards
are likely to take this as an insult (are you suggesting
we cannot ensure the Emperors security, samuraisan?).
The PCs will need to handle this
diplomatically,
role-play
well,
and
roll
Awareness/Etiquette (Sincerity) at TN 20 in order to
win approval for using such equipment. Otherwise,
they will have to either find a way to sneak armor and
heavy weapons out onto the Plains, or do without.
Once they are on the Plains, in order to find the tracks
of the trolls, the PCs will need to succeed with two rolls
of Perception/Hunting (TN 20) or Perception/
Investigation (TN 25) before they fail three rolls.

Page 13

Assuming the PCs succeed, the tracks will lead them to


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

Conceal the head inside a cloth, traveling pack, etc.


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

Sneak in at night. This will require a roll of


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

Conceal the head, or the PC carrying it, with


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

If the PCs are caught trying to bring a trolls head into


the Shrine, they will gain a point of Infamy. Needless
to say, the trolls head will be destroyed.

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

Wrath of the Kami

involved and the dramatic needs of the scene. In


general, if the GM suspects the PC was not being
sincere, the proposal should fail (and the PC should
again lose 2 or 3 points of Glory for the public
embarrassment).

Calling to Osano-Wo
Once the PCs have acquired a trolls head (or made a
successful proposal of marriage), they will still need to
go into the Temple and call on Osano-Wo with prayer.
This should be role-played out. Given Osano-Wos
nature, the PCs should realize that a simple, direct, but
respectful appeal will work best. If the call is too
flowery or too long, Osano-Wo will not answer.
If the GM judges the PC to have role-played an
effective call, the player may roll Raw Willpower at
TN 20. Pacifistic, non-violent characters must roll TN
25, while militant PCs (those who have more Bugei
skills than other skills) must roll TN 15. Exceptionally
good role-play should award a Free Raise. Each PC
may make one attempt to call the Fortune however, if
the entire party is totally unsuccessful the first day, they
may return the next day and try again (Osano-Wo
respects persistence).
The PCs may decide to seek the help of the monks, or
of Sunami the Assistant Abbot. (This will require
convincing them that calling Osano-Wo can help solve
the problem of the angry spirits.) The assistance of a
monk will award a Free Raise to the PCs when they try
to call upon the Fortune.

Osano-Wo Appears
If the PCs successfully make the call, the great Fortune
appears:
A thunderous rumble echoes through the Temple.
The form of a huge, muscular man appears before
you, blazing with light and power. It is an effort even
to endure his presence. He speaks in a booming voice
that seems to shake the very bones in your flesh.
Well, mortal, here I am. Speak, and speak quickly.
Needless to say, this is a role-playing challenge. The
Fortune of Thunder will not tolerate weaklings, nor
does he have patience for flowery speeches. The PCs
will only have a few moments to get to their point. So
long as they are brief, forceful, and to the point, and do
not repeat themselves, they can ask several questions.
If they violate these principles, or if they behave
helplessly or ask too many questions, Osano-Wo will

Page 14

quickly lose patience with them, making comments


such as:

Osano-Wo will not answer any other questions on this


matter. If asked for clarifying details, he will quickly
grow irate. Enough. You asked. I answered! The
Fortune feels strongly that people should fend for
themselves, has provided enough information for the
PCs and the Toritaka to figure things out.

What? A weakling like you is not worthy of


being answered.

Someone else speak, someone with backbone!

You have asked that already. Were you not


listening, or is your mind too feeble to
remember?

Conclusion: The Falcon


Flies

Is that foolish expression on your face


permanent?

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


waiting for you to make your point!

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.

If you are going to ask me the same questions


twice, then waste more time by asking my name!

If the PCs continue to ask the wrong questions or to


behave badly after a couple of these warning remarks,
Osano-Wo will bellow in disgust and vanish with a
thunderclap. The PCs can try to call him again, but the
TN for their Willpower roll is increased by 10, and if
Osano-Wo does reappear he will not tolerate any
further foolishness. If the PCs anger him a second
time, he will unleash a mighty thunderbolt that blasts
the ground outside the Temple. The PCs will take 2k1
damage and must make a Raw Willpower roll at TN
15 or be deafened for the remainder of the day. This
will also draw the attention of the Scorpion and
Imperial authorities, who will demand to know what
has happened and will likely expel the PCs from the
Shrine for angering the Fortune (lose 5 points of Glory
and gain 1 point of Infamy).

Answers from the Heavens


Osano-Wo cannot answer every question he is a
Fortune, but not omniscient. Furthermore, topics which
do not involve the struggle against the Shadowlands are
liable to quickly bore him. The GM should use these
considerations to restrict PCs who try to take advantage
of the presence of a Fortune.
Presumably, after all this effort the PCs will quickly ask
Osano-Wo why the Earth is upset. Hmpf. They are a
good family who have persevered in spite of the ill will
of the kami. The Toritaka. His family line brings the
wrath of the Earth. I was there for the promise that
went unfulfilled. Now the lineage pays for the broken
vow. The sacred ground around the temple is more
sensitive to his transgressions.

Wrath of the Kami

Toritaka Yamamiya does not want to leave he is on a


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

Page 15

Alternatively, the PCs can try to be subtly threatening


and make an Opposed Roll of Willpower/Deceit
(Intimidation) against his Perception/Investigation.
Finally, the PCs can try to have Kuni Kubota order
Yamamiya to leave. This will require that the PCs tell
Kubota the whole story, and do so convincingly
(Awareness/Etiquette (Sincerity) at TN 15). Once the
situation is made clear, Kubota will order Yamamiya to
leave, but he will be quite displeased at having to leave
the Tournament to attend to this trivial matter, and will
bitterly criticize any Crab involved in this affair (all
Crab, including Yamamiya, lose 1 point of Glory).

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.

Rewards for Completing


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

Experience Points
Playing through the adventure:
2 XP
Good role-playing:
+1 XP
PCs successfully appease the Earth spirits: +1 XP
Total Possible Experience:

Wrath of the Kami

4 XP

Page 16

Appendix #1: NPCs and Creatures


Toritaka Yamamiya, Accursed
Bushi

Crab

Toritaka Yamamiya is a loyal young Crab bushi who


believes fervently in his Clan and its duty of
protecting the Empire against the Shadowlands. As a
member of the Toritaka family, his own role is to
watch for ghosts, a task he takes quite seriously.
Yamamiya has been plagued by atrocious bad luck
his entire life, a fate which he has come to accept
with a weary, grin and bear it attitude. Only
recently has he begun to realize that his poor fortune
may be inherited from his ancestors, rather than
being merely his own personal burden. This has
made him slightly more hopeful for the future,
although he generally remains a serious, dedicated
man.
FIRE 2
AIR 2
Agility 3
Reflexes 3
EARTH 2
Willpower 3

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.

Bayushi Bushi (interchangeable)


FIRE 3

AIR 3
Reflexes 4

EARTH 3

WATER 2
Perception 3

TN to be Hit: 26 (31 in light armor)


School/Rank: Bayushi Bushi 2
Rank One: Roll additional Initiative dice
equal to School Rank. Enemies
cannot use Combat Reflexes to trade
initiative with them. Add +5 to their
TN to be Hit against opponents with
lower Initiative.
Rank Two: When you attack an opponent,
declare Raises. If attack hits, each
Raise forces opponents to make a
non-effective Raise if they attack you
before your next turn. If an opponent
attacks you and misses, gain a
number of Free Raises equal to your
Air Ring on any attacks against that
opponent that occur before the
opponents next turn.
Honor/Status/Glory: 2.5/1.3/2.0
Skills: Athletics 2, Calligraphy 1, Courtier 2, Deceit
(Lying) 2, Defense 3, Etiquette 3, Iaijutsu 3,
Investigation (Notice) 2, Kenjutsu 4, Kyujutsu 3,
Lore: Heraldry 2, Spears 2, Theology 1.
Mastery Abilities: Add +5 to any Opposed Social
Skill Rolls. May enter Full Defense when Initiative
is rolled.
Advantages/Disadvantages: These are elite bushi
assigned to guard the Emerald Tournament. As a
result, each of them has at least 1 combat-oriented
Advantage (such as Bishamons Blessing, Combat
Reflexes, Quick, Strength of the Earth, etc).
Equipment: Kimono, light armor, daisho set, yari,
bow and 20 arrows.

Seppun Guards (interchangeable)


These are elite guards assigned to the protection of
the Emperor and his traveling companions. As such,
they are extremely capable and thoroughly
incorruptible.
FIRE 3
AIR 3
Reflexes 4
EARTH 3
Willpower 4

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

Wrath of the Kami

Page 17

points to spend. Adds Honor Rank to total of all


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

no Self (Meditate for 5 minutes to


regain all Void points).
Advantages/Disadvantages: None.
Equipment: Clothing, jo staff (0k2).

Monks serving at the Shrine of


Osano-Wo

Trolls, enemies of Osano-Wo

FIRE 3

AIR 3

EARTH 3

WATER 3
VOID 4

TN to be Hit: 21
School/Rank: Monk 2
Honor/Status/Glory: 3.5/0/2.0
Skills: Athletics 3, Battle 1, Calligraphy 3, Defense
3, Etiquette 3, Hunting 2, Investigation 2, Jiujutsu 4,
Lore (Heraldry) 1, Lore (History) 1, Lore (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

Wrath of the Kami

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

Shadowlands Taint Rank: 5


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

Page 18

Appendix #2: The Tournament of the Emerald Champion


The PCs will probably end missing much of the first and possibly second day of the Emerald Tournament.
However, they may still be able to catch bits and pieces of the competition, or ask other guests how things are
progressing and what has happened so far.

Day 1, Contest 1: The Lineage of the Emperor


After writing down the lineage of the Emperors, the contestants must recite aloud what they have written, without
deviation. This proves to be challenging and embarrassing to many contestants, as their errors (and lack of
speechmaking talent) are exposed for all to hear. The more effective candidates (mostly Lion, Crane, and Scorpion)
include not only correct lineage but also the additional titles of each Emperor, such as The Steel Chrysanthemum,
The Splendid Emperor, and so forth.

Day 1, Contest 2: Clan Lore


It is important for the Emerald Champion to understand the Emperor whom he serves. He must also know the
Empire that he protects. The second contest is one of history. Each contestant will be asked questions about the
Great Clans. The answers will be scored not only for correctness but also completeness.
Each contestant is asked a series of different questions about the customs, traditions, and histories of the eight Great
Clans. The Dragon and Scorpion contestants do best in this competition, while the ronin, Mantis, and Unicorn have
the poorest showing.

Day 1, Contest 3: The Law


Each contestant is presented with a very difficult case that was previously brought to the office of the Emerald
Champion. The contestant must tell the judges how they would have handled this particular case, what sort of
investigations they would have made, and what sentence they would have passed on the guilty party.
The Unicorn, Crane, and Dragon contestants do exceedingly well in their answers, while the less educated and
knowledgeable (ronin, Minor Clans, many of the Crab and Crane) do poorly.

Day 2, Contest 1: Bow and Horse


The contestants must engage in a lengthy series of archery challenges, on both foot and horseback, followed by
riding their mount through an obstacle course. The contest lasts the entire morning and into the early afternoon, and
is followed avidly by the crowd, with many private wagers among the less fastidious in the audience.
Unsurprisingly, the Unicorn do best in this competition, but the Crane, Lion, Crab, and Scorpion also do reasonably
well, as do some of the Minor Clan competitors and even Akuma the ronin.

Day 2, Contest 2: Patience and Perception


For this simple contest, the contestants need only stand in a single spot, unmoving. As soon as a contestant moves
in any way (beyond blinking and breathing), they have failed. The Crab and Phoenix are noticeably successful at
this part of the contest, while the Unicorn, Mantis, and Matsu are least patient.
At the end of an hour, the Abbot steps forward, holding up a large pottery jar. While you were standing with the
stillness of the mountain, I was placing pebbles into this jar. How many stones are within the jar?
Surprisingly, the ronin Akuma answers perfectly. Several others do as well, and most of the surviving contestants
manage to at least get within three of the correct number (those who miss by more than three are considered to have
failed this contest).

Wrath of the Kami

Page 19

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