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Official Game Adventure

Night of the Seven Swords


Pickens, Cook, Johnson, Swan, Carmien, Ritchie

Table of Contents

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
A Background Guide to Maeshi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
DM BACKGROUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Fall of Ito . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Krakentua . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Beginning the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PART I: ITO-JO, THE GHOST CASTLE
Harold Johnson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
PART II: BENEATH THE GHOST CASTLE
Rick Swan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8
PART Ill: A DAY IN THE COUNTRY
Ed Carmien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3
PART IV: YAKUZAS HONOR
David James Ritchie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Statistics Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Encounter Matrix for Part 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Part III NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2
Prerolled Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Ito-jo, the Ghost Castle map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside front cover
Beneath the Ghost Castle map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside back cover
Yakuzas Honor map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside gatefold
Maeshi Province map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . outer gatefold
Distributed to the book trade in the United States by Random
CREDITS House Inc. and in Canada by Random House of Canada Ltd.
Design and Development by Jon Pickens, Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK Ltd.
David Zeb Cook, Harold Johnson, ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS
Rick Swan, Ed Carmien, and OF YOUR IMAGINATION, and the TSR logo are trademarks of
David James Ritchie TSR Inc.
Editing by Karen S. Martin
This adventure is protected under the copyright laws of the
Interior Art by James Holloway United States of America. Any reproduction or other unauthor-
Cover Art by Clyde Caldwell ized use of the material or artwork contained herein is prohib-
Typography by Carolyn Vanderbilt ited without the express written permission of TSR Inc.
Cartography by Diesel, Dave Sutherland
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

TSR Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
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TSR, Inc.
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INTRODUCTION

This module contains an extended adven- Shinkoku by a steep and rugged range of adequate to handle the small amount of
ture in four parts. It is intended for a party mountains. To the west is the mouth of the shipping that visits the province. Vessels
of 6-8 characters of level 4-6, about 30-36 Norikaikyo (Nori Strait) and the Western traveling to and from the province must ei-
levels in all. Players can use their own Sea. To the east is the Sorawan (Sora ther risk a stormy passage around the
characters or the pregenerated adventur- Bay). northern end of the island or a long and
ers in the back of the module booklet. The One mountain range, separate from dangerous journey to the south. Sailing
maps for each section are located on the most of the others which lie to the south, north, a captain must ride out unpredicta-
cover of the module booklet. branches into the province forming the ble storms around the northern cape. Bar-
Briefly, the players find themselves on a backbone of the peninsula. Commonly barian raiders threaten those who stray
quest for a box of relics of the Seven called the Western Sea Mountains, it too close to the wrong coast. Once past
Swords Clan (the Ito family), which was reaches to the tip of the peninsula. Unlike the cape, he must still traverse nearly half
destroyed centuries ago. They must act most on Shinkoku, several peaks at the of the coast to reach suitable ports for
swiftly and secretly, for a rival faction is af- heart of this range are permanently snow- trade.
ter the same treasure. In the first section, covered and the highest Two Peak By the southern route, he must pass
the characters enter a haunted castle in Mountain has small glaciers in its nar- through the Norikaikyo and into the Inland
search of the relics. In the second, they row cleft valleys. They rise abruptly from Sea. Here he must be wary of korobokuru
discover hidden caverns, also haunted, the western shoreline and slope only raiders and wanton pirates. Passing
beneath the castle. After confronting and slightly gentler on the eastern side. through the Inland Sea he must swing
defeating the guardian, they must then Hence, most of the life of the province is about the southern end of Shinkoku where
cross miles of hostile territory to a safe ha- confined to a small bowl-shaped plain it is closest to Wa. Here the greatest dan-
ven while avoiding enemy patrols. Finally, bounded by mountains on the north, west, ger lies. Privateers supported by the pow-
they must withstand a last effort by rival and south. This area is fed by several shal- erful nobles of Wa freely raid ships and
forces to steal the relics. low, fast-flowing rivers which run rocky coastal villages, carrying their booty back
The DM should familiarize himself thor- courses and empty into the bay. As such, to their patrons. These men, wako, are
oughly with each section before running although they provide much-needed water feared throughout the Celestial Sea for
the adventure. The sections are intended to the thick forests and farmers fields, their violence and tenacity. Only then can
to be played in the order given, with no they are unsuitable for carrying goods up he land at a southern port to have his
time for training between them. The over- or down river. Thus, all travel and trading goods shipped yet farther overland to the
all atmosphere should be one of haste; the in the province relies on land or water markets of the capital.
characters are acting under time pres- routes.
sure, but the DM may alter the pacing as There is only one principal land route. History
needed to allow for additional healing, in- Leading from the south-western end of the
troduction of new characters, and so on. Maeshi valley, it quickly rises and wends Maeshi is an isolated province, both geo-
The adventure is set in the Kozakuran through the mountains. Heading generally graphically and economically. However, it
province of Maeshi, a small northern peni- to the south, it crosses the border into Ta- does have a certain strategic value in the
sula on the west coast of the main island of kako. There it gradually turns southeast, control of the northern provinces. For cen-
Shinkoku. The brief description of the pe- following the boundary of Takako and turies, Maeshi has guarded the entrance
ninsulas history that follows this introduc- Hochi provinces before it descends from to Norikaikyo and the Inland Sea. With a
the mountains onto the upper reaches of strong fleet, a vigorous warrior could con-
tion should be read before going on to the
the Jodo Plain in Wakinasga province. trol the movement of ships in and out of
adventure background material.
There it connects with the Imperial Post the strait, cutting the northern provinces
Road which runs the length of Shinkoku. off from many in the south. Such a grip
A BACKGROUND The route is arduous and filled with haz- could become like iron if the provinces of
Kanahanto and Yokozu were added to the
ards. The mountains are the refuge of
GUIDE TO many bandits, rebels, and runaway ap- collection. With these three, all communi-
cation with the north could be blocked.
prentices. The dark wooded valleys are
MAESHI home to tengu, hengeyokai, korobokuru, Thus, the small province of Maeshi has al-
ways had some significance to the rulers
and worse. Natural hazards line the path
of the realm.
Geography flash floods, landslides, chasms, and
The timeline of Maeshi given here out-
earthquakes. With all these risks it is al-
The province of Maeshi forms the least of most surprising the land route is used at lines the early history of the province. This
three peninsulas jutting out of the northern all! timeline is organized the same as that
side of Shinkoku the main island of Ko- But it is, for the water route is no better. found in OA1: Swords of the Daimyo. Be-
zakura. North of the Jodo Plain, Maeshi is Only one suitable port exists in the prov- fore each entry are two dates. The first is
separated from the southern side of ince, on the shores of Sorawan. It is barely the date by the Kozakuran calendar in 60

2
year cycles. The number before the slash The emperor reassigns Kanahanto to an- beseiged in their island castle, but Akinari
is the cycle, the number after is the year of other lord. is slain. The first of the Seven Swords is
the cycle. The second date appears in pa- 7/10 (370): SENTAI lost.
rentheses. This is cumulative years since 7/25 (385): The majority of the korobokuru 12/60 (720): The Seige of Ito-jo ends in the
year 1 of cycle 1. Year 1 of cycle 1 is the leave for Tenmei. Ito Moriyasu refuses to Night of Burning Flowers. The castle is
ascension of the first human emperor, drive those unwilling korobokuru from burned to the ground. All the Ito family and
Mori. Emperors names are printed in all Maeshi, who then gift him with the Seven their retainers are slain. However, Buccho
capitals. If you have OA1, you can com- Swords. The family mon (seal) is officially dies under mysterious circumstances.
bine this timeline with the one presented changed to that of seven joined swords. The second of the Seven Swords is lost.
there. Events common to the two are 8/26 (446): SHOTOKEN Maeshi is awarded by Okumi to Akana Sa-
given the same date. 9/23 (504): JUMEI mon, retainer of Nambu Akinari. Both the
10/23 (563): SANOE Ito and Nambu branches have been de-
Timeline of Maeshi 11/19 (619): The Ito family divides into two stroyed. The Ito family is officially declared
main branches the Ito and the Nambu. outlawed. The remaining five swords of
2/34 (94): Prince Miki organizes an army to A dispute develops over the possession of the Ito are presented to Akana Samon.
drive the korobokuru out of northern the Seven Swords. For the next 17 years a 13/2 (722): The Zakura Insurrection ends.
Shinkoku. feud rages between the two branches with The Northern Court is destroyed and Em-
2/37 (97): Ito no Juro leads a wing of ambushes, raids, vendettas, and insults. peror Ouizu is banished.
Prince Mikis army through the mountains 11/31 (631): TOAKIMI 14/58 (838): SUREI
into present day Maeshi valley. Following 11/36 (636): The Nambu gain possession 15/44 (884): The impossible happens
several sharp battles with the korobokuru, of the Seven Swords. The Ito family is when the third sword is broken in a duel.
the hairy men are driven into the Western driven out of Maeshi province. The pieces are saved, but are lost over the
Mountains. A small palisade is erected on 11/53 (653): KODAIKU (Empress) years. Several shrines now claim to house
a small island at the mouth of the main 11/54 (654): The Zakura Insurrection be- authentic pieces of the sword. Only four
river. gins in the Northern Provinces. Prince swords remain.
2/44 (104): The korobokuru chieftain In- Sagi is named the Emperor by a confeder- 16/16 (916): KOKAN
oyep gathers the clans in the mountains ation of Northern lords. The Nambu side 17/9 (969) SUKO
south of Maeshi. Ito no Saburo Takanori, with Empress Kodaiku. The Ito, seeking to 17/36 (996): Akana Ujisato refuses to
brother of Juro, is granted the post of gov- regain their province, side with Prince send more support to the cause of Honda
ernor of Maeshi and Kanahanto. Sagi. Civil war breaks out in Maeshi as the Mototsune, who is battling invaders from
2/45 (105): lnoyep leads the united koro- Nambu struggle to retain their grip on the Wa. Mototsune grants Maeshi to the Mi-
bokuru clans out of the mountains. Ta- province. The head of the Nambu family is chimori family. With this charter, they
kanori and his troops are driven out of assassinated, supposedly by Ito ninja. quickly drive out the Akana. In the ensuing
Kanahanto and forced to take refuge in The Nambu are driven from Maeshi by the confusion the fourth of the Seven Swords
the fort at Maeshi. Further south, lnoyep Ito with support from the Nagano. Em- is lost.
storms Todaijo, slaying Prince Miki. Ta- peror Sagi, obeying the wishes of Nagano 18/36 (1056): KIMAYAKU
kanori finally breaks the siege of his fort by Toyoo, architect of the Insurrection, 18/42 (1062): SOYOKU (Empress)
offering his daughter to the local korobo- awards Kanahanto to the Nagano family 18/48 (1068): MURAKAKU
kuru chieftain, Akarweop. as a gift province. 19/28 (1108): The Tennu War begins. Dis-
2/47 (107): Emperor Itonins army regains 12/46 (706): GOSAGI, Northern Court satisfied with the treatment under the Im-
control of Maeshi. Takanoris daughter 12/52 (712): Honda no Okumi is named re- perial regent, the Michimori throw in with
prevails upon Akarweop to slay Inoyep. gent of the southern court. Nambu Akinari the Hojo from the start.
Shen then delivers Akarweop and the marries a daughter of Okumi. 19/30 (1110): SAGO
other chieftains into Itonins hands who or- 12/53 (713): BIDAMU, Southern Court 19/31 (1111): Sanai, leader of the Michi-
ders them slain. The confederation is bro- 12/55 (715): Taking part in the campaign mori faction, is killed in a skirmish on the
ken. of Honda no Okumi, Nambu Akinari and outskirts of Dojyu. The fifth of the Seven
2/52 (112): DAIGEN his retainers cross the mountains into Swords is lost. Sanais son restores honor
3/13 (133): Chiro no Maasate settles on Maeshi. Unable to assail the island for- to the family and the leadership of the clan
Tenmei. A branch of Takanoris family ac- tress of the Ito, Akinari builds the Sun passes to his uncle. It is reported that Sa-
companies him. Temple, actually a fortified compound at nais ghost now wanders about searching
3/30 (150): TENSHO the western end of the valley. for the lost swords.
4/5 (185): OKURI 12/57 (717): The first phase of construc- 19/33 (1113): SHOWAJI
5/28 (268): KOSHU tion completed at the Sun Temple, Akinari 19/49 (1119): The Tennu War is for all
5/40 (280): Ito Kajo divides his inheritance has his son named Chief Abbot. Following practical purposes over when Hojo Shin-
Maeshi and Kanahanto between his his fathers plan, Buccho begins gathering zei is named shogun. Late in the year,
sons Manju and Kunitake. a large force of sohei at the temple. stewardship of Maeshi, Kanahanto, and
5/44 (284): Manju arranges for the poison- 12/59 (719): OUIZU, Northern Court Yokuzo is given to Michimori. A marriage
ing of Kunitake and seizes control of Kana- The Ito attempt a sudden attack on the is arranged between the children of the
hanto. The emperor and his followers strip Sun Temple. Buccho and his sohei defeat two clans a Michimori boy and a Hojo
Manju of his titles and lands. Manju is cut them and launch a counter-attack led by girl. The marriage is finalized at the con-
down by Ito Tokiharu, son of Kunitake. Buccho and his father Akinari. The Ito are vening of the Bakufu (shoguns headquar-

3
ters) the next year. Michimori, as loyal and tains seeking the aid of the Michimori the Michimori. However, due to the tardi-
early allies of the Hojo, are treated with against Omi. The samurai Nitta petitions ness of Korimoris defection and the
great honor. his master to go. Favored of all the Michi- power and influence still retained by the Mi-
19/56 (1136): GOTENSHO mori samurai, his petition was granted. In- chimori, control of the province is never
19/57 (1137): The Michimori are named deed, the head of the household bestowed firmly secured by the Korimori.
shugo (military governor) of Maeshi. great honor on him, entrusting the seventh 24/45 (1425): GONIJO
20/1 (1141): GOSOYOKU (Empress) sword to his care. He never returned. The 24/46 (1426): The uneasy peace is broken
20/4 (1144): KAMEDAI. While on his way seventh of the Seven Swords is lost. by the mysterious death of Sado, son of
to the Bakufu, Michimori Yumimaro is se- 21/49 (1249): GOMORI Michimori Uemon, leader of the family.
duced by an evil spirit disguised as a no- 21/55 (1255): Kaijitsu, a counsellor of the Uemons other son is granted permission
blewoman. Influenced by the creatures Michimori, advises his lord on how to de- by the shogun to pursue a vendetta
charms, he abandons his wife for a year. feat Omi. A sacred rite is held in a shrine against the Korimori killers. The stalemate
Realizing he was tricked, he appears be- near Omis fortress and several tuns of has now become a blood feud.
fore the shogun for punishment. Yokuzo sake are left as offerings to the gods. 24/50 (1430): The beginning of the Miy-
province is stripped from his family and he Later, when Omi and his hideous followers ama campaign. (OA1: Swords of the Dai-
is confined to his palace for two years. enter the temple for a drinking party, Kai- myo).
Later it is discovered that the creature had jitsu, who had hidden in one of the tuns, 24/53 (1433): The events described in
made off with the sixth of the Seven leaps out and defeats the assembled host. OA2 occur.
Swords. He recovers the seventh of the Seven

DM
20/15 (1155): GOSUKO Swords. The Reign of Omi is ended. In
20/23 (1163): NIJO honor of his deed, Kaijitsu is given the sev-

BACKGROUND
20/50 (1190): GOITONIN enth sword.
20/51 (1191): The first rumors of ninja in 22/25 (1285): ENCHIGO
Maeshi come to the attention of the Michi- 22/38 (1298): GOSAGO
This information fills in the gaps in the offi-
mori. Although there is an extensive 22/42 (1302): FUKAKUJI cial history. The DM can conceal or reveal
search, none are ever found. 22/52 (1312): GOFUKAKUJI as much of this information as he wishes
20/52 (1192): SHUJO. The Michimori is- 22/59 (1319): SUTOPEI to the players; some may never be known.
sue the first proclamation restricting 23/27 (1347): GOIJO
The DM should carefully distinguish which
swords in Maeshi to samurai and licensed 23/33 (1356): The Korimori family is factions know which pieces of information.
swordsmiths. The order is enforced by founded, as a branch of the Hojo. Its home
The factions include the Michimori family,
roving bands of Michimori retainers. The province is Gizan in the south.
the Korimori family, the Sun Temple sect,
Ninja family begin to train and use exotic 23/44 (1364): GOKIMAYAKU (Empress)
a new monster (the krakentua), the Kumi
weapons in defense. 23/52 (1372): REIJO
Ono (a yakuza-ninja family), and the
20/55 (1195): Michimori Joha, then cur- 23/55 (1375): The emperor visits the prov-
player characters (who know least of all!).
rent head of the clan, dies of a mysterious ince of Maeshi to inspect the defenses of
fever. There is strong suspicion of ninja the strait. During his visit, he is saved from
an assassination attempt by the Inn- The Fall of Ito
activity.
20/56 (1196): KAMMU keeper. In honor of his deed, the family is The end of the Ito family began with Ito Sa-
21/14 (1214): A violent earthquake strikes elevated to samurai status and the inn is buro, who became the head of the family
Maeshi, shattering the foundation of the given special protections. in 12/52 (712) when his father died under
old Ito island castle. The monks of the Sun 24/19 (1399): GOBIDAMU mysterious circumstances. Nothing in Sa-
Temple claim responsibility for averting 24/26 (1406): GOKAMMU buros earlier life hinted at what was to
the main force of the quake with their pray- 24/35 (1415): The Hojo War begins. The come. He immediately surrounded him-
ers. Michimori family, closely related to the self with advisors of his own choosing,
21/28 (1228): TOKURA. On the occasion Hojo, immediately supports them. Maeshi many of them notorious outlaws. The
of Tokuras ascension, the shogun grants province is mobilized in support of the worst riffraff and bandits in the area be-
special tax immunities to the Sun Temple. shogun. The Korimori family, still based in came his personal retainers, under the
Over the years, the wealthy temple be- Gizan, initially supports the Hojo to which pretext of defending the province. Moder-
comes dominant in local politics, while the it traces lineage, but is unenthusiastic. ate advisors, and even family members,
Michimori weaken. 24/38 (1418): The Korimori suddenly finds were ruthlessly weeded out. Some fled,
21/42 (1242): IJO itself in danger from the Takenaka forces. some were banished, and still more died
21/44 (1244): GODAIGEN It defects to their side, joining the battle suddenly. The lower classes were forced
21/46 (1246): The Reign of Omi begins. A against the Hojo. into miserable labor: expanding Ito Cas-
band of oni from the Western Mountains 24/41 (1421): The Hojo War ends. The Mi- tle, building a fleet, or billeting and serving
seize an isolated section of Maeshi valley, chimori mediate a peace between the Ta- the undisciplined brigands incorporated
placing all under their rule. Neither the kenaka forces and the northern lords who into the provincial army.
samurai of Michimori or the sohei of the have not yet surrendered, saving the Saburos private life became notorious.
Sun Temple can exterminate them. Their house from total destruction. His greed and cruelty were soon well
leader is Omi, most fearsome of their lot. 24/42 (1422): The Korimori are declared known, but always, through seemingly su-
21/48 (1248): The korobokuru chieftain shugo-daimyo of Maeshi. The post of mo- pernatural luck, he avoided ruinous scan-
Okunipe comes out of the Western Moun- kudai (deputy imperial governor) falls to

4
dal. As long-time retainers suffered in si- lecting his familys treasured swords. Sa- thing of the celebrated Doi No Fugu inn
lence the later ones followed his example. buro traded the first one for the death of (fully detailed in section IV).
The peasantry was ruthlessly oppressed Akinari, which was accomplished by the The warlords, however, have come to
and the non-military classes were intimi- wu jen. The krakentuas plan to get the talk seriously with the temple officials. The
dated and heavily taxed. The temples second one was thwarted by the betrayal atmosphere is not precisely tense all
were suppressed, although shrines were of the castle (however, the second sword have pledged non-violence for the cele-
usually left alone. mysteriously vanished after the castles bration but there is an undercurrent of
By 12/55 (715) enough of this had fall). Although the krakentua remained un- unrest, especially among the younger
leaked out that Nambu Akinari was confi- discovered following the fall of the castle, samurai. For several years there has been
dent of a friendly reception when he estab- it was trapped there by the wording of by a blood feud between the families. Michi-
lished the Sun Temple later that year. The the ancient curse. mori Uemon has decided that the time is
move was well-timed. Saburos excesses Years later, some of the matter was dis- inauspicious and has arranged for his son
had continued unabated, and a mysteri- covered by a powerful wu jen, who was to be absent on a diplomatic mission.
ous fire had destroyed most of his fleet. seeking the lost swords. The wu jen dis- The temple officials make their decision
Further, the local economy was creaking covered enough determine that a hitherto known to the family heads. Michimori
and the defection of several western vil- unknown box of Ito relics existed, their lo- seizes the opportunity the player char-
lages left him running short of slave labor. cation, and something of the nature of the acters are the strongest adventurers avail-
This and the pressures of court politics guardian. He created the seven-fingered able at the celebration but he is
forced an unprepared Saburo to action in hands to deal with the guardian, but was cautious.
that year. slain by the ghosts of the castle before he Michimori will present the proposition
He began his campaign by razing the of- could find the krakentuas lair. as a favor to be done the temple, and will
fending villages and gruesomely execut- Since then, the Sun Temple has learned minimize his own interests in the matter,
ing the survivors. He then marched that the castle site is haunted and has oc- other than state that whatever pleases the
directly to the fortified temple to seize it by casionally sent shukenja or sohei to inves- temple would please him the shoguns
surprise assault. The affair was a disaster. tigate it. However, none ever returned and direct representative. Further, the party is
Saburos half-trained and undisciplined the temple has not sent anyone in more to leave immediately in secrecy. Korimori
force was no match for the sohei of Akinari than a generation. The locals know the is a personal enemy and may cause em-
Saburo had allowed the quality of his castle is haunted and stay away, outsiders barrassing complications. The route is de-
samurai to decline over the years, and it is who go there dont come back. It is consid- scribed and the party urged to set out
suspected that Akinari had been warned ered bad luck to even speak of the castle. immediately. They are to bring the relics to
as well. Sohei and enraged peasants har- Recently, however, a hint of a rumor the Doi No Fugu inn, where Michimori will
ried the broken Ito army all the way back to about surviving Ito relics in the castle has meet them. Uemons goal is the destruc-
Ito Castle. The death of Akinari broke the come to the Temples attention. Since tion of Korimori power by political means
first seige, but another seige the next year both warlords, realizing that the support of and the reduction of the influence of the
succeeded when a retainer betrayed the the temple could be decisive in their strug- Sun Temple.
defenses. All Ito family members and their gle for control of the province, have made Korimori has been caught unprepared.
retainers were killed, but the last of the overtures, the head of the temple seizes As soon as he discovers the party has left,
Nambu branch died as well. Enraged at the chance to retrieve something of value he rides at top speed to his castle, sends
behavior of the Ito family and the end of from the ruins at little cost. Thus, the tem- out clandestine patrols to stop the party,
the Nambu, the Sun Temple sect placed ple has promised its support to whichever and organizes a force of samurai to sail
an ancient curse upon the site. faction can recover the relics from the cas- down to the castle. The partys speed en-
tle. ables them to evade most of these prepa-
The Krakentua In truth, the temple is happy with the rations on their journey to the castle, but
current balance of power. If they receive they will not be so lucky on the return trip.
Unknown to all, this powerful demon spirit any of the legendary swords, they present As a final precaution, he arranges for ninja
plays a major role in the history of the cas- them to the emperor, verbally pressing the to intercept the party at Doi No Fugu.
tle. Fleeing the more powerful guardian suit of the successful party, but actually The temple is aware of the stirrings, but
spirits of the deep ocean, the krakentua, a doing little. not the details of any of these plans. After
gargantuan humanoid with a kraken-like the party leaves, the head abbot, acting
head, took refuge in the deep caverns be-
BEGINNING THE
with strict neutrality, orders out sohei pa-
low the castle. It was discovered by a wu trols to keep the peace. The sohei are in-
jen who thought to trick it into serving him
ADVENTURE
structed to prevent or settle any fights, but
by threatening it with the enmity of the Sun not to interfere with the activities of either
Temple sect. The plan backfired, for not warlord. Specifically, they are not to escort
only did the krakentua enslave the wu jen, The adventure starts at the temple. It is
or follow members of either faction. The
but it set out to destroy the local power of festival time, and many people have gath-
sohei patrols know that the characters are
the sect as well. It proceeded by using the ered here for the celebration. The player
allied with Michimori.
wu jen to gain control of Ito Saburo, with characters are the guests of Michimori or
disastrous results for all concerned. By one of his retainers, whom they met when
the time of the seige, the krakentua had they entered the province. At that time, the
decided to humiliate Saburo by slowly col- characters would also have learned some-

5
ITO-JO, THE GHOST CASTLE

you hear the roar of distant waves


crashing. As you continue onward, it
seems to sing a sad lament.

Those characters listening closely to the


lament (Intelligence save) hear actual cry-
ing coming from the hills away from the
sea. If any choose to investigate the sound
it becomes more distinct as they ap-
proach.

A young maiden, sitting on a hilltop be-


neath an ancient cedar, looks out to
sea and weeps. There is something un-
natural about the maid, and a garland
of cherry blossoms decorates her hair.

The maid is Sei, a lesser nature spirit


(cherry tree). She at first seems shy and
demure. If questioned about her weeping,
she mentions that she mourns the death of
her kin and the kidnaping of one of her
cousins. If the characters reveal anything
of their mission, she offers them aid and
Here the players can choose to enter invites them to her home. If the characters
INTRODUCTION the village or avoid it. If they enter, they
find a typical small fishing village. They
refuse, she bids them sadly on their way.
The maids home is an enchanting
This section begins when the PCs adven- cannot find any information that is not cherry grove hidden within a tangle of
ture overland to the castle. It ends when common knowledge; however, they gorse and dogwood. Upon stepping into
they reach the submerged cavern below should be made to feel that their coming the clearing, the characters are suddenly
the castle. On the way, they can find infor- has created a major stir, and the locals will surrounded by a dozen spirits stepping
mation and aid at a magical cherry grove. be talking about them for weeks. from the trees with bows drawn. If the PCs
Once at the castle, the characters have to Continuing on, the PCs find an over- attack instead of showing restraint, the girl
defeat seven powerful NPCs to assemble grown trail that leads to an ancient bridge intervenes, but she will not later give them
a key to reach the lower caverns. The DM across the river. They cross without inci- the magical cherry pits (following).
should carefully read all sections concern- dent. The maid introduces the characters to
ing the medallion and the NPCs before try- Sometime later, as they continue along her clan and asks them to explain their
ing to run the adventure. the trail, they hear a cry for help from a mission. The spirits look sad and grimly
dense thicket. If they investigate, they find shake their heads. Seizing the opportu-
The Journey to Ito-Jo a fox caught in a trap. nity, the maid again notes that her cousin
The journey overland should be swift and This is actually Tai, a fox spirit, who was is held prisoner in the heart of that evil
uneventful for the characters if they dont accidentally caught while hunting. If re- place, and if the characters swear to aid
deliberately waste time. They have the leased, Tai tries to discover the PCs busi- him, she will give them some advice. If the
jump on the opposition, and Michimori is ness and offers a favor: directions to the PCs accept, she offers to relate the history
staging minor diversions to aid them. cherry grove. of the Seven Swords clan. The DM should
There is time to stop at the Doi No Fugu briefly recount the known history if the
inn if they wish. The general inn details are The Cherry Grove players dont know it.
given with the conclusion of the adventure If the characters know how to get to the
in Part 4. grove, they have no trouble finding it. Oth- If you seek our cousin at the heart of
The land is gently rolling coastal plain. erwise, read the following: evil, you must know that there were
The PCs pass many small farms, and no- seven champions of the clan who
tice that the land is too stony to produce guarded their honor. They may yet re-
The travel through the wild lands has main, discharging their duty. Do not
good crops. After a time, they enter low been tiring. As you approach the coast,
foothills. In the distance is the village. disturb these weapons unless you seek

6
and explains how they work (see New 2+3; hp 12 each; #AT 2 claws; THAC0 16;
to confront them! Yet these seven Magic). Furthermore, the spirits watch af- Dmg 1-4/1-4).
swords may possess the key to the ter the PCs horses and pack animals if By Sea Spirit Favor. A clamshell washes
treasure you seek! they have any. up onto the beach and grows to giant size.
If the characters ask for protection When the PCs enter, it closes and whisks
If questioned about these seven guard- against disease, Sei admits that her peo- them to a safe landing on the island. When
ians, Sei may reveal the following: ple know of a secret bitter root that can they debark, it shrinks, flips up onto its
banish disease. It is a guarded treasure of edge and rolls back into the sea.
First is the steward of the fields, he who her people and may cause some small
harvests men as others harvest wheat. His harm to those not of the spirit world. She Ito-Jo by Day
strength comes from the land. will part with four roots, if the PCs pledge
Second is the daughter of death; her to perform some further service for the Should the characters succeed in getting
graceful touch is doom, her power a veil of grove spirits (she will take up to three such to the island before dark, they find utter
deceit. pledges for a total of 12 roots). The roots desolation and ruin. Nothing remains of
Third is their leader, he of the bloody cure any disease, but inflict 1-6 points of the fortifications but ancient fire-
sword. His power lies in his place of rest. damage in the process. blackened timbers and heaps of rubble.
Fourth is the one-who-walks-in-shadow; Sei wishes them well and invokes the Extensive searching and sifting reveal
his might comes from his darkblade, swift name of her clan mother, Ama Kurisuki of nothing but small vermin. The characters
and silent. the Golden Lotus, she who is also known feel uneasy (something is wrong, they are
Fifth is the paper warrior, whose as the Moon Daughter, to bless their trails. being watched, etc.) as long as they are on
weapon is mightier than the blade. His Then she leads them back to their path. the island.
strength comes from his office of power. The castle walls still stand. The outer
Sixth is the smallest and most danger- walls are 30 feet high and slick with sea
ous, seen and yet unseen: the screaming
child. His strength lies in his hand.
ARRIVING AT spray (-20% to climb). All walls are treach-
erous, and the DM should convey this to
Last is the keeper of the key, whose
song brings destruction and whose only
ITO-JO the players by description. Climbing about
should be discouraged with minor falls,
foe is silence. Ito-Jo is located on a rocky island 300 feet shifting rubble, crumbling rock, small
A special note for the DM: each of the from shore. The ancient causeway that creature encounters (wasps, rats, etc.) do-
seven swords possesses a special weak- once led to it has been destroyed by time ing from 1 to 1-6 points of damage at
ness. If the characters specifically attack and nature. The waters here are turbulent worst. Characters in danger of fatal falls
the item or achieve the condition, the and dangerous surf smashes cease- should be allowed several opportunities to
weapon master suffers double damage lessly against the island and the shore, save themselves.
from hits scored and has a -2 on initiative creating many small treacherous whirl- Most of the adventures here take place
for the next round. The weaknesses are: pools. at night. Those that have significant detail
Reaper: Loss of contact with the ground The PCs can reach the island in the fol- for daytime explorations are marked with
(receives increased damage when lowing ways: an asterisk. Unmarked areas contain only
levitated/falling/thrown etc.). By the Ghost Bridge. As darkness falls, desolate open spaces or rubble by day.
Veiled Maidens: Their veil (AC 5). a shimmering bridge appears at the site of
General: The sword rest (AC 8). the ruined causeway. Transparent but Important Note: The two gatehouse en-
Shadow Walker: Kusari-gama (AC 0). solid to the touch, it remains as long as the counters can take place at any time.
Paper Warrior: His desk (AC 7). darkness of night and can be easily
Screaming Child: His rattle (AC 3). crossed by the characters. Ito-Jo by Night
Keeper: The chimes (all hits are dou- By Swimming or Sailing. Every round a
swimmer or boat has a 1 in 4 chance of By night, the whole island changes.
bled when these are silenced).
shipping water, taking 1-6 points of dam- Ghostly towers and walls rise through the
age. Affected characters must make an gloom. Many areas take on some sem-
Sei offers three other warnings:
immediate saving throw vs. strength or be blance of their former appearance and
1. Do not tarry overlong. Lesser evils may
washed back 60 yards. A boat is reduced function. The ghost bridge appears, as do
be defeated by their own designs.
to half of full movement and sinks in 3 certain aerial guardians. These effects re-
2. Seek allies. Size is no guide to charac-
rounds unless bailed. At least one person main until first light, and then disappear.
ter.
must bail for each water shipping result. If Small globes of ghostlight swirl through
3. Beware! Sickness and decay pervade
the boat sinks or is destroyed, the charac- the air, and the ghostly areas glow a soft
all. Evade their grasp or become one with
ters must swim. A character or boat land- green. Characters can dimly distinguish
them.
ing anywhere but the wharf automatically objects within 40, unless otherwise speci-
ships water. fied. At dawn, all returns to normal. Char-
Sei cautions the PCs that there is only
By Air. Flying characters have no trou- acters in parts of the castle that dont exist
one safe way to cross to the island. They
ble by day. By night each flying character by day find themselves unharmed in the
must wait till dark and moonrise. Then
is attacked over the island by a flying spirit, approximate location of the ghost area.
they must take the path that reveals itself.
For the service to her kin, she provides which has a skull-like head and a flutter-
them with three cherry pits (one of each) ing, sheet-like body (AC 5; MV -/15; HD

7
Minor Encounters
RUNNING ITO-JO
cherrywood (danger is near).
7. A green jade chest floats in the center
of a swirling mist that whirls it away. Many of the rooms in this castle are not de-
tailed due to the desired pacing of this ad-
The Ghosts of Ito-jo 8. A small green plant sprouts suddenly
venture. The DM may want to add
from the ground or floor. Closer exam-
Aside from a few creatures that have wan- additional details, as long as these do not
ination reveals it to be a cherry tree.
dered in, most of the spirits here are slow play. To provide the DM with devices
(The DM should use this to indicate
bound by the ancient curse on the castle. which direction is most favorable for to create more atmosphere, a series of
The ghosts can be defeated by various the party.) phantasms and harmless encounters are
means, but unless they are permanently 9. The moon breaks through the seeth- given which the DM may use to fill the
laid to rest by specified means, they return ing clouds like a well of light from rooms the characters investigate. Here
to haunt the castle the following night. The above. Its golden rays form a corridor are some additional encounters.
spirits of any slain characters whose of light which evil cannot enter, that 1. Flickering ghostlight creates a
bodies are abandoned on the island join lasts for 2-5 turns. shadow show of an important event in
the ghosts and may be encountered in 10. Above the moaning wind comes the this area.
later adventures. In general, ghosts do not sound of wind chimes from the tallest 2. A murmur is heard from a room, but
leave their primary areas to pursue PCs. tower. stops when the door is opened.
3. Something is tossed, as if in a strong
Phantasms Secret Passages in Ito-Jo wind, but the air is still.
Phantasms are ghostly phenomena that 4. Out of the corner of ones eye, a shad-
There are three types of secret passages
can be seen, felt, heard, and so on by the owy battle is acted out.
in Ito Castle. The Spys Walk connects
entire party unless otherwise specified. 5. Ghostly phantoms arise from bones of
rooms on a floor, and has spyholes
They are provided to allow the DM to cre- former inhabitants.
through which a room can be observed.
ate an eerie atmosphere and direct the 6. As if by magic, scraps of paper form
The Web is a group of secret connections
PCs; many of them relate to encounters in animated origami animals and fig-
linking the Spys Walk that require using a
this section. The DM may use them at or ures.
second secret door. The Inner Path is a
assign a chance that one be encountered vertical shaft leading down into the earth
each turn (e.g.: 1 in 4). Generally, cherry to the hidden door to the caves. Entrances Delayed Journey Effects
tree images are beneficial for the players, to the Inner Path lie through traps in the The players should be kept aware of the
though they should not be told this di- Web. Dont be disappointed if your players time element in the adventure. If they do
rectly. miss all this! Its not supposed to be easy. not complete this adventure by dawn, in
1. From the end of a darkened passage addition to the resetting of the castle the
comes the sound of weeping. A Throughout the castle are secret door- following encounter table is used.
ghostly green-haired maiden on her ways to secret passages. Each doorway Check once every turn; the effect mani-
knees cries before the body of a can be hidden differently; the following list fests on a one-in-eight chance.
young man. She looks up at the PCs of suggestions might come in handy.
and, with beseeching eyes, fades. 1 2-8 Bushi zombies
2. As the PCs enter an empty court or Behind a gong Beneath a fountain 2 1 Ninja spirit shadow
room, ghostly figures slowly form. Within a pillar Behind a painting 3 1-4 Goblin rats
Voices distant in time softly berate As a giant wall fan Within a pit 4 1 Giant crab ghost
servants for abandoning their posts. Beneath a firepit Behind a statue 5 1 Beetle swarm
The servants hold their arms out and Behind stairs Beneath a cabinet 6 1-4 Ogres
ghostly guards chop their hands off. 7 2-8 Spirit Samurai
3. The delicate bouquet of cherry blos- Traps in Ito-Jo 8 1-4 Flying spirits
soms wafts toward the PCs from the
There are several different types of traps
most advantageous direction. Bushi zombies: Ito (50%) or drowned Kori-
noted on the map, and their mechanics in-
4. With an electric crackle, a sizzling mori (50%) bushi. Lord Korimoris naval
clude:
blue seven-pointed shuriken, made of expedition was smashed in the surf.
Pit: Dmg 1d6, door snaps shut.
miniature katanas, whizzes past. (It
Darts: 6 darts fire at THAC0 13, Dmg 1-
moves in one of these ways, deter- Ninja spirit shadow: In bright light the
3.
mined randomly: toward danger, ninja exists as a black outline that cannot
Snare: Traps with a Strength of 60.
straight ahead, back the way the PCs be attacked or harmed; in shadows it is a
Flying stones: THAC0 12, Dmg 1-4.
came, through a wall). corporeal Ninja-Yakuza (Level 3/3; AC 5;
Levitating Flagstones: drop from 20
5. A noble man, his face shadowed by a hp 15; #AT 1; THAC0 20; Dmg 1-6; SA As
feet.
cane hat, harvests wheat with a character class).
Oil Shower: dexterity save at +5 or fall.
scythe, but the wheat bleeds. He
Crushing Weight: Dmg 2d8, save vs.
looks up at the PCs and grins. (This is Giant crab ghost: Functions as a giant
petrifaction
the Reaper, 4.) crab, but is a lesser spirit for purposes of
Spiked Boom: THAC0 10, Dmg 2d4.
6. The air is filled with the roar of crack- resetting and certain spells.
ling flames and the odor of burning

8
Beetle swarm: This approaches from the * 2. The Outer Gate shukenja, his spirit can rest. The shukenja
rear at a speed of 60 per round and trails then vanishes, to reappear in the dis-
the PCs for a whole turn. The swarm does tance, still searching.
1 point of damage per round to each char- The outer doors of the gate open wide If the PCs ignore the spirit, they occa-
acter in a 10 radius. Each character at- to the tunnel of the gatehouse. Over the sionally see him in the distance. The
tacking the swarm in melee inflicts 1-2 gate is a large bronze disc with the nearer they get to the Porter, the closer
points of damage (AC 7); the swarm is dis- Seven Swords mon carved into it. The the shukenja comes to them. Just before
persed after taking 15 points of damage. far end is blocked by a heavy iron port- the PCs encounter the Porter, the shu-
Fire or smoke disperses the swarm in 1 cullis. Huddled in the shadows to one kenja looks directly at them, shakes his
round. side of it is a ragged figure. The smell of head, and turns away.
earth mold is strong. The PCs should be able to figure out
Spirit Samurai: These are exactly as first that the best way to defeat the Porter is to
level samurai, but are also lesser spirits The grate cannot be opened by magical maneuver him to the well and push him
for purposes of resetting and certain means, nor is there a lock to pick. It can be into it. If they accomplish this, the carp
spells. lifted with a combined strength of 40, or swallows him and the shukenja can be laid
chopped through (AC 0, hp 50). to rest. He heals the PCs before he leaves
Flying Spirits: These have skull-like The gatekeeper, a nin-chu-ju-gaki (up to three cure light wounds, two cure
heads and fluttering, sheet-like bodies (starving spirit), does not move or speak disease, and one cure serious wounds
(AC 5; MV -/15; HD 2+3; #AT 2 claws; unless spoken to or prodded. If disturbed, spells). Furthermore, they will be in a posi-
THAC0 16; Dmg 1-4/1-4). he raises his head to stare at the charac- tion to talk with the carp.
ters with the sunken eyes and gaunt face
of a starving man. He tells them that they 4. Reaper
ENCOUNTER KEY must turn back, their time has not yet
come to join the ranks of those within. If
* 1. Gardeners Huts pressured, he agrees to open the gates, This stone gardeners shack is sur-
but only if he is fed. The gaki does not de- rounded by a rusting iron fence whose
fine his price, but only moans that he is gate hangs loose and creaking in the
Crude mud and thatched huts stand hungryso hungry! wind. The jagged shadow of the fence
among ragged gardens in the wretched To feed, he lays his hands on one of the reminds you of raised spears.
soil. Thin plumes of smoke rise from characters and removes 3 points from that
their chimneys and the pungent aroma characters prime requisite. This drain The door of the stone hut stands open,
of burning grass and dung drifts on the lasts 24 hours and prevents the use of ki and those who look in see a full backpack
breeze. power for the duration. in fair condition leaning against a weath-
After feeding, the gaki opens the gate ered bench. No one seems to be about.
These miserable huts are shuttered and with a touch. If the gaki is attacked it falls This is the lair of the Reaper, a kensai
locked. The ragged peasants who live dead, but in one turn it regenerates, gets and first of the seven weapon masters. If
here claim to be refugees from the main- up, and shuffles over to sit in its corner. the fence or gate is touched in any way,
land. They are a small frightened group, the wind howls, lightning flashes, and the
scratching out an existence from the poor 3. The Night Encounter earth trembles. A round later, the earth be-
soil and meager bounty of the sea. There fore the fence mounds and the Reaper
The DM must use this nighttime encounter erupts from the ground, holding a scythe.
are a dozen individuals, three old ones,
before the PCs meets the Porter in the In- Whistling to himself, and with an evil leer,
two men, three women and four ragged
ner Courtyard (15). This helps them survive he steps forward to begin his harvest.
children. They are wary of strangers and
a dangerous encounter and introduces His scythe is a special weapon and he is
terrified by the castle.
They cower behind locked doors, but them to the magic carp at 9. capable of several special actions with it.
timorously answer if hailed. They are not He reveals one of these maneuvers every
unkind and offer a nights shelter to those A pale shimmering form wanders as if time he is pressed or one each round,
in need, provided weapons are set aside. in search of something. It appears to be whichever happens first.
They bar their doors and windows and a short man, his hair shaved in the Sweep: The Reaper must hit AC 10. The
place prayer sashes over them to keep the fashion of the shukenja of the Turning opponent must make a dexterity save at a
evil spirits out at night. Wheel. +4 penalty to maintain his feet, but loses
They believe completely that the island initiative next round.
is deserted and scoff at the idea of trea- This lost spirit cannot know final rest until Block: The Reaper must hit AC 10. Any
sure or relics here. he possesses his prayer beads. He was of his attacks can be used to parry an in-
At midnight, they transform into taga- overcome by the Porter at 15, who threw coming blow with the iron haft of his
maling buso till dawn, viciously attacking his body down the well (9) after stripping it weapon.
any creature they meet. These are fairly of all its symbols of faith. The body was Seven Blades: The weapon blade ex-
recent newcomers to the castle and are swallowed by the giant carp. tends like an umbrella into seven separate
not currently under the curse (see also the If the PCs investigate, the ghost tells blades. During the first round, a single
tigbanua in area 16). them his story. The porter now carries the weapon catch attack can be made. The
beads. If the beads are returned to the second and later rounds, the blades are

9
fully extended, giving a him a total with all blackened skeletons of these graceful wise have the player involved run the char-
his bonuses of +1 to hit and +7 to dam- trees and the cruelly hacked stumps of acter under your supervision. lchi finds
age on up to three weapon attacks, plus their sisters. A sense of loss and mourning rest at last once the PCs pass the final
three free blocks. pervades the air. door. He uses his remaining spells on
Propeller Attack: With the blades ex- them before he leaves.
tended, he can, as a single action, attack 6. The Second Gate lchi only fights the PCs if he is attacked,
all opponents within five feet in all direc- shrieking I will open the door as he does
tions. This maneuver also gives him an AC so.
of 0. Through the nights darkness you see, Concealed on his body is a magical me-
When he is defeated he shrivels up like sprawled on the flagging of the masu- dallion. It is a flat disc with seven indenta-
a dried pod. Around his neck is a chain gata (double gate) of the second gate tions. It resembles the mon of the Ito clan,
with a small, katana-shaped charm that house, the skeleton of a man. Weeds except that the swords are missing. lchi
fits into one of the seven slots of the me- grow through the bones. knows that the medallion, if assembled, is
dallion. supposed to be some sort of guide or key
In the shack is an everfull grain sack that When the PCs approach within 30 feet, a to a great treasure. The PCs must find and
refills itself every fortnight. There is also a shadowy figure rises from the skeleton use this item to reach the lower caverns. If
watering pot of the kappa; a plant sprin- and awaits the PCs approach. This is Go- they miss it here, the Final Door teleports
kled with the pure water from this pot buru Ichi, a late priest of the Sun Temple. them to this location.
gains a full years growth in a single turn. He died of the wasting disease of Lady
The pot refills itself each day. Murasame (area 28), but strangely, he Kuei: AC -4; MV 18; HD 5; hp 22; #AT 1;
cannot recall the cause of his demise. He THAC0 15; Dmg 1-10; MR 10%
Reaper: 9th level kensai; AC 2; MV 12; hp recoils from Murasame if he ever con-
81; #AT 3; THAC0 9; Dmg 1d8+3; S 15, I fronts her. 7. Heros Crypt
12, W 13, D 18, C 17, Ch 8; Ki: maximum His kuei now appears here each night,
damage on blow. waiting to possess someone to complete The door to this stone crypt is sealed. In-
his mission to open the door. (This is side, the floor has been tunneled by goblin
rats. There is no burial box.
* 5. Burned Orchard the final door, area 19).
The tunnel leads 100 feet to the burrow
lchi was a 5th level shukenja, and may
Here is the ruin of a once lovely cherry or- pray for spells once he inhabits a body. of eight goblin rats. This is a maze of eight
chard. All that remains are a few fire- This should be an NPC if possible; other- chambers and connecting tunnels. One of

10
these leads out 80 feet to an exit in a copse turn for magical items, or for the promise weatherstained. At night, stormclouds
on the hillside. There is no treasure. This of services at a later date. seem to congregate overhead, and the
was the crypt of the tigbanua buso (16). very air feels charged. Once every hour, a
10. Servants Chapel bolt of forked lightning (15 radius; 3d6
* 8. Swaying Balcony Here is a small servants chapel, fresh ash
points) flashes from the statue and it
changes its position. The PCs can use this
of incense still lies upon the altar. Before to keep time; the beetle faces north at mid-
A ten-foot-wide wooden balcony with the altar in attitudes of prayer are half a night.
balustrade overlooks the surf crashing dozen skeletons, their bones bleached
white by time. On closer examination, it is
at the cliffs foot. From its rail flutters a * 14. Weeping Willow
piece of amber-colored cloth with unu- found that they have no hands.
sual, black embroidery.
11. Flying Stones A solitary willow stands in the center of
It should be extremely difficult to retrieve the court, its branches sighing in the
the cloth without going out on the balcony. wind.
This courtyard is cobbled. A small foun-
The balcony is solid and shows no signs of
tain splashes to one side and the runoff
decay, but the iron footings attaching it to At night, the sound of weeping can be
forms a narrow stream across the court
the cliff face are rusted. If a character ven- heard, and those who come within a 30
to a drain in the wall. Bonsai are
tures out onto the balcony, it breaks away radius of the willow find themselves and all
planted in wall niches. The walls are
from the cliff and begins to sway from side their gear swiftly soaked with salt water,
pocked and chipped.
to side on its single piling, 15 feet from the ruining parchment, extinguishing fire
cliff. The character must make a dexterity sources, etc. The spirit of the willow can
As the PCs enter, a moaning wind rises in speak only if invited to do so.
save to hang onto the railing, or fall over
the side and be left hanging from the bal- the court. Those who remain one turn are A kindly maiden haunts the willow. She
cony by his hands. Climbing back into the attacked by cobbles, which animate and grieved at the clans loss of honor when
platform requires a strength save. fly through the air (#AT 4; THAC0 12; Dmg they slew a messenger from the Sun Tem-
Any fall from the platform ends in the 1-4 each). ple. Her spirit can not rest until the body of
crashing waves of the bay 80 feet below. the messenger is given a proper burial.
Characters untrained in leaping can leap 12. Ornamental Garden The messenger was buried beneath a
back to the cliff by making a save vs. petri- lightning-blasted cedar in the Court of the
faction. The DM should determine the A flagstone path winds its way through Beetle.
chances for success of other rescue ef- this ornamental gardens once- If the deed is done, the maiden draws
forts. beautiful landscape. Now the sculpted the PCs back here. She and the messen-
The cloth bears the emblem of the Tem- hedges are barren, the lantern houses ger can at last rest. The willow falls over,
ple of Ama Kurisuki, the Moon Daughter, are overturned and the paint flakes uncovering a chest buried beneath its
and is a prayer cloth. It acts as a scroll of from the bridge and walk. roots. The chest contains 500 silver taels
three shukenja spells: know history, cure and five pieces of ivory worth 200 tael
disease, and polymorph self. each.
Anyone who steps off the path is swarmed
by small beetles, which collectively bite for
* 9. The Deep Well 1 point of damage per round. Removing 15. The Porter
This was the court well. Its wall is now the beetles by brushing, swatting, etc.
cracked and its stones have fallen. Water takes 1-6 rounds after leaving the area, A lone lighted lantern swings in the
drawn from this well is bitter and tastes of during which time they continue to inflict center of the courtyard, as the wind
salt, The well drops 80 feet into a cistern. damage. sighs through the brush.
filled with 50 feet of water. The distant The flagstones can animate. When
sound of pounding waves echoes here. three or more are stood on, they levitate At night, as the PCs approach, the post
About 20 feet below the surface, a five- upward to 25 feet at 5 feet per segment. takes on the appearance of a porter, This
foot-wide crack in the south wall leads to They then tip their passengers into the is the spirit of the castles porter. He offers
the sea. slimy waters of the two-foot deep pool and to guide the characters across the hon-
The tunnel to the sea is the lair of a mon- descend into place. maru (inner courtyard).
strous carp, who may come to investigate If refused, he bows, steps back, and
any splashing in the cistern. He is both in- * 13. Court of the Beetle takes on the appearance of the lamp post.
telligent and magical. He is neutral toward He reappears if called.
the PCs, but impressed with good man- The porter is a jiki-ketsu-gaki (blood
ners. The DM can use him as an interest- A large stone sculpture of a horned
beetle in flight dominates the area. drinking spirit). He in fact guides the char-
ing NPC with great but nebulous powers acters safely to the keep. However, the
as necessary to keep the action going, Faceted crystals form its eyes and jade
inlays comprise the wings. payment he demands when they arrive is
possibly even bringing a character back one of the characters! Only +3 or better
into play if the porter takes someone with weapons and magic can harm him. If left
him. The carps services are done in re- In the day, the sculpture is ancient and
in peace with his prey, he drags the victim

11
to the well, drinks what he wants, and The Screaming Childs spells include: The hengeyokai monk fights in his hu-
throws the body into the well. See the en- First Level: chameleon, drowsy insects, manoid mantis form. He is armed with a
counter with the shukenja (3) for more de- elemental burst, magic mis- three-piece rod and has spurs on his hind
tails. Any reasonable plan to knock the sile, shield legs. He can maintain perfect balance on
gaki down the well should succeed. Second Level: smoke shape, stinking the posts, and can leap to attack charac-
cloud, wind breath ters on the beams overhead.
16. Jade Box Third Level: haste, protection from mis-
siles, steam breath Hengeyokai Mantis Monk: 6th level monk
Fourth Level: dancing weapon, shout (AC 3; MV 20; hp 33; #AT 3+1/2; Dmg
Resting on a large jade pedestal is a Fifth Level: telekinesis d6+2 each; immune to haste, slow, and
mahogany tabletop. Atop the table, in- disease; ki: 1/2 or no damage from magic;
cense sticks burn before a small china Goheis melee weapon looks like a two- resist ESP 74%; MS 47%; HS 37%; Climb
bowl and flask and two bronze candle- foot long rattle. He has the following spe- 90%)
sticks. cial attacks: Special Maneuvers: missile deflection,
Ball: The ball head is snapped up to 30 leaping, all around sight, backward kick,
The pedestal is a large, smooth, jade box; feet away on its chain, inflicting 2-5 points, instant stand, pain touch, perfect balance,
its lid forms one side of the pedestal. The then springs back to the haft. weapon catch.
box contains only a fine layer of soil. Mace: Besides the normal damage of 2-
This is the sleeping place of a tigbanua 7 points, he can hurl a foe as the martial The key doesnt work, nor does it fit the
buso. At night, he hides in a niche in the arts maneuver. medallion. The lock must be picked or
hallway ceiling. As PCs leave the cham- Flash: A single foe within 10 is blinded opened magically.
ber, he drops on the leading PCs with sur- for 1-4 rounds unless a save vs. spells is
prise and attacks from the doorway. If he made. 19. The Final Door
is losing, he slams the door in their faces
and flees to the Heros Crypt. He is cur- When Ito Gohei is defeated he shrivels to
rently under the ancient curse. nothing with a whimper. In a pouch that re- A broad archway of cool gray stone
mains are two doses of sand of time which stands before you. What lies beyond is
Tigbanua Buso: AC 0; MV 12; HD 8+2; slows a foe for 2-8 rounds, and a small ka- hidden behind a curtain of shadow.
hp 49; #AT 3; THAC0 12; Dmg 1-6/1-6/1- tana charm pin that fits into the medallion. Above the archway is a disc carved
10; SA fear (paralysis) + disease with the Seven Swords clan mon. To ei-
18. Stone Post Room ther side of the arch, an alcove con-
17. Screaming Child tains the statue of a guardian dragon:
one malevolent violet and one virulent
The floor of this room is two feet lower green. The PCs hear a soft hushing
This room resembles a large audito- than the entrance and is lined with row sound emanating from behind the
rium with a stage at one end. Dim light on row of rock posts jutting from the arch.
glows from two braziers before the sandy floor. From ceiling beams over-
stage, and two bamboo screens stand head dangle many ropes. Across the If the PCs do not have the magical medal-
at the back of the stage. A short dis- room is a door. Before it, standing on lion, the eyes of the dragons glow with
tance inside the room, a piece of white two posts, is a robed figure. green ghostlight. If a living character goes
cloth on which rests a pin lies on the between the dragons, one breathes. The
floor. In a chittering voice, the figure (the spirit of violet dragon breathes a cloud of flashing
a hengeyokai mantis monk) challenges purple sparks that erupt in a blinding flash,
This is the chamber of the sixth weapon the characters to a duel. Those who sur- causing 20 points of damage (save vs.
master, Ito Gohei, a dwarf wu jen. If the pin vive gain his key. breath weapon for half damage) and blind-
is disturbed, or the characters make any The room can be crossed by stepping ness for 1-6 rounds. The verdant dragon
loud noise, a wail that sounds like a cross from post to post at half normal speed, or breathes a green cloud that causes 10
between a bawling child and a braying by walking between the posts at one quar- points of damage (save as above) and has
mule rends the air. ter normal speed. the effects of a stinking cloud. The
Gohei sits on the stage to the left of the Those fighting from the floor suffer a -2 dragons breathe alternately. The dragons
screens. He has cast chameleon on him- penalty to attacks and lose all dexterity bo- cannot be moved, but they may be physi-
self and is difficult to see. Unless pressed nuses. cally destroyed (AC 0; hp 150 each; im-
into physical combat, he sits here casting Fighting on the posts, if not trained in mune to fire, water, and lightning).
spells and using his weapon to deal with leaping and balance, incurs a -4 penalty to No PCs may pass through the archway
intruders. attacks. A dexterity save must be made unmolested unless they display their me-
each round at a -2 bonus or the character dallion. If they have not collected all the
Gohei: 9th level Wu Jen, master of air (AC falls to the floor (1 point of damage). Un- swords, the missing blades glow on the
10 (+1); MV 9; hp 30; #AT 1(2); THAC0 trained characters using the ropes or arch medallion.
18; Dmg 2-5 or 2-7; S 8, I 16, W 14, D 15, C beams attack at a -2 penalty and must Unless the PCs have completed their
15, Ch 6; ki: +3 to initiative roll, maximum make a dexterity save each round or fall to medallion, stepping into the shadow cur-
effect of one spell) the floor (1d4+1 points). tain teleports the characters to the next

12
remaining haunt of the Seven Swords, in in despair. If attacked, they are AC 0 and These are all incarnations of Ito Kiku, de-
this order: Second Gatehouse (if the PCs have 6 hit points each. They dont attack, voted daughter to Ito Tadahiro. If the char-
dont have the medallion, 6) Reaper (4) but dodge quickly. When the PCs leave acters allow, the maidens separate and
Veiled Maidens (24), General (27), this floor of the castle the hands fly back to dance around each PC, brushing and
Shadow Walker (33), Paper Warrior (43), their room. gracefully sweeping their veils over the
Screaming Child (16) and Keeper (42). These are the hands of servants who characters faces, arms, and necks. Sud-
Beyond the arch lie stairs that spiral failed to serve their master and now must denly, they attack.
downward to the submerged caverns serve others for eternity. The first round only, the maidens use a
within the heart of the rock. special strangulation attack if the charac-
23. Geisha Girl ters accept the dance passively. The first
20. The Way Down round of the attack, a successful hit roll
means an unwary victim must make a
At the sound of a small gong, a slight fe- save vs. paralyzation. A victim who fails
Shallow, cold stone stairs wind ever male figure wearing the garb of a gei- suffers 1d4 points. Each round thereafter,
downward into the darkening earth. sha materializes from the air and bows. the victim suffers 1-4 points and must
The salt smell of the sea and the sus- make a constitution save or die. Otherwise
suration of churning waves fill the air. It This is Yushi, spirit of the servant of Ito Ta- the maidens make more conventional at-
feels as if one were descending into the dahiro. Her master had her tongue cut out tacks.
clammy embrace of a watery grave. so she could carry no tales. She seems the
perfect geisha. She is completely noncor- The Veiled Maidens: 3d level monk (AC 8;
The PCs enter the chamber of a large un- poreal and if any tries to attack her, she MV 17; hp 18 each; #AT 2; THAC0 20;
dergound lake. This is the beginning of the smiles enigmatically at the attempts. Dmg 1-4 or 1-6; S 15, 18, W 15, D 15, C 16,
next part of the adventure. Read the intro- She beckons them to follow, leading the Ch 16; ki: save for no damage from magic.
duction to that material before proceed- way down the hall, passing through doors
ing. and then pausing until the characters They have other special abilities with their
open them. Her path takes them through veils.
21. Slide the Veiled Courtyard (24) and then to the Blinding Feint: A successful feint blinds
doors of her masters chambers (27) the opponent for 1d2 rounds.
The corridor is blocked by a concealed where she bows and vanishes. Entangle Weapon: This is normal entan-
trapdoor. Characters who step on it drop Aside from leading the characters to two gle attack, but if successful the opponent
into a five-foot-deep pit, as the trapdoor of the sword encounters, the geisha can cannot use his weapon unless he makes a
snaps shut. The pit can be pried open with be used to direct the PCs as the DM strength save at a +5 penalty to pull it
a combined strength of 30, or sprung by a wishes. free.
weight of 80 pounds and jammed open.
These maidens know a soft martial arts
The pit is only five feet wide and easily
24. Veiled Courtyard skill using the hands and the following ma-
leaped.
neuvers: feint, stun touch, sticking touch,
The floor beyond, however, is very
and steel cloth.
smooth and slippery. Anyone walking on it This flagstone courtyard is filled with When the maidens are defeated there is
must save vs. petrifaction or slip and slide the flutter of wind-whipped azure ban- a sound of tearing cloth. Each maiden
forward. Those leaping over the pit must ners spaced around the courtyard, with leaves behind a pale golden pearl worth
save at -2. one by each entrance. Each banner 50 tael each. If a pearl is swallowed, it be-
The slick floor beyond the pit drops bears the graceful T-shaped character stows a magical bonus to the character of
away into a slide that deposits characters for hearth and home. +1 to hit and damage which may be in-
in the Stone Post Room (18).
cluded when determining if a character
This is the haunt of the second weapon can hit a creature struck only by magical
22. Flying Hands master of the Seven Swords, the Veiled weapons. This effect lasts 1 turn. A prayer
Maidens. Touching any veil summons this box beside the door holds a brooch with a
spirit (carelessly walking through the en- pin that appears to be a small katana that
This room is dingy and filled with the
trances might have this effect). When the fits into the medallion.
stench of smoke and soot. It may have
spirit is summoned, the wind suddenly
been a kitchen. Two pairs of severed
dies and the night song of the insects 25. Spiked Ceiling
hands lie folded on the floor here. takes on the sound of lyrical lutes.
The hands seem well preserved. If The odor of rotting teak clings to the
From the shadowed portico behind the
touched, they fly into the air, clapping. floor, where the decaying remains of
banners step seven beautiful, identical
They act as unseen servants for the char- furnishing litter fraying mats. A huge
acter who activates them. They open women holding gauzy, azure veils.
They speak not a word, but smile and bronze chandelier hangs from the cen-
doors, hold items, draw characters for- ter of the ceiling.
ward, etc. Their actions do not trigger begin to dance, whipping and tossing
traps, though they may guide characters their veils and turning gracefully.
The ceiling is shadowed, but light brought
towards them and then wring themselves
into the room dances off the reflective, or-

13
nate metal ceiling. Close study of the ceil- veil, are rotting flesh and open sores. She
ing reveals spikes all over the plating. At deep in meditation. A sheathed wakiza- sadly welcomes strangers to her home
the three points marked on the map, shi rests in his lap. and motions for them to sit on the pieces of
spring platforms fling any character step- broken stools before her, or perhaps on
ping on them fifteen feet to the ceiling, af- This is Ito Tadahiro, third weapon master the window sill. She asks if they have
ter which he falls to the floor for 3-12 (3d4) of the Seven Swords, a ronin. He acts only come seeking to learn a lesson from the
points of damage. if he or the katana is disturbed. past or to mock the fallen. She says that
Near the far door, hidden beneath the If Tadahiro is attacked, his superior ia- she does not know the fate of her kin, but
mats, is a ten-foot-wide net held in place jetsu allows him to strike first with his waki- her lot is to sit here gazing forlornly and
by thin bamboo lathing. Anyone walking zashi. After the first exchange of blows the uselessly out the window. She offers to
across the center of the net snaps the katana appears in his hand and he van- ask a blessing on behalf of their endeav-
lathes and triggers the trap. The heavy ishes. ors. If they agree, she bends to kiss them,
chandelier crashes to the floor, hauling He appears shortly after all twenty of attacking with surprise. If they are suspi-
those in the net up to the ceiling for 3d4 him! He can create a mirror image effect cious, she sighs and looks out the window.
points of damage. with the room mirrors and his sword. Each Murasames only treasure is a miniature
time Tadahiro is hit, roll a six-sided die: 1-2 portrait of her son Sudai, worth 18 tael.
26. Fireplace Tadahiro is hit, 3 a pillar is hit, 4-6, a mirror
is hit. Mirrors can be attacked separately Shikki-Gaki: AC 4; MV 12/6; HD 5; hp 27;
(AC 5; hp 20). The mirrors do not crack, THAC0 15; Dmg 1-4/1-4 + disease
A stone fireplace is ablaze with the light but shatter when destroyed. For every five
of a dancing crimson fire. The stone is mirrors destroyed, the chance of hitting 29. Wall Trap
sooty and black lines streak the hearth. Tadahiro increases by 1 in 6.
There is no breeze from the chimney. Ito Tadihiro harrasses the characters At this intersection, the five-square-foot
and attempts to slay all. He is arrogant and floor panel is a pressure plate. Stepping
The fire is illusory and gives off no heat. unrepentant, brooding over lost battles on it causes a spiked wall to spring out
Five feet up the chimney are a series of that cost his samurai status. through the false wall and impale a char-
rungs. The shaft rises 30 feet, ending in a When defeated, he and his equipment acter for 3d6 points of damage. Once the
trapdoor bolted from above (in the terrace vanish in a puff of red smoke, and the trap is sprung it resets in one turn.
overhead, the trap door is hidden by a pot- room turns dark. Hanging from the sword Tugging on the topmost spike causes
ted shrub). If the seventh rung from the top stand is a wrist chain with a tiny katana- the the wall of spikes to snap open, reveal-
of the chimney is lifted, the wall opposite shaped charm that fits the medallion. ing another secret passage beyond.
opens onto a second passage.
Ito Tadahiro: 13th level ronin (AC 2; MV 30. The Reading Room
27. General 12; hp 102; #AT 2; THAC0 6; Dmg 1- This room is filled with racks and shelves
10+8 katana, 1-8+8 wakizashi; ki: for scrolls and books. Only shreds of
THAC0 4, Dmg 1-10+11, 1-8+11) parchment and wooden covers remain.
This seems an endless chamber, with
On one table in the back recesses of the
countless ornate mahogany pillars sup- Crimson Katana: Sword +1, flames to +2; room, beside a guttering lantern, a white
porting massive crossbeams. The room user can blink as blink dog once per level stone and an eating dagger hold open the
is lit with a crimson light that dances be- per day; evilly aligned (causing damage to pages of a book. If the pages are not
tween the pillars. In the heart of the room good and neutral characters); teleports to touched, one can read the history of the
is a row of sword rests, each holding a ka- users hand when disturbed. last days of the clan. If the pages are
tana in a lacquered red scabbard.
touched they crumble and disintegrate.
28. Lady of the Castle Out of the corners of their eyes, the
As soon as the PCs enter, they see them- characters believe they can detect the
selves duplicated many times. The walls presence of other visitors poring over an-
of this room are rose-tinted mirrors, be- This despoiled room was once the pri-
vate chamber of a lady. Now the chodai cient texts and murmuring among them-
tween balusters (decorative half-pillars) of selves.
polished wood. (curtained sleeping platform) is a rot-
In the heart of the room lies the Crimson ting heap, the emakimono (picture)
scrolls hang limply on the walls; 31. Origami Room
Katana, prized weapon of the General of
the Ito family, Ito Tadashiro. benches, chests and table are all bro-
On the far side of the room is a byobu ken debris. A tall veiled figure sits in a The floor of this chamber is littered with
(folding screen). If the PCs try to take the lone chair sits next to an open window, scraps of colorful paper, dust and de-
sword, it does any applicable damage and where the remnants of curtains cling to bris.
teleports to Tadahiros hand. If the PCs in- the wall.
vestigate the screen they find: As the PCs enter, ghostlights twinkle in
This is the spirit of the lady of the castle, Ito
the darkened chamber. A sudden gust of
Beyond the screen, directly in front of a Murasame. She seems deep in thought, wind makes the paper bits fly into the air,
door, sits a robed and armored figure, and eyes visitors sadly. Murasame is a folding themselves into origami birds and
shikki-gaki, a diseased spirit. Beneath her

14
butterflies that flit wildly about. The next This weapon master should be played last they proceed through a door at the end
round, bits of green paper swirl together. for effect. He relies on stealth, ambush, of the corridor. This doors hinges are rusted
By the end of the round, they have be- and quick fade-outs, plus his unusual mo- shut and must be forced open. The door
come a giant origami mantis. The third bility. His special abilities include: opens 120 feet above the crashing surf!
round after the PCs react, the mantis, if Blending: By shutting his eyes and not Characters forcing the door must make
not destroyed, leaps among the birds and moving, the Shadow Walker has a 48% a Dexterity check or fall. Characters who
butterflies slashing and shredding them to chance of becoming effectively invisible. fall land on the roof of the third floor 12 be-
bits. At the end of the round, the paper Wall Walking: He can walk on walls and low, each taking 1d6 points of damage.
drifts back to the floor. ceilings at half speed.
Shadow Hurling: He can fling actual 35. Wall Climb
Paper Mantis: AC 8; hp 40; fire-based at- pieces of shadow; if hit, the victim must
tacks do +1 per die of damage. save vs. paralyzation or be blinded for 1-4
rounds. The passage ends on a narrow ledge
32. Flame Room Blur: While in shadow, the first attack of overlooking the churning sea below.
each round against him always misses. There is no railing. Only narrow win-
The second attack suffers a -2 penalty and dows every fifty feet break the ivy-
The light of a lantern or torch flickers all others are made at normal chances. covered face of this wall. Twenty feet
from around the corner ahead. Yoichis martial arts special maneuvers above is a narrow, ornamental ledge.
Beyond the corner is a hall filIed with are: push, stun touch, hurl, and all around
broken benches, beams, and crockery. sight. Hidden in the ivy five feet to the right of the
In the middle of the hall lies a bed of fi- He carries three flash grenades, four door are narrow handholds leading up-
ery coals. large shurikens (dmg 2-5) and 100 lead wards. The ledge above goes nowhere,
pellets (when cast on floor, opponents but a cornice piece can be twisted to open
If the fire is approached within ten feet, a must make a Dexterity save each round to a small crawlhole into the Inner Path.
moan fills the room and a fiery human keep their footing; covers a 10-foot-square
shape rises from the coals. If the PCs flee area). 36. Grillwork
immediately, they can escape. His main weapon is a black kusari-gama
This is a shinen-gaki (flaming spirit). It +2 that reflects no light (dmg 1-6; save vs.
blocks the PCs path by igniting the paralyzation or lose 1d4 points of constitu- A damp salty breeze blows in through
wooden door. Then it steps into the wall, tion). Lost constitution is recovered at a the eight-foot square wooden grating
appearing a round later behind the PCs to rate of 1 point per turn. A character re- just ahead.
ignite the debris behind them. It then at- duced to 0 constitution dies. This weapon
tacks. Players who search the debris find can also entangle normally, and Yoichi Beyond the grill is a short, shadowy pas-
a few unbroken flasks containing water. hurls such victims into one of the three sage to another grill on the outer wall of
The burning door is AC 5, hp 25; but traps present in the hall as he snaps his the castle. This is obviously a horizontal
those attacking it suffer 1-4 points of fire weapon free. ventilation shaft. If the first grill is opened
damage per round. and the passage investigated, a narrow
Ito Yoichi: 8th level bushi/7th level ninja passage to the side is discovered.
Shinen-gaki: AC 0; MV/18; HD 4; hp 19; (AC 0; MV 15; hp 39; #AT 3/2; THAC0 12;
Dmg 1-8; immune to fire and weapons less attack from behind at +2 for damage x3; S 37. Bookcase Trap
than +2; suffers +1 point per die of water 16, I 15, W 8, D 17, C 15, CH 14)
damage.
When the Shadow Walker is slain, the This room contains several benches, a
33. Shadow Walker hall is blanketed by a silence spell. His low desk, and an empty bookshelf, all
treasure is hidden in the hollow first tread in bad repair.
of the stairs: a silvery chain worth 80 tael
An eerie trail of footprints, left foot and a potion of renewal (cures 25 points of The bookshelf appears attached to the wall,
pointing forward, right foot backward, damage or any one ailment). There is also but can be pulled aside to reveal a three foot
either begins or ends here. Starlight a ring with a tiny katana that fits into the deep alcove. Anyone stepping into the al-
streams through a cross-shaped win- medallion. cove is struck by a falling block of stone
dow onto the floor, creating a dagger of (dmg 2-8; save vs. petrifaction for half). The
light. Shadows hug the corners, avoid- 34. Mysterious Trail alcove appears to be empty; however, the
ing the illuminated area. entire back wall can be pushed inward to re-
veal a second passage.
The fourth weapon master, Ito Yoichi, a A trail of odd footprints leads down the
bushi-ninja, awaits intruders here. If a darkened, dusty hall. The left foot 38. Wall of Fire
character steps into the dagger of light, or points forward, the right foot points
looks out the window, a gust of wind blows back.
up a flurry of dust. The Shadow Walker is The pungent aroma of burnt cedar
near. He does all in his power to stop the At times the trail disappears through the wafts through the air. The floor and
characters from proceeding. walls and then returns yards further on. At

15
then pushed in, the wall also slides to the tack, an improvement of 1 AC, an increase
walls of this chamber are charred and left and after moving eight feet, reveals the of 3 to speed and the ability to dodge or
covered with soot. narrow Inner Path. deflect missiles on a save vs. breath for no
damage, or only suffer half damage.
When a character steps into this room, a 41. Room of Slashing Walls These adjustments are figured into his
score and must be subtracted after ten
pair of painted paper walls slide across the
middle of the chamber, dividing it in half. rounds.
A ghastly apparition of a bloody warrior He knows the following spells:
The wall is painted to represent a stylized staggers out of the doorway. Pausing
bonfire with flaming roses and red plumed First level: Curse, deflection, cause light
as if undecided, he splits in half! One wounds
birds dancing above it. half staggers right, the other left, disap-
The paper walls move toward the char- Second level: Hold person, obscurement
pearing through the walls. Third level: Cause blindness
acters at ten feet per round. As the wall ap-
proaches, the art shifts and shimmers, The Keeper is trained in two styles of
This room can be divided into smaller ar- martial arts weapon fighting and can also
becoming more and more animated the
eas by sliding walls. The edges of the perform the following special maneuvers:
closer it approaches. At a distance of ten
walls, though, are razor-sharp blades. A concentrated push, prone fighting, incapa-
feet, it suddenly resembles a wall of fire,
character who crosses one of the indi- citator, blind fighting, and leap.
except that the exits in the far side of the
cated sections between pillars must make
room can be clearly seen through the
a successful save vs. petrifaction or take His weapon is the windchimes, which
flames.
1-8 points of damage as the walls slam serve several functions.
The wall gives off no heat, if anyone
shut; they reopen after two rounds. The Flail: as flail (dmg 2-7/2-8).
asks. Although this might seem like an illu-
walls can be deliberately triggered by Deflect Attack: He receives only half
sion, the wall of fire is real; the hot side is
characters using inanimate objects. They damage. This only requires an action, no
facing away from the PCs. Any character
are made of paper and can be easily bro- roll is necessary.
who steps through suffers 2d6+8 points
ken through once they stop moving. Crystal Spike: He can throw up up to 20
of damage each round from the flame. As
soon as the paper wall is broken by any crystals as spike shurikens, at shuriken
character or object, it consumes itself, 42. Keeper rates (dmg 1-4/1-3).
burning away completely in four rounds, The Keeper tries to separate the PCs,
inflicting its damage normally during that attacking from a different side each round.
The wind is brisk upon this open walk- If he pushes a character off the walk, the
time. way. An ornate door, painted the red character can successfully grab the rail-
and gold of the setting sun faces to the ing, but must make a Strength save at half
39. Trapped Stairs west. The door is latched and there is a his score to climb back up.
keyhole. When the Keeper is slain he and his
This room is empty except for a set of equipment dissolve into the wind.
mahogany ladder-stairs and open win- The door is not locked. Characters looking
dows. through the keyhole see a shrine to the The shrine bears red prayer cloths
dying sun, a cold marble altar before the hanging on the walls, their lettering faded
rear wall. Hanging over the altar is a wind- by the sunlight. Upon the marble altar is a
An investigation reveals bloody footprints
chime made of strings of short slender small katana-shaped charm which fits into
leading from the ladder-stairs to the win-
crystals hanging from a teak crossbar. the medallion. The altar has a secret catch
dow sill. The ladder-stair is also bloody.
The center of each stair-rung is trapped; When the door is opened, the chime on either side that allows it to slide for-
rings, and any light dances off the faceted ward.
when weight presses down on the topmost
crystals. A character making an intelli- With two people manipulating the secret
stair-rung, spikes spring forth on all of
gence save at a +4 penalty notices that catches on either side of the altar, it may
them, impaling the hands and feet of any
one of the crystals is shaped like a dagger. be slid forward on the dais. Beneath is a
using them (dmg 1-4 per stair; those in-
This is the lair of the Keeper of the Key, four foot shallow pit. The pit is alive with a
jured are crippled until twice the amount of
a sohei and the seventh weapon master. If swarm of carnivorous beetles.
damage suffered is healed: hands, -4 pen-
the PCs enter the shrine he materializes Sliding back the block immediately cuts
alty when fighting, climbing or catching;
behind the altar. If they retreat he material- off the beetles. Otherwise, they swarm
feet, half movement and no dexterity bo-
izes before them with the chime in his out, attacking characters in a 10 radius
nus to AC).
hand. for 1-4 points per round. The swarm is AC
Up to three characters climbing the stair
at the same time can be trapped. 7 and has 40 hit points: edged weapons do
The Keeper: 11th level sohei (AC 3; MV 1 point, blunt weapons/swatting do 1-4,
15; hp 59; #AT 3; THAC0 12; Dmg by fire damage is double normal.
40. Sliding Wall weapon +2; S 17, I 10, W 12, D 16, C 15, Suspended on two cross wires two feet
This wall is lacquered wood adorned with Ch 11) from the base of the pit is a wire basket
stylized waves and lotus. With care one of holding 8 pieces of tarnished jewelry val-
the blossoms may be rotated left and the He may use his ki once a day for ten ued at 800 taels.
wall can then be slid to the right to reveal a rounds, causing him to gain +1 more to The base of the pit is a concealed trap-
secret passage. However if the blossom is hit damage, and saves, an additional at- door that leads to the Inner Path.

16
43. Paper Warrior Leaping Locusts: Distract one foe a with a golden light. When picked, a blos-
round, treat as a protection from good (-2 som shine brightly with the light of the full
to PCs attacks, +2 to shukenja saves). moon in a 10 radius. Those in the area
This chamber holds a large mahogany Octopus: Attacks one character within gain +2 to attacks, saves and AC when
table with moldering cushions to sit on. 10. If a save vs. spells is made, the victim fighting evil spirits. Lesser evil spirits can-
Upon the table are several sheets of takes 1-4 points of damage and the octo- not enter the radius voluntarily. The blos-
colorful paper, an ink dish, and a 2 foot pus is destroyed. If failed, the victim takes som withers after one turn.
long white plume, tipped with silver. 2-8 the first round and 3-12 in all later Usually, 1-3 seeds are found.
rounds.
This is the den of the fifth weapon master An effective way to stage this is to have Potion of Spirit Binding: This potion,
Ito Chomei, a shukenja and steward of the the origami devices coming in from differ- when splashed on a noncorporeal spirit,
clan. If the papers or the quill pen are dis- ent directions at different heights to create solidifies it, reducing its AC by 5 (if no AC
turbed, they are snatched away by an in- maximum PC confusion. is given, the potion gives it an AC of 5). If
visible force and the ink flows from the Chomeis martial arts special maneu- the spirit has assumed a physical shape,
dish forming words on a clean sheet of pa- vers are: pain touch, prone fighting, one the potion locks it in that shape for 2-8
per. These words spring from the page finger, fall, missile deflection, iron skin and turns. If poured on a character taken over
and take the form of a tattooed man. With speed. by a spirit, the physical body is paralyzed
a wave of his hand, the door to the cham- Chomeis weapons include a kiseru for 2-8 turns and the spirit is imprisoned
ber slides shut and bolts. (iron pipe) and the quill pen. The latter is for that time.
special.
Ito Chomei: 8th level shukenja (AC 5; MV Quill Pen: Characters struck by the pen
9; hp 36; #AT 2; THAC0 16; Dmg 1-4 and do not suffer damage, but must make a
special; ki: +3 on saves save vs. breath weapon or have their per-
ception of reality rewritten. The DM may
Chomei first acts to protect himself while choose from the following confusion ef-
speaking to the characters about disturb- fects: a friend looks like a foe; the victim
ing him, and then seeks to cause confu- believes the battle is over; sees the foe as
sion. his friend, etc.) This effect lasts for 6
rounds.
His spells include: When the Paper Warrior is defeated
First Level: curse, cause light wounds there is the sound of crumpling paper as
(x4), deflection; he collapses into a ball. Within a drawer in
Second Level: hold person (x2), ob- his desk there is a prayer cloth with two
scurement, speak with cure disease and three cure serious
animals, snake sum- wound spells. There is also a box of eight
mons; pen nibs, but one is really a katana charm
Third Level: cause disease, dispel that fits into the medallion.
magic, bestow curse;
Fourth Level: tongues (reversed)
NEW MAGIC
Ito Chomei is known as the Paper Warrior,
Enchanted Cherry Pits: These magical
because he can fold and animate origami
seeds come in three varieties: smooth
weapons. He can fold two per round (four
using his special martial arts maneuver brown, spiked red, and crescent gold.
speed) and can even do so while being at- When the seed is planted and watered, it
tacked. These devices each possess AC 8 roots and grows into a mature bonsai
cherry tree in 2 rounds, blossoming in the
and 15 hit points, and suffer double dam-
third. Each plant yields 2-8 blossoms,
age from fire. He has 14 pieces of paper.
which must be picked for use.
Once an item is folded, his breath en-
Brown: When the blossom is picked,
larges it to double size. The items he can
from it steps a full grown 3rd level Samurai
fold are:
Shield Beetle: Absorbs all damage from (AC 7; hp 18; #AT 1; THAC0 18; Dmg 2-9).
He serves for one turn or until slain, then
a single blow. Excess damage is lost.
withers away. All samurai from the plant
Bee Warrior: Acts as a second level
are identical, being facets of the plants
bushi, but does 1d6 points of damage.
spirit.
Vipers: These have MV 6; #AT 1;
Red: When picked, the blossom turns
THAC0 18; Dmg 1 + poison; poison dam-
into a ripe cherry. When thrown, the fruit
age 2-8, save negates.
Pinwheel: Razor-sharp blades slash at explodes on impact, causing 2d8 points of
legs as it rolls along the floor (#AT 1; fire damage within a 10 radius.
THAC0 15; Dmg 2-5). Gold: The 2-8 blossoms shine dimly

17
BENEATH THE GHOST CASTLE

should familiarize himself with these ef-


fects and their sources. Generally, the
closer the party comes to a phenomenons
source, the more likely that phenomenon
is to occur (or the better its chance of be-
ing revealed through spells), and the more
intense and vivid it becomes. Eliminating
the source suppresses the associated
phenomenon. The DM has the final word
on when, where, and how often the phe-
nomena occur.

Visions and Phantasms


Visions are mental pictures or dreams and
usually are experienced by a single char-
acter at a time, although the DM may
make exceptions at his discretion.
Phantasms occur as physical sensa-
tions of sight, hearing, taste, touch, or
smell and generally are experienced by
the entire party (although again, the DM is
at liberty to make exceptions as he sees
fit).
Not all characters are equally suscepti-
The party must now descend into a net- on the clan members, and other secrets of ble to visions. In this case, wu jen charac-
work of haunted caverns under the castle the caverns by using shukenja spells such ters are the most sensitive, followed by
in search of the relics of the clan. Boiling as know history, omen, trance, commune shukenjas and sohei. All characters are
tides submerge the entrance during day- with lesser spirits, dream sight, and re- equally susceptible to phantasms.
light the caverns are accessible only at quest. Following are lists of the visions and phan-
night. The party must enter the caverns, tasms that can be encountered while adven-
turing in the caverns. Numbers indicate the
GHOSTLY
locate the relics and defeat the powerful
creature that guards them. phenomenas sources. When the party is in
the vicinity of a source, the corresponding
MATTERS
The caverns are extremely dangerous.
As in the castle, former members of the phenomenon should be stronger and more
Seven Swords Clan suffer under a variety frequent. Phenomena with no numbers
Supernatural phenomena dominate this have no specific source and can appear
of curses, and haunt the caverns in their
scenario. Some are recurring themes; oth- anywhere in the caverns. Some encounter
accursed forms. Additional monstrosities
ers are keyed to specific encounters. descriptions specify the occurrence of spe-
also lurk in the caverns, attracted by the
Above all, the DM should use these phe- cific phenomena. Elsewhere, the DM should
evil forces that permeate the area. The
nomena to maintain an atmosphere of freely use the phenomena as sources of
strength of these local forces, and the ca-
mystery and foreboding throughout the clues, foreshadowing, and atmosphere.
verns proximity to the land, prevent the
adventure. Although all phenomena, ideally,
recovery of the relics by the favor of the
Most these phenomena are of evil nat- should be experienced by the characters
sea lord (requesting this, however, does
ure and are generated from the forces at least once, the most vivid phenomena,
not expend the favor).
present in the caverns. Some, however, especially those keyed to specific en-
The relics are hidden in a jade chest lo-
emanate from sources which are not counters, should stay unrevealed as long
cated in a subterranean pool protected by
strictly evil. Laying tortured spirits to rest as possible to heighten suspense. The DM
a guardian krakentua (encounter area 27).
stops the phenomena associated with can also add appropriate phenomena of
The wu-jen in area 26 possesses a power-
them. his own design or use variations of those
ful magical item, the seven-fingered
Ghostly phenomena can occur auto- listed.
hands, which will greatly assist the party in
matically or randomly; some appear at the
defeating the krakentua.
discretion of the DM. They cover the entire
This adventure offers the characters
spectrum of senses. They occasionally
many opportunities to gain information
cause penalties in combat. The DM
about the location of the relics, the curses

18
Visions Phantasms
A. An emaciated old man in tattered N. The voice of an old man is heard,
BEGINNING THE
clothes extends a shaky hand as if
gesturing for help. Printed words sud-
shrieking, Kill me! Please kill me!
(10)
SCENARIO
denly appear on his skin from head to O. The characters feel a tightening By this time the characters should be
toe, and he screams in agony. (10) around their necks, as if they were aware that the lower caves can be entered
B. A man and a woman argue furiously. being choked by ropes. Scars appear only at night. They can use any interven-
From out of nowhere, a blade slashes around their necks. (12) ing time to rest, regain spells and heal
their heads off. (12) P. The muffled sound of counting is themselves.
C. A white butterfly flutters in the night heard. The voice is distant and indis- While resting, three of the player char-
sky. It falls to the ground and is set tinct. The counting stops at seven, acters doze off and each has a different
upon by snakes who tear it apart. (15) pauses, and then repeats. (14) dream; one dreams of the jade box filled
D. A jade box with seven bronze cranes Q. A guttural voice is heard reciting a with gold, one dreams of the bleeding
on the front and sides appears. The haiku. Translated, it means: The man, and a third dreams of the disem-
box opens. Inside is a fortune in gold white butterfly on the pink blossom. bodied hands (described as visions D, F,
pieces. (22) Whose soul is this? (14) and I in the list on page 19.) The dreams
E. Seven bushi writhe in agony, groping R. The desperate cries of a young girl may come to any of the characters, but re-
at their legs. They have no feet. (22) are heard: Please! Help me! Some- member that wu jen, shukenja, and sohei
F. A handsome young man dressed in body please help me! (1.5) are the most receptive. A character who
fine silks pleads soundlessly for help. S. A ghostly butterfly with a wingspan of has demonstrated a tendency to be
White blood oozes from the pores in several feet emerges through a wall, greedy should experience the jade box
his skin. (24) flutters in front of the party, then dis- dream.
G. A cherry tree stands under a dark sky. appears through another wall. (15) When night falls, the characters can en-
Blood drips from its blossoms. (24) T. Seven ghostly bushi stagger towards ter the caverns. From this point until they
H. Blood falls from the sky like rain. It the party with arms outstretched. reach area 6, two phenomena can be ex-
changes to milk when it hits the They have no feet and are walking on perienced as a result of a spell casting
ground. (24) the stumps of their legs. (22) (such as omen). These are visions L and M
I. Two disembodied hands float in the U. The characters become aware of the in the listing. If these are triggered by spell
darkness. The hands wither and three taste of milk in their mouths. (24) casting, the entire party experiences them
fingers drop off. The fingernails turn V. The characters become aware of the as a phantasm.
silver and grow into foot-long blades. taste of milk changing to blood in their The system of caverns exists naturally
(24) mouths. (24) under the castle, although former occu-
J. An octopoid creature with seven wrig- W. The characters smell the aroma of pants have modified many of the caves for
gling tentacles and bright red eyes cherries. (24) their own purposes. The passages are
hovers in a cloud of red mist. It laughs X. A cacophony of howls, shouts, gasps, twisting and rough-walled, about five to
and slowly disppears inside the mist. and groans is heard. ten feet wide with ceilings averaging about
(27) (Note: Dont use this until after the Y. A howling wind is heard, followed by a ten feet high. The floors are generally
characters have had a chance to expe- bone-chilling drop in temperature. smooth, but there are some rough areas
rience it in encounter area 10.) The temperature returns to normal where stalagmites have crumbled or rub-
K. Seven katanas dance in the air, join when the wind stops. ble has fallen from the walls. Stalactites
together, and then spin through a Z. The characters smell the odor of dead and stalagmites are common, and the
screaming crowd, slashing them to fish. party may occasionally find an especially
pieces. (27) AA. Seven ghostly crabs with human large cluster in the deeper recesses of the
L. Seven crabs float to the surface in a faces on their shells scuttle across cavern system.
pool of water. They have human faces the floor. The atmosphere is clammy and humid,
on their shells. the air stagnant. An icy wind blows
M. Seven fish leap from the water and through the passages, and the characters
throw themselves against sharp smell the fishy odor of sea water. The ca-
rocks to die. verns are generally quiet; the characters
hear only the echoes of their own foot-
steps in most places. However, if they stop
and listen closely, they can hear the faint
chirps and squeaks of the insects and ver-
min that inhabit the caverns, along with
the distant howls of the haunted souls that
also dwell below.
During the day, the caverns completely
flood up to the ascending stairways in area
4. The passage directly beyond area 4 is
above the high tide mark, so none of the

19
rest of the cavern system is submerged. is 10 feet deep) attack at -2. Characters
However, because of the humidity and making excessive movements on the Sunsho Daji, second son of the honor-
seepage from cracks and faults in the walkway (such as attempting combat) able Sunsho Anteki. I am here at the re-
walls, virtually all the cavern walls are have a 1 in 6 chance of slipping and falling quest of my older brother, Sunsho
damp and dripping, and streams, pud- in the water. Miharu, who had business in this place.
dles, and pools of water are very common. The ningyo, on the other hand, never He has gone ahead into those caves
Treacherous crevasses and sinkholes leave the water completely, and only at- and, as he requested, I am waiting for
can certainly pose a hazard to careless tack characters who are in the water with his return. He has been gone now for
PCs. Characters near the edge of a cre- them. The ningyo will not negotiate, and three weeks. Daji looks away; he is
vasse or sinkhole without taking precau- fight to the death with any characters in obviously worried.
tions (such as holding onto a fellow the water, though they may be driven off I must warn you there are many
character) have a 1 in 20 chance of falling with missile fire. They make no attempt to dangers here. If you wish to stay with
in. Sinkholes indicated on the map are move onto the walkway, although they can me, I will do my best to protect you. You
about 20 feet deep; characters falling in freely swim under it. are also welcome to share my provi-
take 3-18 (3d6) points of damage. Cre- sions, if one of you would be so kind as
vasses average 200 feet deep, and falling 2. Walkway Gap to locate a suitable fishing pole.
into them is fatal.
About halfway across the cavern is a 15-foot If the characters ask how Daji and his
gap in the walkway where the stone has col- brother got into the caverns, he motions to
ENCOUNTER KEY lapsed. If the characters choose to swim
across the gap, the ningyos from area 1 (if
the west side of the cavern and tells them
that they came in through a small passage
not already defeated) attack the first charac- on this raft, adding that his brother is six
1. Flooded Cavern ter to attempt it. If the ningyos have been de- inches tall; that entry is clearly too small to
feated, there is no danger here. be of any use to the party.
The passage opens into a vast cavern If the party has not yet experienced vi- If asked about the business that brought
containing a natural lake about 130 feet sion L (the seven crabs), these crabs ac- him and his brother to the caverns, Daji
long and 90 feet wide. The 50-foot-high company the last player character who looks uncomfortable and says, I came to
ceiling is dripping with stalactites. The swims across the gap. If the characters honor my brothers request. To ask more
air is humid and heavy with the fishy somehow bridge the gap without ever get- would be improper. If pressed, Daji reluc-
odor of sea water. The cavern is eerily ting in the water, the crabs surface in the tantly reveals that his brother had heard
still; the only sound is that of the water gap after the last character has crossed. rumors of great riches in the caverns and
lapping gently against the cavern walls. The crabs vanish at any attempt to touch intended to plunder them. Daji is con-
them. cerned that his brothers actions may
The water has receded here, lowering the bring dishonor on their entire family.
level of the lake to reveal a narrow stone 3. Tiny Fisherman If asked about his background or his
walkway that winds across the lake to a small size, Daji proudly states that he is a
passage on the opposite side of the ca- samurai warrior. He explains that after his
About 30 feet from the end of the walk- six-inch brothers birth, his parents prayed
vern. The wet and glistening walkway is
way, a tiny man sits fishing. He is for another child, even if he was only as
about three feet wide and rises just a few
dressed like a samurai warrior and is big as a little finger. Their deity took them
inches above the surface of the water.
only two inches high. A 1-foot-square literally, and Daji was born. As special
After the PCs have moved 10 feet along
bamboo raft is secured to the walkway compensation, the deity later granted Daji
the walkway, they attract the attention of
and floats calmly in the water. the unique ability to jump up to 10 feet in a
three ningyo hidden just below the water.
The ningyo are possessed by evil kuei and single bound. Daji demonstrates this abil-
When the party comes within five feet, he ity by jumping up to the shoulder of the
are armed with tridents and spears.
They silently stalk the party as it moves drops his fishing pole, startled, and nearest character and then back down
along the walkway, waiting to spring their springs to his feet. He draws his sword again.
a needle from its sheath, puffs himself Daji shows great interest in the partys
ambush at 1a-b. Between these points,
they have secured a heavy fishing net (see up, and announces loudly, Halt, please, quest. He gratefully and eagerly accepts
map). The net is underwater; only charac- and identify yourselves! He is trembling. an offer from the PCs to join them, particu-
ters specifically looking for traps are able The tiny man is trying to be brave, but is larly if they show any interest in helping
clearly very frightened. He makes no him find his brother. If the party is slow to
to notice where it is secured. If a character
stoops to examine the net at la, a ningyo move to attack the party. If the characters make an offer to Daji to join them, he wist-
lunges from the water, grabs the charac- identify themselves and assure the tiny fully remarks what a fine group of adven-
ter, and pulls him into the water. man they intend him no harm, he turers they are, what a noble quest theyre
When any character reaches 1b, the sheathes his needle-sword and introduces undertaking, and what an honor it would
himself as follows: indeed be for anyone to be asked to join
ningyo toss the net over all characters be-
tween 1a and 1b. The PCs must make a such an esteemed group. This flattery
successful Dexterity check or be pulled Honorable warriors, permit me to continues until the party gets the hint.
into the water by the net. humbly introduce myself. My name is Daji only agrees to join the group, how-
Characters fighting in the water (which ever, if they swear mutual honor and ac-

20
cept him as an equal. If Daji loses his life (assuming they havent been already) who The carpet covers a 20-foot-deep pit, the
through inaction or carelessness of a begin to wade toward the party as fast as bottom of which is lined with bamboo
character, or if a character violates this they can. If the characters dont restrain spikes. The carpet is indeed made of pa-
oath in any way, the DM may penalize that Daji after his second attempt or figure out per, and only certain areas are supported
character up to 4 points of honor. some other way to keep him safe, Daji underneath. There is only one safe route
himself spots a nearby piece of driftwood across the supported areas, and the path
Sunsho Daji, samurai 1 (AC 1; MV 1; HD on which he stays for the duration of the is very complex, made more difficult by
1; hp 6; #AT 1; THAC0 20; Dmg 1; Ki once/ battle, safe from drowning. the confusing painted patterns. A charac-
day for double damage; AL LG; do-maru The buso attack the characters, fighting ter who attempts to walk across the carpet
+1; proficient in weapon, poetry, painting, to the death with their claws and fangs. has a 30% chance per 10 feet of falling in
and fishing) Not often having access to food this fresh, and suffering 5-30 (5d6) points of damage.
they pursue the characters who attempt to The cavern walls are slick; climbing
4. Ascending Stairway escape. They ignore Daji. chances are halved and must be checked
The partys efforts are complicated by every 10 feet (the sides of the pit are in the
The passage slopes upward. Steps have the high level of supernatural activity in same condition). Further, a phantasm of
been chiseled into the rock to create a the crypt. By the second round of combat, the DMs choice startles the climber at the
crude stairway, The stairway is about 40 the shrieks of the desecrated dead be- halfway point of any climb; the climber
feet long and continually slopes upward, come more shrill; the violated spirits mani- must make a Dexterity check or fall.
rising above the high water mark, so no fest themselves as streaks of light flashing Because he is so light, Daji is able to
area beyond this point is ever submerged. randomly throughout the crypt, and char- find the safe route by feeling his way
acters catch glimpses of the spirits swoop- across the carpet. The party must suggest
5. Crypt ing in and out of the open graves. These this to Daji; he will not think of it himself.
phenomena are not directly harmful, but Characters following Daji are able to
This branch of the passage disappears they are distracting, and cause the PCs to safely cross the carpet.
into a black cavern. From the depths of hit at a -1 penalty.
the cavern drift sounds of agonized On the third round, the intensity of these 7. Lair
howls, animal-like grunts, and splash- phenomena again strengthens, and the
ing water. The stench from the cavern DM should increase the chaos by adding
one or more of the following phenomena in Odd bits of cloth are strewn about the
is nauseating. floor of this irregularly-shaped cave.
this and all subsequent rounds: H (blood
falling from the sky like rain), K (seven ka- The air is heavy with the odor of rotten
Closer inspection shows the cavern to be meat.
tanas dancing in the air), P (ghostly chant-
about 40 feet by 60 feet, apparently used as In a corner of the cave, a group of rat-
ing of the numbers one through seven), R
a burial ground. The area is in ruins. Many of like creatures are huddled over a pile of
(shrieks of a young girl begging for help),
the graves have been dug up, and several debris. Some of the creatures are are
W (the sweet aroma of cherries) and Z (the
stones have been knocked down and bro- cutting up something with knives while
odor of dead fish) simultaneously, and AA
ken. There are long cracks in the walls, and the others squeak encouragement.
(seven ghostly crabs with human faces on
water steadily drips to the ground. There is From the darkness of the cavern, an-
their shells, scuttling up the walls). This
about a foot of standing water in which floats other fearsome creature appears. It is
distraction gives the characters a penalty
all manner of foul material. eight feet tall and has a single red eye
of -2 to hit.
In a far corner, bent over an open grave, in its two-horned head. Its body is cov-
If the buso are defeated, the supernatural
are two dirty creatures with long necks and ered with coarse red hair. In one of its
phenomena subside, and the cacophony of
bodies. Each has wet curly hair, long claws, razor-taloned hands it holds a two-
howls and wails originally encountered in
and a single yellow eye. They appear to be handed sword. Seeing you, it smiles
the crypt by the characters resume. If the
scavenging for food. and cackles, Ah! Fresh meat for my
characters explore the crypt, they find noth-
The creatures are tigbanua buso, and slaves!
ing of particular interest.
this crypt is one of their favorite places to
feed. They are slow-witted and do not im-
mediately notice the party. 6. The Carpet The creature is a common oni that has
taken up residence in the cavern. It takes
Before the characters can take any great delight in watching the unwary at-
actions, Daji (assuming he is with them) After descending a long stone stairway, tempt to cross the carpet trap. It feasts on
jumps into the water and begins swim- the characters enter a small cavern the remains of those who fail and drags
ming toward the buso to demonstrate his about 30 feet square. On the floor of the the ones who succeed into its lair.
courage. Unfortunately, Daji cant swim cavern, extending from wall to wall, is The rat-like creatures are nine goblin
very well and he manages to go about two what appears to be a carpet of rice pa- rats that live here as slaves of the oni.
feet before he stalls and begins to go un- per painted with colorful and intricate Three of them are in their ratman form,
der. Unless he is rescued by a player char- geometric patterns. The passage con- carving up the remains of some unrecog-
acter, Daji drowns. After he is rescued, tinues on the opposite side of the ca- nizable creature with broken, rusted nagi-
and assuming the characters havent re- vern, but there is no apparent way to natas. The remaining six are in their giant
strained him, Daji dives in again with the reach it without crossing the carpet. rat form.
same results. This attempt alerts the buso Before either the characters or the mon-

21
sters can take any action, Daji (assuming (treasure house) for the occupants of the 10. The Pit
he is with the party) leaps past the oni and castle, but it has been neglected for years,
bounces into the cave, intent on searching and anything of real value has been stolen
for his brother. This action distracts the oni or destroyed. A rusted iron grating, just over 3 feet
and gives the initiative to the characters. The iron cabinet is actually a magical square, is set squarely in the west wall
(Daji will not participate in any combat dur- box of years. A character who opens the of the passage. The bottom of the grat-
ing this encounter, as he continues his left door is enveloped in a cloud of white ing is just a few inches from the floor.
search until the party leaves the area or is smoke and instantly becomes 25% youn- Low moans can be heard coming from
defeated.) The oni remains facing the ger than his current age. A character who behind it.
party. opens the right door is enveloped in a
The oni relishes combat and first at- cloud of black smoke and instantly be- If the characters listen closely, they hear
tacks the party with its two-handed sword. comes 25% older than his current age. the voice of an old man groaning, Kill me!
It then uses its spells for maximum effect The effects of each door cancel each other Please kill me! Any characters who have
(it likes to run victims into the pit with its out; a character who opens one door after experienced phantasm N recognize this
cause fear ability). The oni is joined by the the other regains his current age. A char- as the same voice.
goblin rats in the third round of combat; acter may experience the effects of each The grating is set loosely in the stone
those in their ratman form attack with their door only once. (Weighing 300 pounds, wall and can easily be lifted out. If the PCs
naginatas, the others attempt to bite. the box is probably too heavy for the party remove the grating and look inside, read
If the creatures are defeated, the party to take.) them the following description:
can examine the cave. A careful search of If the PCs search through the debris,
the refuse turns up a few coins 200 fen, they find several unreadable, soaked Behind the grating is a dark pit about
40 yuan, and 15 tael. parchments bearing the mon of the Seven 20 feet in diameter and 20 feet deep.
Daji pokes frantically through the pile of Swords Clan, a cracked jade vase (worth 1 There appears to be an inch or so of
remains in which the goblin rats had been chien), and a small ivory turtle with one standing water in the bottom. A foul
feeding. Near the bottom of the pile are leg broken off (worth 2 chien). and musty odor drifts upward from the
the remains of a six-inch human. A blue pit.
ring identifiable by Daji as a family heir- 9. Descending Passage Huddled against the west wall of the
loom confirms the fate of his brother. pit, sitting in a puddle with his arms
Upon this discovery, Daji is overcome wrapped tightly around his legs, is an
with grief and sobs quietly for ten minutes. A chill wind whistles through this twist- emaciated old man in tattered clothes.
When he pulls himself together, he an- ing passage as it descends deeper un- Words and phrases are written on his
nounces, In the memory of my brother, I derground. The floor is noticeably skin from head to toe. When he sees
would consider it a great privilege to con- rougher with rubble and clusters of the party, he begin to whimper,
tinue with you on your honorable quest if stalagmites, making the journey diffi- No...not again! Please kill me! Please
you will have me. If for any reason the cult. The air is cold and clammy. Un- just kill me!
characters decline his company, Daji de- earthly howls echo from the caverns
jectedly retraces his path back to his raft in below. The old man is Otomo Tahiro, a 3d level
area 3 and returns home. shukenja who entered the caverns two
This passage takes the characters deeper months ago intending to rid the area of its
8. Storage Cave into the cavern system. While they work evil forces. Although his intentions were
their way through this passage, they are noble, Tahiros mission was hopeless; the
bombarded with supernatural phenom- forces in the caverns were much too pow-
This dank, smooth-walled cave ap- ena. None of these should have direct ef- erful. He was ultimately captured by the
pears to once have been a storage fects on the characters, but merely keep wu jen who resides in area 26. The wu jen
area, but now is in disarray. Wooden the players nervous. cruelly used a burning paint to inscribe the
shelves which once lined the walls About every 10 feet, one or more of the fates of other clan members on the shu-
have been toppled and broken into characters (at the DMs discretion) should kenjas body. Not only can the damage not
splinters. Two empty barrels lie on their experience a supernatural phenomenon be cured, but it proves fatal in a short time.
sides in one corner, a shattered chosen from the vision and phantasm Tahiro has been kept prisoner in this pit,
wooden cabinet is in another. Water lists. Suggested phenomena include subsisting on the insects and vermin that
drips steadily from a long crack in the phantasms Q (the ghostly recitation of the find their way in. For the first three
10-foot-high ceiling, collecting in pud- haiku), U (the taste of milk) followed by V months, Tahiro was regularly brought
dles on the floor. Wet paper is strewn (the taste of milk turning to blood), and Y back to the wu jen, but as his physical con-
about, and a few unidentifiable objects (the howling wind followed by a tempera- dition worsened, the wu jen lost interest,
lie half buried in the mud. ture drop). Final selection of the specific and Tahiro has been left alone since then.
Along the east wall is an iron cabinet, phenomena is left to the DM. His mind is virtually gone and he is near
about six feet tall and four feet wide. When any character comes within 10 death.
The cabinet has two doors and is cov- feet of area 10, the entire party experi- As long as the characters remain out-
ered with rust. ences phantasm N (the old mans voice side the pit, Tahiro believes he is about to
begging to be killed). be tortured again and continues to babble,
At one time, this cave was used as a hoden

22
Statistics for Part 1
NAME AC MV HD hp THAC0 Dmg SA SD AL
Badger 4 6 (3) 1+2 7 18 1-2/1-2/1-3 N
Buso, Tagamaling 5 12 2 12 16 1-4/1-4/1-8Q(X) CE
Buso, Tigbanua 4 12 8+2 45 12 1-6/1-6/1-10 Paralyze 10R CE
Bushi 6 9 2 9 20(18) 1-6 Ki +2 levels 1/day N
Bushi, Captain 5 9 8 54 14(12) 1-8+2 Ki +2 levels 1/day N
Carp, Giant 6 //18 11 48 10 2-20 Swallows on 12 + dmg N
Cattle 7 15 3 14 16 1-4 N
Crab, Gt. Ghost 3 9 3 13 16 2-8/2-8 Startles (-1 init.) NE
Flying Spirits 4 /15 2+3 13 16 1-4/1-4 CE
General 2 12 13 102 6(4) 1-10 or 1-8 +8 dmg Ki +3/+11 LE
Gaki, Jiki-Ketsu 2 12/6 8 36 12 1-3/1-3/1-8 Drain blood (1-10) +3 to hit CE
Gaki, Jiki-Niku 6 12/6 3 14 16 1-4/1-4/1-8 Regen. 1 turn CE
Gaki, Nin-chu-ju 8 12 10 45 10 1-2/1-2/2-5 Drain prime req. +1 to hit CE
Gaki, Shikki 4 12/6 5 27 15 1-4/1-4 Disease in 2d6 turns +1 to hit CE
Gaki, Shinen 0 /18 4 19 15 1-8 Water double damage +2 to hit CE
Geisha Girl 0 9 3 13 LE
Goblin Rat 7 9 3 15 16 1-8 Shapechange LE
Goblin Rat King 4 9 5 24 15 1-8+2 Shapechange LE
Goblin Spider 4 18 7 32 13 1-8/1-8 Illusions +1 to hit NE
Gohei 10+1 9 9 30 18 2-512-7 Spells Ki +3 init, max. spells CE
(Screaming Child)
Keeper 3 15 11 59 12 as weapon +2 Ki +1 bless & spells NE
Kuei (Spirit Form) -4 18 5 22 15 1-10 Possession +3 to hit, MR 10% LN
Mantis Monk 3 20 6 33 16 1-6+2(x3+1/2) Ki save vs. spell 1/2 LE
Nature Spirit 7 12 3 15 16 1-6 Spells LG
Ninja, shadow 5 12 6 15 19 1-4/1-4 Regen 1/r in shade AC0 in light (min. dmg) N
Ogre 5 9 4+1 19 15 1-8+1 CE
Paper Warrior 5 9 8 36 16 1-4 + Special Spells & Origami Origami LE
Rat, Giant 7 12/6 1/4 3 20 1-3 5% Disease N
Lose 1 Prime Req/hr
for 1d8 hours
Reaper 2 12 9 81 9 1-8+3(x3) Ki save vs. spell 1/2 Imm fear & mental CE
Spider, Giant 4 3/12 4+4 22 15 2-8 + poison Poison (Dmg 12) CE
Snake, Viper 7 6 1+2 7 18 1 + poison Poison (dmg 2/r for 2d4r;
save for 0 N
Tentacles 4 6 9 16 12 2-8 Tangle (STR 20) N
Veiled Maidens 8 17 3 18 20 1-4/1-6 Garrotte Ki save vs spell 1/2 NE
Note: Paper creations of the Paper Warrior are all AC 8, 15hp.

Statistics for Part 2


NAME AC MV HD hp THAC0 Dmg SA SD AL
Arms, haunted 4 /24 4 15 15 1-6/1-6 Nil Nil CE
Bakemono 6 6 1 7 18 1-6 Nil Nil CE
Buso, tigbanua 4 12 9 44 10 1-6/1-6/1-10 fear, disease Nil CE
Goblin Rat 7 9 3 14 16 1-8 Nil Shapechange LE
Head, haunted 8 /24 1 5 18 1 Bite Nil NG
Ningyo, haunted 7 /18 4 20 15 2-7 Spells, trident Spells CE
Ninja, haunted 7 18 5 32 14 1-6/1-6 Three-piece rod Nil CE
Ogre mage 4 9/15 5 26 14 1-12 Spells Nil LE
Oni, common 4 9 8 41 12 3-10/3-10 Spells Nil LE
Rat, giant 7 12 1 4 18 1-3 Disease Nil NE
Samurai, haunted 5 12 6 35 13 1-10 Katana Nil CE
Spectre* 2 6 6 25 13 1-8 Energy drain +1 or better to hit LE
Wererat 6 12 4 20 15 1-8 Surprise on 1-4 only silver weapons LE
Wu jen, haunted 9 9 9 24 11 Access to spells Spells Spells CE
Zombie* 8 6 2 10 17 1-8 Nil Nil NE
Zombie, ju ju 6 9 7 33 12 3-12 Nil +1 magic to hit NE
* Immune to sleep, hold, cold, and charm spells

1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

23
Statistics for Part 3
NAME AC MV HD hp THAC0 Dmg SA SD AL
Bandit Extortionist 10 12 1 4 20 by weapon Nil Nil N
Bandit leaders 7 12 1 8 each 20 by weapon Nil Nil NE
Bandits 9Q 12 1 6 each 20 by weapon Nil Nil N
Beggar 10 12 1 3 each 20 by weapon Nil NiIQ(X)N
Enemy Bushi #1 7 12 1 6 each 20 by weapon Ki (bushi) Nil N
Kiyosu Kuroda 5 12 4 30 18 1-8+4/arrow+2 Ki (samurai) Nil LN
Enemy scouts 7 12 2 12 each 20 1-8 Ki (bushi) Nil NE
Scout leader 5 9 3 20 18 1-8+2 Ki (samurai) Nil LN
Hill ponies 7 12 1 + 1 8 each 19 1-2 Nil NilQ(X) N
Light warhorses 7 24 2 14 each 16 1-4/1-4 Nil Nil N
Bull 7 15 4 24 15 1-6/1-6 Charge, 8-12 Nil N
Ogres 5 9 4 + 1 26 each 15 1-10 Nil Nil CE
Messenger 5 9 3 16 18 1-8+2 Ki (samurai) Nil LG
Light warhorse 7 24 2 16 19 1-4/1-4 Nil Nil N
Enemy Bushi #2 7 12 1 6 each 20 1-8 Ki (bushi) Nil N
Okagi 0 6 8 60 13 1-8+7 Ki (samurai) Nil LE
Sakigahara 4 9 5 34 16 1-8 +2/arrow +2 Ki (samurai) Nil LE
Reinforcing bushi 5 9 2 12 each 20 1-8 Ki (bushi) Nil LE
Himeji 4 9 6 42 14 1-8 +7/arrow +2 Ki (samurai) Nil LE
Friendly Bushi 7 12 2 14 each 20 1-8 Ki (bushi) Nil NG
Shizouka 5 9 6 38 15 1-8 +3/arrow +2 Ki (samurai) Nil LG
Friendly
reinforcements 7 12 3 20 each 18 1-8 Ki (bushi) Nil NG
Shizadi 6 9 6 44 16 1-8 +2/arrow +2 Ki (samurai) Nil LN
Goblin Rats 7 9 3 18, 22 16 1-8 or by weapon Nil Nil LE
Enemy horsemen 5 9 3 18 each 18 1-8 Ki (samurai) Nil LE
Medium warhorses 7 18 2+2 16 each 16 1-6/1-6/1-3 Nil Nil N
Tsushima -1 9 7 50 14 by weapon +3 Ki (samurai) LE
Asano 10 12 9 45 16 by weapon Ki (shukenja) Nil LG
Statistics for Part 4
NAME AC MV HD hp THAC0 Dmg SA SD AL NOTE
Sumitomo Koii* 10 12 1 5 20 1-4 (knife) Nil Nil LG A
Sumitomo Haru* 10 12 1 4 20 1-4 (hair pins) Nil Nil LG B
Sumitomo Myoki*
Sumitomo Miko*
Sumitomo Skoshi* 8 12 1 6 20 1-6 (karate) Nil Nil LG C
Sumitomo Toyo 8 12 1 9 20 1-6 (karate) or by
weapon Iron fist, Circle kick Nil LG D
Haka Kinnori 4 12 4 34 18 1-6 (karate) or by
weapon Iron fist, Circle kick Feint LG E
Ono Arieki
(Yoichi)** 3 12 7 35 18 1-8 or by weapon Pain touch, Stunning
touch, Nil LN F
Unchiku** Choke hold
Sabero** 1 9 3 16 18 1-8 or by weapon Choke hold Nil LN G
Oshikatsu** 1 9 3 12 17 1-8 or by weapon Pain touch, Choke hold Nil LN H
Ono Taneichi** 5 12 6 12 20 1-8 or by weapon Pain touch, Stunning
touch, Paralyzing touch,
Choke hold Nil LN I
Ono Minbu** 3 12 6 12 20 1-8 or by weapon Pain touch, Stunning
touch, Paralyzing touch Nil LN J
Ono Heishiro** 2 12 6 6 20 1-8 or by weapon Pain touch, Stunning touch,
Paralyzing touch, Choke
hold Nil LN K
Ito Toshiro 8 12 10 15 20 1-6 (karate) or 1-8 (tae (K) Circle kick, Flying kick, (T) Feint, CN L
kwon do) or by weapon Backward kick, Fall (T) Iron spells
fist, Crushing blow, Eagle
claw, spells
Ono Motaharu** 4 12 3 10 20 1-8 or by weapon Pain touch, Stunning Nil LN M
touch, Paralyzing touch,
Distance death, Choke Hold

1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

24
Statistics for Part 4 Continued
NAME AC MV HD hp THAC0 Dmg SA SD AL NOTE
Ono Umakai** 4 12 3 8 20 1-8 or by weapon Pain touch, Stunning touch, Feint LN N
Ono Mitsugaro** Choke hold
Ono Arihito**
Tadahiro** 6 12 3 10 18 1-8 or by weapon Pain touch, Weapon catch, Nil LN O
Choke hold
Mitsune**
Ono Chomei** 3 12 6 24 20 1-8 or by weapon Pain touch, Stunning Feint LE P
touch, Paralyzing touch,
Distance Death, Choke hold
Akira** 4 12 3 12 18 1-8 or by weapon Pain touch, Weapon catch Nil LE Q
Bando Typhoo 9 12 1 4 20 1-6 (karate) or 1-8 (tae (K) Circle kick, Flying kick, (T) Feint CN R
kwon do) or by weapon Backward kick (T)lron Fist
Masaki** 4 9 2 7 18 1-8 or by weapon Pain touch, Choke hold Nil LN S
Yukinari**
Chuemon** 4 12 2 9 18 1-8 or by weapon Pain touch Feint LN T
Sanakata**

* Treat these characters as Bushi for purposes of computing saving throws and such. However, they have no ki power and none of the
usual Bushi class proficiencies.
** All of these characters are members or permanent hirelings of Ono Kumi and know the Smiling Viper style of martial arts (a hard/soft
style whose principal method is the vital area).

A. Armed with a kitchen knife (treat as dagger).


B. Still dressed in their formal kimonos. Each has a pair of steel needles in her hair, which can be used as daggers.
C. Knows karate basics, but no special manuevers.
D. Knows karate basics and specials listed on table. Proficient with light crossbow (used in melee).
E. Proficient with katana and daikyu
F. Wears leather armor under black fighting clothes; carries unbreakable ninja-to of quality (double proficiency) and manriki-gusari;
concealed in clothing are uchi-ne, three star-shaped shurikens, small bag with 10 tetsu-bishi.
G. Both wear chainmail under black fighting clothes, carry a katana and three spike-shaped shurikens (double proficiency).
H. Wears chainmail under black fighting clothes; uchi-ne in each sleeve; carries ninja-to (proficiency).
I. Two dart-shaped shurikens (proficiency) concealed in hair; dagger strapped to right leg under kimono.
J. Two dart-shaped shurikens (proficiency) in hair; obi clasp is carved ivory metsubishi holding pepper; biwa of calm (proficiency).
K. Two dart-shaped shurikens (proficiency) in hair; concealed in kimono a tiny cushioned box with three dust grenades and three poison gas
grenades made from quail eggs.
L. Carries bo stick and kiseru; concealed dagger in garments; detect magic, fiery eyes, hypnotism, read magic, spider climb, detect
invisibility, knock, wizard lock, disguise, dispel magic, memory, polymorph other, vengeance, fire breath, and passwall. Taboos: no
fermented beverages, cannot harm those with whom he shares food, and cannot sleep under a roof. Pearl of persuasion: as shukenja
spell Enthrall.
M. Wears leather armor under black fighting clothes; carries ninja-to of quality and hidden kyoketsuogi and three star-shaped shurikens.
N. All wear leather armor under black fighting clothes; each carries kawanaga and kama in obi; each has two uchi-ne and three star-shaped
shurikens concealed in clothing.
O. Each wears leather armor under black fighting clothes; carries a pair of nekode, nunchaku of quality (proficiency), ninja-to; conceals two
uchi-ne and three star-shaped shurikens.
P. Wears leather armor under black fighting clothes; carries ninja-to +1 (double proficiency); manriki-gusari in obi; three dart-shaped
shurikens and bag of 10 tetsu-bishi in clothing.
Q. Wears leather armor under black fighting clothes; ninja-to and kau sin ke (proficiency) in obi; three shaken in other garments.
R. Jo sticks in obi; dagger in sleeve sheath; fiery eyes; Taboo: cannot enter room containing human female.
S. Wear padded armor under black fighting clothes; carry kumade (proficiency); kusari-gama in obi; two dart-shaped shurikens in topknot.
T. Wear leather armor under black fighting clothes; carry light crossbows (proficiency) and cases of 20 quarrels; ninja-to and kawanaga in
obi; three shaken in other garments.

1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

25
ENCOUNTER DETERMINATION MATRIX FOR
PART 3
The characters have no choice but to use the road. The time constraints are too stringent to allow them the time to travel the wilds, not to
mention the inherent danger of doing so. If the party leaves the road, allow 1-6 turns for wandering about and finding that the movement is
too slow.
The encounters listed above start on page 34.

Area Time Previous Events Encounter/Notes

1 any no effect Encounter 1: Bandit Extortion


2 any check Encounter 1 Encounter 2: Bandit Ambush
hours 1-4 no effect Encounter 3: Wandering Beggar
hours 9-12 no effect Encounter 4: Enemy Bushi
Full details are not given for this unlikely situation. If it occurs, the enemy
bushi have set up an efficient ambush which surrounds the PCs. The bushi
are fully reinforced. It is quite likely at this juncture that the PCs are captured
or killed while defending the relics.
3 hours 4-8 no effect Encounter 5: Enemy Scouts
If the PCs successfully evade this encounter, future meetings with enemy
bushi can be delayed.
hours 9-12 no effect Encounter 4: Enemy Bushi
See previous note for Encounter 4.
4 hours 4-12 check Encounter 5 Encounter 4: Enemy Bushi
If the PCs did not evade the scouts in Encounter 5, an active pursuit or am-
bush is in progress. These bushi are not reinforced.
any no effect Encounter 3: Wandering Beggar
A different beggar appears each time this encounter occurs.
5 any no effect Encounter 6: Running Bull
hours 5-6 see Encounter 4 Encounter 7: Messenger
6 hours 1-9 do not repeat Encounter 7: Messenger
Encounter 7
hours 7-9 no effect Encounter 5: Enemy Scouts
The party may be able to evade these scouts. Whether they do so or not af-
fects the encounters in area 7.
hours 10-12 no effect Encounter 8: Enemy Bushi
If the PCs are slow in moving toward the inn, it is likely they fail. These bushi
are reinforced, and set an ambush for the PCs.
7 any no effect Encounter 9: The Busy Village
any no effect Encounter 11: The Dynamic Duo
hour 7 no effect Encounter 10: Friendly Bushi
If the PCs met the messenger in area 5 (Encounter 7) these friendly bushi are
reinforced.
hours 8-12 possible spotting Encounter 8: Enemy Bushi
in area 6 If enemy scouts spotted the PCs in area 6, these bushi are reinforced.
8 any not to be Encounter 10: Friendly Bushi
duplicated If the PCs had Encounter 7: Messenger in area 5, these bushi are reinforced.
any if party spotted recently Encounter 8: Enemy Bushi
by enemy scouts, these
bushi are reinforced
9 any possible pursuit Encounter 12: Wandering Shukenja
from previous area
hours 11-12 possible pursuit Encounter 13: Enemy Horsemen
from previous area
10 hours 11-12 possible pursuit Encounter 13: Enemy Horsemen
from areas 8, 9 Do not duplicate

Each encounter happens only once in a given time period in a given area. There can be no duplication of events (except for Encounter 3: Wander-
ing Beggar). For example, if the die roll for area 6 shows that the PCs meet the enemy bushi in hour 10, that encounter cannot be repeated in hour
11. In addition, be aware that Encounter 7 cannot be repeated at all once it has occurred, regardless of time and area.

1986 TSR Inc. All Rights Reserved. Printed in U.S.A.


26
Not again! Please! Just kill me! regard- Cowards! Strike and they never run
less of what the characters say. again! and a woman are rolling around on the
If any of the party members enters the If the characters examine Tahiros body, ground, feeding on worms and insects.
pit and comes within five feet of him, Ta- they find nothing of value, although they They are constantly quarreling with
hiro stops babbling and stares at the char- discover deep scars on his arms and back. each other.
acter. As he recognizes that the Toyo, give me that worm! Right
characters are not his tormentors, he bab- 11. Crevasse now!
bles, You must leave! This is an evil No! I saw it first! Go away!
Just beyond a rugged area of jutting I said give it to me! The female
place! You must leave!
stalagmites and low-hanging stalactites is head rolls into the male head, roughly
If the PCs attempt to question him, they
find that he is all but incoherent. He knows a large crevasse about 40 feet long and 10 bumping him.
his name but little else and to most ques- feet wide which serves as an escape route The male head whines: Kishi-
for the heads in area 12. Unless the char- ...thats not nice!
tions he shakes his head slowly from side
to side and mutters, I dont know.... If acters are unusually careless, they have Quiet, you fathead!
no trouble avoiding the crevasse. Fool-
asked what happened to him or how he
hardy characters venturing close to the Kishi then spots the character peering
got there, he babbles, Not again!
edge of the crevasse have a 1 in 20 through the hole and shrieks. The heads
Please! Just kill me!
If asked about the relics, an expression chance of taking a fatal fall. fly around in panic. Kishi collides with her
of sheer terror crosses his face, and he husband, then berates him. Watch
gasps, The creature...the creature... 12. Lovers Chamber where youre going, you clumsy fool! She
Tahiro raises his arm and gestures, caus- then glances at the character, shrieks
ing an image of shimmering pink light to again, and both heads resume flying in cir-
This cave has smooth walls and floors cles.
appear in the pit. It is an octopoid appari- and is about 20 feet wide and 30 feet
tion with seven wriggling tentacles. Each At the first opportunity, the heads swoop
long. The ceiling is only about eight feet into the chamber below and hover protec-
tentacle holds a razor-edged katana. The high, and there is a one-and-a-half-foot-
creature is hovering in a cloud of red mist tively over their bodies. They scream at
wide hole in the southeast corner of the the characters to leave, clacking their
which gradually envelops it. The creature ceiling.
begins to cackle as it is swallowed in the teeth and spitting at them. If the charac-
The cave is empty except for the head- ters give the slightest indication of attack-
mist, and the image fades. less bodies of a man and a woman
This final effort proves to be too much ing, Kishi shrieks in terror. Dont hurt
propped up against the south wall. They me! Leave me alone! Kishi again col-
for the old man who dies immediately. At- are dressed in fine clothes, as if outfitted
tempts to prevent his death (or to raise him lides with her husband, and they fall to the
for a fancy party. Both wear sashes bear- floor, momentarily stunned before they re-
after his death) fail; his Constitution is re- ing the Seven Swords mon.
duced to zero. sume their nervous hovering.
(If the players insist on taking Tahiro The characters may engage the heads
The bodies belong to Joboji Toyo and his in conversation, if they first assure them
with them, the DM should remind them
wife Kishi, a married couple who served as that no harm is meant. (Otherwise, the
that he is unlikely to get far in this condi-
chief advisors to the elders of the Seven heads continue to panic as before.) If
tion.)
Swords Clan. Kishi and Toyos constant asked to identify themselves, Toyo says,
If his body is abandoned here, Tahiro bickering made them unable to reach a
becomes a permanant haunt and remains This is my beautiful wife, Kishi. Kishi
decision, resulting in inaction that ulti- adds, And this is my sniveling husband,
in this area until struck by a silver weapon
mately led to the clans downfall. Kishi and Toyo. Beyond this, the heads have little
(a fact his ghost does not know).
Toyo were subsequently beheaded and more to say. Kishi responds to the PCs
While Tahiro is alive, the inscriptions on thrown into this cave where their heads
his body are unreadable, as many of the questions with a curt none of your busi-
live on. When the characters enter this ness! or by spitting and demanding they
words have been blurred or smeared by
area, the heads are in the cavern above, go away. Although they wont admit it,
the water in the pit. If the characters at- scrounging for food.
tempt to read the inscriptions by using they will die if their bodies are harmed and
If the characters examine the bodies, are anxious for the party to leave.
spells (such as know history), several
they find nothing of interest. There is no If the party insists on information,
phrases on Tahiros body glow in an eerie
blood on the bodies necks; the wounds threatens the heads in any way, or is about
blue light. The phrases refer to the fates of
are sealed over. to give up and leave, Toyo abruptly says,
several of the clan members and can be
Once inside the cave, the characters Theres a big monster that lives in a lake!
read by the entire party:
can hear the indistinct voices of a man and Youve got to kill it! (Toyo is referring to
a woman arguing coming from the hole in the krakentua in area 27.) You idiot!
(on Tahiros forehead) Bickering
the ceiling. If a character peeks into the Kishi says, fearing retribution. If it finds
fools ...two heads are as good as hole, read the following:
none... out, were dead! Kishi begins to chase
(on Tahiros chest) He who shames Toyo around the room, eventually chasing
his family with a dishonorable love is The hole opens into a shallow cavern him into the open passage. She pursues
no better than vermin...may he walk with a ceiling no more than three feet him into area 11 where they both vanish
with the rats for a thousand years... high. The animated heads of a man into the crevasse. The characters have no
(on Tahiros right foot) Traitors! chance of finding them again once they

27
leave area 12. of the Seven Swords Clan. Against his area 26.) She warns the PCs not to touch
Although there is no real reason to harm familys wishes, Heikaru had been carry- the hands until absolutely necessary.
them, the party may kill the heads by de- ing on a love affair with Emi Towiki, a After Towiki has answered three ques-
stroying their bodies (even if the heads kitchen worker (who now lies in area 15). tions from the group, she announces that
have left). Because of the affair, Heikaru was negli- it is time for her to go, but that she has a fi-
gent in rallying the clans army when nal gift for them. She then gives the butter-
13. Corridor of Echoes needed, yet another reason for the clans fly box to the group. After explaining its
ultimate downfall. Heikaru was trans- use, she lies back on the kang, closes her
formed into a wererat and cursed to guard eyes, and passes away.
The somber voice of a man echoes the door to his lovers room for eternity. The box is a magical box of sleeping but-
through this passage from an indeter- terflies. The box has three charges. When
minate source. The voice counts slowly 15. Maidens Chamber it is opened, a butterfly flies into the mouth
to seven, then recites this haiku: The of a human or demi-human (as directed by
white butterfly on the pink blossom. the user) and has the same effect as a
Whose soul is this? The counting and The wooden door opens easily into a 20 deaths door spell.
the recitation is endlessly repeated. by 30 foot chamber which has been fur-
nished like a bedroom. In the center of 16. Corridor of Howls
The voice is the same as phantasms P and the room, a beautiful young maiden is
Q. The actual source of the voice is the laid out on a kang (mat-covered plat-
wererat in area 14. form). She is dressed in pink and white The passage twists and turns, sloping
robes and appears to be dead. downward. The walls are rough; the
14. Guarded Room The room is decorated with pink and floor is pitted and strewn with rubble,
white silks and byobu (folding screens). making movement difficult.
Nishiki-e (colored woodcuts) of pastoral Piercing screeches and wails of ag-
An eight-foot creature resembling a scenes adorn the walls. At the foot of ony can be heard coming from the
cross between a man and a rat is slowly the kang is a small ivory box decorated south.
pacing back and forth in front of a with a carving of a white butterfly on a
wooden door set in the west wall of this pink blossom. The source of the sounds is the group of
passage. It is carrying a large katana A disembodied voice echoes spectres in area 15.
and is dressed in rags. One of the throughout the room: Help me!
shreds of cloth hanging from its shoul- Somebody please help me! 17. Haunted Passage
der bears the mon of the Seven Swords
Clan. The maiden is Towiki, Heikarus lover. Her
Five giant rats silently march along soul is trapped in the form of a butterfly, Rounding the corner, you are con-
with him. kept in the ivory box. Until her soul is fronted by seven translucent warriors
freed, she remains suspended between crawling across the floor of the pas-
The rat creature recites aloud the number life and death. She appears to be dead to sage, heading west. They resemble
of steps it takes. When it reaches seven, it the characters, and they are unable to get bushi. None of them has feet, and all
stops and recites aloud: The white but- a reaction of any kind from her. grasp at stones and cracks to drag
terfly on the pink blossom. Whose soul is If the box is opened, a single white but- themselves along.
this? It then turns in the opposite direc- terfly flies out and into her mouth. She
tion and repeats the entire process. This then opens her eyes and sits up. Thank This passage is five feet wide and ten feet
sequence of counting, reciting, and turn- you, she says to the party. You have high.
ing repeats endlessly. freed my soul so that I may rest in peace. I The ghostly figures are spectres. They
The creature is a wererat. Its keen hear- havent much time, but I will help you if I originate from the bodies buried in the
ing allows it to notice even a party exercis- can. mud pit in area 22 and continually crawl
ing caution and taking pains to sneak past Towiki has much information she throughout the caverns.
it while its back is turned. At the instant the shares with the PCs, providing they ask The spectres pursue the PCs as soon as
wererat senses the partys presence, it the right questions. She knows who she is they see them, attempting to attack with
and the rats attack and fight to the death. and why she is there, although she is too their energy drain.
Beginning the second round, phantasm embarrassed to reveal many details. More The spectres are very powerful, but the
S (ghostly butterflies with huge wing- importantly, she confirms the existence of characters have a number of advantages
spans) causes the party to fight at -1 on all the relics they are seeking and knows that in dealing with them. Since these spirits
attacks. In the third round, phantasm R they are kept in a jade box. She knows are effectively crippled, they can move
(the female voice crying for help) adds to nothing of the box, save that it is guarded only half as fast as ordinary spectres.
the confusion. These phenomena con- by a horrible creature with tentacles like They must stay on the ground and can
tinue until combat has ended. The wererat an octopus. She knows of a powerful only reach up a distance of four feet. Fi-
and the rats are oblivious to these phe- weapon that can help defeat the creature, nally, if the party can get past them, the
nomena. described only as hands with seven fin- spectres cannot turn and follow them, as
The wererat was formerly Ajimo gers, and knows it is in the possession of they are compelled to continue in the di-
Heikaru, the first son of the ruling warlord an evil one-eyed man (the wu jen in rection they were originally headed.

28
18. Blocked Passage
Both fight skillfully. When one man- wall are a barren wooden table and two
ages to strike the other with his wooden benches. A closed door is in
This section of the passage, which is weapon, no blood is drawn. the center of the east wall.
about eight feet wide, is blocked by a
rigid human arm which extends from This is a practice room where clan war- This room served as temporary quarters for
the left wall about five feet from the riors were sent to sharpen their skills in fighters using the practice room in area 19.
floor. The arm is immobile and is isolation. The two men (samurai 6, ninja 5) In the first chest, the PCs find a suit of black
sheathed in black silk. A short, gleam- were high-ranking officers in service of the clothing (similar to what the ninja was wear-
ing katana is gripped tightly in the fist. Seven Swords Clan who on occasion ing in the practice room), three seven-
The arm and the katana extend from would secretly sneak down to the practice pointed shurikens, and a silver medallion
wall to wall. room to drink sake. They were inebriated bearing the symbol of seven joined katanas
when the clan met their final fate. (value 30 gp). The second chest holds two
This is the arm of a ninja, a former clan They are now cursed to battle each stone bowls, two crystal glasses, five copper
member who tried to escape the caverns other here for all time. The magical iron pieces, and a dark glass bottle. This is a bot-
by passing through the wall but didnt masks prevent them from taking any dam- tle of endless sake, a magical item the char-
make it. The ninja is dead, but his haunted age from their wounds. They are compel- acters may take. If the bottle is shaken, it
arm lives on and guards the passage. led to keep the masks on. works like an everproducing rice mortar, but
As soon as any character touches the They do not speak to the party, and un- creates sake.
arm or attempts to pass under or over it, der no circumstances do they leave the
the arm comes to life and attacks the party room. If the party enters the room, the two 21. Blocked Stairway
with the skill of a 12th level ninja. After two turn on the characters and fight until they
rounds of combat, the arm detaches itself leave the room or die. If the party leaves
from the wall and flies. the room, the haunted warriors resume The door is unlocked and opens to an
The arm is very quick; it has +2 on ini- their endless contest. ascending stone stairway. The stair-
tiative rolls and can make 3 attacks per Sabesada and Yehira fight with the skill way is completely blocked with rubble.
round. If it is disarmed, it loses a round appropriate to their character classes, but
while it recovers its weapon. The arm they take no damage from the attacks of This stairway was used as a secret pas-
fights until it is physically destroyed, at the party. (The DM should not tell the party sage from the castle to the practice area,
which time the characters may take the directly; if a character strikes Yehira with a but the intense supernatural activity in the
katana as a prize. katana, for instance, the DM should tell caverns caused the ceiling of the passage
the player that his enemys flesh has been to collapse, filling it with rubble. The stair-
19. Battle Room cut, but there is no blood.) way is impassable.
If the iron mask of either slips or falls off
for any reason, the two stop fighting for 22. Mud Pit
At the end of this passage is a wooden one round while it is put back on. If a mask
door with a 6-inch-square hole in the As the party approaches the intersection
is off for three consecutive rounds, the
center. The sounds of clanking metal owner instantly dies (all his accumulated at 22a, the DM should read the following
can be heard coming from behind the boxed description to the character who
wounds open at once). This is the only way
door. had the dream of the fade box filled with
they can be destroyed. (If the characters
gold at the beginning of the scenario:
are slow to realize this, the DM should
If a character looks through the hole, read have Yehiras mask slip. They stop fight-
the following description: ing for a round so he can readjust it. As you approach this intersection, your
If Sabesada and Yehira are destroyed, skin tingles, and you suddenly experi-
This cavern is 30 feet long and 40 feet the characters may take their weapons as ence a very vivid mental image of a
wide. The walls are smooth, and there prizes. The iron masks do not function in jade chest decorated with seven
any way once Sabesada and Yehira are bronze cranes. The box opens. Inside
is a closed wooden door in the center of
destroyed. There is nothing else of inter- is a fortune in gold pieces.
the east wall. Tatami (woven mats)
cover the floor from wall to wall. This est in this room.
door is unlocked. Tell the character that the vision seems to
Two warriors are engaged in combat. 20. Barracks be coming from the passage heading
One is dressed in do-maru armor and east. If the party continues east, read
wields a katana; the other is dressed them the following description when they
from head to toe in black cloth and is The door opens easily into a sparsely come within 10 feet of the mud pit (area
armed with a three-piece-rod. Their furnished room about 20 feet long and 20b):
clothes are in shreds. Both are wearing 20 feet wide. There are two kang
iron masks which completely cover (sleeping mats) on the floor with stone This circular cavern, about 40 feet in di-
their faces. Except for thin eye slits, the pillows. A small wooden chest is at the ameter, is completely filled with soupy
masks are featureless. foot of each kang. Against the north black mud. The ceiling is only about

29
The garden was originally used by the clan
four feet above the surface of the mud. section. He is wearing flowing pink to grow ceremonial herbs and exotic
On the far east side of the pit, half bur- robes and is floating a foot off the flowers. The globe is a magical sun stone
ied in the mud, is a jade chest deco- ground. He opens his arms to you. used to nourish the plants. If the charac-
rated with bronze cranes. Please, he pleads. I beg of you to ters try to dislodge the globe, it shatters,
help me. They are torturing me and I laying the nature spirit to rest.
The mud is only about two feet deep. The dont know how much longer I can The hunched blue creatures are bake-
chest is securely imbedded in the mud stand it. In the name of all that is good, I mono, who are being supervised by an
and placed against the east wall. (It would beg you to help me. Cuts and ogre mage. They collect cherry blossom
be virtually impossible, for instance, for a scratches appear all over his body, and milk for the krakentua to drink in area 27.
player character to lasso it and haul it he begins to bleed. The blood turns The translucent man seen in area 23 is the
across the mud.) white. The apparition drifts past you nature spirit of this cherry tree. When the
Beneath the surface of the mud are and vanishes into the passage east of milk doesnt drip fast enough, the ogre
seven zombies, former members of the this intersection. mage violently shakes the branches, and
Seven Swords Clan. Their feet have been the bakemono cuts the blossoms with the
cut off, and their spirits haunt the corridors This is the nature spirit from the cherry blade. This is agonizing for the nature
of area 17 as crawling spectres. tree in area 24. If the party ignores his spirit, and his screams can be plainly
A character wading across the mud pit (or pleas, the spirit reappears after they have heard.
the character in the lead if more than one at- traveled another 10 feet. The spirit begs When the creatures see the party, they
tempt to cross) feels bony fingers grasping them for help again, adding this time that attack immediately. The bakemono all
his leg upon crossing halfway. The zombies he can help them in their quest if they res- carry short katanas and attack with them.
head then surfaces, and the zombie attacks cue him. The spirit again vanishes down The ogre mage turns invisible and attacks
the character. Two more zombies surface the eastern passage. (If the characters ig- the party with the spear he carries. The
and attack in the following round, two more nore the pleas this time, the spirit curses nature spirit is too weak to participate in
attack in round three, and the final two join them, and their pores continuously ooze the battle.
the attack in round four. The zombies ran- white blood. The curse is lifted automati- If the characters defeat the creatures,
domly attack any characters in the mud pit, cally once the party reaches area 24. If the the nature spirit reappears and thanks
but they never leave the mud pit them- party refuses to help the spirit once there, them profusely. The spirit has much infor-
selves. The zombies move slowly, as they the curse reappears.) mation that he eagerly shares. He tells
have no feet and must move by crawling on them that the relics they seek are in a ca-
their hands and knees. They attack until 24. Garden vern to the north, which contains a vast
they are destroyed. Because of the cramped lake. He says that the relics are guarded
conditions and the soupy mud, player char- by a monstrous creature with many tenta-
acters fighting in the mud pit attack at -1 and This cavern has a 40-foot ceiling and is cles. More importantly, he tells them that a
initiative is rolled normally. unusually bright, illuminated by a glow- magical weapon exists that can help them
If the characters manage to reach the ing white globe about five feet in diame- conquer the creature a pair of hands
chest without entering the mud (and thus ter imbedded in the east wall about with seven fingers, kept in a silver bag by
alerting the zombies), all of the zombies sur- thirty feet from the ground. This area an evil sorceror with a single eye. He
face at the same time and attack any player was once a garden, but is now over- warns the party not to touch the hands or
characters in the pit as soon as a character grown with weeds. The rich black soil take them out of the bag until they abso-
attempts to open the chest. covering the floor is littered with rotted lutely have to, as they are very powerful. (If
The chest opens easily. Inside is what ap- flowers, and there are many varieties of laid to rest, the spirit volunteers this infor-
pears to be a fortune in gold pieces. This, dead and withered plants and trees mation before he leaves.)
however, is only an illusion. As soon as a throughout the room. The single This is the extent of the spirits knowl-
character tries to touch the gold, the illusion healthy-looking plant is an eight-foot edge. If asked to accompany the party, the
disappears and reveals the true contents of cherry tree located in the center of the spirit declines, preferring to stay with his
the chest: the decomposed feet of the zom- cavern. tree. As a final gesture of thanks before
bies. (If the characters make this discovery Three ugly creatures with deep blue the party leaves, the spirit blesses them.
while any of the zombies are still active, and skin, hunched bodies, and small This adds +1 to attacks and saving throws
think to give the feet back to their rightful own- stunted wings are hovering near the for all members of the party.
ers, the zombies cease to attack and quietly tree. One of these creatures has a
blade with which he is cutting the blos-
resubmerge forever. If the zombies are not 25. An Invitation
laid to rest in this way, all seven reappear soms. Rich white milk drips from the
each time the party enters this area anew.) blossoms into ivory bowls held by the When the party is ten feet from the door to
other two creatures. Standing a few area 26, read the following description to the
23. Apparition feet off to the north side of the tree and character most susceptible to receiving vi-
keeping a watchful eye on the proceed- sions (in order: wu jen, shukenja and sohei):
ings is another creature, ten feet tall
The translucent image of a strikingly with a single horn, brown skin, and Your skin prickles and you feel a dull
handsome young man blocks this inter- brightly colored clothes. throb in your head. You hear the voice

30
door so they wont be disturbed; he is very ju zombies are destroyed, he uses his
of an old man whispering, I might insistent about this point. if the indicated polymorph spell to change into a worm. He
have information you would find most character resists joining him on the mat, escapes through a crack in the floor in one
helpful. Please come in. Yakana smiles and says, Please honor round unless the party stops him.
the request of an old man. I merely ask you If the characters examine the room,
Tell the player source of the phenomena is to participate in a friendly contest. If you they find nothing of interest in the south
the door just ahead. humor me in this way, I will reward you end of the room, except for cherry blos-
with great knowledge. Yakana politely som petals, flasks of pink powder (the
26. Laboratory but firmly refuses all other questions, say- cherry incense), and barrels of dried
ing that he will tell the PCs anything they blood. The shelf behind Yakana contains
wish to know when the contest has been a variety of items used by him in his re-
The unlocked wooden door opens into completed. If the characters refuse to co- search, among them a glass tube, a small
a 40 by 40 foot cavern heavy with the operate or attack Yakana or the ju ju zom- wooden rod, the petrified head of a snake,
smell of cherries. The room is illumi- bies, Yakana attacks as outlined below. and a handful of blue pebbles. None of
nated by flickering torches in rusted If the characters agree to cooperate, these items is usable by the party.
metal holders attached to every wall. Yakana motions for the indicated charac- There is a silver sack inside the crate.
Along the south wall is a long table ter to sit on the mat before him for a Inside the sack are two oversized withered
filled with bottles, flasks, and other friendly duel of the minds. Yakana then hands. Three of the fingers have been cut
crude laboratory equipment. Three hu- requests that the character give him a mo- off. The remaining seven fingers end in
manoid creatures with fiery eyes and ment to focus his concentration. Yakana foot long, razor-edged fingernails. These
gray, leathery skin are working at the then shuts his eyes and remains motion- are the magical items the party needs to
table; one is grinding a mortar and pes- less. This entire procedure is a sham, and defeat the krakentua in area 27. The
tle, one is heating a flask of red liquid Yakana has no intention of fighting a men- hands are only usable in the presence of
over a small lamp, and the third is stir- tal duel of any kind. His purpose is merely the krakentua.
ring a bowl of red liquid with a thin stick.
to stall the party for the equivalent of five
in the southwest corner of the room are
four large wooden barrels.
combat rounds so that the room fills with 27. Guardians Cavern
the smoke from the brazier next to him.
On the north side of the room is a The fumes have a drugging effect on all
withered old man resting on silken player characters in the room, and they at- The winding passage ends in a vast
cushions. He is wearing a silver eye tack at -2 and make their initiative rolls at - natural cavern. The cavern is roughly
patch and a purple robe bearing the 2 as long as they remain in the room. if the circular, nearly 120 feet in diameter
mon of the Seven Swords Clan. Thin door is opened or the air is cleared in any and with a ceiling over 100 feet high.
wisps of gray smoke rise from a brazier Most of the cavern is filled with a natu-
way, the effects fade after five rounds.
on the floor beside him. Behind the old (Note that if the characters dont initially ral lake. The air is thick with the smell of
man on a low wooden shelf are an as- shut the door as asked, the fumes wont cherries. The surface of the lake is still.
sortment of small unidentifiable items. affect them at all. Note also that even if Surrounding the lake are dozens of
A closed crate stands next to the shelf. brass braziers. Clouds of pink smoke
they refuse to cooperate with the wu jens
request for a mental duel, they are still af- rise from the braziers, drifting upwards
The old man looks towards the patty, fected by the fumes after five rounds of and forming thin pink clouds near the
smiles, and beckons to the character who combat if the door is closed.) caverns ceiling. Beside each brazier is
received his mental invitation. Come in, When Yakana is satisfied that sufficient an ivory bowl filled with a milky liquid. In
he says. I invite you to join me in a time has passed, he opens his eyes and the center of the lake, a cloud of pink
friendly contest of wills. Sit here. He ges- commands the ju ju zombies to kill the mist hovers just above the surface of
tures to a mat in front of him. PCs. The ju ju zombies attack the nearest the water. Floating in the mist is a jade
The old man is Ungu Yakana, a 12th player characters with their energy drain chest bearing the symbol of seven
level wu jen formerly in the service of the touch. joined katanas.
Seven Swords Clan. Although he feigned Yakana also attacks. He has the follow-
allegiance to the clan, he secretly en- ing spells at his disposal: drowsy insects, The chest contains the relics sought by
gaged in magical research for the clans fiery eyes, hail of stones, magic missile, the party. The braziers are burning the in-
enemies for which he was handsomely whip, wind breath, stinking cloud, hypnotic cense prepared in area 26, and the bowls
paid. He was detained while selling his lat- pattern, hold person, fire rain, steam contain the cherry milk taken from the tree
est discovery to another clan, and was un- breath, levitate, polymorph self, wall of fire, in area 24.
available when the Seven Swords Clan sword of deception, fire breath, pain, and As soon as a character or any object dis-
needed him. He is now cursed to serve the withering palm. turbs the cloud supporting the chest or if a
krakentua in area 27 by supplying it with Yakana levitates off the floor in the first player character touches the water in the
its favorite cherry incense. He intends to combat round, and then attacks the char- lake, the chest drops into the lake. Then
use any characters he can capture in the acters with his spells, beginning with pain, read the following boxed description:
process. fire rain, and fire breath. His overall strat-
He controls the three ju ju zombies who egy is to get near enough to a character to After the chest falls in the lake, ripples
are working at the lab table. use his withering palm spell. If he is re- spread silently across its surface, and
Yakana asks the characters to close the duced to less than 10 hit points or if the ju

31
self, as all seven tentacles are in clear sight). mediately burrow into its body. The krakentua
then all is still again. A rumble is heard The krakentua, of course, has no intention obviously is in pain, but continues to fight.
from deep beneath the lake which begins of helping the characters and is merely toying Three rounds later, the krakentua suddenly
to shake the entire cavern. The lake be- with them before it finishes them off. At first it collapses into the lake and sinks out of sight.
gins to boil and bubble. Seven gleaming pretends to be helpful and charmingly pleads When the krakentua is defeated, the char-
katanas shoot from the lake and fly into ignorance to any question the characters ask. acters can recover the chest, lodged in a
the air, giving off flashes of bright green If they ask about the chest, it denies it exists. rocky ledge just ten feet below the surface of
light. The katanas join at the tips and If they ask about the lake or make a move to- the lake.
then spin crazily around the cavern, wards it, the krakentua lies and says that the When the battle is over, the surviving
swooping just over your heads and then lake is boiling hot. It denies knowledge of the party members are able to find an opening in
away again. The katanas plunge into the clan or the caverns and even denies that it is the southeast wall from which a fresh breeze
lake and all is silent. a kraken, insisting instead that it is a mighty can be felt. This is the exit out the cavern
A few moments pass and the rumbling warrior not unlike yourselves. If the charac- system.
begins again. As the lake boils and bub- ters initiate combat, the krakentua attacks as
bles, a giant kraken surfaces, waving a outlined below. Name: Krakentua
katana in each of its seven 30 foot long If the characters persist with questions, af- Frequency: Very rare
tentacles. It swims to the edge of the lake ter the third question the krakentua picks up AC: 4
closest to you, tentacles writhing. The a bowl of milk, drinks from it, and then spits it Move: 18/12 (Tentacles 12)
rumbling and the boiling stop and the on the nearest character. The player charac- Hit Dice: 50
kraken speaks. Im so glad youre finally ter must make a saving throw vs. poison or Hit points: 220
here, it says in a low, watery voice. Ive remain blinded for 2-12 (2d6) segments. If #AT: 7 (tentacles), 2 (fists)
been waiting for you. Now...tell me how I this doesnt goad the party into attacking, Damage per attack: Tentacle strike 1-4
may serve you. the krakentua tolerates one more question (x7); Katana 1-10 (x7); Fists 4-40 (x2)
before it initiates combat itself. Special Attack/Defense: see below
This is the krakentua, guardian of the relic The characters stand the best chance of Magic resistance: Standard
chest. Initially, only its head can be seen by defeating the creature by using the hands Intelligence: High
the characters. This likely leads them to be- with seven fingers (from area 24). If the Size: L (80)
lieve that they are dealing with an ordinary hands are taken out of the bag in the kraken- Psionic Ability: Nil
kraken (although alert player characters tuas presence and tossed at it, the hands Alignment: Chaotic Evil
may wonder how the kraken is supporting it- glow and then fly at the krakentua and im- Level/XP value: 23,000 + 35/hp

The krakentua normally attacks with Ogaki, samurai 8 (AC 0/3; MV 6; hp 60; humming bulb arrows tuned to different
seven katanas, one in each tentacle. If dis- #AT 2; THAC0 14; Dmg with katana 1d8 pitches, used to communicate with
armed, it attacks by striking with its tenta- +7, with bow per arrow type +5; AL LE) brother on battlefield.
cles. It can also attack with its fists for 4d10 S 18/02; I 16; W 14; D 17; Co 16; Ch 16
Shizadi, samurai 6 (AC 6; MV 9; hp 44;
points of damage each and, if able, can Additional Information: Unlikely to be met
#AT 3/2 with katana, 2/1 with daikyu;
trample any who fall underfoot for 1-100 by player characters; carries katana +2.
THAC0 16; Dmg with katana 1d8+2, with
points of damage. Finally, the krakentua can daikyu per arrow type; AL LN; Ki 18/00
Sakigahara, samurai 5 (AC 4; MV 9; hp
attack by spitting the cherry milk (save vs. Strength six times/day)
34; #AT 3/2 with katana, 2/1 with daikyu;
poison or be blinded for 2-12 segments) and
THAC0 16; Dmg with katana 1d8+2, with S 14; I 15; W 16; D 14; Co 18; Ch 15
by belching a foul red mist (save vs. poison daikyu per arrow type +2; AL LE) Additional Information: Wears do-maru
or take 1 point of damage). The krakentua
S 13; I 15; W 15; D 16; Co 14; Ch 17 and kode; carries family katana; carries
uses either the milk or the mist attack once
Additional Information: Wears do-maru, several humming bulb arrows tuned to dif-
per round in addition to its other attacks.
kode +1, bears katana and daikyu, stand- ferent pitches, used to communicate with
ard arrows; secret enemy of Himeji. brother on battlefield.
NPC LEADERS Himeji, samurai 6 (AC 4; MV 9; hp 42; Tsushima, samurai 7 (AC -1; MV 8; hp

FOR PART 3
#AT 3/2 with katana, 2/1 with daikyu; 50; #AT 2/1 with katana or daikyu; Dmg by
THAC0 16; Dmg with katana 1d8+7, with weapon type +3; AL LE; Ki 18/00 Strength
daikyu per arrow type +2; AL LE) seven times/day)
Kuroda Kiyosu, samurai 5 (AC 5/10; MV
S 18/77; I 14; W 13; D 17; Co 13; Ch 14 S 14; I 14; W 13; D 16; Co 16; Ch 14
12; hp 30; #AT 3/2 with katana, 2/1 with
Additional Information: Enemy of Sakiga- Additional Information: Desires only self-
bow; THAC0 16; Dmg with katana 1d8+4,
hara; wears do-maru; carries katana +1 advancement and personal gain in battle;
with bow per arrow type +2; AL LN; Ki 5
wears o-yoroi +2, wields naginata from
times/day raises Strength to 18/00) Shizouka, samurai 6 (AC 5; MV 9; hp 38;
horseback in addition to carrying katana
S 16; I 14; W 13; D 16; Co 13; Ch 15 #AT 3/2 with katana, 2/1 with daikyu;
and daikyu; main weakness is impulsive-
Additional Information: carries two po- THAC0 16; Dmg with katana 1d8+3, with
ness.
tions of healing in his pack; wears hara-ate daikyu per arrow type; AL LG; Ki 18/00
and kode; bears a katana and daikyu Strength six times/day)
(great bow); has eight standard arrows S 16; I 17; W 16; D 15; Co 15; Ch 16
and four leaf head arrows. Additional Information: Carries several

32
A DAY IN THE COUNTRY

By now the characters have acquired the moving; make it clear that the inn is a ha- the characters when an hour passes;
box of relics. They stand on the road to the ven, if only they can reach it. more than one encounter can occur in a
shrine, which is a two-day journey. Half- single location, if the party is not moving.
way is an inn under imperial protection Make sure to record time spent convers-
where the PCs can spend the night, if they THE PURSUIT ing; if, in the DMs opinion, a conversation
can avoid the Korimori patrols. Encounters in this section are based on lasts for a period of time longer than or
Determine who has the box of relics, the partys location, on the time of day, less than a turn, time may be recorded in
and how the box is being carried. The box and on the results of previous encounters. smaller increments.
is too large to fit in a pack or a large sack, There are no random encounters. Instead, To determine encounters use the table
though one character can carry it. The the planned encounters occur at one-hour on page 26, cross-referencing the time of
box, while not delicate, should be handled intervals, if the partys location matches day with the area to determine if a listed
with care and respect. Opening the box is that of an encounter. The encounter de- encounter occurs. Each encounter occurs
dangerous. (See Part Two for the effects scriptions are ordered by location. only once. If the party goes quickly and
of doing so.) The DM must keep careful track of time. without interruptions, the characters may
The party should reach the inn before avoid some of the worst encounters. Like-
wise, should they move too slowly, the
OVERVIEW OF THE nightfall. Each travel day is divided into
twelve l-hour periods, while the terrain the characters may be captured or killed by
SITUATION party must cover is broken into ten areas.
Each area takes the party one hour to tra-
the enemy.

Having recovered the box of relics from verse. Generally speaking, a conversation
the castle, the party should concentrate takes a turn (10 rounds) or longer, while a
on moving quickly throughout the day. combat takes the number of rounds of
Minions of Korimori will try to get the relics combat (round up to the nearest turn) plus
from the party. In this section, some en- one turn to bandage wounds, gather
counters happen automatically; others oc- equipment and so on before resuming tra-
cur only if the party moves slowly or is vel. Gathering information or loot takes an
delayed. The longer the forces of Korimori additional turn.
have to consolidate and locate the charac- To keep track of time, mark off turns and
ters, the weaker the partys position is. In hours, noting whenever a new hour be-
general, encourage the party to continue gins. Consult the geographical location of

33
THE ENCOUNTERS

Encounter 1: Bandit Extortion hand weapon. The bandits camp is a few Roll Result
hours away in the hills. Characters search- 1 or less Party spotted,
A group of bandits has set up operations in ing for it fail and are captured or killed by bushi unseen
the hill areas outside. enemy bushi sometime later in the day. 2-6 Party spotted,
bushi spotted only
As you travel along the road, a man Encounter 3: Wandering Beggar on successful check
steps out in front of you. He is un- 7-9 Neither group spots
shaven and unwashed. He bears no the other
arms, yet walks as if he were armed to By the side of the road stands a stran-
the teeth. Arrogantly, he speaks. ger dressed in rags, looking thin and ill
A pleasant morning, travelers! You fed. He...or perhaps she? steps toward Party members may receive a spotting
travel the hill road today? There is a you holding out a supplicative hand. check from the above result. The player
fee... for bandits infest the hills, and it must roll less than his Intelligence plus his
takes men like me to keep folk like you The characters may either give him some Wisdom, divided by four (yakuzas divide
from harm. Alas, farming wont pay for small coins, speak to him, or ignore him. by two) on 1d20. A successful roll means
protection, so I must ask for five yuan Merely tossing coins and continuing costs that character spots movement within
from each of you, so we may eat and be no time. Talking with the beggar is a time sight range.
strong to protect the likes of you. If you waster, as the beggar knows nothing and If spotted, the party may try to evade the
dont pay? Well, your safety relies on a answers meekly in a poor accent. enemy. Simply stating we evade the en-
signal given only to those generous emy is not sufficient. Most methods are
travelers. He clears his throat and Encounter 4: Enemy Scouts likely to fail, as the party must stick mainly
waits quietly. to the road. However, the DM should allow
Mounted cavalry scouts sent by Korimori
comb the hills for the characters. They a good plan to work. Good plans generally
If the characters pay, he gives them a pen- make use of the surrounding area. The in-
nant and tells them to attach it to the long- keep a careful watch on the road, and only
a well prepared and lucky party spots formation below describes the immediate
est weapon in the party. That done, he environment.
steps aside and bows deeply in farewell. If them first. They communicate by messen-
Hills: Sight in hilly terrain is limited to 120
the characters walk a safe distance away ger with whatever bushi they precede.
This encounter is divided into three seg- yards at best. Atop a hill, sight is 500 yds
without attacking him, he yells: Dip the though underbrush, intervening hills, and
pennant three times when asked, fine ments. The first covers the initial observa-
the rough terrain make for good cover be-
travelers, dip three times or the pennant is tion of the scouts. The second describes
how to handle evasion. The third segment yond 240 yards. A concerted search
worthless to you! amongst the rocks may reveal a small cave.
If attacked, he flees. Should he be killed describes how searches are conducted.
This encounter can occur twice during the Various small streams wind their way
or chased away, the party is ambushed through the hills, and it is possible a small
later. day. Certain details vary between the two
waterfall could hide characters from enemy
encounters (see below).
eyes. Fallen trees and areas overgrown with
In the hills the enemy scouts are
Encounter 2: Bandit Ambush brambles can provide cover as well. Actually
mounted on hardy mountain ponies, while
climbing the trees is an option that can prove
on the plain they are mounted on light war-
horses. Their orders are to find and successful. Note, however, that if the char-
As you enter the hills you see a rough- acters hide while under close observation,
hewn board with letters crudely cut into shadow the party, while coordinating an
their efforts are wasted!
it lying on the road ahead. ambush or a pursuit with the bushi.
Plains: While not perfectly flat, the plains
Before the party is spotted, the scouts
area has fewer terrain advantages than
It reads Show signal. The bandits are cover the road and the road side area,
spread 50-100 yards apart and keeping to the hills. When not in other cover, line of
ringed around the area in carefully pre- sight is around 500 yards or so, the normal
pared blinds and hideaways, bows ready. cover. Moving occasionally to keep ahead
limit of human vision to distinguish useful
If the signal is given, nothing happens. If of the bushi behind them, they keep a
details beyond movement. Where there
the signal is not given, the bandits open sharp eye on the road and the terrain
are no farms or rice paddies, the grasses
fire with their bows. The bandits only har- around them.
When the party enters the scouts range are long, and simply lying down can pro-
ass and insult the characters from a dis- vide some cover. If the river is nearby,
tance to teach them a lesson in etiquette. of sight (20-120 yards), the scouts get a
spotting check. Roll 1d10, subtracting 1 characters who do not mind mud can hide
Any bandit retreats if attacked directly. by the banks. In some few places there are
The bandits do not pursue. for each party member in sight.
reeds which might be breathed through.
There are 26 bandits here plus four So few trees are present that searchers
leaders. Each bandit is equipped with a are bound to concentrate on them.
short bow, normal arrows, and a small

34
To determine whether or not the charac- whose rank is above that of Hakata. maining forces.
ters successfully evade the enemy scouts Hence, he goes even further to preserve Attack: If the scouts give the partys lo-
requires that you make several careful his honor. His orders are similar to Haka- cation to the bushi, Kiyosu positions his
judgments. Decide if the characters are tas, given above, but he is impatient, and men between the characters and the inn
doing something obvious which the scouts so if forced to search he spends much less before attacking head on. The bushi ad-
could easily expect. If the characters are time in any one area before moving on. vance, taking advantage of terrain, avoid-
devious enough to give misleading im- He, too, will join in an attack on the player ing missile fire if possible. The mounted
pressions to the enemy scouts, be sure to characters; but unlike Hakata, Takasaki scouts move in from the rear to pin the
consider the information with the enemy harries the party ceaselessly, and if the characters in one spot. Kiyosus goals and
scouts point of view foremost in your party turns to fight him may charge rashly combat preferences are given above.
mind. Finally, remember that if the enemy into combat with them. Meeting: If the characters avoid the
scouts lose track of the characters, they The statistics of the enemy scouts are scouts, the bushi are met on the road,
attempt to find the party once again. given once on page 24; both groups are marching two abreast with Kiyosu in the
To resolve the success of a search, find identical except for their mounts (hill po- lead. Roll for surprise normally; if no sur-
how closely the searchers wish to peruse nies in the hills, light warhorses on the prise, then the distance is 20-120 due to
the terrain. For the enemy scouts, decide plains) and the leaders personalities, the rolling hills and the twisting road. Kiy-
how sure they are as to the general where- given above. A good deal of space has osu attacks head on, and the bushi use
abouts of the missing party. If the scouts been given to these relatively unimportant their ki shout as they enter battle.
think the party is in one locale, they search scouts; the intent of this encounter is to
that area very closely. If the scouts think provide drama, and a chance for charac- Encounter 6: The Running Bull
the party could be in a wide area, they do ters to use their brains rather than their
their best to search the entire area. Assign swords to succeed. In both cases, avoid-
a modifier of your choice depending on ing these scouts completely practically You march along quickly, aware that
how well you think the PCs have hidden guarantees success later. To make this time is passing with every step. Sud-
themselves. A close search begins with a encounter as dramatic as possible keep a denly, over the crest of the fill ahead
base success rate of 40% per round of careful track of time and recall that good you hear a rhythmic clopping, almost
search, while a search spread over a wide pacing is one of the keys to an exciting like that of a horse...no time to evade!
area has a base success rate of but 15%. game session. A bull comes into view, flecked with
Your modifiers should range between sweat and wild-eyed. Seeing you, it
-20% to +20% (a negative modifier being Encounter 5: Enemy Bushi tosses its wicked-looking horns and
good in this case) with the extremes being stops. in the background, you hear run-
extremely well (or poorly) hidden, etc. De- This encounter can have three different ning footsteps approaching.
pending on the urgency of the situation beginnings depending on the results of
from the enemy scouts point of view, any Encounter 4, Enemy Scouts in Area 3. If This is a comic encounter. The bull was
particular area is searched for 1-3 rounds the scouts have reported the partys loca- kept by a hamlet down the road for
before they move on to another area. Of tion, the bushi prepare an ambush. If the ploughing and other labors. Three ogres
course, if the scouts search where the scouts have stayed in contact with the tried to steal it by offering it sweetgrass
party is not, then they have no chance of party, the bushi attack. if the party has lost and leading it away. Unfortunately for the
finding them. the scouts, they meet the bushi on the ogres, the bull finished the grass and es-
The hill scouts are led by Hakata, a mi- march. caped, goring one ogre in the leg and
nor lieutenant of Korimori. He is a wily cav- Ambush: An ambush takes place some- bowling over the other two. They have
alry leader well satisfied with the where along the road ahead of the party. chased it for almost three hours.
dangerous duty of scout. A samurai of rel- The enemy bushi are concealed within
atively low rank, he is, of course, con- 10-40 of the road. Any character coming
Over the hill on the path of the bull
cerned primarily with honor. His orders within 30 of a hidden bushi has a 1 in 4
come three huge people, breathing
are to establish contact with the party car- chance of spotting something suspicious. heavily, dressed in skins and carrying
rying the relics and communicate their po- Once the bushi have been spotted or the huge clubs. They dont see you at first.
sition to the ground troops he is scouting characters draw near, the bushi attack,
At the crest of the hill, however, they
for. To achieve greater honor, he also using their ki immediately. look around.
plans to participate in any combat that Kiyosu Kuroda, leader of these bushi, is
takes place between the bushi and the a wise sergeant who wishes to fulfill his or-
ders honorably... but keep his force, which These ogres mean no harm, merely being
player characters. His determination is hungry for the cow theyve stolen. if the
such that if he believes the party to be hid- is made up of young, inexperienced men,
intact. If four or more of his men fall, he party attacks them, they fight back but sur-
ing in any one area he searches it at render if given the chance. If the party par-
length, possibly allowing the characters to calls for a strategic withdrawal unless two
or more characters have fallen (or ap- leys with them, they demand their cow
slip away while doing so...unless Hakata immediately. They can be bartered with, if
is correct! If the party attempts to fight Ha- peared to) as well. Otherwise, he fights
honorably and tenaciously. His goal is to the party wants to save the bull, with ra-
katas force, he retreats without loss of tions or food of any sort. If the party fright-
honor, as it is not his duty to throw his capture the relics if possible, or harry and
weaken the characters in any case. If the ens them sufficiently they may flee
small force against the player characters. immediately into the wilderness, uttering
The plains scouts are led by Takasaki, characters flee, he pursues with his re-

35
high pitched yowls of dismay. They have with villagers all a-chatter and scurrying and stays far from the battle. It is likely the
no treasure. hither and thither. most the characters see of Ogaki is a dis-
If the characters are leading the bull tant stand of colored cloths. The fifteen
Encounter 7: Messenger from encounter 7, the villagers stream out bushi reinforcements are led by another of
of the huts, yelling with happiness and Korimoris captains, Himeji. While all are
Michimori Uemon has sent bushi of his glee. Their plowing bull has been saved on foot, the contingent does have at its dis-
own to help the party. A messenger is dis- from the ogres! posal several horsemen for use as mes-
patched to find the characters and tell If the characters return the bull or sengers should the need arise.
them of this new development. present a large bribe and ask for aid, a Himeji is no friend of Sakigahara, which
grizzled old man steps forward. He knows is unfortunate for Korimori. If victorius, all
On the road ahead a lone mounted war- of a small ravine that provides relatively anticipate Ogaki to be gifted with Michi-
rior approaches at a canter. A banner unseen movement into the next area. Oth- moris keep, leaving his position open.
flutters above him, bearing the symbol erwise, the villagers can report what they Like children counting their apples before
of Michimori. have seen...fragmented and vague re- they are picked, Himeji and Sakigahara
ports of armed men moving here and there both count themselves as being the best
This is a vital encounter for the party. If the that are of little use to the characters. to take over the position of second in com-
party members rudely refuse to listen to mand for Korimori. Consequently, neither
the messenger, however, problems arise Encounter 9: Enemy Bushi goes out of his way to aid the other unless
in future encounters. ordered to...and if possible, each would
Once close enough to communicate, This encounter can occur in one of several gladly do harm unto the other, if it could be
the messenger tells his tale. His horse is areas. Encounter 10 (Friendly Bushi) can done without loss of honor. Another result
cut along the flanks, while the messenger be used here also at the DMs discretion. of this conflict of interest between Himeji
himself nurses a wounded arm. An odd Depending on past encounters these and Sakigahara is that should battle be
basket-like contrivance is strapped to the bushi may or may not be reinforced. joined between the troops of Michimori
horsemans back; from it protrudes an ar- and Korimori, each fights fiercely, even
row. Read the following to the party: Area 6: If the party is moving this slowly, unwisely, in an attempt to be the first to
the enemy bushi are reinforced, raising win the prize of the relics.
their number to 40. The plains scouts par- In general, the enemy bushi attempt to
Hail, noble adventurers! I bring a
ticipate in the attack as well. The party is surround the characters, to keep them
message from Lord Michimori! War is
very likely to be defeated, captured, or from running away, before moving in
near. Korimori has sent out his samurai
killed in the defense of the relics. slowly and carefully. While the relics are
in search of what you bear. Lord Michi-
Area 7 (the most likely result): The enemy the primary goal, Korimori would not mind
mori has sent troops as well, and you
bushi may plan an ambush or pursue di- capturing some of Michimoris trusted ad-
are not to lose heart. Make for the Inn of
rectly. The enemy bushi are reinforced, venturers for use in future political maneu-
the Globefish, and avoid all conflict. I
and the characters find it impossible to vers.
am to send a bird to my master, that he
evade the enemy bushi in the grasslands. If Michimori bushi arrive, Ogakis tactics
may know I have spoken to you... the
if this battle becomes long and drawn out, change drastically. The party is attacked
messenger carefully reaches around to
consider having the friendly bushi arrive to by a mass charge immediately while a
the basket on his back. His eyes open
save the day, as the battle could be a screening force attempts to block the ad-
wide with horror as he sees the arrow
deadly one for the party. The scouts do not vance of the friendly bushi. If the party
piercing the basket and he moans upon
participate in the battle, as they are strung flees, Ogaki orders only a small number of
opening it. Oh, my bird! It is shot! Am
out and scattered from watching the par- men to pursue...but the feuding lieuten-
I to be successful, yet to fail?
tys movements. ants both send men in pursuit, quite prob-
Area 8: If the characters are moving ably assigning too many to assure victory
The messenger can only cradle his quickly and doing well, they meet the en-
wounded pigeon gently in his hands. The against the friendly bushi.
emy bushi in Area 8 at the same time as Note: None of the enemy bushi in this
bird lives, barely, and cannot fly. The obvi- their friendly bushi arrive. A battle ensues,
ous solution is magical curing. If a potion encounter has used his ki power yet in this
with the party as the prize. If the party met day. Both lieutenants scheme to give that
is used, the amount drunk by the pigeon is the messenger, the friendly troops are
insignificant. In any event, the messenger order when it will benefit them person-
reinforced...if not, the friendly troops are ally... not necessarily when it is best for
leaves the party after delivering the mes- outnumbered, and the party may have to
sage, to find Michimoris men. the whole of their force.
make a choice: run for the inn, and allow This is a delicate situation to judge, and
the friendly bushi to be massacred, or
Encounter 8: The Busy Village make a stand with the troops.
will no doubt require a major portion of a
gaming session. Do your best to impress
At a time when the characters are not Twenty-five troops are commanded by upon the players that standing and fight-
dodging enemy scouts or combating en- Ogaki, second in command to Lord Kori- ing is at best a poor idea; the forces ar-
emy bushi, they come across a small mori. He is a powerful fighter, but is care- rayed against them are overwhelming. If
group of huts surrounded by rice paddies ful of his safety, as he plans to receive the various factors have combined to pit a re-
and small plots of cultivated land. keep of Michimori when Lord Korimori tri- inforced enemy force against a weaker
If the characters merely move through umphs over him. Accordingly, he leads friendly force (with the characters in the
the village, they note that it is a busy place, through Sakigahara, an able lieutenant, balance) then heroism could very well be

36
called for...but, as described in Encounter they have seen the troop movements in if ignored, Asano continues on as before,
10, Friendly Bushi, the characters duty, the area and can put two and two together in the opposite direction the party is travel-
first and foremost, is to deliver the relics to to get five, in a raucous sort of way. Have ing. It is not his responsibility to seek out
the shrine, with the inn as the immediate fun with this encounter: it should not prove those to help.
goal. dangerous to a normal party. Asano is a shukenja from a nearby
shrine who, concerned about the violence
Encounter 10: Friendly Bushi You are marching along, listening to coming to a head in the province, has
the winds rustle the grasses beside the walked forth to give healing to any who
It is possible that the characters meet with recognize both their needs and his simple
these friendly bushi before meeting any cart track some might call a road. A
voice surprises you from the right side identity.
enemy bushi. More likely, the characters The characters see a man late in his life,
are facing many enemy bushi when these of the road! Ey, look! Monstrous
creatures, walkin and talkin like lords! skin drawn and parchment like, with eyes
friendly soldiers arrive. that are the clearest they have ever seen.
The initial force of friendly bushi num- Scabrous! Scabrous! it cannot be
borne, oh the arrogance! Why, look! is He catches each characters eye in turn.
bers 20; the reinforcement contingent Player character shukenjas immediately
numbers 10. Note the reinforcing troops one o em a swords master? A boards
plaster, more like, ey? A brief pause recognize a kindred spirit in this man. If
statistics: they are veterans, more experi- they ask him for aid, he agrees to cure
enced than any other foot soldiers on the precedes the next voice. You all recog-
nize the local accents salting the words them, if he can, but will not travel with
field. Shizuoka commands the first force, them. His price: an absolute trust of spirit
while his younger brother Shizadai com- spoken in the common tongue. By
rights, me pal, youre right! Its a board in any character he aids.
mands the elite reinforcement. Any character who fails to set his or her
Their orders are to protect the party. plaster saint, if I can be so witty! A
high pitched twitter sets your teeth to spirit at ease is not cured. Any character
Shizuoka and Shizadai command the who takes a precaution against Asano
characters to make for the inn. grinding before the second voice con-
tinues. Oi, ey, he looks to be a fine (moving to his rear, holding a weapon
They block attacking forces from reach- ready, etc.) receives no curing. Any who
ing the party (if possible). If the path to the one, underneath all the wear and
treachery what glistens on the out- hold unseen suspicions also receive no
inn is blocked, they make a sweeping at- curing.
side! More high pitched twittering
tack to allow the characters to pass
through the disrupted enemy. Otherwise, ends their dialogue.
Encounter 13: Enemy Horsemen
their stance is defensive throughout. If the
party makes for the inn immediately, the The goblin rats are in ratman form, and are Different from Encounter 5, Enemy
battle does not have to be played out com- well hidden in the grasses they have Scouts, this encounter is with a small force
pletely. placed carefully around themselves. Each of cavalry sent as a failsafe measure by
These bushi should be run with care. bears a rough spear, with which they at- Korimori.
(They can be the cavalry coming in the tempt to trip up any investigator before Their orders are to attack without hesita-
nick of time.) Play them as dedicated sol- failing on him for a quick kill. If they can, tion: charge, and charge again if neces-
diers who value their honor; they are led the goblin rats stun or kill a sole investiga- sary, riding down the characters with the
by samurai even the characters know. tor, then drag him or her off as quickly as sheer mass of their horses. Led by
Note that this small skirmish could eas- possible to a small underground den Tsushima, a simple, brutal man known for
ily be adapted into the BATTLESYSTEM nearby. If they make it, the party will be his particular lack of mercy and fondness
rules for tabletop warfare. Also note that forced to either dig or smoke out the goblin for exterminating suspect villages, the
on the enemy side, the plains scouts could rats, as the entrance is a crawlway. These horsemen are a cruel and arrogant lot who
participate in a battle. goblin rats are outcasts from their forest count themselves to be the elite of the
brothers (their raucous sense of humor, elite.
Encounter 11: The Dynamic Duo no doubt) and have no treasure to speak These men are not discouraged easily,
of...metal points for their spears and a few but if Tsushima is slain they are likely to
Two goblin rats lurk beside the road, hid- lonely fen scattered on the floor of their flee. If the party is moving very quickly, or
den in the deep grass. They attempt to den is all they have. has suffered much damage, the DM can
lure a lone character into the grasses by Remember to count off time for any con- omit this encounter.
using verbal taunts and teases. If they are versations that take place, as well as any-
successful, they attack in concert. If more thing else the party takes time to do.
than one person leaves the road, they lie
motionless, fleeing if spotted. Encounter 12: Wandering
Their initial taunts are given below. If the Shukenja
characters pause on the road, they con-
tinue in the same vein. Feel free to make
up material as you see fit, but remember By the side of the road stands a stran-
these goblin rats know nothing of the ger dressed in rags, looking thin and ill
characters...except, perhaps, what they fed He or perhaps she? steps toward
can deduce. For example, they may tease you, spreading his hands before him in
the samurai about fleeing the battle, as a benedictory fashion.

37
YAKUZAS HONOR

their characters are and what their options


are when it is time for them to act.

BACKGROUND
The Reward of Tomy
There is a saying in Kozakura: Fugu wa
kuitashii, inochi wa oshishii. Translated
into the tongue of the barbarous Gajin, it
means I would like to eat fugu, but I
would like to live.
Long considered a delicacy among Ko-
zakurans, the fugu, or globefish, contains
a deadly poison in its liver. When properly
prepared, just enough of this toxin re-
mains to make the diners mouth slightly
numb, giving the eating of the dish an aura
of adventure. When too much poison re-
mains, the result is invariably the death of
the unwary eater. Knowledge of fugu prep-
aration is an ancient and jealously
guarded secret, and scores of Kozakurans
die each year when chefs untrained in the
art attempt to prepare this dangerous
deadly ninja converge on the player char-
INTRODUCTION acters at the inn of Doi No Fugu, the DM
must carefully tailor the climax of the ad-
dish.
The founder of the Akimatsu Dynasty,
Having evaded Korimoris patrols, the the semi-legendary Akimatsu Mori, was
venture to the partys current strength.
party reaches the only safe place between once nearly killed by a dish of improperly
This adventure is organized into five
the seacoast and their lords castle. Lo- prepared globefish. While staying at the
parts. The Background explains the his-
cated in the center of the provinces famous inn Nami No Hana (Crest of the
tory and past actions of the important
coastal plain, Doi No Fugu (The Inn of the Wave) after the battle of Kyoki, Mori was
NPCs. Setting the Stage describes the
Globefish) has always been safe and neu- served the house specialty: a dish of raw
general layout of the inn. Planning the
tral ground. There, the party can rest with- tiger fugu and daikon radish sculpted into
Climax covers the plans of the NPCs and
out fear, one days journey from the shape of a flying crane. The dish
options for taking the adventure in unex-
Michimoris castle. pected directions. Running the Adven- served to the new self-styled emperor was
Korimori, however, has no intention of prepared by the inns master chef, a man
ture outlines the basic course of events
letting the precious relics slip from his whose brother had died fighting against
leading to the climax. This section details
hands over a question of mere custom. Mori in the recent battle. To avenge his re-
the routine of a high quality inn in Koza-
Fearing that the party might evade his pa- vered brothers death, the man made a
kura as well. Finally, the Key to the Inn
trols and knowing that they will almost cer- slight alteration in the dish sent to Moris
provides short detailed room and area de-
tainly spend one night at the inn, he table at the victory celebration: he
scriptions for reference during play.
decides to violate the sanctuary of Doi No chopped up the poisonous fugu liver and
The Planning section should be read
Fugu in order to wrest the prize from his mixed it with the radish sauce used to
carefully. The flow of the action should be
unsuspecting foes. Since he doesnt dare sculpt the cranes crest.
worked out and the direction of the DM-
do so openly, he must bring in outsiders Fortunately for the future of Kozakura, a
selected plot twists carefully considered
for the task men who are not connected sharp-eyed apprentice chef named Sumi-
before play begins. The twists will interact,
with him men unafraid to risk the conse- tomo Tomy noticed something wrong with
both with the pre-made plans of several
quences of such an act. There is but one the dish just as it was carried out of the
NPC groups and with the partys own
source for such men the Ono Kumi kitchen. Racing after the departing tray,
actions, to create a complex interplay of
the much-feared clan of yakuza ninja. he was able to break past the imperial
events that should be kept moving quickly.
guards and grab Moris hand just as the
One key to smooth play is to make sure
This section is designed to challenge the emperor was raising to his lips a strip of
the players always know exactly where
Dungeon Master as well as the party. As fugu liberally coated with the toxic radish

38
sauce. Thus was the life of the emperor Oh, yes. On the night of the battle of province of Maeshi. The daimyo needed
saved; thus was history altered. Kyoki, the master chef who tried to poison help that only the Ono Kumi could give.
To show his gratitude (and in recogni- Akimatsu Mori was made an honored It seemed that the daimyo was seeking
tion of the young mans courage), the em- guest at the emperors table. in recogni- a rare artifact, an item sought also by
peror wanted to enoble the apprentice, but tion of the splendid banquet prepared by those in service to a rival daimyo. There
Sumitomo Tomy would have none of that. his hand, the emperor personally fed him was a chance that his rivals men should be
For generations, his family had been mas- his own cooking. the ones to obtain it. Should this happen,
ter chefs. To change his status would dis- the consequences would be most terrible.
honor the sacred memory of countless The Dream of Yoichi Therefore, the lord of the city quietly but
Sumitomos who had gone before. While most earnestly sought the aid of the Kumi
thanking the emperor for his kindness, For many years after the death of Sumi- Ono, the yakuza ninja clan that controlled
tomo Tomy, his descendants passed own- the cities of northern Kozakura.
Tomy insisted on finishing his studies.
ership of Doi No Fugu from father to eldest To honor the request was risky even
Someday, it seemed, he hoped to realize
son. The other family members lived and for the Ono Kumi. To send a band of his
the dream cherished by his familys
worked in the inn during all or part of their faceless ninja to attack in secret would be
founder that one of his descendants would
one day own his own kitchen. So instead lives. Freed by the emperor from paying no problem; and would gain the Ono Kumi
of becoming a great daimyo, Tomy went taxes and guarded by the imperial writ the undying gratitude of both this minor
on to finish his training and became one of against the depredations of ail but the north-country daimyo and his powerful in-
most foolish criminals and lords, the inn law. But to invade an inn under the emper-
Kozakuras great chefs.
and its owners prospered through war and ors protection and violate a writ that had
Unable to enoble his rescuer, Mori, who
unrest. Few daimyos wanted to risk the stood for centuries could not be done with-
felt his land would be better off with more
wrath of the emperor and his shogun by out thought. If the Ono Kumi were to attack
cooks and fewer daimyos anyway,
trying to loot this rich prize. Most robbers at Doi No Fugu, it would require absolute
granted him a different boon instead. On
the day that Tomy finished his apprentice- gave it a wide berth as well. Such trouble secrecy to avoid dire consequences for
as did knock at the gates of Doi No Fugu the clan. A special man would be needed
ship, he was arrested by a company of im-
perial troops and escorted to his native could usually be handled without much to plan and lead the operation. Ono No-
province far to the north. There, he found difficulty by a single ronin retained by the buro had just such a man.
family during the worst times. The mans yakuza name was Arieki.
much changed. By imperial decree, two
Thus it had been for generations, when Like all members of the feared Ono Kumi,
new roads had been built, and at their
Sumitomo Koji eldest son of an eldest he had taken the name of the clan as his
junction stood a great new inn an inn
son had his own son, a child named family name, calling himself Ono Arieki.
built not of common wood, but of expen-
Yoichi. He was a strange boy, this Yoichi. His real name was Sumitomo Yoichi, and
sive stone. There, the soldiers stopped. As
Full of dreams of glory and stories of great he knew the inside of Doi No Fugu as well
the bemused Tomy stood before the inn
gate and wondered who could afford to deeds done by men with swords. Though as any man alive. For two decades, he had
build such a magnificent edifice in these he loved his parents, he did not love their lived with his parents under its roof. But
life. Though he was devoted to his youn- now he had another family. Seven years
wilds and where the innkeeper could have
ger sisters and to his brother, he always ago, he walked out of the town inn where
gotten to, the companys captain ap-
proached and handed him a ring of keys. seemed apart from them. But he was a he was apprenticed and entered the halls
The inn was his, a gift from the emperor for good boy, strong and willing. Koji told him- of the Ono Kumi in search of the adven-
Kozakuras newest master chef. More- self that the dreams would passthat the ture of which he dreamed. Since then, he
over, with the keys came an imperial writ boy would settle down with age. had risen high in the sevice of his obayun,
of protection, making any who violated the Finally the great day came when Sumi- becoming a trusted henchman.
hospitality of the inn or harmed its owner tomo Koji and his wife Haru sent their son Now his master had an important mis-
away to the city to learn his trade, just as sion for him. Yoichi paled as Noburo told
outlaws under permanent imperial sen-
the eldest male Sumitomo had done for him what that mission was to lead a
tence of death.
untold generations. The family law estab- team that would take control of his old
Thus was founded the geat inn of the
lished by Sumitomo Tomy was that a child home. Once in control, Yoichi and his men
Sumitomos. In remembrance of the event
who would become a chef must serve his would await the arrival of a party of trav-
that earned the emperors gratitude, Tomy
named his new establishment Doi No apprenticeship away from home. In this elers bearing certain relics. The party
Fugu (Inn of the Globefish). During his life- way, new culinary techniques would be- would certainly stop at the inn. When they
time, he worked hard to build his inns rep- come part of the family knowledge, and did, Yoichi must call in a second team that
the cooking at Doi No Fugu would always would be waiting nearby. Together, the
utation as an island of gentility in the
be fresh and modern. two ninja teams would attack the travelers
rough north, and it is said that Tomys
fame became so great that nobles of the Yoichi never returned. it was as if the and take the relics. As always, the fewer
earth had swallowed him up. deaths the better. Under no circum-
court sometimes journeyed all the way
from the capital just to taste his cooking. One day, seven years later and far to the stances must any of the Sumitomos be
south, Noburo, head of the ninja clan Ono killed. This would only increase the dili-
On at least one memorable occasion, the
Kumi called one of his lieutenants into his gence with which the emperors agents
emperor, himself, is known to have made
office. Ono Noburo had received a plea would try to find those who violated the de-
the journey. On the anniversary of the bat-
from one of the lords of the city. This lord cree protecting the inn. Did Yoichi under-
tle of Kyoki, he went to visit the man who
had a brother-in-law, a daimyo in the rustic stand?
saved his life and to eat fugu.

39
Yoichi did indeed understand. And, de- of again. spoke of himself and he never let them
spite a queer feeling in his stomach, he Years passed. Toyo took Yoichis place. touch his sword.
would obey. After all, the Ono Kumi was He did not, however, leave the inn. He was
his family now. The others were but a needed at home. The threat of war hung The Travail of Haru
memory. In any case, none but those with over the land, and even Doi No Fugu felt
They came in summer, when the trees
the relics would be killed Yoichi would its touch. With things unsettled, Toyo
were green with new life and the cattails
see to that. could not leave.
along the banks of the doi-ike made a gen-
Unbeknownst to Yoichi, Noburo se- Then one day, when the doi-ike was
tle shushing sound that punctuated sleep
cretly instructed Chomei, Yoichis lieuten- sheeted with ice and the first snow blan-
with delightful rhythmic dreams. There
ant, differently. Unsure of Yoichis keted Doi No Fugu in a shroud of white, a
were seven men. The leader, cloaked and
willingness to murder his family, Noburo man pulled the bell at the inn gate. He was
masked, claimed to be a merchant. Af-
pretended that the Sumitomos would be tall and grim and rode a magnificent white
flicted with a cold, and indisposed, he af-
spared. Noburo intended that everyone in warhorse that he called Tandai. He wore
fected the mask out of consideration for
the inn die so there would be no wit- no armor, but thrust into his white obi were
his hosts. The others were his retainers,
nesses. If Yoichi objects, Chomei has or- the matched katana and wakizashi of the
his guards and servants. They needed a
ders to kill him along with the rest. samurai. The man called himself Haka
room for the night and a meal with com-
Kinnori and declared himself a masterless
panions.
The Story of Toyo and Skoshi man who sought the master of the inn. Kin-
That evening, Sumitomo Haru and her
nori spoke privately with Sumitomo Koji
To Sumitomo Toyo and his sister Skoshi, eldest daughters Miko and Myoki, served
while Toyo unloaded marvelous boxes
Doi no Fugu was a magical place, with its their new guests. Dressed in their bright-
from his pack mule. At his fathers order,
great stone walls framed by the green of est summer kimonos and wearing the
Toyo placed the boxes in the front sleep-
the surrounding orchards and set against heavy white makeup of the geisha, the
ing room. The ronin moved in. Like so
the blue of the doi-ike, the inn pond. In women practiced gentle arts learned by
many heads of the Sumitomo family be-
summer, the inn buzzed with the talk of ex- Haru when she was a young girl in a city
fore him, Koji had at last felt the need to
otic guests, some noble, many from far far to the south arts full of grace and
have a defender for his house.
places. Often, the two youngsters would beauty to delight the senses and renew
Thereafter, each morning while Toyo
disobey their mothers stern orders and the soul. It was a jolly party, and the guests
tended the livestock and Skoshi cleaned
sneak up to the windows of the sitting seemed happy all except the masked
the sitting rooms, the two children would
rooms to peek at the elegant lords and leader, who walked like no merchant and
see the ronin their ronin go out into
ladies in their bright gowns. Sometimes, a whose eyes seemed so familiar. His dis-
the orchard to practice with his weapons.
traveler would take time from a walk in a tance from the festivities troubled Haru,
The more they watched, the more they re-
cool garden to talk with the small children who prided herself on keeping a gracious
membered their brother Yoichi going off to
and them a story. house. Crossing to his side, she bent to
practice with a wooden katana he that had
It was their brother Yoichi who collected top his already brimming sake cup just as
secretly fashioned during his tenth sum-
these stories like a miser. Then, in winter a practiced hand closed over her mouth.
mer. Perhaps the memory made them
when there were few travelers and the inn In seconds, Haru and both of her daugh-
bold. One day, they followed. intending
was quiet, he would draw them from the ters were bound and gagged by the mer-
only to beg a story, they ended by asking
closets of his mind and retell them, often chants six companions. Then they were
for knowledge of a kind not commonly im-
embroidered, to his younger brother and quietly hustled into the kitchen, where Koji
parted to the children of innkeepers. At
sister. The older girls, Miko and Myoki, was expertly rendered unconscious be-
first the ronin was scandalized then
were too occupied with learning the art of fore he could raise an alarm. Who would
amused. A female and an innkeepers son
the geisha to pay much attention to have heard it, anyway? The ronin was still
learn the arts of war? But why not? Not the
Yoichis rough tales of warriors and bat- at his evening practice or, more likely,
katana, of course. The sword was sacred.
tles. But the two youngest children loved telling tales to Skoshi and Toyo.
That they could not touch. But what harm
their brothers stories, and would listen to Without even pausing in his headlong
in teaching what could be learned without
them for hours on end. A special bond was arms? charge, one of the kidnappers pressed the
forged between the brothers and their sis- hidden stud activating a secret door lead-
Thus, the ronin taught the children the
ter during those long winter nights. ing to the cellar. Downstairs, the same
art of karate and told them stories of great
And then the bond was broken. Yoichi man pressed another stud opening a se-
deeds and glory. Almost, it was like having
left to be apprenticed to a great chef in a cret door giving access to a hidden room.
their brother back. Almost, it was like hav-
far city. Their parents thought he would be Inside, the women were gently deposited
ing the broken bond renewed. Seven
gone five years, but Toyo and Skoshi on the rooms straw pallets. Bending over
months passed. The chill of winter gave
knew better. Neither could say how they each in turn, the masked merchant cut
way to spring. The plum trees in the or-
knew, but both were certain that, once their bonds and in a harsh whisper as-
chard began to bud, then the white flowers
gone, their brother would never return to sured them that they would not be
opened and began to fall. The first fruit ap-
the serenity of Doi No Fugu. The night harmed. Then he left, posting a guard in
peared. It was almost summer. The chii-
Yoichi left, both children wept in secret. the passage leading out of the hidden
dren were happy as they had not been
Six months later, his letters stopped. The since Yoichi disappeared. And perhaps room and into the main cellar.
chef to whom he was apprenticed re- What was startling about the entire af-
14-year old Skoshi was happy in a way dif-
ported him missing. He was never heard fair was not so much the kidnapping itself
ferent from before. But the ronin never

40
as the routine way in which it was accom- The Inn Grounds The inn house is the most elaborate
plished as if the men knew exactly what building of the group and should be the fo-
they were doing and had rehearsed it be- The land near the inn and crossroads is cus for much of the action. Its three exte-
forehand. Most surprising of ail was their rolling and dotted with low brush (suffic- rior doors have no locks, but can be
ient to hide a crawling man, but otherwise barred. A small delivery window in the
knowledge of the secret doors leading into
the hidden room. This was the familys fi- offering no cover). Scattered tree groves north wall of the Kitchen (20) is heavily
nal refuge, a bolthole to which they could and bamboo thickets provide some shade, shuttered, barred, chained and pad-
retreat in the event some dared defy the though none are closer than 120 yards to locked. Unless otherwise noted, all inte-
imperial decree and attack the inn. Only the inn or roads. rior floors are spread with brown tatami
the family and the inns original builder The inn grounds contain four buildings: (straw mats) which absorb almost all
knew about the existence of the cellar; the inn house, the stable, the Masters sound. Unless otherwise noted, all sliding
only the family knew about the secret House, and the izumi-dono (pavilion). The walls and doors are made of laquered
room that was added later. How could inn house and stable are constructed al- double-walled balsa wood screens that
these strangers know? Haru thought she most entirely of stone. The masters house are sturdy but light. Any character can
knew. and the izumi-dono are constructed of punch, kick run through such screens
wood. All buildings are roofed with red without taking any damage; the screens
clay tiles. Interior ceilings are all ten feet
The Tears of Koji high; except the stable, which is fifteen
are destroyed. Permanent walls are made
of maple paneling and cannot be de-
When Koji awoke, he was sitting on Toyos feet high. None of the buildings have locks stroyed as easily. The interior sides of all
bed in the childrens quarters across the or bars except the inn house. stone walls are paneled in maple unless
hallway from the kitchen, The masked fig- The inn house, the stable, and the mas- noted otherwise (closets, however, are
ure before him spoke quietly but rapidly in ters house are linked by a dressed lime- paneled in camphor).
a grating whisper. The man and his com- stone curtain wall ten feet high and two The inn house has a number of sitting
panions meant the Sumitomos no harm, feet thick. The exterior of the north, west, rooms (8, 9, 10, 11) and sleeping cham-
but needed to use the inn for a few days. and east walls is bordered by a thick bers (28, 29, 30, 34, 37, 38, 40), a bath
When their task was done, they would hedge of yew. The exterior of the south (19) and large reception area with a
leave and all would be as it was. Until then, wall is bordered by individual shrubs. shrine (6). The kitchen (20) leads to the
Kojis wife and two daughters would be The wall is pierced by the inn gate (1) main cellar via a hidden stairway. Off the
held in an unnamed place. If Koji helped and the small orchard gate between the main cellar is the hidden room where
the men do what they must do and kept his stable and the masters house. The inn Haru, Miko and Myoki are imprisoned. Fi-
other children and the ronin from making gate has both a lock and a padlocked nally a staircase in another room (32)
trouble, all would go well. Otherwise, chain. The orchard gate has a lock. The leads to an attic, where Yoichis team has
death would touch his family. The masked gates are kept locked at ail times. The made its headquarters.
man would say no more, but insisted that stone wall does not entirely surround the
Koji pledge his cooperation. Weeping with inn; at the inn pond the wall ends with
anger, Koji agreed.
The masked man gave instructions for
three-foot thick stone pillars.
The grounds inside the walls are stud-
PLANNING THE
the reordering of the inn. First, Skoshi and
the ronin must remain in their quarters.
ded with statues, flower beds, trees and
shrubs. Each statue or tree bole can con-
CLIMAX
Second, Koji and Toyo must go about their ceal one crouching man; each shrub can This section outlines the climax of the ad-
business as if nothing had happened. conceal two. venture. The DM should be completely fa-
Third, Koji must alter the charm of protec- The izumi-dono is built on foot-thick miliar with the details of this section before
tion from theft attached to the front door of wooden pylons driven into the bed of the trying to run the adventure. The details of
the inn house. pond. It is linked to the inn house by a cov- play leading up the climax is covered in
ered way, also built on pylons. The tile the next section: this is a broad view.

SETTING THE
roofs of both structures are supported by
foot-thick wooden pillars resting on the py- The Ninja Plan
ions.
STAGE In addition to the covered way and the
Yoichi has seven ninja inside the inn and
fourteen outside. The inside group is di-
porch surrounding the doi-ike, the inn has
vided as follows: one man (Oshikatsu)
The Characters four open verandas. Those attached to the
guards the hostages in the cellar; Yoichi
inn house and masters house are raised
All NPCs are listed on the Inn NPC Roster. and two others (Unchiku and Sabero) hide
about 18 inches from the ground by py-
The entries opposite each character show in the attic; and the other three disguise
lons. The area under each veranda is
his or her location at the moment of the themselves as the captured women and
screened by latticework panels (which can
ninja attack, general statistics and special greet the party (Taneichi as Haru, Minbu
be removed). The veranda along the west
notes. Note that the locations of some as Miko, and Heishiro as Myoki). The party
wall is an earthen bank raised five feet
characters might change, depending on will be settled in the Blue Serenity
above the yard. The veranda walkway is
which plot options the Dungeon Master Room (10), where they can be trapped
paved with flagstones, while its sloped
selects. against the pond. Once the party arrives,
banks are set with jade plants that provide
the outside team will prepare their assault.
no cover.

41
First, the wu jen (Ito Toshiro) will enter Once the ninja attack, Koji, Toyo and Kin- ened from previous adventures, should
the inn disguised as a shukenja with his nori enter the Main Corridor to see whats need at least two of these. A particularly
apprentice (Bando Typhoo) in cat form. going on (Skoshi is in the masters house). strong or magic-laden party may need less.
The wu jen will confirm that the outside Kinnori is armed and armored, Koji has a (One rough balance check, if the party com-
team is in position and Yoichi will set the knife, Toyo is unarmed. Once they realize position is known ahead of time, is to run a
time for the attack. As Toshiro is intro- the party is being attacked, they will come general melee solo, using the player charac-
duced to the party by one of the disguised to its aid. By this time, however, Chomeis ters.) The plot twists are given in a rough
ninja, the apprentice will secretly slip out group will be crashing through the west chronological order; use whichever ones
to Ono Chomei, leader of the outside door of the Inn House. Kinnoris first prior- seem most appropriate.
force, telling him when to strike. Toshiro, ity is the survival of Skoshi and Toyo; if
meanwhile, will spin a tale designed to lull they are in danger, he will stop what he is 1. Small Clues: The DM works small
the partys suspicions. If all goes as doing and go to their aid. clues into his descriptions that arent
planned, Toshiro and the party will dine to- Of the outside group, only Chomei, individually alarming, but add up to big
gether in the Blue Serenity Room (see Akira, Bando Typhoo, Masaki, and trouble. First, both Koji and Toyo ex-
Running the Adventure for a detailed de- Yukinari enter the inn at first. The other hibit nervousness, sorrow or fear, es-
scription of these events). members of the team perform their as- pecially in the presence of the inns
Yoichi, Unchiku, and Sabero will move signed missions. Beginning with the geisha. Second, after the party meets
into position outside the Blue Serenity fourth round of the attack, each member Toshiro, but before the banquet,
Room. When the disguised ninja inside of the outside team who has not joined the Toshiro is seen strolling along the cov-
the room explode their grenades, the fight has a 50% chance of doing so each ered way with a strange-looking man
three will burst in and help cut down the round. However, if Skoshi comes out of with cat-like features. Third, hint to the
party. Meanwhile, the second team con- the masters house, any ninja within 25 party what is happening when the pearl
verges on the inn from all sides to block feet of her who sees her will move to inter- of persuasion and the biwa of calm are
any escape. cept and attack her. Chuemon and Sane- used on them: hint that their moods
The outside group leader, Chomei, has kata will use their crossbows against and decisions have been warped by
secret orders to kill all witnesses, and anyone they see who is not a member of magic, but the source isnt clear. None
Yoichi too, if he protests. The outside the Ono Kumi. of these clues is sufficient in itself to
group is divided into three groups to carry No NPCs inside the inn will quit fighting justify an attack or other uncivilized be-
out its mission (numbered Groups 2, 3 and until everyone on the other side is dead; havior; if the players decide to attack
4), while the inside group (Group 1) at- no morale checks are made during com- with insufficient reason, suggest that
tacks the party. bat. heavy honor penalties will be imposed
Group 2 blocks any southern escape. if the players act hastily and guess
One man (Motaharu) uses his ki power to General Notes: Remember the lighting wrong. (Here the party must be right
cross the pond to the covered way (to stop conditions; chances are the fighting will be for the right reason: the noise from a
retreats to the izumi-dono), the other three taking place at night in dim light (the hasty attack will spark an immediate
(Arihito, Mitsugoro, and Umakai) will go charm of protection vs. fire will protect the assault by both ninja groups.)
over the south wall east of the masters inn house against fires from light sources).
house, blocking any escape from the inn The weather is damp or perhaps rainy, ex- lmportant Note: This twist should be
house along the doi-ikes west bank. terior surfaces could be slick and footing used only if you can distinguish be-
Meanwhile, Group 3 (Tadahiro and Mit- treacherous. Use the yakuza/ninja ki abili- tween random party mayhem, which
sune) climb the orchard gate. Tadahiro en- ties as needed for balance. should be penalized, and intelligent de-
ters the stable, Mitsune enters the duction from clues, which should not.
masters house. They have orders to kill Yoichis Crisis: Each round that Yoichi is
anyone they find there. forced to fight one of his family or sees one 2. Cryptic Warning: Violation of hospital-
The main outside attack (Chomei, Akira, of his family attacked, he suffers a crisis of ity by either host or guest is a serious
Bando Typhoo, Masaki, Yukinari, honor. He has a 25% chance to change breach of honor in Kozakura. By the
Chuemon and Sanekata) goes over the sides each time he suffers a crisis of start of the banquet, Koji figures out
north wall. Chuemon and Sanekata will honor. The knowledge of the death of a that the party is being set up. He cant
move onto the west terrace and cover the family member increases this chance by warn them directly without endanger-
yard with their crossbows. The others en- 25%. If Yoichi changes sides, Chomei will ing his family, so he slips a note under
ter the inn house by the main (west) door immediately seek him out and initiate indi- a plate. Prepare a note ahead of time to
and methodically sweep the building, kill- vidual combat. give to one of the players. The note in-
ing everyone who is not Ono Kumi (and forms the player that he has found a
Yoichi too, if he objects). Shocks and Surprises piece of paper beneath his rice and fish
with the single ideogram for treach-
If executed as planned, Yoichis attack can
The Battle be lethal. The plot twists from this section
ery inked upon it. If the player does
not react too strongly the ninja wont
Unless some of the plot twists in the next can keep the action going, plant ideas in the notice. If his reaction is blatantly obvi-
section are used, the general flow of the players heads, and give intelligent players a ous (blurting out his discovery to the
action follows these lines: chance to survive the assault. An average rest of the party, for example), the ninja
party in this adventure, somewhat weak- attack immediately.

42
3. Bad Ninja Disguises: When the party ar- 6. Imperial Intervention: By the ban- They must ring the bell to gain entrance.
rives, they are too tired to notice much. quets start, Toyo has figured out the Toyo will let them in, taking charge of their
Later, they are more alert, and may be- situation. He goes to the ronin who horses and baggage as Haru (Taneishi)
gin to notice that the three ladies enter- is not a ronin at all. Unbeknownst to greets them from the Main Terrace (5). Re-
taining them are different from other anyone at the inn, he is a samurai sent member to give clues here if appropriate.
geisha. At the start of the banquet and at by the emperor to protect Doi No Fugu Haru takes them to the Receiving Room
the end of the noh play, check to see if during the current troubles. He is ex- (5), where they shed their footgear.
the ninja disguises are successful (one tremely well-armed and trained, and Miko (Minbu) and Myoki (Heishiro)
check for each ninja). In addition, when- has no intention of obeying Kojis order assist them and provide each character
ever during the banquet a player asks a to stay in his quarters. Instead, once with a pair of soft tabi for his feet. It is im-
question that shows he is suspicious of a Toyo fills him in, Kinnori, decides to proper social behavior to wear outdoor
geisha, make a check to see if that ninjas take a hand in things and sneaks out of footgear in any building except the stable.
disguise holds up. If a disguise fails, tell the inn house after dark. When the Persons of culture wear tabi.
the player that the character notices ninja strike, he is hiding on the East
something odd about the geisha (heavy Terrace. He leaps through the window 2. The Hospitality Ritual
calluses, masculine walk, shuriken in into room 8 to attack them. Although
Haru then guides the party to the
hair, etc.) and let him figure it out from the players will have no idea who he is,
Place of Bountiful Welcome (8) where
there. If players want to immediately at- most should will accept the unex-
Miko and Myoki serve small ritual
tack the geisha without any proof, let pected alliance easily.
cups of tea. Drinking these shows accept-
them reconsider: the same general
ance of the inns hospitality. Refusal to do
guidelines as in plot twist #1 apply. 7. Sibling Confrontation: Toyo has a
so is improper social behavior.
crossbow hidden in the base of the
4. Premature Attack: In the middle of globefish sculpture in room 6. Guess-
Minbus number (and before Heishiro 3. Settling In
ing the plot (and perhaps after warning
reenters the room with his grenades), the ronin), Toyo gets this weapon and After tea, Haru informs the party that a
there is a splintering crash from the hides in room 6. When the attack bath has been prepared and leads them to
Masters House, followed by a loud starts, he races down the hall toward the Changing Room (18), where they must
splash. Tadahiro and Mitsune have where Yoichi and his companions are doff their clothes before entering the Bath
climbed the orchard gate too soon. Ta- crashing through the door of room 10. (19). Characters can bathe in shifts to
dahiro has found no one in the stable, Of course, the players dont know that guard their possessions, but failure to
but Mitsune has found more than he Toyo is on their side, and Toyo doesnt bathe is improper social behavior. The
bargained for in the masters house, know that the ninja leader standing in bath itself consists of a short scrub while
where Sokoshi has been confined by the doorway to room 10 is Yoichi. standing beside one of the tubs, followed
her father. Mitsune tried to attack the by a long, luxurious soak in the tubs

RUNNING THE
girl, only to get a taste of Kinnoris ex- steaming hot, perfumed water. When
pert training in karate. Skoshi has sent each bather finishes, he will find that his

ADVENTURE
the ninja flying through the east door of clothes have been neatly folded and that a
the building and into the pond! bright, fresh kimono has been provided.
The kimonos are provided for use during
The following descriptions assume the
5. Last Minute Escape: Haru and her the characters stay at the inn and failure
party spent most of a day dodging hostile
two daughters lure Oshikatsu into the to wear them is a breach of social behav-
patrols, arriving at Doi No Fugu late in the
secret room. Once there, the hapless ior.
evening. If they arrive at some other time,
guard lets them ply him with the sake
adjust the descriptions accordingly. The fi-
stored on the rooms shelves. He 4. Breakfast
nal confrontation will take place very late
passes out just as the banquet reaches
at night after an evening banquet. Bathed and refreshed, the characters are
full swing, and the women sneak up to
Note: In the following descriptions, in- led to the Blue Serenity Room, where a
the kitchen where they meet Koji.
stances of improper social behavior are breakfast is laid out on a low table sur-
Haru, who has been thinking, tells her
noted. The decision to impose honor pen- rounded by cushions. The breakfast in-
husband where they were hidden and
alties, and to what degree, is generally left cludes a pot of strong green tea, a large
that she thinks the masked leader
to the DM. Players should be warned serving bowl of cold umeboshi (sour pick-
might be Yoichi. Koji arms them with
when in danger of incurring honor penal- led plums), bowls of rice and sheets of nori
sashimi (kitchen knives, treat as dag-
ties, and attempts to follow cultural norms (dried seaweed to be crumbled into the
gers), hides them in the Pantry (21),
should be encouraged. rice or used as a wrapper into which rice is
and goes looking for Yoichi. Just as the
stuffed).
ninja are about to burst in on the party,
Koji startles everyone (including the The Arrival
5. The Sleeping Room
party) by walking up behind Yoichi and 1. Entering the Inn
loudly calling his name. As the masked After breakfast, Haru, Miko, and Myoki re-
leader turns around, his father rips the The characters arrive at Doi No Ichi, ex- move the dishes, move the table and
mask from his face! hausted from a day of dodging the patrols cushions to one side, and pull futons
of Korimori. The inn gate (1) is locked. (small couches) and sleeping silks from a

43
hidden cabinet built into one wall. Having weapons openly to a meal at an inn of this them after they have left the inn.
made up beds for all, they depart, leaving quality are guilty of improper social behav- When Toshiro has finished, the geisha
the characters to their rest. ior. put on a stylized noh play based on the
Ito Toshiro and his brown tabby cat legend of The Reward of Tomy. You can
(Typhoo) arrive while the party rests. They Toshiro sits at the north end of the ta- narrate the play by reading the appropri-
take Room 38. More clues can be given at ble, and accepts a cup of tea as the ate background section, if the players are
this time. meal begins. The women bring a suc- not already familiar with it.
So exhausted are the characters that cession of small dishes, served individ- After the play, Miko (Minbu) gets his
they sleep until shortly after sundown. By ually. Clam soup with mushrooms, biwa of calm, sits on a cushion in the
that time, a light summer rain is falling and deep-fried shrimp coated with rice, rooms northeast corner and begins to
thunder rumbles ominously in the dis- duck steamed in sake. Small bowls of play, thus signalling the attack. The
tance. As the evening progresses, the ginko nuts and quails eggs are placed ninjas perfect plan follows:
thunder moves closer and the rain starts in easy reach. More tea is kept warm on
to come down harder, making travel un- a brazier at the south end of the table. Haru (Taneichi) moves around the table
certain. If the players wish to press on pouring sake, making sure to finish beside
quickly, introduce Toshiro at this time. If the players observer Toshiro closely, Toshiro (and as far from the brazier as
When the characters awaken, they may they notice he takes neither food nor possible). Myoki (Heishiro) leaves the
want to do some exploring. This should be strong drink. If anyone calls attention to it, room, returning in a moment with a fresh
discouraged; a Kozakuran inn is not a Toshiro will claim to be fasting to allay bowl of quail eggs. In the bowl are three
dungeon. The grounds are public areas; their suspicions. He will not speak about poison gas grenades made from quail
the buildings (other than the stable) are himself during the meal. eggs; he has also palmed three dust gre-
not. Poking into private rooms is improper nades.
social behavior (-2 points from honor if When Miko (Minbu) finishes her tune,
During the meal, the geisha continually
caught). If a player insists, the DM can ei- Heishiro throws the bowl of quail eggs into
refill your cups with sake, and the appe-
ther stop him before the snooping be- the brazier at the end of the table. They ex-
tizer bowls with nuts and quail eggs,
comes blatant by introducing a disguised leaving and returning with ever more plode, causing all within range to save vs.
ninja or member of the household to divert poison for each grenade. As soon as the
delicate dishes. Toshiro sparingly sips
the character, or impose the penalty. No poison grenades are gone, Heishiro will
tea as he waits for you to finish.
matter how blatantly the player character toss the dust grenades at the characters at
is caught, the NPC will pretend to assume the other end of the table. The other two
that the character is lost and guide him When finally cajoled into imparting his in- geisha hurl shurikens, while Toshiro
back to his own quarters. Failure to play formation he says: begins casting and Sabero and Unchiku
along with this fiction is also improper so- burst through the door with drawn swords
cial behavior and results in an additional to join the attack. Yoichi positions himself
honor loss of 2 points. Know then that I have seen you in my in the doorway to block escape that way.
It is unlikely the player characters will dreams. Mighty warriors are you who The bushes outside the window are
want to explore the countryside around have found for your lord a great gift. trapped with 30 tetsubishi.
the inn, given their circumstances and This I know. But I tell you now that your Play the ninja assault to conclusion.
mission. If this is allowed at all, they will in task is not yet through. For in my
no case find the outside ninja group. dreams I have seen you leave the The Demands of Honor
safety of this place and ride into great
danger. Your enemies I have seen with If Yoichi is alive at the end of the battle, he
The Banquet has a 30% of killing himself to atone for
my minds eye. They lie in ambush but
After the party wakens, Miko and a few hours toward the setting sun. the dishonor that he has brought on his
Myoki replace the futons and sleeping It troubles me to tell you this. I am family. If he changes sides, the chance
silks, arranging the room for eating. not involved in such matters, and I did goes up 10% for each member of the
Haru enters and tells the party a new not seek knowledge of you. Yet, know- household or patty killed during the battle.
guest has arrived and wishes to speak ing what is planned, I would not see you He will make sure that the hostages have
with them. As the women spread a ban- murdered. I ask only this one thing in been released and will make a speech
quet, Toshiro will join the party for a exchange for my warning. Do not use confessing his dishonor (and filling the
sumptous feast. He is dressed in rich and the information I have given you as a party in as to what has been going on).
foreign silks, in his left ear is a black pearl means of killing your enemies. Instead, If Yoichi is mortally wounded, he lives
and in his arms is a gorgeous brown tabby avoid them so that I might not have long enough to call over one of the party,
cat. He might be a shukenja. saved your lives at the expense of confess his ties to both the Ono Kumi and
If some players resist his presence, hint theirs. the Sumitomos, reveal the location of the
at his unusually high charisma and the ur- hostages, and ask that the apologies of a
gency of his message, gently overriding If questioned further about the the nature dying ninja be conveyed to his family.
player objections by adding the weight of or number of those who lie in ambush, If Kinnori is alive at the end of the battle
the NPCs and as many players characters Toshiro lies shamelessly, telling the party and any member of the family (except
as are curious about this exotic NPC. Note that they face a band of two dozen bushi Yoichi) is dead, there is a 10% chance that
that characters who wear armor and and a dozen samurai waiting to ambush he will kill himself. The chance increases

44
by 20% if Toyo is dead and by 40% if as verandas) described elsewhere are from the inside. The sculpture pivots to re-
Skoshi is dead. If this happens, Kinnori, merely keyed in numerically for reference. veal a small receptacle in its base that
like Yoichi, will make a speech confessing holds Toyos crossbow and a box of 20
his dishonor (in this case, not protecting 1. The Inn Gate quarrels.
the family, especially the children, the way
he should have). Just south of the crossroads is the 7. Main Corridor
If any members of the Sumitomo family walled compound of Doi No Fugu, the 8. Place of Bountiful Welcome
survive the battle, they offer the party Inn of the Globefish. The main gate is a
whatever atonement they can for allowing stout affair of iron bars set into two
this attack to take place. This includes the This sitting room is paneled in gleam-
huge wooden baulks, which are mor-
possessions of any ninja not killed by the ing cherry wood. A low inlaid cherry ta-
tared into the ends of a ten-foot high
ronin, plus free hospitality in perpetuity. It ble in the center of the room is
limestone wall. Both the gate and the
may also, at the DMs discretion, include surrounded by eight cushions. A sec-
baulks are painted a bright red, and to
part or all of the family savings. The pos- ond, smaller table to the south contains
the right baulk is bolted a golden bell.
sessions of ninja killed by the ronin go to all the implements necessary to per-
On either side of the gate are pasted a
him if he is alive. If he is dead, they go the form the tea ceremony.
variety of charms.
emperor, along with his other posses-
sions. The ritual drink of welcome is offered here.
The charms are for protection from fire,
Among the tools on the second table are a
disease, spirits, and theft. At Yoichis or-
The Rewards of Service brazier, kettle and tea caddy. The latter is
der the charm of protection from theft has
a family heirloom, an antique worth three
After the battle, the characters are free to been altered to destroy its effect. At this
chien as a work of art.
examine the possessions of the ninja. point the adventure begins (see Running
These include 24 light horses (20 with sad- the Adventure).
9. Green Rushes Room
dles) tethered to trees in the orchard. The
packs on the horses hold a variety of cloth- 2. Inn Yard
Part of the west wall is a screen of black
ing, provisions, and miscellaneous equip-
The broad yard is 30 feet wide and 40 laquered wood and bright yellow rice
ment (80% chance of finding 1-4 of any paper.
item from the miscellaneous equipment, feet long in the immediate area. To the
clothing, and provisions lists in the south is a large stable. To the west is a
pleasant flagged terrace backed with a The screen can be slid aside to reveal an
ORIENTAL ADVENTURES Rulebook. In
bed of jade plants. To the east is the empty storage area (51).
addition, the characters find nine strings
of 50 fen, eight strings of 100 yuan, two front of the Inn House with its broad
porch. To the right of the porch is a 10. Blue Serenity Room
strings of 100 tael and a paper wallet con-
taining 100 chao. If Yoichi is still alive, statue of the Emperor Mori; to the left is
one horse, one string of 100 tael and the a tinkling fountain. Everywhere there The south wall has a latticework screen
100 chao are his. The ronin claims a per- are flowers and shrubs. Neat paths of that has been pulled aside to reveal a
centage of loot equal to the percentage of crushed stone crisscross the inn yard. wooden party pavilion set on pylons in
ninja he killed. a large pond. Against the west wall
Even if all the Sumitomos are dead, the See Running the Adventure for play rests a pair of blue and silver laquered
inn is still under imperial protection. Any notes. cabinets.
looting of household possessions or sav-
ings by any member of the party will even- 3. Shed The cabinets are unlocked. They contain
tually result in all party members being more cushions, futons, and sleeping silks.
The shed contains all manner of garden- Hidden in the bushes outside the window
accused of the crime, at a penalty of -4
ing tools, but nothing else of interest. are 30 tetsu-bishi scattered by Yoichis
honor points. The penalty for conviction or
refusal to be tried is death. The same ap- men to hinder escape. Treat these as a
4. West Terrace trap.
plies to looting the property or spoils of the
ronin. 5. Open Porch
At dawn, if the characters have sur- 11. Dancing Light Room
6. Receiving Room
vived, a strong patrol sent by Michimori ar-
rives at the inn. After cleaning up the The east corner of the south wall has a
carnage, they escort the party back to Mi- Against the north wall is a small straw single tall, narrow window whose lat-
chimoris castle, where the party receives mat upon which rest half a dozen pairs ticework screen is shut.
its reward for delivering the relics. of mens and womens sandals.
The cabinet contains six futons, a dozen
The characters should leave their foot-
KEY TO THE INN
cushions and some sleeping silks. In the
wear on the mat with the other outdoor left side is a tall forked stick that is used to
shoes. Resting in the corner behind the slide back a roof panel in fair weather, ex-
The following passages briefly describe the statue is a stout wooden bar that can be posing the southern third of the room to
contents of the rooms of the inn. Areas (such used to bar the main door to the inn house the open sky.

45
12. Alcove 20. Kitchen 25. Tunnel
The tunnel is lined with rough brick. It
There is a stout maple door in the south The center of the room is dominated by leads to the family bolthole (26). If Haru
wall. The east and west walls are lined a pair of large chopping blocks flanking has not escaped, Oshikatsu is waiting in
with shelves holding a variety of plants. a stone fire pit. A pair of cabinets flank this room. He will attack ferociously as
the entrance. soon as he realizes the people who
Resting on one of the shelves is a bar that opened the secret door are not members
can be used to bar the door from the in- The door leads to the Pantry (21). Twisting of the Ono Kumi. If the women are here,
side. a pot hook set into the east wall causes a the door in the east wall leading to the
section of the wall to roll back, revealing a bolthole is locked by a crude and recently
13. Covered Way secret passage (22) leading to the Main installed deadbolt.
Cellar (23). The cabinets are filled with
This covered walkway rests on wooden
cooking utensils and crocks full of spices. 26. Bolthole
pylons driven into the pond. The pylons in
turn support small wooden pillars that hold
21. Pantry This room, much cruder than the cellar,
up the tiled roof.
is built of rough brick. Against the north
14. Pavilion Party Room The north and south walls of this room and east walls rest low three-foot wide
are lined with built-in shelves and cabi- platforms covered by straw pallets. The
nets. The shelves contain sealed west wall has shelves holding sealed
In the center of the room rests a low
crocks of various sizes. crocks. A barrel and a wooden chest
black lacquered table surrounded by
six black silk cushions. A large balsa rest against the south wall.
wood screen obscures most of the The cabinets contain bins full of barley,
north wall. millet, rice and various dried fruits. The The crocks contain all manner of pre-
crocks contain condiments. If Haru and served food, the barrel contains drinking
her daughters have escaped their guard, water and the unlocked chest contains
The balsa panels slide open to give a view
they will be hiding in this room. sleeping silks. If Haru has escaped, Oshi-
of the pond.
katsu is unconscious on a pallet against
22. Secret Passage the east wall.
15. Serving Area
A flight of dry stone stairs leads downward
into a cellar of some sort. The flickering of 27. Childrens Room
A counter runs the length of the north
wall of this serving area. Beneath the a lamp can be seen from somewhere
counter are three shelves piled high down below. A wooden chest rests against the south
with serving trays, crocks, dishes and wall. The west wall is constructed of
bottles of condiments. 23. Main Cellar lacquered balsa wall panels.

A jug in the northwest corner contains four The room is lit by a lantern resting on a The chest contains childrens clothing and
quarts of oil. In a box on the counter are barrel. The north wall is stacked high old toys. The panels in the west wall move
half a dozen sashimi knives. Treat these with barrels and against the east wall aside to give access to the sleeping cham-
as the equivalent of daggers. are three great casks. The gravel floor bers.
is dry and even.
16. The Doi-Ike 28-30. Sleeping Chambers
The casks contain beer. The barrels con- Toyo sleeps in 28; Miko sleeps in 29;
The pond is lined with cattails and dotted
tain various types of sake and plum wines. Myoko sleeps in 30. Each chamber has a
with lily pads. It is about four feet deep
Depressing a catch in the east wall causes small platform with a futon, cushions and
within five feet of the shore line. After that,
part of the wall to swing inward, giving ac- sleeping silks. A large drawer beneath the
it drops off to an eight-foot depth. cess to the tunnel (25). platform pulls out to provide storage for
17. Privy personal possessions. All have spare
24. Privy Catch Chamber clothing and foot gear. Mikos and Myokis
18. Changing Room drawers also have makeup cases, combs,
A small stone hatch at waist level swings
The east and west walls of this room are inward to give access to the catch cham- pins and wigs.
lined with five-foot benches. Large towels ber below the main privy for cleaning. It is
are piled on each bench. possible for a man to climb into this cham- 31. North Passage
ber through the hatch and reach the main 32. Attic Staircase
19. Bath floor by climbing the uneven walls of the
privy.
The room is dominated by two huge
wooden tubs full of steaming, scented wa-
ter.

46
33. Attic nihilism, and five scrolls, each explaining 43. Tack Room
all the spells of a given level known by Any type of riding or hitching equipment
This small attic is a jumble of chests Toshiro. Concealed in a secret lining of the characters might look for can be found
and lacquered boxes, old furniture the the bag is a black ninja fighting gar- here. A small forge, suitable only for minor
worn tatami and cracked wall screens, ment. With it is a note in the secret lan- harness repairs, stands in one corner of
most covered with a thick layer of dust. guage of the ninja and is sealed with the
the room.
seal of the Ono Kumi. It is from Ono No-
This is the headquarters for the ninja. If ex- buro, and solicits Toshiros aid in a dan- 44. Masters House Living Room
amined closely, there is a 75% chance the gerous mission on behalf of Korimori. The
jumble will yield a usable sample of any letter offers the wu jen 100 chao for his aid This is the familys main dwelling place.
common household item or article of cloth- (half up front and half later).
45. Masters House Bedroom
ing that the players want. In one corner,
hidden under some old silks, is locked 40. Kinnoris Sleeping Chamber
leather traveling chest belonging to This sleeping chamber contains the usual This room is dominated by a platform
Yoichis team. Any improper attempt to trappings. Kinnoris unstrung daiyku and bed strewn with sleeping silks. Against
open the chest sends a poisoned needle two lacquered quivers each containing 12 the west wall is a heavy lacquered cabi-
arcing toward the hand of the offender, leaf head arrows, 4 humming bulb arrows, net.
who must save vs. poison. Inside the chest 3 frog crotch arrows and 5 armor piercer
are three black ninja outfits, three nija-to, arrows rest on a long low table against the The cabinets double doors are locked. In-
two kawanaga, half a dozen uchi-ne, a south wall. Against the north wall is a side are Haru and Kojis personal effects.
kusari-gama, nuchaku and kyoketsuogi, a weapon stand for a katana and wakizashi. Hidden under some old sandals in a cor-
box of two dozen assorted shuriken and a ner of the cabinet is a ring attached to the
lacquered box containing a half dozen 41. Kinnoris Closet floor panel. When pulled, it lifts the false
flash powder grenades. bottom of the cabinet. Inside is a locked
This closet contains half a dozen lac- cash box containing the family savings:
34. Empty Sleeping Chamber quered traveling boxes of various sizes. 200 chao, 10 chien and two strings of 100
Two are empty. Three contain the pieces fen.
35. Empty Closet (camphor paneling) for a complete o-yoroi of quality except for
36. Empty Closet the do-maru and kabuto. One box con- 46. Privy
tains good quality traveling clothes in fair
37. Empty Sleeping Chamber condition. In the bottom of this box is a 47. Family Shrine
38. Toshiros Sleeping Chamber scroll with the imperial seal. It contains or- The front of the altars base slides back to
ders from the emperor for Kinnori to dis- reveal dozens of urns stored on the
This chamber contains the usual collec- guise himself as a ronin and to discretely shelves underneath. Each urn contains
tion of futons, cushions and silks. obtain a position at Doi No Fugu. The the ashes of a departed family member.
Toshiros bo stick is leaning against the scroll charges Kinnori with defending the
west wall. inn and its occupants with his life. In addi- 48. Empty Closet
tion, Kinnori is to use the inn as a listening
39. Toshiros Closet post to monitor the situation in Maeshi. 49. Master Terrace
This closet contains a waterproofed silk 50. East Terrace
traveling bag. The bag contains silk travel- 42. Stable
51. Empty Closet
ing clothes, a paper wallet containing 50 In addition to the partys animals, at the
chao, a string of 50 tael, a string of 50 fen time of the attack the stable contains two 52. Orchard
and a metal box. The box has a special light horses belonging to the Sumitomos, The orchard is reached by the orchard
puzzle lock consisting of four separate a light horse and mule belonging to gate between the masters house and the
locks nested one inside the other. Each Toshiro, and Kinnoris warhorse, Tandai, stable. It contains dozens of fruit trees of
lock is picked by aligning small metal and pack mule. Some of the animals share various types. All are too small to bear a
cubes in a certain way. As each lock is stalls. Each animals tack is thrown over concealed man, although one man might
picked, it opens to reveal another lock in- the side of its stall. Ten feet above the hide behind a tree bole. The grass in the
side. When the fourth lock is picked, the earthen floor is an open loft still partly filled orchard is too short to offer concealment.
box opens. Inside the box are three books with last summers hay.
on magical arts, a treatise on constructive 53. Privy

47
Name: Maruyama lchiro Ki: 18/00 one round, once/level
CI./LvI: Samurai 8 AL: LG Armor: do-maru +1, kote, suneate
AC: 5/5 hp: 36 Weapons: katana +1*, daikyu, wakizashi*
S 17 I 15 W 13 Hr.: 55 (36) Magical Items: potion of healing; 6 armor-piercing arrows +1
D 10 Co 17 Ch 13 Cm 13 Proficiencies: Weapons, calligraphy, horsemanship, painting
Race/Sex: Human M Lineage: Fourth son of second son of second son
Birth: 8th rank samurai, alliance, ancestral feud, famous general, land Languages: Kozakuran, Trade, Tengu
(modest farm) Birthright: wakizashi +1, two 50-string yuan, 10 100-string fen

Name: Chai-Li-No-Hiwasa Ki: +2 levels, once/day


CI./LvI.: Bushi 5 AL: LG Armor: hara-ate-gawa, haidate
AC: 5/9 hp: 30 Weapons: daikyu +*, naginata-staff +1
S 16 I 13 W 12 Hr.: 30 (10) Magical Items: 12 frog-crotch arrows +1, potion of healing
D 16 Co 12 Ch 17 Cm 15 Proficiencies: Weapons, heraldry, sailing craft
Race/Sex: Sea Spirit F Naginata-staff +1: Appears as staff. On command projects naginata
Birth: Middle class, land (small town) blade. Another extends length to 12. Third returns to normal. Detect
Birthright: 30% of property magic reveals alteration.
Lineage: Third child of third son of third son Languages: Court, Spirit folk, Trade

Name: Harada Ki: +2 levels, one turn, once/day


CI./LvI.: Bushi 5 AL: LN Armor: harimaki-do+, sode+, haidate
AC: 5/6 hp: 35 Weapons: spear* +1, uchi-ne
S 18/80 I 11 W8 Hr.: 34 (13) Magical Items: potion of heroism; 2 uchi-ne of lightning (as javelin, dmg
D 14 Co 15 Ch 10 Cm 9 1d4+10 electrical, range 4, stroke length 1)
Race/Sex: Human M Proficiencies: Weapons, horsemanship, gaming, reading/writing
Lineage: Fifth son of fifth son of head of household (Kozakuran)
Languages: Kozakuran, Trade Birth: Middle class, modest farm
Birthright: None

Name: Michio Ki: +3 on saves, once/level


CI./LvI.: Shukenja 5 AL: NG Armor: Studded leather
AC: 7 hp: 30 Weapons: Sai, martial arts (only are known)
l

S 10 I 12 W 17 Hr.: 39 (21) Magical Items: Scroll know history, obscurement, dispel magic; ordinary
D9 Co 16 Ch 12 Cm 13 rice mortar
Race/Sex: Human M Spells: 5, 4
Birth: Abandoned Proficiencies: Weapon, religion, calligraphy, singing, Lock 1, Lock 2,
Birthright: Given away Weapon 1
Special Maneuvers: Lineage: Abandoned
Languages: Kozakuran, Trade Lock 1*, 2*, 3; Weapon 1*, 2; Movement 4, 5; Mental 3 Martial arts: Kung sai (#AT 2/1, Dmg 1-4/1-2, AC 7, principal attack hand
and arm)

Name: Yoke-Tai Ki: Berserk one turn, once/day (+3 MV, +1 AC, hit/dmg +1/+1, save
CI./LvI.: Sohei/Ninja 4/2 AL: LN +1, one additional attack/round, dodge missiles on save vs. breath
AC: 6/8 hp: 23 weapon); hold breath two minutes beyond normal
S 13 I 15 W 12 Hr.: None Weapons: Crossbow (choice), black ninja-to +1 (casts no light), small
D 16 Co 16 Ch 14 Cm 12 shuriken
Race/Sex: Human F Armor: Leather
Lineage: Unknown Magical Items: potion of invisibility (half gone); fabi of springing and
Family: Seventh position of fifth son of third son in clan leaping (as boots)
Proficiencies: Weapons, noh, dance, small watercraft, swimming Birth: Adopted
Languages: Kozakuran, Trade, Ninja Birthright: None
Ninja Skills: P P 35, HS 15, MS 21, F/RT 25, C W 86, DS 24, OL 29, TW 25, P V 9, F 0, ES 18, BS x2

Name: Wutambi Ki: +3 init. once/day; cast 1st level spell for max. effect once/day
CI./LvI.: Wu jen 4 AL: CG Armor: None
AC: 10 hp: 16 Weapons: Blowpipe (choice), short sword
S 14 I 15 W 11 Hr.: 32 (15) Magical Items: Wondrous writing set (3 pages); six doses paralytic poison
D 14 Co 17 Ch 10 Cm 8 for blowpipe; scrollshield, enchanted blade, omen
Race/Sex: Korobokuru M Spells: 3, 2
Birth: Lower middle class Mastery: Fire, Earth/metal
Birthright: None Lineage: Third son of first son of head of family
Languages: Korobokuru, Trade, Spirit folk, Hengeyokai, Oni, Tengu
Spell Books:
I. chameleon, elemental burst*, fiery eyes*, ghost light, hail of stone*, hypnosis, me/t, read magic, secret signs, unseen servant
II. detect invisibility, enchanted blade, fire shuriken*, hypnotic pattern, invisibility, knock, pyrotechnics*
* = fire/earth spells
Proficiencies: Weapons, fishing, herbalist, juggling, poetry, reading/writing (Kozakuran), swimming
* = specialization + = quality Hr. = Honor

48

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