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520 views23 pages

Holy Matrimony PDF

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douglasss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Holy Matrimony

An Adventure for Legend of the Five Rings, 4th Edition

Written by Tanner Clausen

I will be your spouse.

I will provide for you and our family.

I will honor you and accept you into my home.


producing children. Daidoji Natsumi saw this
Using This Story move as an attempt to extinguish their
bloodline, and plans to take matters into her
This is an adventure scenario written for the own hands to render the same fate to the
Legend of the Five Rings RPG, and can Lion’s family.
serve either as a one-shot story, or the start
of a longer campaign as the group explores
the outcomes of the decisions they make The Spine
during this scenario investigation and
The PCs are yoriki of an Emerald
intrigue.
Magistrate, sent to Koyo no Mura to look
into the gruesome murder of a pair of
This scenario works especially well as an
peasants. When they arrive to the village,
introduction to the L5R RPG and its world,
they receive word that another murder of a
and is designed to be played in one session
samurai has occurred during their travels
at a convention or a home table.
overnight.

At the end of this document, there are a set


From there, the PCs have two immediate
of appendices including player-facing
crime scenes to investigate (which will be
cheat-sheets, GM cheat sheets,
their likely priorities), and then the entire
pregenerated characters tailored for this
village is open to them, with many tensions
adventure, and more. Feel free to use these
arising and avenues of inquiry. During this
if they will make your game run smoother.
open-ended investigation, however, they will
be on a bit of a time crunch, as they need to
The Hook wrap up their business in two days, before
the murder of Kikyo.
There have been a string of murders in the
borderland village of Koyo no Mura, a Assuming they ask the right questions from
settlement split by a river with the Lion on the right people and come across the core
one side, and the Crane on the other. The clues, they will arrive at the conclusion that
murders have grown increasingly brazen, the perpetrator of the murders is none other
and most fear that the ultimate goal is to kill than Daidoji Natsumi. They will have to
Matsu Kikyo, the youngest daughter of the decide whether rendering their justice to her
Lion daimyo in the village, on the eve of her will be the best thing to do, or whether it will
wedding into the Scorpion Clan. only increase tensions in Koyo no Mura
between the Lion and the Crane.
The players will be charged with
investigating and piecing together the truth:
the murders are being carried out by a
Crane bushi on the other side of the river,
Daidoji Natsumi. The motive is revenge: the
Matsu daimyo traded her sickly eldest
daughter to marry into the Crane Clan,
knowing that she was incapable of

1
actions, and render verdicts in your
magistrate’s name.
Part 1: Teaching the
In criminal investigations, the testimony of a
Game samurai is the most important and valuable
piece of evidence, above the word of a
This section is a reminder of themes and
peasant and even physical evidence. If you
mechanics to go over and explain before
contradict the words of a samurai, it isn’t
playing the game with a new group. If
uncommon for duels to be called for the
everyone at the table has already played
spirits to decide who is correct.
L5R 4e, you can feel free to skip this part,
but I still recommend you give them the
Supernatural events are present in the
content warning near the end of this section.
world, but rare, and mostly the domain of
the Crab clan, who protect Rokugan from
Things to Cover the influence of the vile Shadowlands Taint,
a physical and spiritual corruption that will
Has anyone here played L5R before?
sap the mind and body of its host and bend
their will to Jigoku, the realm of evil.
Explaining the World
You are all samurai in a world called Explaining the System
Rokugan, the Emerald Empire. You are the
The core mechanic: Roll and Keep.
ruling class of warrior-elites. You swear
(Stat+Skill) k (Stat)
fealty to a lord, and theoretically, you take
the code of honor called Bushido into every
Calling Raises
decision you make.

Void Points
Samurai are divided into Clans, loose
groupings of inter-related families.
Tracking Wounds
Usually clans tend to their own business
and police their own affairs, but when issues Tone and Content
arise that involve more than one clan, the L5R works best when taken seriously, so
Empire has created a body of law let’s work together to set a serious, dramatic
enforcement called the Emerald tone for the game.
Magistrates.
Content Warning: The scenario (as written)
The Emerald Magistrates are basically has off-screen depictions of domestic
Rokugan’s FBI, capable of enforcing laws violence. Is that something that anyone has
across clan borders, upholding the law of a problem with? If so, I can change the
the Emperor. You will be playing as yoriki module easily, so if anyone isn’t comfortable
(deputies) of a proper Emerald Magistrate. with it, it is no trouble for me to change it.
As a yoriki, you represent your magistrate, Introduce the X-Card, just in case.
and have the authority to look into criminal

2
heir and the Lion had sabotaged their
bloodline.
Part 2: Holy
To complicate things, a host of Scorpion
Matrimony samurai, led by Yogo Kojima, have arrived
in Koyo no Mura for his wedding ceremony
to Matsu Kikyo, the Lion daimyo’s youngest
Setting and Overview daughter. As the Matsu lord fears, Kikyo is
The setting of this adventure is Koyo no Daidoji Natsumi’s ultimate target.
Mura, a village on a river between Lion
lands to the West, and Crane on the East. PCs are yoriki to an Emerald Magistrate and
Both clans keep a garrison here and a have been charged with resolving the
daimyo, and each see to the affairs on their situation, because Matsu Kikyo is getting
side of the river. This agreement is a tense married in the coming week to the Scorpion
one at best, as over the past few hundred clan.The Matsu want this ugliness behind
years, the village’s ownership has switched them before this occasion.
sides more than a few times.
Daidoji Natsumi wants to continue to kill
There have been a string of murders of Lion peasants and humiliate them in front of
peasants on the Lion side of the village, and the Yogo. She is not above hiring ronin to
one Lion samurai. They appear to have attack the PCs to drive them out of town.
been killed with a heavy blade, in the style Her ultimate goal would be to kill Matsu
of the Matsu sword school. Kikyo. She knows that Matsu Oda is tainted,
and plans to blackmail him to get access to
The actual culprit is a member of the Crane, Kikyo.
Daidoji Natsumi, who was trained in the
Matsu fighting style in exchange for a
marriage of a member of the Lion into the
The Timeline
Crane.
These events are the course of what is to
Daidoji (Formerly Matsu) Koichi did not happen if the investigators do not solve the
produce children, and was constantly weak crimes in time. Obviously, the actions of the
and sickly. Matsu Himeyo, the Lion daimyo, PCs can interrupt or prevent some of these
knew this and used it to sabotage the future events from happening, but this is a loose
of the Crane in this region. guideline for the timetable of the events of
the adventure:
Daidoji Natsumi is trying to ruin the
reputation of the Matsu in revenge, by 3 days before the PCs arrive
slaying their peasants and samurai in an
Morning:​ Yogo Kojima arrives in town with
attempt to make the Matsu appear weak
his entourage and begins wedding
and incapable of defending their citizens.
preparations.
She is angry that her uncle’s family has no

3
Evening:​ Two peasants are found killed
and dismembered in their homes. The Day 2
Matsu send for a local Emerald Magistrate,
Morning:​ Wedding preparations continue,
who sends their yoriki (the PCs) to
more time for the PCs to investigate.
investigate.

Evening:​ Wedding takes place. Scorpion


and Lion are separated for Kikyo’s last night
2 days before the PCs arrive at home as a Lion.
Morning:​ Yogo Kojima meets with the
Crane daimyo, and reveals to Natsumi that Night:​ If she has not been apprehended,
Oda is tainted, in exchange for a secret of Natsumi will kill Kikyo in her sleep. If nothing
her own. is done and no suspect can be found, the
Lion immediately assume it was the Crane,
Evening:​ A few ronin arrive in town, and the Crane fight to defend themselves.
begging for food, money, or work. Turmoil engulfs the village.

The NPCs
1 day before the PCs arrive
Evening:​ Marriage rituals begin. Lion
Night:​ Natsumi kills a Lion samurai and Matsu Himeyo:​ The Lion daimyo of Koyo
retainer of Lord Matsu Himeyo. no Mura. She is haughty, proud, and
calculating. Her motivation is to get the
matter wrapped up as soon as possible so
her daughter’s wedding can occur. She is in
Day 1 her early 50s, with a wicked white scar on
Morning:​ The PCs arrive in the village, her arm. She has three children: her oldest
begin investigations. The body of the Lion daughter, Koichi, is in her late 20s. Her
samurai is found. The PCs are free to middle child is a son named Oda, in his mid
investigate all day. 20s. Her youngest daughter is Kikyo, in her
late teens.
Evening:​ Daidoji Natsumi meets with Matsu
Oda and blackmails him into leaving Kikyo’s Matsu Oda:​ The only son of the Lion
window unguarded for the night of her daimyo. He spent time on the Kaiu Wall,
wedding. She also meets with the ronin and serving with the Crab Clan against the evil
hire them to drive off or kill the investigators. forces of the Shadowlands. During his time
there he was wounded and contracted the
Night:​ Ronin hired by Natsumi attempt to Shadowlands Taint, which is slowly
lure the PCs into an ambush, first offering to beginning to warp his mind and body. It is
bribe them, then attacking them if they not obvious yet, and he is hiding his tainted
refusre to give up the investigation. nature, a great crime in Rokugan. He is
normally soft-spoken, but will occasionally

4
fall into fits of severe anger as his mind is daughter of the Lion daimyo, although few
being warped. He bears an offensive body will volunteer this information freely. She is
odor, another manifestation of his condition. pale, skinny, sickly, and prone to fits of
coughing, a condition that she has had
Matsu Kikyo:​ The Lion daimyo’s youngest since a teenager. She was intentionally
daughter, and the bride in the upcoming chosen to be Tenshu’s bride by her mother,
wedding. She is a well-meaning, if naive, who intended to pawn her off knowing of her
but optimistic and excited at the prospect of condition and her likely inability to bear
her wedding. She is nervous about the children.
murders and wishes the killer to be brought
to justice. Her makeup on her face is heavily Daidoji Natsumi:​ Daidoji Tenshu’s niece,
caked on (a courtier or anyone who can and the culprit for the murders. She is the
make an Etiquette (Perception) at TN 15 older of a set of fraternal twins, her younger
would note). She is using the makeup to twin brother being Daidoji Ryumaru. She is
cover up an ugly bruise on her cheek, about 20 years old, and outwardly is the
where her brother struck her in a fit of rage archetypical Crane maiden. On the inside,
a few nights earlier. she is a calculating and vengeful killer,
jumping at the opportunity to take her
Matsu Asano:​ The Lion swordmaster and revenge with so many strangers in town.
sensei of the local Matsu dojo. Asano has She, like her brother, was trained by Matsu
no direct family relationship with the daimyo Asano in the Matsu school of
of the village. She was the former yojimbo swordsmanship, specializing in polearms
to another Lion lord, and killed Bayushi and heavy weapons.
Haruko’s brother in a duel. The resulting
political fallout resulted in her demotion to Daidoji Ryumaru:​ Daidoji Tenshu’s
being the master of this dojo. She is a nephew, and the leader of the Crane
severe woman in her mid-40s, and works soldiers at the Koyo no Mura garrison. He is
her students hard. fiercely loyal to his family, and is unaware of
his sister’s actions, but suspects what is
Crane going on. Outwardly, he is the paragon of
the militaristic Crane bushi, trained to
Daidoji Tenshu:​ The Crane daimyo. He is
defend the lives of others. In reality, he is
an elderly, kind, pessimistic man who sees
more than willing to overlook atrocities that
his family as a dead-end branch of the
do not affect the people he cares about. He,
Crane. He is a polite and kind host to the
like his twin sister, was trained in the Matsu
PCs, however shares no love for the Lion,
school of swordsmanship, and his favored
and barely acknowledges the existence of
weapon is a stout iron spear.
his young wife, Daidoji Koichi. He is in his
early 60s with long white hair, a wrinkled
face, and immaculate clothing. Scorpion
Yogo Kojima:​ The groom, ready to take
Daidoji Koichi:​ Daidoji Tenshu’s wife. She Matsu Kikyo’s hand in marriage, and take
was formerly Matsu Koichi, and is the eldest her back to his province. He is here with his

5
entourage (about a half-dozen samurai and explore the village, speak to its inhabitants,
a dozen servants). Publicly, he will support and arrive to conclusions. However, they do
the Lion in any possible conflicts as to not not have all the time in the world. As the
spoil his wedding, and willing to help the GM, you should be roughly keeping track of
PCs if they have their sights set on the time, and make sure that each scene that
Crane. He always has a smug smile on his occurs takes up time that cannot be spent
face, and looks like he knows too much. He elsewhere. A good rule of thumb is that 2-4
is a fan of trading secrets and considers major scenes or interactions should take up
himself quite the spymaster. He is secretly the PCs’ entire day, given the realities of
having a romantic affair with his yojimbo, walking across the village, meals, breaks,
Bayushi Haruko. etc. After every scene, remind the players
roughly what time of the day it is, so you
Bayushi Haruko:​ The bodyguard of Yogo and the group are on the same page as to
Kojima, and his secret lover. Several years the passage of time.
ago, her brother was killed in a duel by
Matsu Asano, and Bayushi has been
rumored to have been nursing a murderous
The Core Clues
grudge. Her arrival in town has caused quite These are all the clues that the player
a stir to those in the know, but she intends characters ​must encounter​ to have
to behave herself at all costs. She is everything that they need to “solve” the
reluctant to speak at all and will not fall for mystery correctly. I recommend not having
baited jabs, choosing her words carefully the players roll to find these clues, so long
and speaking as little as possible. as they are in a scene where it’s plausible
they could learn them.
Peasants
Where they come across these clues is
Takeshi:​ The peasant headman of the
fluid, there are several scenes where it
village, Takeshi is a man in his mid-40s who
makes sense for them to learn these pieces
looks to be pulled between two worlds. Both
of information. If you feel like they are
the Lion and the Crane trust him to see to
passing them by, try to include a scene or
the affairs of the peasants, and be the
moment where the player characters can
mediary between the lower classes and the
find them. Similarly, if they are having
samurai. He will likely be tasked with
trouble arriving at these clues, other
following the PCs during their investigation
characters may refer them to scenes where
and offering his services as a local guide,
these clues can be found.
but will defer to their superiority always,
offering guidance only when it seems like
If you don’t like the GUMSHOE-inspired
they need it.
methodology of including Core Clues in your
game, feel free to omit this section, but note
The Investigation that your investigation may stall or your
players might arrive at the incorrect
The investigation is to be run mostly
conclusion if they don’t arrive at these
free-form, as the PCs have two days to
pieces of information.

6
The Murdered Peasants
Core Clue #1 A peasant couple, a man and a woman,
The murder victims were all killed with a were murdered in a small hut near the fields
heavy, edged weapon, such as a on the Lion’s side of the river. The identity of
two-handed sword or polearm. the peasants seemed to have no connection
to any samurai in the village, it appears that
Core Clue #2 they were chosen at random (they were).

Daidoji Ryumaru and Daidoji Natsumi were


The bodies of the peasants have been
both trained at the Matsu dojo, on the Lion
burned, but those who found them say that
side of Koyo no Mura.
they were each killed with a single strike
from an edged weapon. One was found
Core Clue #3 beheaded and one’s spine was severed
Daidoji Koichi used to be a Lion, the with a blow to the back.
daughter of Matsu Himeyo. She is sickly
and has produced no children for Daidoji The hut where the peasants were attacked
Tenshu. has a large gash in its low ceiling, as if an
oversized edged weapon was used indoors.

Physical Evidence Nothing was stolen or vandalized inside the


This is the physical evidence that the PCs hut otherwise, aside from the wicker door
would find at the scenes of the crimes, if that was kicked in.
they look around. You can call for rolls to
find some of these clues if you wish, but The Murdered Samurai
remember to not hide any of the Core Clues
A Matsu samurai, Matsu Okoma, was found
behind a roll.
killed on the back porch of the Matsu
daimyo’s estate, where he was guarding the
Remember also, that Rokugani value
garden. Matsu Okoma was another
testimony, especially the testimony of a
seemingly random victim, he was a young
samurai, over physical or forensic evidence.
man who was only assigned to his post in
Physical evidence on its own will not be
the village a few weeks ago, and has
able to condemn a samurai who claims their
caused no trouble during his time there.
own innocence, but it is useful into
pressuring them to confess.
Matsu Okoma was killed with three blows
from a heavy, edged weapon. The weapon
Physical evidence can point the PCs in the
broke through his armor on his
right direction to the right people, but on its
shoulder-pad, and split his helmet in two.
own it will not change many minds in Koyo
His left arm is also nearly severed at his
no Mura.
forearm, slicing through his wrist-guards.

7
A PC trained in kenjutsu or iaijutsu might be you are free to decide that maybe the
able to determine that the sort of wound on random peasant or retainer that the PCs
his arm is consistent with someone who have inexplicably latched onto could know a
was cut during the act of drawing their piece of information from some other NPC’s
katana. It is a common wound or scar that testimony, for the sake of keeping the story
slow duelists have suffered. moving along.

The Murder Weapons Matsu Oda


This might not be apparent at either scene, The night before the PCs arrive (the night of
but if the PCs ask around, they would learn the murder of Matsu Okoma), Oda will claim
that Matsu Asano has several heavy that he was deep in meditation and did not
weapons at her dojo, and is famous with her notice any disturbance. He has no one to
skill with the no-dachi. corroborate this story.

Similarly, Daidoji Ryumaru was quite skilled It’s a lie, at any rate, as the previous night
with the nagamaki when he was younger, he was in a raging argument with Kikyo (a
and Daidoji Natsumi’s favored weapon is consequence of his Shadowlands Taint),
the bisento (the actual murder weapon). and struck her in the face. (If your players
objected to the element of domestic
violence in your game, perhaps he threw a
Testimonies piece of furniture through a screen).
If the PCs ask the folks around town as to
what they know or what they see, these are Matsu Asano
guidelines to consider. Samurai tend to be Matsu Asano’s alibi for both nights of the
reluctant to help outside investigators, and murders was that she was cleaning the
are hesitant to explain their private affairs, dojo, and preparing it for the next day. This
lest they get duped into revealing something alibi can be corroborated by her students.
they did not intend to. If the PCs start asking
personal questions, it might call for a social Daidoji Ryumaru
skill roll (remember not to gate Core Clues The nights of the murders, Ryumaru will
behind rolls if the players are asking the claim that he was training with his sister in
right questions). Otherwise, the NPCs will the Crane barracks for the evening. This is
mostly recognize the authority of the PCs in a lie, as he is trying to deflect suspicion from
this matter, and be forthright, if reluctant, the Crane for the murders. He will likely try
with their answers. to point the investigators in the direction of
one of the tensions in the village, below.
The following testimonies are from the
people the investigators are most likely to Yogo Kojima
interview, but is not an exhaustive list. If the
According to Kojima, he spent every night
players latch onto one person as a source
since he has been in town working on his
of information, they may recommend one of
calligraphy. His yojimbo, Bayushi Haruko,
the other NPCs listed here. Alternatively,
will confirm that alibi if asked.
8
They are both of course, lying, as they
spent most of the night in each other’s Matsu Oda and Matsu Kikyo
intimate company.
As Oda has returned from serving near the
Shadowlands, his sister has found him a
Takeshi
changed man. Oda’s Taint causes him to be
Takeshi will report that he saw a small prone to fits of rage and violence, and such
figure with a polearm cross the bridge to the outbursts could easily be overheard by
west side of the village, the night before the servants or Matsu retainers. He may even
PCs arrived. He will also note that they leave a physical mark on Kikyo in an
looked like they were carrying some sort of aggressive rage, and the investigators
large stick or something, but it was dark. He should be able to pick up on this and stoke
will not dare to speculate at their identity. their suspicions.

Takeshi also overheard a large argument


that night between a man and a woman on
Bayushi Haruko and Matsu Asano
the Lion side of the river, prior to his sighting Asano’s slaying of Haruko’s brother several
on the bridge (this was Oda and Kikyo, but years ago is still a fresh wound in the eyes
Takeshi doesn’t know this). Again, Takeshi of the Scorpion yojimbo. However, Asano’s
will not want to get himself into hot water by reaction is more tepid, and she viewed the
speculating as to who he overheard. death of the Scorpion as an inevitable part
of her duty as a samurai.

Tensions
Yogo Kojima and Bayushi Haruko
These conflicts and tensions are present in
If revealed, the illicit affair between these
the Koyo no Mura during the investigation,
two Scorpion would certainly dishonor the
and can be brought up to the players (or
groom-to-be in the eyes of all true samurai,
better yet, shown) to complicate the
and the information could be useful to many
investigation if you feel they are arriving to a
parties. A clever PC might be able to
conclusion too quickly.
leverage this blackmail if they are aware of
it.
Daidoji Tenshu and Daidoji Koichi
Tenshu clearly resents his wife for not The Ronin and the Village
producing him a child, and this may be
Koyo no Mura is currently at full capacity,
common knowledge to many upper-level
and patience wears thin for these beggar
Crane samurai in the village. It is certainly
samurai on both sides of the river. Daidoji
the subject of gossip among the peasants,
Natsumi is completely capable of hiring
however, none would dare speak ill of
these samurai to attack and drive off the
samurai in front of a samurai. This tension is
investigators in the dead of night. Consider
the main motive of the murders in Koyo no
doing this if you feel like your players are
Mura, so this piece of information can
itching for action. Perhaps they receive a
actually be used to lead the investigators
message from an anonymous source
back on track.

9
wanting to help the investigation, telling the
samurai to meet them outside the village at Special Thanks
midnight.
A supremely special thank you to all of
those who have played this scenario over
The ronin will be carrying a note in a lovely
the years and given me excellent feedback
handwriting on fine stationery, instructing
on it: Alex, Jess, Amie, Matt, Dakota, Justin,
them to drive out the investigators out of
Ryan, Michael, Kendall, Quinn, Dusty, Mike,
town.
and Brian.

Thoughts and Feedback


The Endgame
If you have any comments or constructive
If the PCs accuse Natsumi of the killings, criticism after playing the adventure, feel
she may do one of several things. free to reach out at:

If they accuse her without evidence that [email protected]


would convince her daimyo, she will call for
a duel to clear her name and innocence. I love to hear about everyone’s experiences
with the adventure, please tell me how it
If they accuse her with substantial evidence went!
and testimony, she will ask for the right to
commit seppuku. She will ask for a bushi or
Crane amongst the PCs to serve has her
second.

If she is caught directly in the act of a crime,


she will battle the PCs and attempt to
survive. If she doesn’t, daimyo from both
sides of the village would be powerless to
argue for her innocence.

If you plan to use this adventure to spin off


into an entire campaign, ask yourself a few
questions. How do the Lion feel about the
outcome of the investigation? How do the
Crane feel? Have the PCs made any allies
or enemies during the adventure? Have
tensions in the village increased, or
decreased? How would the PCs’ lords feel
about their performance? The answer to
any of these questions can help you figure
out where the story can go next.

10
Appendix I: NPC Stats
Akira (Ronin Leader)
This is a list of NPCs that the investigators
would be most likely to come into conflict Air 2, Earth 2, Fire 2 (Agility 3), Water 2
with. If you think that some other NPC’s (Strength 3), Void 2
stats may be needed, you can be free to roll Initiative 3k2
those up as well. Most NPCs in the village Attacks
are Rank 1 or Rank 2 samurai. Katana (6k3, damage 6k2)
Armor TN: 15
Skills: Athletics 2, Defense 1, Hunting 3,
Daidoji Natsumi Kenjutsu 3

Air 2, Earth 3, Fire 2, Water 3, Void 2


Wounds: 10-14 (+3), 15-18 (+5), 19-22
Initiative: 3k2
(+10), 23-26 (+15), 27-30 (+20), 31-34 (+40)
Attacks:
38+ (dead)
Bisento (5k3, damage 6k3)
Katana (6k3, damage 6k2)
Ronin Mooks
Armor TN: 15
Skills: Defense 2, Iaijutsu 2, Stealth 2, Threshold: 10
Jiujutsu 2, Polearms 2, Kenjutsu 2 Initiative: 3k3
Armor TN: 15
Wounds: 15-20 (+3), 21-26 (+5), 27-32 Base Attack Pool: 3k3
(+10), 33-39 (+15), 39-44 (+20), 45-50 (+40) Damage: 5k3
51+ (dead)

The Ronin
I recommend using my house rules for
mooks for the ronin encounter, given in
Appendix II below. I recommend to balance
the encounter you include a number of
mooks equal to the number of PCs.
Additionally, the mook ronin will be
commanded by their leader, Akira, who is
not a mook and has his own stat block
below.

11
Attacks
Appendix II: Mook Mook groups have a base attack pool that
Rules they use to make attack rolls. Pick the base
attack pool that makes the most sense,
Sometimes, it makes sense that your based on the group’s makeup:
players should fight large numbers of A group of unskilled mooks has a base
no-name “thug” type NPCs in combat, attack pool of 2k2. A group of skilled mooks
whether they are bandits, ronin, pirates, or has a base attack pool of 3k3. A group of
ashigaru. veteran mooks has a base attack pool of
4k4.
To keep the combat cinematic,
fast-moving, and to avoid needless For each mook in the group, you increase
bookkeeping, here are some optional rules that pool by +1k0. For example, a group of
for taking care of that as the GM. Make sure 4 skilled mooks makes an attack roll of 7k3.
to inform your players that this is how the A group with 1 unskilled mook left in it has
Mooks work. an attack roll of 3k2. These attack pools are
modified as normal, based on the stance
Mooks are organized into groups. A group that the group collectively takes in combat.
of mooks is treated like one combatant, with
one Initiative Score, adopting one Stance Every time a mook dies, they lose a
per round, has one Armor TN, and makes member, and thus lose -1k0 to their attack
one attack roll on their turn. rolls until there are no mooks left in
the group.
Wounds
Mook groups take Wounds from attacks like
Damage
normal. However, every time their Wounds A mook group’s damage rating is a static
taken exceeds their Threshold (equal to value that does not change​, no matter how
10+any reduction due to armor​), a mook many mooks are left in the group. This
dies. So a group of unarmored mooks loses reflects the idea that getting hit with a sword
a mook every 10 Wounds. A mook group is deadly no matter what, and the fact
that has taken 27 Wounds has lost 2 that there are more or less mooks in the
members, and once they hit 30 Wounds group just changes your chances of taking a
they lose another. hit, not how hard it hits you.

Armor TN A group of mooks using simple weapons


does 4k2 damage. A group of mooks using
Pick the Armor TN for the group that makes
standard weapons weapons does 5k3
the most sense, based on their makeup:
damage. A group of mooks using heavy
A group of clumsy mooks has an Armor TN
weapons does 7k3 damage.
of 15. A group of competent mooks has an
Armor TN of 20. A group of trained mooks
has an Armor TN of 25.

12
Appendix III:
Characters and
Handouts
The following pages have four
pre-generated characters in simplified
character sheets, designed for this
adventure.

Also included are pieces of “secret


information” and a secret objective for each
of the pre-generated PCs. They are
presented as letters to the PCs from people
in their lives. Feel free to cut out the notes
and pass them around as you start the
game.

If you’re not using these pre-generated


characters, feel free to make up your own
“secret objectives” tailored to the PCs. Keep
in mind that you should design these
objectives to create tension between the
PCs and possibly put them at odds, but the
victory conditions of these secret objectives
should not be mutually exclusive.

Also included at the end of this section are


some cheat sheets for the players and the
GM.

13
INITIATIVE – 3k2

ARMOR TN – 15 (Unarmored),
20 (Light armor, reduction 3)

ATTACKS
NAME: Matsu_________________ No-Dachi
Attack: 5k2
CLAN: Lion Damage: 7k3 + 6
SCHOOL: Matsu Berserker
Katana
RINGS AND ATTRIBUTES Attack: 5k2
Damage: 7k2 + 6
EARTH 2 (Stamina 3, Willpower 3)
WOUNDS:
AIR 2 (Reflexes 2, Awareness 2) PENALTIES
0-10: Healthy (+0)
11-14: Nicked (+3)
WATER 3 (Strength 4, Perception 3) 15-18: Grazed (+5)
19-22: Hurt (+10)
FIRE 2 (Agility 3, Intelligence 3) 23-26: Injured (+15)
27-30: Crippled (+20)
31-34: Down (+40)
VOID 2 35-38: Out
39+: Dead
SKILLS
Kenjutsu 5k2 TECHNIQUES
The Lion’s Roar: You add your honor rank (6) to the
(Katana, No-dachi Emphasis) total of all damage rolls you make (already included on
this sheet).
Iaijutsu 3k2

Defense 4k2 (Defense Rank 2) ADVANTAGE


Paragon of Duty: You may spend a Void Point on any
Jiujutsu 3k2 skill roll to ignore TN penalties you would have on the
roll (such as suffering Wound Penalties).
Kyujutsu 3k2

Courtier 1k1 DISADVANTAGE


Consumed by Will: You must get your way, and others
Etiquette 3k2 must give way to your wishes. You have no respect for
the opinions or desires of others. You suffer a -1k1
Lore (History) 3k2 penalty to all Courtier and Temptation Skill Rolls
Investigation 4k3 (already included).
INITIATIVE – 4k3 + 6

ARMOR TN – 20 (Unarmored)

ATTACKS
Katana
Attack: 6k3
Damage: 6k2
NAME: Kakita_________________
CLAN: Crane Wakizashi
Attack: 6k3
SCHOOL: Kakita Duelist Damage: 5k2

RINGS AND ATTRIBUTES WOUNDS:


PENALTIES
EARTH 2 (Stamina 2, Willpower 2) 0-10: Healthy (+0)
11-14: Nicked (+3)
AIR 3 (Reflexes 3, Awareness 3) 15-18: Grazed (+5)
19-22: Hurt (+10)
23-26: Injured (+15)
WATER 2 (Strength 2, Perception 2) 27-30: Crippled (+20)
31-34: Down (+40)
FIRE 3 (Agility 3, Intelligence 3) 35-38: Out
39+: Dead
VOID 2
TECHNIQUES
SKILLS The Way of the Crane: Add twice your Iaijutsu Skill rank
to your Initiative (already included). You add +1k1 to all
Kenjutsu 6k3 Attack and Focus rolls in the Center Stance, as well the
round afterwards in combat.
Iaijutsu 6k3

Defense 4k3 (Defense Rank 1) ADVANTAGE


Luck: Once per session, you may immediately re-roll any
Kyujutsu 4k3 one roll that you make, and take either result.

Sincerity 5k3
DISADVANTAGE
Etiquette 5k3 Soft-Hearted: You must make an Earth roll at TN 20
before you can take a human life. If you do, for the next
Tea Ceremony 3k2 day, all of your TNs are increased by +10 as you are
wracked with the guilt of killing another.
Divination 4k3

Investigation 3k2
INITIATIVE – 3k2

ARMOR TN – 15 (Unarmored)

ATTACKS
Wakizashi
Attack: 2k2
Damage: 4k2

NAME: Yasuki_________________ WOUNDS:


PENALTIES
CLAN: Crab
0-15: Healthy (+0)
SCHOOL: Yasuki Courtier 16-21: Nicked (+3)
22-27: Grazed (+5)
RINGS AND ATTRIBUTES 28-33: Hurt (+10)
34-39: Injured (+15)
40-45: Crippled (+20)
EARTH 3 (Stamina 3, Willpower 3) 46-51: Down (+40)
51-57: Out
AIR 2 (Reflexes 2, Awareness 3) 58+: Dead

WATER 2 (Strength 2, Perception 3) TECHNIQUES


The Way of the Carp: You get a Free Raise when using
the Commerce skill. When you speak with someone for
FIRE 2 (Agility 2, Intelligence 3)
a few moments, you can make a Commerce Roll vs their
Etiquette to discern some material object, or service
VOID 2 that they desire.

SKILLS ADVANTAGE
Defense 3k2 (Defense Rank 1) Precise Memory: You have a near-photographic
memory, and you get a +1k1 to any roll made to recall
Commerce 5k3 information.

Courtier 6k3 DISADVANTAGE


Etiquette 6k3 Failure of Compassion: You must spend 1 Void Point
before you are able to bring yourself to act on behalf of
Intimidation 5k3 someone of lower status or caste.

Sincerity 5k3
(Deceit emphasis)

Engineering 4k3

Investigation 5k3
INITIATIVE – 3k2

ARMOR TN – 15 (Unarmored)
20 (Light armor, reduction 3)

ATTACKS
Naginata
NAME: Shiba_________________ Attack: 6k3
CLAN: Phoenix Damage: 4k3
Katana
SCHOOL: Shiba Bushi Attack: 5k3
Damage: 5k2
RINGS AND ATTRIBUTES
WOUNDS:
EARTH 2 (Stamina 2, Willpower 2) PENALTIES
0-15: Healthy (+0)
AIR 2 (Reflexes 2, Awareness 2) 16-21: Nicked (+3)
22-27: Grazed (+5)
28-33: Hurt (+10)
WATER 2 (Strength 2, Perception 3) 34-39: Injured (+15)
40-45: Crippled (+20)
FIRE 3 (Agility 3, Intelligence 3) 46-51: Down (+40)
51-57: Out
VOID 3 58+: Dead

SKILLS TECHNIQUES
The Way of the Phoenix: When you spend a Void Point
Polearms 6k3 to enhance a roll, you may choose to spend 2 Void
Points to increase your bonus to +2k2. Also, as a Free
Kenjutsu 5k3 Action in combat, you can give an adjacent ally +5 to
their Armor TN.
Defense 5k2 (Defense Rank 3)

Meditation 4k3 ADVANTAGE


Sage: You know a little bit about everything. You can
Lore (Theology) 4k3 make any Knowledge roll with a roll of 4k3, as if you had
Courtier 4k2 1 rank in every Knowledge skill.

Investigation 5k3 DISADVANTAGE


Unlucky: Once per session, the GM may force you to
immediately re-roll one roll you make, and you must
accept the second of the two rolls, regardless of the
results.
Matsu – Kakita –

You have accepted a most honorable My whisperers tell me that you may be taking an
undertaking in your duty as a yoriki to extended trip to Koyo no Mura. This is excellent
the Emerald Magistrates. I hear that news! Daidoji Ryumaru, a handsome young bushi
your travels will soon take you to the
(and a fellow cousin in the Crane Clan) resides in
that village, and he is betrothed to your sister and
village of Koyo no Mura . Your former
will be marrying her in two springs hence.
sensei and swordsmanship instructor ,
Matsu Asano, has taken up residence Of course, I need not remind you that your
there. presence will be a representation of our side of
the family, and your interactions will color the
She is one of the most steadfast servants upcoming marriage relations between our family
of our clan, and during the course of and theirs.
your investigation there, you must ensure
I’m sure you will conduct yourself with grace and
that the name of the Matsu family, and
composure.
her name specifically, be kept in high
regard.

The samurai who dishonors their teacher, -your Father,


dishonors themselves tenfold.
Kakita Yatsugi
-your Daimyo,

Matsu Kuwami
Roll and Keep:

Roll a number of dice equal to your stat plus your skill, keep a number of dice equal to your stat, and add
them together to try to hit a target number (TN).

(Stat + Skill) keep (Stat)

The Seven Virtues of Bushidō:


Compassion, Courage, Courtesy, Duty, Honesty, Honor, Sincerity
CONDITIONS
Blinded -3k3 to ranged attack rolls, -1k1 to melee attack rolls. A blind character’s armor TN is
(their Reflexes + 5 + armor).
Their water ring is considered 2 ranks lower for determining movement as part of a
Move Action.
Any Simple Move Action requires Athletics/Agility at TN 20 or the character falls
prone.
Dazed -3k0 to all actions. Can only use Defense and Full Defense stances.
Recovery by making Earth Ring Roll vs TN 20 during reactions, TN decreases by 5 for
every failure.
Entangled Can only use Actions to break free. Strength Roll against TN set by GM.
Fasting Without food or water for 24 hours. Cannot regain Void Points via rest, only
meditation.
+5 TN to all rolls for each day fasting after the first.
After # of days equal to Stamina, takes 2k1 wounds per day.
Fatigued Without rest for 24 hours. +5 to all TNs per day without rest.
After # of days equal to Stamina, must make Willpower Trait Rolls at TN 20 to avoid
falling asleep.
Cannot take Full Attack Stance.
Fear Resisting fear requires Willpower at TN = (5+ 5 x Fear rank). Can add Honor Rank to
roll.
Failure results in -Xk0 penalty to all rolls, where X is Fear Rank.
Grappled Characters in a Grapple reduce Armor TN to 5
Mounted/Height +1k0 to Attack Rolls to lower characters.
Advantage Cannot use Full Attack Stance while mounted.
Prone -10 to Armor TN vs melee attacks. Cannot use Move Actions. Can only adopt Attack
or Defense Stances.
Cannot attack with large weapons, -2k0 to medium and small weapons.
Standing up is a Simple Action.
Stunned Can take no actions. Armor TN becomes (5+Armor bonuses).
Recover by making Earth Ring Roll at TN 20 during reaction stage. If this fails, the
character is no longer Stunned at the end of the next Combat Round.

COMBAT ORDER ACTIONS (One Complex, or Two Simple,


plus Free)
1. Initiative Select stance, roll Initiative. Complex Melee or ranged attack, cast a spell, use a
(Insight + Reflexes)k(Reflexes) Skill, string a bow, mount a horse.
2. Turns Go through turns or delay Simple Move Water x 10ft, draw a weapon,
dismount, pick up an item, stand up
3. Reactions Apply mechanical effects Free Move Water x 5ft, drop an item, speak up
to 5 words.
STANCES
Attack No restrictions on actions.

Full Attack Can only use actions to attack, and can only USING VOID POINTS
move towards a foe.
Grants +2k1 to attack rolls, -10 to armor TN. Add +1k1 to any Skill, Trait, Ring, or Spellcasting
Cannot be used while Mounted. Roll
Defense Cannot Attack.
Increase a Skill from 0 to 1 for the Round
Add (Air Ring + Defense Skill) to Armor TN.
Reduce wounds suffered by 10
Full Defense Roll Defense/Reflexes and adds half the total
to their Armor TN for the round. Increase Armor TN by 10 for the Round
Can take only Free Actions.
Center Character takes no Actions. Exchange Initiative Score with a willing target
The next round, they add 1k1 plus Void Ring
Increase Initiative Score by 10 for the encounter
to the total of one roll.
Add +10 to Initiative Score the next round.

MANEUVERS STANDARD TNs


Called Shot 1 raise for a limb, 2 for hand/foot, 3 for head, 4 5 Striking an immobile target
for smaller part (Very Easy) Recognizing an old friend
Disarm 3 raises. Inflict 2k1 damage, Contested Strength 10 Carry half your weight
Roll. If target loses, they drop the weapon. (Easy) Finding a misplaced item
Extra 5 raises. Make another attack immediately
Attack after the first. 15 Lifting your weight
(Average) Remembering someone you have seen
Feint 2 raises. If successful, half the amount the once
attack beats the Armor TN is added to the 20 Jumping a 10ft ditch
damage roll. (Max of Insight Rank x 5) (Moderate) Recognizing someone in disguise
Guard Simple action, cannot be in Full Attack Stance. 25 Scaling a cliff bare-handed
One person within 5ft increases Armor TN by (Difficult) Finding a well-hidden object
10, yours is decreased by 5.
Increase For every raise, +1k0 on damage roll. 30 Diving safely from a waterfall
Damage (Very Hard) Remembering someone’s exact words
40 Out-wrestling a troll
Knockdown 2 or 4 raises (for 2 or 4-legged creatures). If
(Heroic) Naming all of your ancestors… in order
successful, damage is normal and target is
60 Shattering stone with your bare hands
knocked Prone.
(Legendary) Outwitting a Fortune
GAINING/LOSING HONOR
ACT 0 1-2 3-4 5-6 7-8 9-10
Accepting a Bribe 0 0 -3 -4 -7 -8
Accepting Responsibility for a superior’s 8 7 6 4 3 3
shameful action
Acknowledging a superior opponent 5 4 4 2 2 0
Aiding a wounded enemy 9 8 6 6 5 3
Being an accomplice to a major crime -1 -4 -8 -12 -16 -20
Being an accomplice to a minor crime -0 -1 -4 -4 -8 -8
Breach of etiquette, blasphemous -1 -6 -10 -10 -16 -20
Breach of etiquette, major 0 -2 -2 -2 -6 -6
Breach of etiquette, minor 0 0 -1 -2 -2 -2
Disloyalty to lord, spouse, or superior 0 -2 -6 -10 -14 -18
Duped into performing a criminal act -1 -4 -8 -12 -16 -18
Duped into performing a disloyal act 0 -2 -4 -6 -10 -14
Duped into performing a foolish act 0 -2 -4 -4 -6 -8
Disobeying a lord’s command 0 -2 -2 -6 -6 -10
Enduring an insult to your ancestors 0 -2 -4 -4 -6 -8
Enduring an insult to yourself 2 2 2 0 0 2
Enduring an insult to your family or clan 0 0 -2 -2 -4 -4
Facing a superior foe in the name of your 8 6 5 4 3 2
family
Fleeing from battle 0 -2 -4 -6 -8 -10
Following orders despite personal misgivings 6 4 0 0 -2 -4
Fulfilling a promise despite great personal 10 8 6 4 2 0
cost
Giving a truthful report at your own expense 8 6 4 2 0 0
Lying to bolster your reputation 0 -2 -4 -6 -8 -10
Manipulating another into dishonorable 0 -2 -4 -6 -8 -10
behavior
Politely ignoring another’s dishonorable 3 2 0 0 -2 -2
behavior
Protecting family/clan/lord’s interest despite 8 8 6 6 4 2
risk to yourself
Showing kindness to those beneath your 6 6 4 4 2 2
station
Showing sincere courtesy to enemies or 9 7 5 2 0 0
rivals
Using a Low Skill 0 -1 -2 -3 -6 -9
Using false courtesy to gain advantage over 0 0 -2 -6 -10 -10
an enemy

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