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Transcript of A Days Sail ver two
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A Days SailPart One ofShipping Lanes
A One-Round Low-Rank Adventure for Heroes ofRokugan (Champions of the Sapphire Throne)
by Jeff Southerland
and Rob Hobart
While attending a local festival at Wall Above the Ocean Village, you receive a request for aid from a Crane clan
karo.
LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group.
Scenario detail copyright 2006 by the author and Alderac Entertainment Group. ALL RIGHTS
RESERVED. This scenario is intended for tournament use only and may not be reproduced without
permission.
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A four-hour time block has been allocated for playing
this game. The actual playing time should be about three
and a half hours.
It is a good idea to ask each player to put a nametag
in front of him or her. The tag should have the player's
name at the bottom, and the character's name, race, and
gender at the top. This makes it easier for the players tokeep track of who is playing which character.
The players are free to use the game rules to learn
about equipment and weapons their characters are
carrying.
Some of the text in this scenario is written so that
you may present it as written to the players, while other
text is for your eyes only. Text for the players will be in
bold italics. It is strongly recommended that you
paraphrase the player text, instead of reading it aloud, as
some of the text is general and must be adapted to the
specific situation or to actions of the player characters.
GM's Information
THIS SCENARIO SHOULD NOT BE RUN COLD!
Please read the scenario thoroughly before attempting
to run it.
This adventure is a low rank adventure, and should
only be played by Rank 1 or 2 characters. Characters
of Rank 3 or above will be too powerful for the
challenges presented here, and should not be allowed to
play.
All bulleted information is just that, pure information.
Feed it to the players through an NPC whenappropriate. Sometimes, reading it straight just doesnt
sound right.
Remember that family names come before personal
names. Akodo Toturi is from the Akodo family and his
personal name is Toturi.
A note on commerce in Rokugan: Samurai are not
supposed to care about worldly possessions, especially
money. A samurai pays a commoner as if the money is
meaningless; a concession to the commoners silly
needs. Between samurai, the exchange of money and
merchandise is an exchange of gifts.
Glory and Honor Awards andPenaltiesThis adventure contains suggested Glory and Honor
awards (and penalties) for dealing with the challenges
presented herein. However, at times the players may
take extra actions, which the GM judges worthy of
additional reward or punishment. The following may
be considered as guidelines:
Performing an act of selfless, sacrificial loyalty to
ones daimyo or clan: +1 point of Honor.
Abiding by the tenets of bushido when there is nogain in doing so and one could gain an obvious
advantage by breaking them: +1 point of Honor.
Betraying or disobeying your duty, Clan, or family:
lose 1-10 points of Honor and Glory, and possibly
Status, depending on the severity of the failure.
Gain the same amount of Infamy.
Crying out in pain when injured: lose one point
each of Honor and Glory.
Using sneaky, underhanded, or treacherous
methods when at an Honor rank higher than zero:
lose 1-5 points of Honor. If caught, also gain 1-5
points of Infamy.
Using Low skills: lose a number of points ofHonor equal to the Rank of the skill. Note that
there are exceptions to this rule, and the GM can
lower the penalty for members of inherently
dishonorable Clans such as Scorpions.
Performing a socially acceptable public act of
extreme courage and skill: +1 point of Glory.
Drunk, insulting, or otherwise ill-mannered in
public: lose 1-5 points of Glory. For extreme
abuses, also gain an equivalent amount of Infamy.
Playing entire adventure without doing anything of
note: lose 1 point of Glory.
Made ronin: Status removed.
Adjusting for Party StrengthThis is a Low-Rank adventure, and thus can involve
parties of widely varying capabilities. The encounters
have been optimized for a party of average Rank Two.
Although most of the challenges here are role-play
oriented and thus not terribly dependent on party
strength, a few changes can be made to adjust the
adventure difficulty for high-end parties, as follows:
Low-End Party (more than half of the PCs are Rank
One): Reduce all Skill roll and Trait roll TNs by 5.
Zenko has Reflexes 3 and Strength 3.
The normal smugglers have weapon skills at Rank
1, instead of Rank 2.
There are six normal smugglers instead of eight.
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Adventure Summary andBackground
This adventure centers on a gang of smugglers who are
working in concert with a shipload of Thrane gaijin.
The smugglers, a collection of ronin and merchants, are
evading the heavy taxes which the Tortoise Clan places
on trade with gaijin, and the Thrane ship captain, eager
for profit, is more than happy to oblige. They have
taken advantage of a supposedly haunted cove near
Wall Above the Ocean Village (Yama ue no ho ni Umi
Mura) to conduct their criminal activities without
interruption. The smugglers maintain one of their
number, a man named Kobo, as a spy in the town, to
make sure they do not run afoul of the local authorities.
They move their goods in and out of the area in normal
merchant caravans with forged papers.
Recently, however, the smugglers have had a stroke of
bad fortune: the two sons of the local daimyo decided
to explore the legendary haunted cove. They were
being trained in ship-handling by a Mantis ronin, and
decided to take their own small boat to the cove,
overriding their bodyguards wishes. As a result, they
are now prisoners of the smugglers. The criminals are
not sure what to do with their unexpected captives,
since killing a local daimyos children could lead to
their own destruction. At the moment, they are simply
holding the prisoners while they debate what to do.
Their gaijin friends have moved their ship off-shore in
case of trouble, though they have left two of their
number behind to keep an eye on things.
The PCs are in Wall Above the Ocean Village for the
White Lotus Festival, the local seasonal celebration.
The karo of the local daimyo, fearful that he will pay a
personal price for anything that might happen to his
lords sons, will recruit the PCs to track them down.
Some of the PCs may have additional motives in this
matter, however the Tortoise are concerned about
possible smuggling in the area, and the Mantis Clan is
interested in discovering this first in order to discredit
the Tortoises handling of the Thrane trade. PCs from
both Clans will have orders to investigate rumors of
smuggling in the area.
The PCs can also gain the assistance of a most unusual
ally: a gaijin named Daniel Hackerman. Daniel is one
of the Kings Hands, agents of the Thranish king who
act as independent investigators and trouble-shooters.
He has come to Rokugan to investigate a variety of
irregularities and suspicious financial patterns in the
Thrane trading missions here. Rumors of smuggling,
and of gaijin pirates, have drawn him to Wall Above
the Ocean Village at this time.
Players IntroductionThe adventure begins with the PCs approaching Wall
Above the Ocean Village for the White Lotus Festival.Their journey has taken them up the Peaceful Traveller
Way, a major road in southern Crane lands, and past
the ill-reputed village of Oni Mura.
Supposedly, Oni Mura was cursed long ago, during the
Clan War, and those who live within it always sicken or
go mad. For almost four centuries now, the peasants
have lived outside of the village, afraid to risk the
curse, and a ring of houses and buildings now circles
the original towns ruins at a distance of about a half-
mile. The Peaceful Traveler Way has also been rebuilt
to skirt the town, and over many years, tepid grass and
shrubs have grown over the road, leaving the ruinedtown isolated and near-invisible behind a wall of brush
and scrub. The heimin who live here believe the village
is haunted by an onis ghost or some other evil spirit.
PCs can recall the specific story of Oni Mura by rolling
Intelligence/Lore: History at TN 15, or Lore:
Shadowlands at TN 20. Supposedly, several years
before the Clan War a small army of goblins and oni
attacked the village. While they were eventually
defeated, the village never truly recovered. According
to the legend, something had altered the lands spirit,
and villagers sickened or went mad; the wise moved
away.
Bold PCs can visit the town themselves if they wish.
There is nothing to be found there except for the
ancient, crumbling ruins of buildings, slowly being
reclaimed by the wilderness. There is an aura of loss
and emptiness about the place, and shugenja PCs will
find that the natural spirits here are unusually sparse
and weak. Other than that, there is nothing of interest.
Arrival at Wall Above the OceanThe road is crowded by travelers, heimin and samurai
alike, arriving for the White Lotus Festival, as well as
merchant caravans coming to and from the port town.You reach the edge of Wall Above the Ocean Village
just as evening is coming on.
The town appears to a large, prosperous place, with
clean, well-swept roads and fine houses. A samurais
estate rests on a nearby hilltop, with a fine view of the
town and harbor. The setting sun glows orange on
the sails of dozens of fishing boats and trade kobune
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moored in that harbor. There is no wall around the
town, but a pair of Ashigaru stand watch at the main
entry to the village.
The ashigaru (peasant spearmen) bow low to the PCs
and politely ask to see their travel papers. Their leader,
Ito, is a literate man and reasonably well-versed in thelaw, although he lacks the training to detect forgeries.
He reads the papers politely and returns them with a
deep bow, thanking the PCs for honoring the village
with their presence. Please, enjoy the festival,
samurai-samas. I believe the Laughing Ahi Inn still has
rooms available, if you are in need of a place to sleep.
The ashigaru are currant in the local gossip, and if the
PCs speak with them they can share any of the
information listed under Local Talk in Part One
below. If the PCs specifically ask why they are
watching the road, rather than actual samurai, they
explain that Lord Doji Tomayuki-sama has only a fewbushi, and I believe most of them are on other
assignments due to the upcoming festival.
A Note on Crane Customs andSuperstitionsThe PCs will be spending this adventure in a Crane
town during a festival, and as a result, they will
probably encounter a number of local customs and
beliefs. The GM should use these to add flavor to the
various role-play encounters in the adventure.
It is considered unlucky in Crane lands to pour
your own sake. Any PC who pours his or her
own sake will draw a mild look of surprise and
unease from those around them, who
thereafter will try to hold themselves apart
from this unlucky person. Of course, they will
be much too polite to actually criticize the
unlucky PC.
Throwing dried peas into a well or river
attracts good fortune. During the festival the
PCs will see numerous peasants, as well as the
occasional samurai, tossing handfuls of dried
peas into the stream or the towns three wells.
Foxes are very lucky animals. It is a custom to
carry some rice to throw to a fox should you
encounter one. Most of the samurai and
commoners in the village carry a small pouch
of rice for this purpose.
The White Lotus FestivalThis is a festival localized to the southern Crane lands.
It originated in hundreds of years ago in Wall Above
the Ocean Village, and was intended to honor the
fortunes Daikoku (Wealth) and Hotei (Contentment),
calling their blessings on the village and especially on
its sake brewery. Over time, the festival has come tocelebrate the sake itself, although the two Fortunes are
by no means neglected. The local Crane nobles have
worked hard to spread the festivals popularity, and it
now draws attendees from all over the Empire.
The White Lotus Festival is held three times each year,
once each in the middle of spring, summer, and fall.
The PCs are attending the autumn festival, so the
adventure starts on the first day of the month of the
Dog (November). The weather is chilly, but the sky is
usually clear the rains of the previous month have
ended, and bad winter weather has not yet arrived.
The festival attracts entertainers and performers from
across the southern Empire. The most prominent such
guests this time are the Kabuki theater troupe
Mayakashi, sponsored by the Scorpion Clan.
Part One: What to do inWall Above the Ocean
VillageNotwithstanding its designation as a village, Wall
Above the Ocean is actually a fairly substantial portsettlement, with about 1,800 residents. The town is
home to a famous sake brewery, producing the so-
called White Lotus Label sake. White Lotus is not
quite as famous as the notorious Taka Label Sake
produced down the coast at Friendly Traveler Village,
but it is still one of the more prominent brands of sake
in the Empire, and the growing popularity of the
associated Festival is spreading its fame steadily
farther.
As you walk up the main street, you can see that Wall
Above the Ocean Village is indeed a prosperous town,
and with the festival eminent it is positively crowded,with hundreds of samurai and commoners flocking in
to enjoy a last chance for fun and color before the
descent of winter. The main street is packed with
people, and light and laughter pour from the doors
and windows of the several inns and sake houses you
pass. You see at least one geisha house as well, with
beautiful ladies waving at you from an upstairs
balcony. At the end of the street is a large open-air
marketplace, ringed at the edges by shops and small
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restaurants, and despite the deepening twilight the
market is still full of activity as well, lanterns glowing
like fireflies.
Visiting the Samurai EstateSome of the PCs may decide to visit the samurai estate
outside the town, in order to pay their respects orsimply out of curiosity.
The estate is a typical dwelling for an upper-caste
samurai: a large, fine-quality house and outbuildings,
surrounded by a whitewashed, blue-crenellated wooden
wall which seems more a statement of style than any
kind of defensive structure. A Crane samurai (with the
Doji family mon, if anyone asks) stands guard outside
the gate and politely asks the business of any samurai
who approach. Assuming the PCs give a valid reason
for their visit (such as paying respects to the local lord),
they will be admitted to the courtyard.
The yard inside the walls contains a large, well-kept
garden (including many types of flowers, an unusual
choice in a Rokugani garden) and a koi pond. The PCs
wil be met here by a household servant who politely
explains, Lord Doji Tomayuki is absent on important
business. His karo, Doji Nobuo-dono, is currently also
very busy preparing for the festival. The servant
thanks the PCs on behalf of his lords for their visit, and
urges them to visit again after the festival is over and
Nobuo-dono will have more time for them.
The Crowded InnsGoing up the towns main street, the PCs will see a
total of four inns. The largest and most impressive is
the Golden Sun, a fine two-story building with a large
garden on one side and a well-apportioned stable in the
back. Unfortunately, due to the upcoming festival it is
already sold out, full of samurai, merchants, and other
visitors. The innkeeper is apologetic, and suggests that
the PCs try to Laughing Ahi, closer to the docks. It is
a reputable establishment, samurai-samas, if not quite
as refined as our own.
The other three inns on the main street are also full, and
their innkeepers will be similarly regretful. However,Yoma, the master of the Red Crab Inn, will strongly
recommend against the PCs visiting the Laughing Ahi,
claiming it is a lowly establishment without proper
refinement and attracting an undesirable clientele.
This is a reference to the presence of Daniel
Hackerman, although Yoma will never mention the
gaijin directly.
The Laughing Ahi InnLocated near the docks, this inn is more modest in size,
lacking the garden and other elaborate scenery of the
Golden Sun, but is still clean and well-kept. Its
location next to the docks allows it to specialize in
seafood, especially sashimi, and the cook (a portly
middle-aged man named Goshi) is the inns pride. Theinnkeeper Tako, on the other hand, is a relatively young
man, in his mid-twenties his father choked to death
on a fish-bone, forcing him to take over the business
while still a youth.
In contrast to the Golden Sun, the Laughing Ahis main
room is relatively quiet, with a few merchants and
sailors scattered about, two Crabs at a corner table
playing a game of go, a table-full ofronin playing some
kind of dice game and a brown-haired gaijin, looking
outlandish in his outfit of leather and lace, sitting at the
same table.
The two Crabs, Hida Yohachi and Yasuki Jin, arevery typical for their families. Yohachi a big, gruff,
brash bushi who is grumpy about getting sent here as a
yojimbo. Jin is a small, well-dressed diplomat with
smooth manners and a knack for commerce. Their only
shared feature is a liking for go, and they will happily
accept challenges from any PCs with interest in the
game. (Their own skill rolls are 5k2 and 6k4,
respectively.)
If the PCs speak with either of these two Crab
guests for any length of time, they will
complain that a ronin named Hideki waspestering them earlier today, asking when the
next 20-goblin winter will take place. These
ronin, think its so easy to pass that and get
into the Crab, Yohachi grumbles. He
describes the ronin as a squat, bandy-legged
fellow with a missing ear, and says he left
about an hour before the PCs arrived.
The five ronin are for the most part unremarkable:typical wave-men with well-worn clothing and gear,
their manners and language rough. There is one
notable figure among them, however: Akuma. Akuma
is a lean, hatchet-faced man of indeterminate age hemight be 20 or 30. His face is seamed by a vertical scar
down the right side, pulling his lip up in a sneer.
Despite his menacing appearance (and sinister name),
Akuma is actually a sociable man with a sardonic sense
of humor. He was a contestant in the Emerald
Tournament last spring PCs who did not attend the
tournament will recognize his name with a roll of
Intelligence/Lore: Heraldry at TN 20. He is mildly
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flattered if anyone remembers his performance there,
but deliberately does not make much of it himself I
entered it on a throw of chance, as it were, and never
expected to make it so far. He makes a point of
always downgrading his own skills, recognizing how
touchy samurai can be around wave-men. Akuma has
found that it is easier to get through life by being self-effacing and not drawing attention to himself his
competition in the Emerald Tournament was a rare
exception to that personal rule, and he now somewhat
regrets that action.
All of the ronin are playing a foreign dice game called
Frair, taught to them by Daniel Hatcherman. (He is
wisely not playing himself, lest he be accused of
cheating them.) They will happily introduce PCs to the
game, which involves betting on the chances of certain
numbers appearing with the next toss of the dice.
Playing the game requires Opposed rolls of either
Intelligence/Games: Frair or (if they wish to cheat)Intelligence/Gambling.
Daniel Hatcherman is a Caucasian man in his earlythirties, with a muscular build, tanned skin, and squint-
lines around his eyes. He is dressed in strange outfit
that includes leather leggings and vest, a loose cotton
shirt with lace at the neck and wrists, and leather boots
with high floppy tops. He does not carry a firearm (it is
illegal to do so in Rokugan), but wears a short, straight
blade (a Thranish small-sword) at his belt, and carries
concealed knives in his boots and the small of his back.
Daniel speaks Rokugani with a heavy, outlandish
accent, but has enough knowledge of the Empiresbasic social rules to avoid any serious errors or insults.
He carries a letter authorizing him to travel within the
Empire, signed by the Tortoise Clan daimyo, Kasuga
Magoro he will readily show it to any samurai who
asks.
If any PCs ask Hatcherman why he is here, he will
claim he is simply attending the festival. This,
however, is a lie (his Awareness/Deceit: Lying roll is
7k3+4). He is actually investigating the money trail
of a smuggling ring, which he suspects may be
connected to the larger problems he is here to root out.
He will probe for rumors and gossip while behaving
like a tourist, and is especially interested in any rumors
of piracy or of strange ships in nearby waters. He will
also make a point of speaking with the merchants and
fishermen in the room he will use his gaijin
ignorance to excuse himself for slumming with such
lowly folk.
Come to the Festival!At some point while the PCs are at the inn, there will be
a noise of bells, flutes, and drums outside the room, and
a startling masked figure steps through the door. He is
dressed up to resemble a stylized kappa (a froglike
amphibian humanoid), and wears a wooden full-face
Kabuki mask topped by an elaborate headdressresembling a bowl. Bells dangle from his costume and
ring merrily as he dances through the room, singing in a
high, ululating voice. Two other men (dressed in form-
fitting black, and wearing oni masks) stand in the
doorway and accompany his song with drum and flute.
Come to the festival! he sings, twirling through the
room. Come to the play! Mayakashi is here, and all
will be well! All shall laugh, all shall celebrate! Come
to the festival! Come to the play! He tosses out
handfuls of origami flowers, scattering them like rain
among the guests, then departs again with a rattle of
drums. Outside, he continues up the street, maintaininghis musical chant and continuing to distribute his
origami.
If the PCs examine the origami (several of the patrons
will do so, including Daniel), they see that the paper
has writing on it. Unfolding the flowers reveals an
invitation: The honored Kabuki Theater Troupe
Mayakashi invites you to enjoy their performance this
evening, on the docks at the hour past sunset,
announced by a discharge of hanabi. Hanabi are the
Dragon Clans famous fireworks. The name
Mayakashi translates as Deception. Any PC who
rolls Intelligence/Lore: Heraldry at TN 25, or asuitable specialized Lore skill (such as Lore: Acting) at
TN 15, will recognize Mayakashi as a well-known and
popular traveling theater troupe sponsored by the
Scorpion Clan. If the PC who makes the roll has
previously encountered the Korede Gokko theater
troupe (in the adventures Bloom of the White Orchid
or Destiny Has no Secrets), s/he recalls that
Mayakashi is said to be a powerful rival to them in
popularity.
Part Two: The Festival
BeginsTrue to the word of the origami advertisement, the
beginning of the festival is announced an hour after
sunset by a loud and colorful display of hanabi
(Dragon alchemical fireworks) near the waterfront.
Immediately crowds begin to flock down the streets in
that direction. Most of the guests in the Laughing Ahi
will do likewise, including Daniel Hatcherman. He will
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inquire about the nature of the fireworks (they look
much like the ones we use in our land, made from
gunpowder) and will be intrigued if any PCs try to
explain the difference between gaijin pepper and
Dragon alchemy.
At the docks, a large rectangular stage has been setup. Poles rise at each corner, with long cords strung
between them, and dozens of colored paper lanterns
hang from the cords, providing warm and beautiful
light. A quartet of musicians sit before the stage with
biwa, samisen, taiko drum and flute, playing short
pieces of music to warm up the crowd. You suspect
the actors themselves are waiting inside the two
curtained alcoves to either side of the stage.
Merchants circulate through the large and boisterous
crowd, selling rice candy, drinks, yakitori, and other
snacks, as well as small lanterns with scented candles.
You suspect that less reputable fellows may be in this
crowd as well, a suspicion confirmed by the sight of a
portly merchant exclaiming in outrage as he discovers
his money pouch to be missing. In the festive
atmosphere, however, those around him seem more
inclined to laugh at his discomfiture than to search
for the thief.
Soon after the PCs arrive, an actor in elaborate fool
make-up and costume will prance onto the stage and
begin amusing the crowd with various pranks, pratfalls,
and humorous mimes, drawing much laughter and
applause. This is the warm-up act to get the crowd
ready for the main event.
Kobo the StorytellerThe PCs may encounter Kobo the storyteller during this
time: an older peasant with a bent back, standing in the
middle of a circle of women and children and
recounting a harrowing ghost story. If the PCs listen
for a while, they can hear him tell several different
tales, mostly classic Rokugani scary stories about
ghosts, demonic possession, and so forth. At least one
of these stories will concern the local haunted cove, a
few miles north up the coast, where evil spirits
supposedly lure fishermen to their doom.
The CandymanThe man who calls himself the Candyman is a street
entertainer who travels throughout the southern villages
of the Empire, performing to small street-side crowds
and sometimes in the common rooms of inns. PCs may
have previously encountered him in the adventure
Uncertainty. He dresses in a plain and slightly baggy
kimono and hakama, but makes up for his mundane
clothing with a ready smile and a great deal of
charisma. He has a small wheeled cart containing
various props and tools for his street performances
(umbrellas, balls, tops, paper for origami, flutes and
drums, and so forth). It also contains a small firepot
with which he keeps a tray of sugar candy warm. His
main trick, and the one which gives him his name, is tospontaneously create small edible sculptures (such as
mice, birds, and butterflies) from the wax-like sugar
candy and hand them out to the audience. Other
performances include juggling, various prestidigitation
magic tricks, spontaneous origami, music, etc., all
accompanied by an entertaining act and patter.
The Candyman is a friendly and personable fellow, but
makes a point of being evasive about his past,
substituting jokes about how far he has traveled, how
sore his feet are, the holes in his sandals, etc., rather
than answering any questions up front. In actual fact,
the Candyman is an eta who has escaped his caste byadopting the life of a traveling entertainer.
Although he will not talk about his own past, the
Candyman is very knowledgeable about local events
he talks with everyone, after all. If the PCs make a few
small donations, he will be happy to answer their
questions. See Local Talk below for the information
he has.
The Karo Pays a VisitDuring the time before the actual play begins, the local
karo, Doji (Hanagensai) Nobuo, will arrive and begin
circulating through the crowd, introducing himself toany visiting Clan and Imperial samurai (including the
PCs) and expressing his hopes for their enjoyment of
the festival. He will also introduce himself to any ronin
with Glory of 3.0 or better. Nobuos appearance is
described in Appendix #1 with his stats. Although his
manners are excellent and his appearance impeccable,
Nobuo is actually troubled his lords sons have not
returned this evening. Any PC who speaks with him
can roll Awareness/Courtier at TN 20 to detect that he
is anxious and uneasy. If they ask him about this in a
subtle or delicate way, he will claim that he is merely
concerned that the festival turn out well. (A lie.) If
they are blunt or uncouth, he will simply say, You aremistaken, samurai-san, and turn away from them.
The PlayAfter the on-stage fool finishes his half-hour warm-up
act, the main plays commencement will be announced
with a second, louder discharge of hanabi fireworks.
Actors in elaborate kabuki costumes and masks glide
onto the stage and begin the performance of their play:
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The Virtuous Wife, a comedic story of honor and
duty in the scandalous courts of Kyuden Bayushi. The
play is designed as a homily on Honor, with the
virtuous wife of the title, a rather simple-minded and
uneducated young woman named Jun, somehow
outmaneuvering all the elaborate tricks and plots of the
Scorpion and Crane courtiers around her. The crowdenjoys the play immensely, and there is much laughter
and applause as the scheming courtiers (represented
with masks carved in scowling and simpering
expressions) are thwarted again and again.
The play concludes near midnight, with a final display
ofhanabi to mark the conclusion of the festivals first
day. The crowd disperses as people wend their way
homeward, although some (samurai and commoners
alike) will stay up much later, indulging in sake and
other vices.
Local TalkIf the PCs ask around for the local gossip, either at one
of the inns or while circulating through the crowds at
the festival, they can roll Awareness/Courtier at TN
20 to pick up an interesting tidbit of news from the
following list (the GM can choose randomly, or simply
present the different pieces of information in their
printed order). The Candyman can also provide one
piece of information for each monetary donation he
receives. Each PC can pick up one piece of gossip.
The local lord, Doji Tomayuki, is in Kyuden
Doji to participate in the upcoming wedding of
the Crane Clan Champion. This is aprestigious achievement for the lord of a
relatively small town, and many of the locals
are optimistic that this means an even brighter
future for Wall Above the Ocean Village.
The Karo, Doji Nobuo, is running things in the
absence of Lord Tomayuki. Nobuo is actually
of the Hanagensai vassal family, and the usual
rumors have attached themselves to him as a
result, e.g. suggestions that he is overly
ambitious or in league with the Scorpion Clan.
There are rumors of a strange ship in the localwaters. Several fishermen claim to have seen
it in the early morning fogs, when they were
taking their boats out to seek the days catch.
They describe a huge, tall ship with several
masts high enough to touch the sky.
Nobody locally has ever actually seen a
Thrane gaijin ship, but if a PC describes the
great Thranish sailing ships from Otosan Uchi,
there will be agreement that these meet the
description.
If the PCs specifically ask about piracy or
missing ships, some of the visiting ronin will
mention that theyve heard rumors from
sailors of ships disappearing up north, near theMantis settlement at Broken Wave City.
(Daniel Hatcherman will listen to this with
interest.) Locally, though, the only problems
have been occasional lost fishing boats, the
most recent of which was two months ago.
If the PCs ask about ghosts, Shadowlands
monsters, or other such supernatural problems,
they can hear rumors of a haunted cove a
few miles to the north which supposedly
dooms any fisherman who enters it.
If the PCs ask for more information about thehaunted cove, they will be directed to the
storyteller Kobo. Kobo lost one of his own
friends in those waters last year.
If the PCs specifically ask whether any boats
have gone missing recently, they can learn that
a fishing boat was lost two months ago in the
waters to the north. No trace of it was ever
found. The incident is blamed on the haunted
cove.
Part Three: Nobuo Asksfor Help
The morning after the performance by Mayakashi, the
PCs will be enjoying a pleasant breakfast the
Laughing Ahi serves rice, fish, miso soup and pickled
plums. During their meal, some of the PCs will receive
a visit from a Doji household servant.
Doji Nobuo is in a quandary his lords sons have
gone missing, right at the start of the great festival, and
his own name and position are in great danger. He has
decided to try to recruit a few visiting samurai the
PCs to solve the problem discreetly, thereby
protecting his own reputation while fulfilling his duties.
Nobuo will select which PCs to ask based on his
meetings with them the previous night in general, he
will prefer PCs who are either honorable, discreet,
and/or very mercenary. He will deliberately not invite
any Shosuro family PCs as a member of the
Hanagensai vassal family, he is already under
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obligation to the Shosuro, and has no desire to increase
his debt. He will also not invite PCs who seemed
overly blunt or indelicate during their previous
conversation (e.g. PCs who blurted out, What are you
worried about?).
The following are guidelines as to which PCs Nobuowill invite:
Any ronin PC.
Any non-Shosuro Clan/Imperial PC with
Honor of 3.0 or better.
Any Crane PC.
Any PC who showed discretion while
inquiring about why he seemed troubled.
Each of these PCs will be approached by the Craneservant, who tells them that Doji Nobuo-sama
requests their presence at the estate on a matter of some
delicacy. He invites them to bring along any other
samurai who they trust to be both able and discreet.
The PCs can interpret this as they see fit in general,
this is an opening for them to bring along any other PCs
who were not personally invited.
Inside the EstateWhen the PCs arrive at the lords estate, they will find
another guard standing watch, looking tired and
anxious, although he remains alert. The servant
escorting the PCs bows to the guard: These are the
samurai Doji Nobuo-dono sent for. The guard nods
and waves the PCs inside.
The PCs are led into a small receiving hall, empty
except for a few low tables bearing high-quality
ikebana arrangements. The PCs are left here for a few
minutes. If they look around during this time, they can
roll Perception/Artisan: Ikebana to notice that the
arrangements are two days old and beginning to wilt.
Before they have time to do more, however, a door
slides open and Doji Nobuo walks into the room.
Nobuo clearly looks tired and anxious, but as a true
Hanagensai his manners remain perfect. He inquires
after the PCs health, asks whether they had a restful
night, and generally plays the gracious host for several
minutes before getting down to business:
A matter of some difficulty has arisen. The two sons
of my master, Doji Tomayuki, failed to return from
their sailing trip last evening. Both they and their
yojimbo were skilled sailors, so I am concerned that
somethingnon-accidental may have happened to
them. However, as you have undoubtedly noticed, I
do not have many troops at hand. My lord has taken
a full escort to Kyuden Doji to fulfill his duties there
he would be dishonored if he had less than a proper
escort. Those troops who remain here under me mustdeal with the demands of the White Lotus Festival.
Therefore, I must request a favor from you. He
waits expectantly for the PCs to respond in the
affirmative before continuing. I request your aid in
finding the two boys. I have, in fact, sent out as many
men as I can spare to look for them, but there is much
territory to search. Your aid will be invaluable.
Assuming the PCs agree to help, Nobuo will happily
share all the information he has. He has three groups of
two bushi each searching the nearby shores, and
another two out in fishing boats, searching the bay.
They are all to the east and south of the town, which is
the area where the two boys normally sailed.
He will give a detailed description of the boys and their
yojimbo. Senichi, the elder boy, is eleven years old.
A fine athletic boy, and hes already started dyeing his
hair, looking forward to taking his gempukku next
year. His younger brother Gempachi is ten, a smaller
boy with dark hair. Very talented as well, of course.
Their yojimbo is Doji Takao, trained in the Daidoji
school. A capable veteran in his twenties. Gempachi
admired him greatly.
The boys boat was a well-made small craft, similar to a
fishing boat, that could carry six people although one
person could sail it easily. He mentions that Lord
Tomayuki had the boat carved and painted with images
of cranes.
The PCs can ask for additional information as they see
fit. The following section covers most of the questions
they might ask:
The boys went sailing regularly, almost every
day during good weather, and were always
accompanied by their yojimbo.
Nobuo last saw the boys yesterday afternoon,
when they left with their yojimbo. He was
informed they were going to the docks to go
sailing. His troops have checked at the docks
and confirmed that the boys did, in fact, take
their boat out sailing.
If the PCs ask whether Lord Tomayuki has
any enemies, Nobuo will look indignant.
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Lord Doji Tomayuki-sama is a fine lord,
and all acknowledge his wisdom and
compassion.
If the PCs specifically ask whether Nobuo has
any suspects in the disappearance, he will
hesitantly mention the ronin Hideki. He wasthe boys instructor in sailing and ship-
handling. Lord Tomayuki felt it wise to have
them instructed in the ways of the sea, given
the importance of oceanic trade in these
times. Now that the boys have mastered the
required skills, Lord Tomayuki instructed
that the ronin be dismissed from service.
Although Hideki seemed a friendly enough
man, I cant help wondering at the
coincidence that the boys disappeared a week
after he was dismissed. Still, I do not think
he is skillful enough to defeat Takao.
Nobuo describes Hideki as a short man with a
missing ear. He does not know where he is
now. I think he was staying in one of the
Inns in town.
If the PCs mention rumors of a strange ship in
the area, Nobuo dismisses them as mere gossip
and tall-tales. Such tales have circulated for
months. No doubt some fisherman caught a
glimpse of a passing Thrane vessel last
spring and turned it into an endless legend.
Although the PCs may suspect deception
here, there is none Nobuo is genuinelyunaware of the Thrane smuggling activities.
If the PCs ask about pirates or other nautical
problems, Nobuo can pass along the rumors of
pirate attacks to the north, near the Mantis
settlement of Broken Wave City. There has
been no such trouble near here, though, and he
does not think piracy was involved.
If any PCs ask about rumors of Shadowlands
creatures or other supernatural entities, Nobuo
will say firmly there have been no such
problems in the region. The village of OnuMura, nothwithstanding its reputation, has
never caused any trouble. If any PC mentions
the stories of a haunted cove to the north, he
snorts peasant rumor.
Once the PCs have asked all their questions, Nobuo
wishes them good fortune, and urges them to find the
boys as quickly as possible. If the PCs ask him for
further assistance, he will offer to send one of his
peasant ashigaru along with them as a liaison. The
ashigaru is a sturdy, obedient man named Aju, who
cooperates willingly with the PCs.
Part Four: Searching for
the BoysThere are a number of routes that the PCs can take to
investigate the boys disappearance. The following
sections summarize the main options available.
It should be noted that the PCs will be conducting this
investigation in the midst of the White Lotus Festival.
The streets are crowded with revelers, waving paper
banners, listening to music, and drinking the famous
White Lotus Sake, cups of which are being handed out
from kegs in front of all the major businesses. The
actors and performers of the Mayakashi troupe circulate
around in full costume, performing short humorous
skits and acrobatic tricks. The PCs will have to wind
their way through thick crowds of revelers in order to
go anywhere in the town.
Hideki the RoninSmart PCs will try to follow up on the Mantis ronin
Hideki. If the PCs spoke with the two Crab bushi at the
Laughing Ahi Inn, they will know that Hideki
sometimes visits that place if they go back there this
afternoon, they can find him. Alternatively, they can
simply ask around for Hideki and roll
Awareness/Investigation or Awareness/Underworld
at TN 20 a success locates him at a noodle shop,slurping from a bowl of ramen.
Hideki is exactly as others have described him to the
PCs: a short, bandy-legged man with a missing left ear.
Despite this disfigurement, he possesses a certain
roguish charm, especially around women, with whom
he flirts enthusiastically. He wears a number of tattoos
on his arms any Mantis PC will recognize these as
tattoos common in the Mantis fleet, and other PCs can
do the same by rolling Intelligence/Lore: Mantis at
TN 15 orIntelligence/Lore: Heraldry at TN 30.
Hideki will speak readily with the PCs. He does notknow that the boys are missing, and will be concerned
if the PCs tell him. Any PC who rolls
Awareness/Investigation at TN 20 can tell that his
reaction is genuine. He describes the boys as good
students with keen minds.
.
Hideki says he spent the last night with a
charming lady, but will try to avoid naming
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her (she is a local heimin, widow to a dead
ronin). If the PCs press him hard on this issue,
he will reluctantly name her, but asks the PCs
to treat her with respect and discretion.
Hideki claims he is not bitter about losing his
job with Lord Tomayuki he knew the workwould only last until the boys were trained.
He is currently looking for new work, and may
even offer to help the PCs if they mention
going out sailing.
If the PCs ask him about rumors of strange
ships, pirates, or other nautical threats, he
looks disgusted. Nothing but rumors. If you
want to hear more of them, you should ask that
gaijin Hatchelmanu about those sorts of
things, hes been snooping around about them
for days.
If the PCs ask about supernatural threats, or
mention the haunted cove, Hideki frowns.
I remember that old storyteller Kobo was
talking about that so-called haunted cove the
last time I took the boys to the Laughing Ahi
after training. The boys thought it was quite
the story.
.
Checking at the DocksThe PCs may decide to follow up on Nobuos report on
the docks, or simply to investigate there for their own
reasons. Due to the festival, no trade ships are sailing,
and relatively few boats are going out to fish, so thePCs will find it easy to speak with the local fishermen,
dockworkers, and sailors.
If the PCs ask about the boys, the locals can confirm
that they went out sailing almost every day, except in
the very worst weather. They are very impressed with
the boys dedication and skill some of the fishermen
will remark that they wish their own sons were like
that. Many of the people at the docks have noticed that
the boys boat is absent this morning, and the PCs
questions are liable to start some rumors about why.
If the PCs ask about any rumors of problems,disappearances, or supernatural incidents, the fishermen
will mention that a boat was lost two months ago in the
waters to the north. They blame the haunted cove,
and say that now no-one sails in those waters.
If the PCs ask for more information about the haunted
cove, they will be directed to the storyteller Kobo.
Kobo lost one of his own friends in those waters last
year.
Kobo the Storyteller (and Spy)The PCs can track down Kobo, who is circulating
through the festival crowds telling stories and
collecting gossip, by rolling Awareness/Investigationat TN 20 orAwareness/Storytelling at TN 30. The old
man pauses near the sake barrels and tells ghost tales
and other such stories to the passerby. (Alert PCs may
notice, however, that while he is often holding a sake
cup, he never actually drinks.)
Kobo will act very deferentially to samurai, answering
any of their questions readily. Of course, he is actually
the in-place agent for the smugglers, so he will be lying
to the PCs through his teeth, and trying to subtly find
out why they are asking him these questions. If he
realizes the PCs are planning to go to the haunted
cove, he will try to slip away and warn his comrades.
Kobo is a middle-aged man, but his thinning gray hair,
hunched posture, and slow movements make him
appear older. (A PC who specifically shows suspicion
about this can roll Perception/Acting at TN 25 to
recognize that he is putting himself on as being older
and feebler than he actually is.)
If the PCs ask Kobo about the haunted cove, he will
readily tell them the story of how he and his friend
Raizo fell afoul of its sinister nature. He starts the story
in a calm voice but becomes more intense and
emotional as it continues, finally weeping openly as hespeaks the final lines (again, this is acting, and can be
detected with the same roll):
Raizo and I were both fishing a really good school of
Ahi, following them north up the coast. It was a long
day of fishing, but we finally filled our baskets and
headed back down the coast to return here. Then
Raizo spotted a woman waving to us on the shore in a
small cove. I thought it strange that a woman would
be in that isolated place, but Raizo insisted on going
in to shore. He said it would be wrong to leave a
person stranded on that remote shore with evening
coming on. So I stood off-shore while he took hisboat in to her. And that saved my life.
Just as Raizos boat entered the cove, the woman
disappeared, vanished before my eyes. I started to
turn my boat immediately, shouting to Raizo to leave.
But his ship lurched and stopped, and I saw legs like
those of a spider reaching out of the water and pulling
it under. Raizo managed to stay afloat for a few
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moments and then screamed and went under. The
old man shudders. I still hear those screams at
night.
If the PCs mention that another ship has
disappeared in recent months, Kobo looks
mournful. I tell this story to all, hoping tosave them from Raizos fate, but sometimes I
am not believed.
If the PCs ask whether the two Doji heirs heard this
story, Kobo will look puzzled, but confirms that they
were at the Laughing Ahi Inn one night when he was
telling the tale. The young masters seemed to enjoy
the tale, I thought.
If the PCs say anything to suggest that the boys are
missing, Kobo will look shocked and appalled. What
have I done? he mutters to himself. This is, again, an
act designed to deflect suspicion from himself.
Kobo can tell the PCs where the cove is, if they ask, but
will only describe reaching it from the sea he leaves
out mentioning that there is a landward approach. If
the PCs ask him to guide them or accompany them, he
will beg not to, pleading that it would be too cruel to
make an old man go to such a terrible place. (He is
actually trying to get away so that he can send word to
the smugglers to prepare for trouble.) If the PCs are
absolutely insistent that he guide them, he will
reluctantly agree, and offers to sail the PCs there in his
fishing boat.
It should be remembered that Kobo is a liar and
deceiver. Any PC trying to tell if he is lying must
defeat his Awareness/Deceit (Lying) of 8k4+4 with
theirPerception/Investigation (Notice).
Unmasking KoboSome PCs may be suspicious of Kobo, especially if
they realize that he is lying to them. If they ask about
him in the local community, they can roll
Awareness/Investigation at TN 20 to learn that he
came here two years ago from a smaller village,
supposedly after his wife died.
If the PCs accuse Kobo of deceiving them, he will at
first try to bluff, claiming they are wronging him, and
appealing to passerby to vouch for him. My friends,
these strange samurai are calling me a liar! This will
produce a hostile response from the local crowd, who
gather around shouting and accusing the PCs. The PCs
can calm the crowd by making a speech and a roll of
Awareness/Storytelling at TN 25, or a credible threat
with a roll ofWillpower/Deceit (Intimidation) at TN
25. Otherwise, Kobo will be able to slip away in the
commotion.
If the PCs resort to actual physical violence,
the crowd will stampede away from them,
resulting in several people being trampled todeath. The PCs should probably lose at least 1
or 2 points of Honor for this, more if they are
very high in Honor or have Soft-Hearted.
If his rabble-rousing tactic does not work, Kobo will
attempt to flee, suddenly darting into the crowd with a
spryness quite at odds with his earlier appearance as an
aged and decrepit man. The PCs can be fast enough to
catch him the trick will be to avoid losing him in the
crowds. This will require defeating his Agility/Stealth
with theirPerception/Investigation.
If the PCs do succeed in catching Kobo, he will try topretend that he is an innocent victim. There are
pirates there, dangerous pirates, they killed Raizo, and
threatened to kill me if I told anyone where they were!
Ive been telling those stories to try to keep people
away from there. This is another lie, of course, but
the PCs will again have to defeat his Awareness/Deceit
(Lying) with their Perception/Investigation (Notice)
in order to see through it. Since this story is a little
closer to the truth, Kobo will get a Free Raise on his
roll to trick the PCs.
If the PCs still see through him, they can try to break
Kobo with either direct physical torture (which willcost them Honor), or psychological intimidation
accompanied by a roll of Willpower/Intimidation at
TN 20. If he breaks, Kobo will roll on the smuggling
gang, confessing everything:
Were just smugglers, doing some business with the
gaijin. My job is to be their eyes and ears in the town,
and to scare people away from the cove.
He claims the gaijin are Thrane, and says the
gang has been working with them for several
years. They set up the haunted cove in order
to have a secure location to conduct theirsmuggling without interruption.
He will confess that members of the gang
killed his friend Raizo in order to create the
legend of the haunted cove. (He does not
admit to killing anyone himself, and in fact has
never done so.)
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Kobo knows the boys have been taken
prisoner he received word of that this
morning and knows that at that time they
were unhurt. Kill a daimyos sons? Maybe
the Thrane are bold enough, but not we. He
does not know if the yojimbo is alive or dead.
He will identify the leader of the gang as a
man named Zenko, who he describes as
clever and skilled, a fearless wave-man.
He will say that the Thranish ship is currently
waiting off-shore while they figure out what to
do with the daimyos boys. The smugglers do
not have a boat of their own.
If the PCs ask him about the defenses of the
cove, he will confess that they keep lookouts.
He claims not to know exactly how many
smugglers there are right now, since they areconstantly moving goods in and out of the
area. He will try not to mention the chain
hidden under the coves water, but if the PCs
detect deception on his part, they can squeeze
this out of him as well. (The idea for the
chain, he admits, came from the gaijin.)
If the PCs ask how he communicates with the
smugglers, he says he sails up to the cove and
raises different colored sails depending on
what message he wants to send. He can signal
Danger or All Clear. He will try to lie
about the colors, claiming that red is Dangerand blue is all clear when in fact the
opposite is true.
If the PCs expose and capture Kobo, but fail to keep
him prisoner (perhaps in hope of tailing him back to his
allies), he will lie low, waiting to see what happens.
The PCs will have to pursue the investigation on their
own.
Daniel HatchermanIt may occur to the PCs to seek help or advice from the
towns gaijin visitor, especially if they learn about
smugglers or Thranish ships. Hatcherman can be found
at the Laughing Ahi Inn, where he spends the day
lounging near the entrance and watching the spectacle
of the festival.
If the PCs take Hidekis advice and ask Daniel about
rumors of pirates, gaijin ships, and so forth, he will chat
with them pleasantly (as best he can through his thick
accent), asking them about local rumors and gossip. If
the PCs have not learned yet of the local rumors about
strange ships, missing fishermen, the haunted cove,
etc., he will provide this information to them. At the
GMs option, he can serve as a clue rickshaw, such
as by wondering aloud how the legends of the haunted
cove began.
Daniel has deduced that something is wrong with the
daimyos sons he knows their boat is missing from
harbor this morning. If he suspects the PCs are looking
into this, he will draw attention to this absence, fishing
for more information. If any of the PCs actually
mention to him that the boys are missing, he will
wonder aloud whether their disappearance could be
connected to some of the local rumors. I recall the
other night that they were listening rather avidly to one
old man telling tales of the local haunted cove or
some such tale, he remarks.
If the PCs have learned enough to suspect there aresmugglers working with gaijin at the haunted cove,
Daniel will be quite interested. His mannerisms
become much more serious and he questions the PCs
carefully about what they know. He will probably
suggest that they should investigate the haunted cove,
if they have not already decided to do so. If they have
actually succeeded in forcing a confession from Kobo,
Daniel will become downright agitated, and asks
urgently to be allowed to accompany them when they
go to the cove. These people are violating the laws of
my lord, as well as yours, and it is my duty to bring
them to justice, he says.
Magical InvestigationsThere are relatively few options open for magical
investigation. A Void shugenja might use Sense Void
to scan the lands around the town for clusters of
emotions, and can discover a large clump of emotions
at the cove with enough raises to reach that distance
(five miles). A PC with the spell Ties That Bindmight
think of asking the karo for a piece of fabric cut from
one of the boys clothing, or asking at the docks for a
piece of rope or sail from their boat either option will
secure an item whose other portion is with the boys,
allowing the spell to trace them to the cove.
Shugenja PCs might be able to come up with other
clever methods, such as flying high above the haunted
cove to scout the area. The GM will have to
adjudicate whether such efforts can succeed or not.
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Part Five: To the HauntedCove!
Hopefully, the PCs will accumulate enough information
to at least want to go investigate the haunted cove. If
they have learned of the presence of smugglers (or if
they are paranoid), they will go in full combat gear
which will be wise.
The most obvious route is by sea. The PCs may end up
taking Kobos fishing boat they might decide to take
it themselves as camouflage, or if Kobo cannot slip
away to warn his fellows, he will try to arrange for the
PCs to come on his boat so he can turn on them (and
hopefully escape) at a critical moment.
Barring that, the PCs can rent a fishing boat for the day
this will cost one koku if they dont say where they
are going, three koku if they admit they are going to the
haunted cove.
If the PCs did not catch Kobo, he will try to slip out of
town and warn the smugglers that trouble is heading
their way. He does this by sailing his boat up to the
cove and raising a blue-colored sail. Clever PCs may
think of following him at sea, but this will require that
whoever is sailing the ship must make a successful
Opposed Roll of theirIntelligence/Stealth against his
Perception/Investigation. If the roll fails, Kobo spots
the PCs and simply puts out to sea and spends the day
fishing. Alternatively, it may be possible for the PCs to
track him magically the GM must adjudicate the
success or failure of such efforts.
As another option, the PCs can look for a land route to
the cove. This will require searching the hills north of
Wall Above the Ocean Village and rolling either
Intelligence/Navigation at TN 20 or
Perception/Hunting at TN 25. (At night, these TNs
are increased by 10.) A success locates a narrow path
that snakes through the hills toward the cove. Although
the path is obscure and hard to locate, any PC who
examines it and rolls Intelligence/Hunting at TN 20
can tell that it is regularly used. The other end of it
joins onto the main road a couple of miles before Oni
Mura.
Assistance from the KaroIf the PCs decide to go look around at the haunted
cove, their ashigaru assistant Aju will ask to report
back to Doji Nobuo-sama about where they are going.
If they have actually gotten a confession from Kobo, he
will definitely do so.
The PCs may decide to go report to Nobuo themselves,
possible asking for help against the smugglers. He will
immediately send messengers to retrieve the bushi he
has out searching for the boys. However, it will take
several hours to assemble them, and Nobuo will be
very concerned that something may befall the two boysin the meantime. He will urge the PCs to set out for the
cove immediately, promising to send additional help as
quickly as he can. He will send the ashigaru Aju along
with the PCs as a liaison and ally.
Whether or not the PCs report to Nobuo, they may
think of trying to hire ronin to supplement their
numbers and combat power. This will normally not
succeed the ronin in the village are here for the
festival, and have no interest in leaving town to risk
their lives against smugglers. However, if the GM
judges the party to be significantly deficient in combat
power (four player table, two or more noncombatantcharacters, etc), there is one ronin who will be available
for work: Akuma. He will want to know exactly what
the PCs are hiring him for (he is not an easy man to
fool), but if they bargain with him truthfully, he will be
willing to undertake the task for 2 koku up front, plus 1
bu for each enemy he defeats. These terms are non-
negotiable Akuma is not a boastful man, but he
knows the value of his skills.
The Cove and SurroundingsThe haunted cove lies about five miles north of Wall
Above the Ocean Village, and about two miles beyond
the area of settled, farmed land which supports thetown. The lands near the cove are rugged and irregular,
full of jagged rocks, steep hills, and small patches of
thick woods. The smugglers path winds between the
low hills and trees, but for the last quarter-mile it
crosses open ground, visible from the top of the ocean-
side cliffs that ring the cove.
The path into the cove descends down through a very
narrow rift, almost a tunnel, in the cliffs. PCs
descending this path must go single-file, and if they are
mounted, they will have to roll
Awareness/Horsemanship at TN 20 to convince their
horses to move through the narrow passage.
The cliffs surrounding the cove are about forty to fifty
feet high. Climbing up or down them requires a roll of
Agility/Athletics (Climbing) at TN 25. At night or
during bad weather, this TN increases by 5. Failure
means a fall for 4k4 damage (unless the PCs are tying
themselves together with ropes or taking similar
precautions).
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The Winch Cave is the smallest of the three caves. It is
open to the ocean along one side, and contains a winch
for raising and lowering the chain which stretches
across the cove mouth.
The Residential Cave comprises two chambers, eachcontaining several damp, tattered tatami mats covered
with tangled blankets. A few personal possessions
dice, empty bottles, tobacco pipes, etc are scattered
around the place. Some of these are gaijin items such
as cameos (small pictures inside of metal lockets) or
broken eyeglasses.
The innermost chamber contains a large fire-pit
(evacuated through a natural rock chimney), along with
bales of rice, dried fish, and other foodstuffs. At night
there is usually a fire here, and most of the gang
(except those on watch) will be sitting around talking,
playing dice, and generally relaxing. The two gaijinwho are staying here, waiting for their ship, will be in
this cave as well.
The Storage Cave is the largest of the three caves, and
the farthest from the water. It divides into two
chambers inside. The first chamber, the largest,
contains the gaijin goods which the smugglers are
preparing to move out, as well as the Rokugani goods
which the Thrane will be carrying away as soon as their
ship returns. The bales and crates of goods here
include Rokugani silks and tea, boxes of fine porcelain
plates and cups, many boxes of gaijin spices, and small
crates of gaijin manufactured goods (glasses, scissors,
toys, etc). A PC who carefully searches through this
loot and rolls Perception/Investigation at TN 30 will
find two things of interest: a bundle containing a suit of
Crane light armor and a daisho set (taken from the dead
yojimbo), and a single small wooden keg of gaijin
pepper (gunpowder).
The back chamber of the Storage Cave is much smaller
and damper. The two Doji children are here, bound
and gagged. Both of them are bruised and battered as
well, with Gempachi in particularly bad shape and only
semi-conscious. Members of the smuggler gang check
on them every hour or so.
Gempachi is seriously injured he tried to fight the
smugglers, and was severely beaten. He cannot be
safely moved without either a successful Medicine roll,
or a successful healing spell.
The Smuggler GangThere are over two dozen members to the smuggler
gang, but at any given time, a majority of them are
away, delivering goods and checking in with their
contacts among various corrupt merchants.
Consequently, at present there are a total of eight
smugglers here, plus their leader Zenko and the twogaijin crewmen. One smuggler will always be on
sentry duty atop the cliff.
During the day, the smugglers will be awake and alert,
moving around the cove, although the two gaijin will
generally stay out of sight. Zenko will be wearing his
armor. At night, if the smugglers are not expecting
trouble, Zenko will be without armor and all of the
smugglers (except the sentry) will be inside the
Residential Cave. If Kobo passed warning to the
smugglers to expect trouble, Zenko will still be in
armor and the smugglers will have weapons at hand,
ready for action.
At all times, day and night, the smugglers will check on
their prisoners about once per hour.
Approaching by LandThe smugglers always maintain at least one sentry on
the cliff-top above the cove. He sits atop a low rock,
where he has an excellent view. He normally keeps
watch out to sea, but also scans the surrounding lands
periodically.
During the day, the sentry is fairly alert PCs wishingto approach him undetected will most likely have to use
concealing magic. A PC who employs sneaking tactics
(low-crawling, using all available cover, etc), can get to
about fifty yards away by succeeding in an Opposed
Roll of Agility/Stealth against the smugglers
Perception/Investigation, but any closer will make it
impossible for the PC to remain unnoticed.
At night, the sentry is less alert, and is also grumpy at
having to stand guard while the rest of the gang is
relaxing. PCs can approach him to within melee
striking distance by defeating him with the
aforementioned Opposed Roll.
If Kobo warned the smugglers to expect trouble, they
will have two sentries on the cliff at all times, day and
night. If PCs are approaching by stealth, the two
sentries should roll separately to see if they notice.
If a smuggler sentry notices the PCs, or takes damage
that does not reduce him to the Out rank, he will shout
an alarm, alerting the rest of the gang. If they were
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already expecting trouble (e.g. Kobo warned them),
they will react immediately. If not, they will spend the
next two rounds grabbing weapons and gear.
Approaching by SeaThe PCs can find the cove simply by sailing north up
the coast, although it will take them several hours ifthey do not have a local fisherman (or Kobo) to guide
them. However, unless the PCs use magic to conceal
their boat, they will be easily spotted by the sentry atop
the cliff. The smugglers will be prepared for action.
If the PCs somehow manage to approach undetected
(e.g. concealed by magic), once they sail into the cove,
they will see several men sitting or strolling around the
beaches, and a large hand-cart sitting next to one of the
three cave entrances. More likely, the PCs were
spotted, and they will be approaching a beach empty
except for the cart.
Alternatively, if the PCs approach aboard Kobos boat
(with or without Kobo on board), the smugglers will
recognize it and initially assume all is well, so long as
they are not flying the blue sail. Clever PCs will keep
most of their number hidden below the railings. Unless
something happens that obviously tips off the
smugglers (e.g. a bunch of armed samurai strutting
around), the PCs can potentially sail right into the cove
before their enemies realize something is wrong.
If Kobo is actually on board with the PCs, he will try to
warn his comrades.
First, he will try to raise the blue-colored sail
to warn them of danger the PCs will need to
defeat his Deceit (Lying) skill in order to
realize he is telling them the wrong color.
When they get closer, unless the PCs are
actively controlling Kobo (e.g. holding a
weapon to his throat), he will try to shout a
warning to his comrades and then dive
overboard.
The smugglers, on the advice of their Thrane allies,
have a chain stretched across the bottom of the coveentrance, ready to be raised to stop any approaching
boat. PCs who were warned about this chain by Kobo
can roll Raw Perception at TN 15 to notice the ends of
the chain snaking out of the water, one snaking into the
cave mouth on the left bank while the other is anchored
in the stone on the right. If the PCs were not warned
about the chain, they will not be able to notice it unless
they specifically say they are looking for danger,
ambushes, etc. In this case, they can roll
Perception/Investigation or Perception/Battle at TN
20 to notice the chain. The chain can also be detected
with the spellBy the Light of Lady Moon.
If the chain is raised, it will rest right below the surface,
and will stop any boat entering the cove. The boat willbe immobilized unless the PCs use an oar, tetsubo, or
other pole to push the chain down below the boats keel
this will require a Raw Strength roll at TN 30.
Sea Battle?If the PCs come by sea and are immobilized by the
water chain (which will happen unless they are
extremely stealthy or clever), the sentry overhead will
immediately begin to fire arrows at the PCs (his shots
are at +10 TN penalty, due to the range and awkward
angle). The other smugglers will emerge from the
caves on round one and begin firing arrows on round
two. Due to the range (roughly fifty yards), the TN forarchery shots will be at a +5 TN penalty. The
smugglers have fifteen arrows apiece, and will continue
to fire as long as they have targets. If any of the PCs
make it to shore, Zenko and half the smugglers will
engage them. The gaijin will hang back and not fight
unless at least two PCs get ashore.
A PC swimming ashore will have to roll
Agility/Athletics (Swimming) at TN 15 to do more
than tread water. It will normally take three rounds to
reach shore, but a PC who rolls TN 25 or better will
shorten that by one round. Remember the TN penalties
for PCs in heavy armor.
If the PCs boat is free of the chain, they can row it to
shore. This will take only two rounds as long as at least
two people are rowing. If only one person is rowing, it
takes four rounds. If four or more people are rowing
and they can make a Combined Roll of
Strength/Athletics at TN 25, they can reach shore in
only one round. Note that rowers are immobile they
cannot use Full Defense and cannot add their Defense
skill to their TN to be Hit. The smugglers will fire half
their shots at rowers in order to try to slow down the
boat.
Shugenja PCs, of course, will be able to deal with this
problem in other ways, such as flying or walking on
water.
Land Battle?If the smugglers are warned of the PCs approaching by
land, Zenko and two of his men will hide on either side
of the entrance to the trail, while the remaining
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smugglers and gaijin stand in front and attempt to lure
the lead PCs out to fight. Once the first two PCs enter
the cove, the three ambushers will come out behind
them Zenko will try to drive up the path and kill the
remaining PCs, while his two comrades will hit the lead
PCs from behind.
No Warning?If the PCs managed to approach by land or sea without
sounding the alarm, either by stealth or by eliminating
the sentry, they will have a much easier time. The
smugglers and their gaijin allies will be unprepared for
combat, and will react in a confused and incoherent
fashion. Zenko will try to bellow them into some kind
of fighting order, while the two gaijin will hang back
and try to simply stay alive.
Resolving the Fight
The smugglers are under no illusions they know theyhave broken Imperial law and their prospects are dim if
they surrender. They will fight on as long as Zenko is
alive to lead them. If he falls, and the number of
standing smugglers is outnumbered by the number of
standing (not Down or Out) PCs, they will attempt to
flee. If the PCs came by sea, they will flee up the path
into the countryside. If the PCs came by land, they will
jump into the water and try to swim out of the cove.
The two gaijin are more pragmatic: they know they
cannot blend into Rokugani society. Given the chance,
they will either flee along the coast (hoping to be
picked up later by their ship) or surrender and ask tospeak with their nations ambassador, Sven Oldarsson.
If Daniel Hatcherman is with the PCs, they will try to
kill him before they consider surrender they
recognize him as a Kings Hand and know they can
expect no mercy from him.
Night Attack?If the PCs took a long time to track down the clues, it
may be night by the time they reach the cove. Ruthless
or sneaky PCs who find the cove earlier may decide to
wait until dark in order to carry out a sneak attack. In
general, this will give the PCs a significant edge if they
have the skills and abilities to carry it out (especially
Stealth). By catching the smugglers unaware, the PCs
can probably defeat them with ease. Clever PCs may
even be able to locate and rescue the two Doji heirs
without a fight.
Waiting for HelpSome PCs may think of waiting for Doji Nobuos
troops to assemble before they come to the cove.
Unfortunately, by the time the troops are assembled, it
will be nightfall. The soldiers do not know the land
route to the cove, and it will not be possible to sail
safely at night in late-autumn weather. (No sailors willtake the risk.) Unless the PCs can locate the land path
in the dark and lead the soldiers there, they will have to
wait until morning (or go on their own).
If the PCs do manage to get the troops to the cove that
night, of course, they will probably be able to overcome
the smugglers with little difficulty.
ConclusionHopefully, the PCs succeed in rescuing the Doji heirs
and defeating the smugglers. They will be able to
return to Doji Nobuo in triumph and gain his gratitude.
However, if the PCs never locate the cove, wait until
the next day to go there (for example, if they want the
troops to accompany them but couldnt find the path at
night), or simply keep the cove under observation and
fail to take action, Zenko and the smugglers will finally
decide what to do. At first light, Zenko has the two
boys throats cut, weights their bodies, and has them
dumped in the sea to join their yojimbo. Later that
morning, the gaijin ship puts ashore and collects the
two crewmen along with its load of goods. The
smugglers load up their own hand-cart and head out.
The PCs may still be able to arrive in time to catch and
defeat the smugglers, but they will not be able to save
the boys.
The Boys StoryIf the PCs do rescue the two Doji boys, Senichi will
recount their tale:
We had heard the rumors of some terrible thing in
the cove, and when Kobo told the story we decided we
should come here and kill the evil spider-thing under
the water. Our yojimbo didnt really want us to go it,but he couldnt refuse. An expression of guilt
briefly crosses the boys face. We sailed into the
cove to look for the spider, but there was a huge ship
there, and men on shore! Our yojimbo told us to turn
the boat around and flee, but then an arrow hit him,
so Gempachi and I lay down in the bottom of the boat,
and then those men came over in a small boat and
dragged us ashore. Gempachi tried to fight them and
they beat him horribly. I kept shouting at them to let
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us go, our father was Doji Tomayuki and he would
see them all hanged, but they just hit me until I
stopped. Then they tied us up and put us in that
cave.
What Happened to the Yojimbo?
If the PCs take any prisoners, they can learn that theyojimbo Doji Takao was killed when the boys were
taken prisoner. His body was weighted down and
dumped in the sea. His daisho and armor are among
the goods in the Storage Cave.
The GaijinThe two gaijin crewmen are described in Appendix #1,
and their weapons in Appendix #2. As mentioned
earlier, if Daniel Hatcherman is not around, they will
try to surrender, identifying themselves as crew of the
free trader Opportunity, and ask (in their crude
Rokugani) to be handed over to the Thraneambassador. If the PCs accuse them of smuggling, they
will claim they did not know they were breaking any
laws. They also claim they did not know the boys were
the children of the local daimyo, and that in any case
they had no personal involvement in the attack or the
death of the yojimbo. Although they are lying about all
of these things, their foreign nature and appearance
makes it difficult to tell, giving them three Free Raises
on any Deceit rolls against the PCs.
If the gaijin prisoners are presented to Daniel
Hatcherman, he will immediately assert his authority as
a Kings Hand, and takes possession of them,promising that they and their allies on the Opportunity
will be brought to full justice under Thranish law. The
PCs can, of course, refuse him and keep the prisoners
under their own control. He will protest this,
explaining that it is his duty to deal with such criminals
and that he is far better trained to do so than the PCs.
Still, if the PCs are stubborn, he will back down with a
sigh he knows enough about Rokugan not to push
things too far.
Fate of the PrisonersIf any of the PCs are Crane or Emerald Magistrates,
they can potentially pass sentence and execute the
prisoners (gaijin and otherwise) themselves. More
likely, however, is that the PCs hand their prisoners
over to the local authority Doji Nobuo.
Nobuo will have all smugglers privately tortured in
order to learn their contacts and allies, then arrests
everyone and has them all hanged. He is more cautious
with any gaijin prisoners, however. After considering
the situation carefully, he decides to hand the prisoners
over to their ambassador.
The LootIt is of course illegal for the PCs to keep any of the
goods and wealth found in the smugglers cave.
However, some honorless PCs may decide to do soanyway.
Any PC who keeps some of the dead
yojimbos gear (light armor, daisho set) loses a
number of points of Honor equal to (5 plus 5
per current Rank of Honor), and also gains a
full Rank of Infamy.
Any PC who takes gaijin pepper or gaijin
weapons loses an automatic two full Ranks of
Honor and gains three Ranks of Infamy. If the
PC is actually caught using gunpowder or
firearms, s/he instantly gains ten Ranks ofInfamy.
PCs who take other wealth or loot from the
cave lose 3 points of Honor.
Rewards and Punishments for thePCsIf the PCs successfully rescued the two sons of Doji
Tomayuki, the karo will privately meet with them
afterward. He promises the PCs his eternal gratitude,
but asks them to not speak of the matter in public.
Each PC gains +1 Honor, a Favor with the Hanagensai
family, and Crane PCs also gain +1 point of Status.
However, because the incident is kept private, the PCs
do not gain any Glory (which means they probably lose
a point of Glory for inactivity). A PC can choose to
flout Doji Nobuos request and publicly boast of their
deed such PCs gain +2 points of Glory, but lose all
other benefits, and gain Doji Nobuo as a 2-point Sworn
Enemy.
If the PCs hand any gaijin prisoners over to Daniel
Hatcherman, they gain him as a 2-point Ally.
Rewards for Completingthe Adventure
At the end of the scenario, any PCs with Shadowlands
Taint must make a Simple Earth roll with a TN of 5 +
(5 x Taint Rank). If the roll is failed, the PC acquires
one additional point of Taint.
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Experience Points
Playing through the adventure: 2 XP
Good role-playing: +1 XP
PCs rescue the Doji heirs: +1 XP
Total Possible Experience: 4 XP
Other Awards/Penalties
If the PCs rescue the Doji heirs, but stay quiet about it,
they gain +1 Honor, a Favor with the Hanagensai
family, and Crane PCs also gain +1 point of Status.
A PC can choose to flout Doji Nobuos request and
publicly boast of their deed such PCs gain +2 points
of Glory, but lose all other benefits, and gain Doji
Nobuo as a 2-point Sworn Enemy.
If the PCs hand any gaijin prisoners over to Daniel
Hatcherman, they gain him as a 2-point Ally.
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Appendix #1: NPCs and Villains
Doji (Hanagensai) Nobuo, Karo of Wall Above the Ocean VillageNobuo is a handsome but slightly-portly man in his late thirties, with long white hair in a samurai topknot. He has a
friendly smile and an open, charming personality, but this is partly a cultivated front like many members of the
Hanagensai family, he is actually quite ambitious. Nobuo is generally quite a capable man, but this is the first timehe has been left with responsibility for the village during the White Lotus Festival, and the stress and pressure of
making sure everything happens perfectly is wearing on him.
FIRE 2 AIR 3
Intelligence 3 Awareness 4
EARTH 2 WATER 2
Willpower 3 Perception 3
VOID 3
TN to be Hit: 15
School/Rank: Doji Courtier 2
Rank One: Adds twice his Honor to all Courtier, Etiquette, Heraldry, Oratory, and Sincerity rolls. May
call on Favor Table (L5R Rulebook, page 123) 5 times a day.
Rank Two: Observe an opponent for one round, spend a Void point, and make an Opposed Awareness
roll. If successful, the opponent must reveal one of their Advantages. Any time in the next day that
the opponent uses this Advantage in a social situation, he gains 3 Free Raises on any Contested
Social rolls against him. (If he already knew the target possessed the Advantage, he gets an
additional Free Raise.)
Honor/Status/Glory: 2.5/5.0/3.9
Skills: Artisan: Ikebana 3, Commerce 2, Courtier (Gossip, Political Maneuvering) 4, Deceit (Lying) 2, Etiquette
(Conversation, Sincerity) 5, Lore: Heraldry 3, Lore: History 3, Investigation 3, Kenjutsu 1, Meditation 2,
Storytelling (Poetry) 3, Theology (Shintao) 2.
Mastery Abilities: Adds 5 to the total of any Contested social roll made against him.
Advantages/Disadvantages: Allies (many), Social Position (karo)/Obligation (Shosuro family).Equipment: Fine kimono, fine daisho set, fan, 15 koku.
Akuma the RoninAkuma is a lean, hatchet-faced man of indeterminate age he might be 20 or 30. His face is seamed by a vertical
scar down the right side, pulling his lip up in a sneer. Despite his menacing appearance (and sinister name), Akuma
is actually a sociable man with a sardonic sense of humor. He was a contestant in the Emerald Tournament last
spring, and is slightly flattered if anyone remembers his performance there, but carefully does not make much of it
himself I entered it on a throw of chance,