Unrequited Love - Kaze no Shiro Love 3eR.pdf · Adventure Summary and ... bowl, filled with wooden...

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Unrequited Love A One-Round Low-Rank Adventure for Heroes of Rokugan (Champions of the Sapphire Throne) by Rob Hobart Revised for 3eR, November 2008 The final two days of the Emerald Tournament become the setting for another sort of competition, as three courtiers struggle to win the hand of the Crane Clan Champion. LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group. Scenario detail copyright 2006, 2008 by the author and Alderac Entertainment Group. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without permission.

Transcript of Unrequited Love - Kaze no Shiro Love 3eR.pdf · Adventure Summary and ... bowl, filled with wooden...

Unrequited Love

A One-Round Low-Rank Adventure for Heroes of Rokugan (Champions of the Sapphire Throne)

by Rob Hobart

Revised for 3eR, November 2008 The final two days of the Emerald Tournament become the setting for another sort of competition, as three courtiers struggle to win the hand of the Crane Clan Champion. LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group. Scenario detail copyright 2006, 2008 by the author and Alderac Entertainment Group. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without permission.

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

GM's Information THIS SCENARIO SHOULD NOT BE RUN COLD! Please read the scenario thoroughly before attempting to run it. This adventure is a Low-Rank adventure, and should only be played by Rank 1 or 2 characters. Characters of Insight Rank 3 or higher will be too powerful to be challenged by this adventure, and should not be allowed to play. All bulleted information is just that, pure information. Feed it to the players through an NPC when appropriate. Sometimes, reading it straight just doesn’t 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 commoner’s silly needs. Between samurai, the exchange of money and merchandise is an exchange of “gifts.” Glory and Honor Awards and Penalties This adventure contains suggested Glory and Honor awards (and penalties) for dealing with the challenges presented herein. However, at times the players may take extra actions which the GM judges worthy of

additional reward – or punishment. The following may be considered as guidelines: • Performing an act of selfless, sacrificial loyalty to

one’s daimyo or clan: +1 point of Honor. • Abiding by the tenets of bushido when there is no

gain in doing so and one could gain an obvious advantage by breaking them: +1 point of Honor.

• Betraying or disobeying your duty, Clan, or family: lose 1-10 points of Honor and Glory, and possibly Status, depending on the severity of the failure. Gain the same amount of Infamy.

• Crying out in pain when injured: lose one point each of Honor and Glory.

• Using sneaky, underhanded, or treacherous methods when at an Honor rank higher than zero: lose 1-5 points of Honor. If caught, also gain 1-5 points of Infamy.

• Using Low skills: lose a number of points of Honor equal to the Rank of the skill. Note that there are exceptions to this rule, and the GM can lower the penalty for members of inherently dishonorable Clans such as Scorpions.

• Performing a socially acceptable public act of extreme courage and skill: +1 point of Glory.

• Drunk, insulting, or otherwise ill-mannered in public: lose 1-5 points of Glory. For extreme abuses, also gain an equivalent amount of Infamy.

• Playing entire adventure without doing anything of note: lose 1 point of Glory.

• Made ronin: Status removed. Adjusting for Party Strength This is a Low-Rank adventure, and can involve parties of varying capabilities. The encounters have been optimized for a party of average Rank One. Although most of the challenges here are role-play oriented and thus not terribly dependent on party strength, a few changes can be made to adjust the adventure difficulty for high-end parties, as follows: High End Party (half or more of the characters are Rank Two): • At the GM’s discretion, increase skill and trait roll

TNs by 5.

Adventure Summary and Background

The PCs are at the Shrine of Osano-Wo to attend the Emerald Championship. (They are far too lowly to

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participate in the Championship themselves, but have been fortunate enough to be able to attend and witness the event.) The Championship tournament takes four days, and this adventure occurs during the final two days. The first two days were depicted in the adventure ST 04, Wrath of the Kami. During these two days, the PCs will stumble into the machinations of a trio of ambitious courtier maidens, each seeking to win the hand of Doji Sarutomo, the Crane Clan Champion. The PCs will likely find themselves enlisted to support one or the other of the three courtiers in this competition, depending on their own Clan alignments and personal loyalties.

Introduction Bright late-spring sunlight slants across the rolling slopes of the Plains of Thunder as the third day of the Emerald Tournament dawns. For two days, some of the most honorable samurai of the Empire have contested in contests of skill and knowledge, displaying everything from their mastery of the Empire’s laws and traditions to their talents with bow and horse. Now, however, the most important and admired portion of the Tournament is ready to begin, as the contestants prepare to show their skills with the katana. With regal ritual, the fifty-seven remaining contestants walk onto the field, striding between the stands where the audience (including the PCs) sits to watch. The Emperor, the Imperial Herald, and the four attending Clan Champions (Crane, Lion, Scorpion, and Unicorn) watch from a special dais on the west side of the tournament grounds. The field is divided into several rings where contests of physical skill can take place, as well as a slightly raised dais, positioned close to (but lower than) the Emperor’s vantage, where tests of academic and artistic skill are conducted. The PCs have already witnessed many tests over the last two days, weeding the field of contestants down from 89 to 57. The Abbot of the Shrine of Osano-Wo, who is serving as senior judge of the tournament, brings forth a great bowl, filled with wooden chits marked with the names of the contestants. He bows deeply to the Emperor before setting down the bowl. Accompanied by the monks of the Shrine, he offers a prayer to Osano-Wo, calling on the God of Thunder and the patron of Heroes to watch over this contest and give victory to the contestant who can best serve the Emperor.

Doji Sarutomo, the Champion of the Crane, rises from his seat and answers the monks’ prayer with words of his own. “The Crane Clan prays as well, for a Champion of courage and heroism, who can bring honor and glory to the office! To the winner, whatever their Clan, the Crane pledge a mighty gift – a blade forged by Kakita Ashidaka, the greatest of our weaponsmiths!” There is a round of enthusiastic applause for this supremely generous offer, and the Emperor inclines his head, showing his favor to Sarutomo’s words. The Crane Champion resumes his seat with a pleased expression. With that, the competition begins. Notable Guests The Emperor himself is of course in attendance, as is the Imperial Herald (Miya Shikan) and the Clan Champions of the Crane (Doji Sarutomo), the Lion (Matsu Nimoro), the Scorpion (Bayushi Tomaru), and the Unicorn (Moto Temujin). O-Doji Koneko, the aged mother of the Crane Clan Champion, is present as well, but has not been very active or vocal so far, and there are rumors that she is unwell. During the tournament, the PCs will not generally be allowed the opportunity to meet with such august personages, not even to go near them, since the Emperor’s dais is guarded by Seppun and Scorpion bushi (since the Shrine of Osano-Wo is closest to Scorpion territory, and the Emperor’s late wife was a Scorpion, they have been granted much of the responsibility for protecting and supervising the event). The PCs are fortunate even to see the Emperor again so soon after their brief meeting at the Topaz Championship. Instead, the PCs are part of the very large crowd of guests (mostly courtiers, but with a fair mix of bushi and a few shugenja) who are watching the tournament and staying in the tents around the Shrine. There are over 200 samurai guests here, and the PCs are just a few among them. During the evenings, when socializing and political maneuver is the order of the day, the PCs will have a few chances to approach these august personages, though they will never be allowed near the Emperor himself. The Three Courtiers The central focus of this adventure is a trio of courtier maidens, all of whom are seeking the hand of Doji Sarutomo, the Crane Clan Champion. All three are talented, knowledgeable, and attractive women,

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prepared to do a great deal to win such a prestigious husband. Each of them will attempt, by hook or by crook, to enlist the PCs in helping to arrange the marriage. Daidoji Yukiko, a stylish and handsome woman who wears copious jewelry, make-up, and perfume. She wears her hair in a very, very long maiden’s foxtail, and dyes it purest white. Yukiko is not as purely beautiful as her competitors (although still undeniably attractive), but is better at “displaying” herself and quite skilled at manipulation and blackmail. She has been ordered by her daimyo to pursue this marriage, and does so with complete ruthlessness – indeed, she is in some ways far more ruthless than her Scorpion competitor. Kitsuki Akane, maiden of the Dragon Clan. Akane is a short woman with a compact build, a perceptive gaze, and dark, soulful eyes. She is determined to make the marriage in order to forge an anti-Lion alliance between her family and the Crane Clan. Although honorable, she is also a skilled courtier, and trained in the unconventional ways of the Kitsuki. Shosuro Chizuri, a lovely maiden of the Scorpion Clan. Tall and slim, with long legs which she accentuates with tight, form-fitting kimonos. She wears a delicate silk mask, enhancing rather than concealing her perfect features. Chizuri is not quite the ruthless Scorpion that some might assume – beauty, elegance, and talent are her preferred tools, and she seldom resorts to anything as crude as blackmail. She has been ordered to win Sarutomo’s hand in order to obstruct the Crane Clan’s attempts to regain its political supremacy. The Crane Nobles During this adventure, the two high-ranking Crane guests – the Crane Champion, Doji Sarutomo, and his mother O-Doji Koneko – will play a significant role. Doji Sarutomo, Crane Clan Champion: A handsome, charming man in his early thirties, with youthful features and a distracted air. He dislikes the responsibilities and courtly duties of being Clan Champion, and secretly longs to be a heroic swordsman. Still, he knows enough to get by in most situations, and his mother ensures that he is never allowed to screw up too badly. Sarutomo is charming, well-spoken, and highly educated, but intellectually lazy and slightly dim – the Rokugani equivalent of a British upper-class twit.

Any PC who studies Sarutomo and Koneko’s behavior during the adventure can roll Perception/Courtier at TN 15 to realize that Koneko is the true “power behind the throne.” If a PC specifically tries to get a “read” on Sarutomo’s behavior and personality (by socializing with him during the evening, observing his behavior closely, etc), that PC can roll Awareness/Investigation at TN 20 to perceive Sarutomo’s underlying character (an ineffective man obsessed with things martial and heroic). O-Doji Koneko, the Crane Clan Matron: The elderly mother of the current Clan Champion, and widow of the previous Champion – she served as regent for fifteen years while her son matured, and is still the “power behind the throne” in the Crane Clan. She is a decrepit old woman, elaborately made up and dressed, her gray-white hair tied back in an elaborate arrangement. Her eyes are rheumy, her swollen face sags unevenly, and her mouth contains only a few stubs of teeth. Despite her outwardly frail appearance, Koneko is very sharp and perceptive. She has a viperish tongue and an acidic temper, and exploits the deference owed to age to indulge both. Notable Contestants The PCs may already have taken note of some of the more impressive contestants during the first two days of the Emerald Tournament. They have another chance to make note of them now, as well as to socialize with them in the evening after the day’s contests are done. Note that there are many more contestants than the ones listed here – these are merely the most prominent ones – and the GM should feel free to improvise additional competitors as needed. Yasuki Koruma, cousin of the Crab Clan’s Yasuki daimyo, and a descendent of Yasuki Hachi. Koruma is a friendly young man with a sharp intellect, and by the far the most impressive of the small pool of Crab contestants. His intelligence and education allowed him to do quite well in the first two days of the tournament, and his fluid grace makes the brutal Crab fighting style look almost elegant. Doji Matsui, a very talented and handsome swordsman in his twenties, trained by Kakita Saburashi and considered the best of the Crane’s current generation of swordsmen. Matsui is honorable, well-mannered, and highly civilized, the epitome of all that makes the Crane great. Kakita Ryusho, another skilled Crane duelist, a tall plain-faced man in his late twenties. Ryusho is

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considered the best prospect from the Kakita family, although his overall level of skill probably comes up a little short of Matsui. He is also colder and more arrogant than Matsui, and has already emerged as one of the crowd’s less favorite contestants (although not as unpopular as Kitsuki Jiro). Kitsuki Jiro, a Mirumoto Swordmaster and an arrogant, pretentious man in his late twenties. Jiro is overconfident and looks down on everyone else, including his fellow Dragon. Jiro openly gloats at the defeat of his opponents, and delivers frequent cutting insults against the Crane and Lion Clans (both of which he despises) – however, he is clever enough to avoid trapping himself into a duel or a public embarrassment. He is easily the least popular contestant here, but his formidable skills cannot be denied. Akodo Soto, the only son of Akodo Gintaku, the Akodo family daimyo. Soto is a handsome boy of a mere 18 years, but is also a multi-talented prodigy and a formidable swordsman. He is known to be skilled with the biwa, and spent the first two evenings of the Tournament playing music, which enchanted many of the young ladies in the court. Matsu Howaru, a short, muscular man who epitomizes the Matsu family. He is intensely honorable, temperamental, ill-suited to diplomacy, blindly loyal to the Lion Clan and the Emperor, and physically fearless. Unfortunately, his ineptness in the ways of the courts frequently lead him into embarrassment and humiliation, and his temper makes it difficult for him to realize his full potential as a swordsman. Shiba Saiko, haunted samurai-ko. One of the few women in the Emerald Tournament, Saiko is a tall, muscular, plain-featured woman, with lines of grief and weariness grooved into her young face. She is haunted by the ghost of her younger brother, a bushi-in-training who drowned to death. Saiko is serious, grave, and honorable, and dedicates herself to swordsmanship with grim relentlessness. Bayushi Kusoji, an elegant Scorpion with slim dancer’s limbs and long flowing hair (which he prefers to wear in a simple ponytail). Kusoji always wears a heavy wooden mempo which covers his face except for his eyes and mouth. He has a melodious speaking voice, always speaks clearly and with elegance, and fights with the artistry of a poet. However, he will never, ever, remove his mask – he is actually quite ugly, and terrified that others might find out.

Shosuro Sora: A female duelist with a muscular frame and a plain face, who wears her hair in a single long, tight braid that stretches to her waist. Sora is infamous for killing Shinjo Rokaro, the son of the Shinjo family daimyo, in a duel four years ago. (PCs can recall this with a roll of Intelligence/Lore: History at TN 15.) She is unmarried, and behaves in a cold and distant manner toward most men (unless she is quite sure they have no romantic intentions). She is usually friendly and even somewhat charming toward women. Moto Liu-Mao, a lean, medium-height man with long hair and a Mongolian-style goatee. Liu-Mao is prickly about his name, his Clan, and his honor, and will not tolerate insults to any of them. However, he also has strict manners and an iron will, and usually answers insults or provocations with icy courtesy – and a private pledge to hunt down and punish such enemies later. Akuma, ronin duelist. One of only three ronin in the tournament, Akuma is a lean, hatchet-faced man of indeterminate age – he might be 20 or 30. His face is seamed by a vertical scar down the right side, pulling his lip up in a sneer. Despite his menacing appearance (and sinister name), Akuma is actually a sociable man with a sardonic sense of humor. The Shrine of Osano-Wo The Emerald Tournament itself takes place on the special tournament grounds (described above) located about a half-mile from the Shrine itself. The Shrine of Osano-Wo is a large, sprawling facility surrounded by a low wall. Seven torii arches line the main road that approaches the wall, but beyond them the path enters a bewildering and near-unsolvable maze – visitors instead pass through smaller gates on the sides of the complex. The center of the compound is the surprisingly humble temple of Osano-Wo, Fortune of Thunder: a three-story structure crafted from limestone. To either side of the temple are the monks’ facilities – barracks, a library, the dining hall, baths, several dojos, several extensive gardens, and so forth. 314 monks reside here, almost half of them militant sohei who shroud themselves in concealing cloths and ritually scar their flesh. Outside the temple complex is a small, simple village of about 200 peasants, who grow food for themselves and for the Shrine. The monks regularly assist the villagers in the work of the fields, and raise their own animals and crops as well.

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In order to facilitate the presence of so many samurai guests, tents and pavilions have been planted throughout the grounds of the Shrine, although none are allowed too close to the Temple itself. Additional tents have been pitched on the fields outside the Shrine’s walls. Colorful silk cloth and fluttering Clan banners turn the normally restrained and sedate Shrine complex into a bright spectacle. The PCs are residing in tents along with other samurai from their Clans (typically four samurai per tent, segregated by gender). The Emperor is staying in the Abbot’s quarters within the Shrine, while the handful of other high-ranking guests (the Herald, the Clan Champions) each have their own large private tent and a generous array of personal servants.

Part One: The Third Day of the Tournament

The iaijutsu tournament proceeds extremely slowly. After the Abbot draws the names of each pair of contestants, Ikoma bards step forward to recount their history and deeds, a process that sometimes takes as long as half an hour. After that, the brief clash of blades often seems like an anticlimax. The tournament is fought with bared steel, but the contestants are not to kill each other – the skill to win without crippling or slaying the opponent is considered part of the requirement to be Emerald Champion. A group of Seppun and Scorpion shugenja, however, is kept on hand in the event of a critical injury. (It is impermissible for shugenja from the other Clans to assist the contestants in any way, lest they use their magic to grant unfair advantages.) News and Gossip During the tournament, the large audience will gossip and talk, sharing news and rumors in low voices. Complete silence will fall whenever an actual duel takes place, only to have the murmuring return afterward. There is much speculation on who will win the tournament, and a minor key in scandalous suggestions that one or more of the contestants might “throw” the results. Since the Scorpion Clan has two prominent contestants in the tournament, many courtiers amuse themselves with behind-the-fan suggestions that the Scorpions may find some way to cheat. It is taken as a given that the Scorpion cannot allow the Crane to win, since that would bring the Crane back to near-parity in political power.

During this time, if the PCs are keeping an eye out for notable or interesting individuals, participating actively in gossip, or otherwise being socially active, they will be able to catch rumors and discussion of several notable persons among the guests at the tournament: • Ikoma Kurai, one of the most promising young

poets to come out of the Omoidasu school in generations, is attending the Tournament as a guest. His poetry has even drawn comparisons to the work of the great Rezan. Kurai is shy and awkward among crowds, however, and has not been seen at the tournament field since the first day.

• O-Doji Koneko, the mother of the Clan Champion,

has not been seen in the evenings, and has sometimes left the tournament field before the day’s contests are complete. Although the Crane are claiming she is merely weary from the long journey to the Shrine of Osano-Wo, gossip is spreading that she has fallen ill.

• Yogo Amasare, a successful playwright, is also in

attendance. PCs who roll Intelligence/Storytelling or a suitable Lore skill at TN 15 know that his play “Honor’s Breath,” about the struggle of the Four Winds, is both successful and, among the more traditional clans, controversial, since it portrays the Winds as fallible human beings who wrestled with questions of duty, honor, and loyalty.

• Kakita Saburashi, the Kakita family daimyo and

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

• Many of the courtiers are surprised at the presence

of Moto Temujin, the Champion of the Unicorn, who is widely known for his bitter enmity to the Imperial Herald, Miya Shikan (who he once referred to as a “tofu-eating geisha-boy”). They watch the Emperor’s dais avidly, hoping to see a confrontation between Shikan and Temujin, but they are disappointed – the two remain distant but polite throughout the tournament.

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PCs who roll Awareness/Courtier (Gossip) at TN 15 catch a rumor of a notable event at the Shrine this evening – the poet Ikoma Kurai has said he will be reading his newest poem to a select private audience. As word of this spreads, many courtiers begin angling for an invitation. The Perfect Duel Midway through the matches, a spectacular duel takes place between Doji Matsui and Shiba Saiko, and the crowd watches avidly. The two seem to be almost perfectly matched, Matsui’s speed and elegance countered by Saiko’s precision and grim focus. The duel lasts for almost five minutes before it ends in a fluke – a bird flies through the arena, distracting Saiko for a critical moment, and Matsui sets the point of his katana against her throat. As the crowd sighs, Doji Matsui unexpectedly offers to concede, since the victory was not “earned.” Saiko refuses: “A truly skilled duelist could have overcome such a minor distraction.” The two bow deeply to each other. After a moment, the Abbot gestures that Matsui is the winner, and silence falls over the field. PCs who roll Awareness/Investigation at TN 15 will notice that Doji Sarutomo leans forward avidly throughout the fight, and looks distinctly disappointed at the way in which it ends. At a sharp look from his mother, however, he rises and clears his throat, proclaiming, “We are all victors here, for witnessing such a remarkable demonstration of skill.” Recruiting the PCs During the day, while the tournament is underway, the three courtiers will begin recruiting the PCs to help them in their campaigns to win Doji Sarutomo’s hand. Each courtier will approach any PCs from their own Clan, and will in addition approach the following PCs: • Shosuro Chizuri will approach PCs from the

Crane Clan, Lion Clan, Mantis Clan, Scorpion Clan, ronin, Imperials, and all Minor Clans except the Hare. She inquires as to whether they could perhaps join her for an evening of conversation with the playwright Yogo Amasare, who is seeking inspiration for his next work.

• Kitsuki Akane will approach Unicorn, Dragon,

Mantis, Phoenix, and Imperial PCs, as well as Tiger, Hare, and Tortoise. She inquires as to whether they will be free tonight, as she intends to offer a dance to the court and would be glad of a chance to practice it with an audience beforehand.

“Only perfection is suitable for the Son of Heaven, and a final chance to practice will ensure that I offer it to him.”

• Daidoji Yukiko will approach Crab, Crane,

Dragon, Lion, Mantis, and Unicorn PCs, as well as ronin and all Minor Clan PCs except Tortoise. She inquires as to whether they might wish to accompany her to the poetry reading by Ikoma Kurai. “I have been honored with an invitation, and the generous Ikoma-sama offered that I could invite a few friends. We are friends, I hope, samurai-sama?”

The Day Comes to an End By late afternoon, the field of contestants has been narrowed from 57 to sixteen. Doji Matsui wins twice more, and Shosuro Sora, Kitsuki Jiro, and Akodo Soto also offer exceptional performances of swordsmanship. (Unexpectedly, the ronin Akuma also makes it into the finals.) Finally the Emperor rises from his seat, signifying the end of the day’s matches, and both contestants and guests return to the Shrine for baths and the evening meal.

Part Two: The First Evening

As usual, the monks of Osano-Wo serve an evening meal in the Shrine’s main hall. The food is simple but plentiful, with the monks themselves delivering the bowls and platters to the tables, and pouring the tea (there is no sake, unless guests smuggle it in themselves). The Emperor and other high-ranking guests eat at a separate table with the Abbot, and most of them depart immediately afterward, although Miya Shikan, O-Doji Koneko, and Doji Sarutomo remain behind to socialize. (PCs rolling Intelligence/Courtier at TN 15 will realize this is the first time Koneko has remained for after-dinner socializing, rather than immediately retiring for the night.) After the meal, courtly intrigue is the order of the day, as the guests circulate and gossip late into the night. The atmosphere is somewhat different from a normal court, however, for there are no servants, and almost all of the monks retire early. Only a few monks remain awake to sweep the floors and change the lamps and candles when they burn out. No food or drink is available after the meal concludes – and the complete absence of sake will no doubt be distressing to some. The more elegant and refined courtiers (Crane, Scorpion, Phoenix, Imperial) will make a point of

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commenting on how bleak and dismal the Shrine is when compared to their own castles. During the course of the evening, the following events will occur: Re-match Agreement During the evening, the two duelists Doji Matsui and Shiba Saiko will spend considerable time speaking with each other, quietly sharing their understanding of swordsmanship. Matsui does most of the talking, smoothly covering Saiko’s frequent moments of embarrassment and uncertainty, and again apologizing for his “unearned victory.” PCs may join this conversation if they wish, or eavesdrop on it by rolling Perception/Investigation (Notice) at TN 20. At the end of the talk, Matsui will ask Saiko for a rematch: “I would feel my own life was lessened if I did not take one last opportunity to cross swords with you.” Saiko will hesitate but finally agree, and the two settle on a dawn match in the Shrine’s main dojo. If any PCs participated in this conversation, Matsui will invite them to witness the match. He will also dismiss any worries about the duel’s legality: “Surely a simple and honorable test of skill cannot meet with objection.” Koneko Speaks O-Doji Koneko, the Crane Clan Matron and mother of Doji Sarutomo, is clearly feeling “under the weather” and spends most of the evening seated in the main hall, attended by a pair of personal serving girls who fan her and bring her tea. Courtiers orbit in and out of her presence, seeking her favor, but Koneko is even sharper and more viperish than her normal manner, and most of the poor courtiers quickly retire in disarray. PCs can recognize that Koneko is feeling unwell by rolling Perception/Medicine at TN 15. If they draw open attention to this (by being openly sympathetic, or offering magical healing or medical treatment), she will be angry and embarrassed. The PCs have publicly drawn attention to her weakness, and she will do her best to shame them and drive them away. If they are subtle, however, she will show them some favor (especially if they can ease her discomfort with a subtle casting of Path to Inner Peace or Hands of Jurojin, or perhaps provide her with a suitable medicinal drink – a roll of Intelligence/Medicine at TN 20 will concoct one). They can also ingratiate themselves with her with role-play, by subtly acknowledging her condition and assisting or supporting her without being condescending or drawing attention to her illness. Stubborn PCs can simply hang around and endure her sharp tongue and biting comments.

If the PCs can manage to successfully endure Koneko’s presence and attitude, they will eventually hear her servants suggest that she take a dawn walk in the gardens. “The monks here say it is very soothing, perhaps that would help you to feel better, my lady.” Koneko offers a few choice comments about the monks (“the brutes worship the Fortune of Thunder, what would they know about soothing?”) but seems grudgingly interested in the idea. Poetry Reading Ikoma Kurai will read his poem to a select group of twelve people in the Temple itself (he has asked permission from the Abbot for this honor). He is a short, somewhat plump young man with a dreamy, distracted air. He is easily flustered by the attentions of pretty women (which is why Daidoji Yukiko has been able to influence him). Aside from Yukiko, the only individual who could potentially invite the PCs to attend the poetry reading is Akodo Soto. The GM will have to adjudicate whether any PC has managed to befriend Soto well enough to be invited. Besides Yukiko and any accompanying PCs, the other guests will comprise Kitsuki Juri, Akodo Soto, and an assortment of other courtiers. All listen avidly as Kurai recites the poem, which has twenty-six verses and takes about fifteen minutes. Any PC who rolls Intelligence/Storytelling (Poetry) at TN 20 can offer some effective praise for the poem, which Ikoma Kurai accepts with a vague smile and bow. Everyone is deeply moved by the poem, which recounts the life and death of Matsu Hitomi, the tragic heroine of the Lion Clan. Akodo Soto is especially struck by its beauty and depth, and departs to get his biwa and begin composing music to the poem. By attending this prestigious event, the PCs gain +1 Glory. They are also effectively under an Obligation to Daidoji Yukiko for the remainder of the adventure, which she will subtly signal to them in conversation afterward. “I trust you appreciate this favor, samurai-sama. Few are privileged to hear the poems of Ikoma Kurai-sama. Why, I believe even the Emperor has not yet heard that one.” Once she has made the situation clear to the PCs, she will begin speaking with them about her pursuit of Doji Sarutomo (see “The Courtiers’ Goals” below).

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Meeting with Yogo Amasare Yogo Amasare is a skilled playwright and sometime poet and composer, and has written several highly-regarded plays in the last few years. He is a slim man with a long, thin face, a narrow pursed mouth, and a reedy, nasal voice. His conversations are famous among the courts of Rokugan. PCs who roll Intelligence/Courtier at TN 20, or Intelligence/Lore: History at TN 20, have heard about them – long, demanding discussions of history, bushido, and the way of the samurai, which he uses as inspiration for his plays. Those who especially impress him are honored to see their words in his next play. The PCs should realize they are privileged to attend such a conversation. Besides Shosuro Chizuri, the only other person to attend is Matsu Howaru, who Chizuri has invited as a “foil” for Amasare’s subtler arguments. Amasare will engage the PCs in a discussion of the duties of a samurai, using historical examples from the Clan War and Four Winds eras. He highlights the contradictions inherent in a samurai’s life and the code of bushido – moments when a samurai was condemned or punished for doing what was right, or rewarded for vice and dishonor – and then observes the responses. Matsu Howaru will, of course, react with confusion and outrage, accusing the Scorpion of slandering bushido and trying to trick them into doing the same. However, a PC who rolls Intelligence/Storytelling or Intelligence/Acting at TN 20 recalls that Amasare’s plays are actually known for shining a new light on the heroes of old, showing them to be human and yet still honorable and admirable. The GM should run this as a role-playing session, with Amasare probing the PCs’ beliefs. The following examples can be offered: • Otaku Kamoko betraying the Empire and leading

the Dark Moto to their showdown with the Unicorn.

• The split in the Lion Clan over the status of Hantei

the 39th. • The Spirit War between Toturi I and the returned

Hantei XVI. If a PC offers an exceptional example of role-play, genuinely attempting to grapple with the moral confusions and inconsistencies of bushido and the samurai life, Amasare will look pleased. “A most striking thought, samurai-san. Perhaps one worthy of

further consideration.” That PC will gain +2 Glory when Amasare uses their words in his next play. All other PCs will gain +1 Glory for participating, unless they make fools of themselves (like Matsu Howaru), in which case they lose 1 point of Glory instead. Afterward, Shosuro Chizuri will join those PCs who gained Glory for a walk through the Shrine’s rock garden, observing the raked patterns in the sand and gravel by the light of Lady Moon, and discussing the problem of wooing Doji Sarutomo (see “The Courtiers’ Goals”). Any PCs who gained Glory are effectively under an Obligation to her for the remainder of the adventure. Kitsuki Akane’s Dance Practice If any PCs agreed to serve as audience for Kitsuki Akane’s dance rehearsal, she holds it inside her tent, with a handmaid present to ensure propriety. If any of the PCs have musical talent, she will ask them to accompany her with a suitable instrument (drum, biwa, samisen), naming a traditional theme for them to play (“Sunlight on cherry blossoms”). Akane practices the dance for almost an hour, carefully working out the last tiny flaws in her performance. The dance is a meditation on the flight of a pair of birds, celebrating the arrival of spring with song and aerial acrobatics. PCs who roll Perception/Perform: Dance at TN 15 or Perception/Courtier at TN 20 recognize that the dance is intended to convey a subtle message regarding her availability for marriage. A PC who wishes to offer some useful suggestions to Akane must roll either Intelligence/Perform: Dance at TN 20 or Intelligence/Athletics or Intelligence/Acting at TN 25 – if the PC already perceived the purpose of the dance, the TNs are reduced by 5. (A PC could also use this advice to subtly sabotage the dance, but this also requires an Awareness/Deceit roll at TN 20 in order to conceal their intentions.) After she finishes her rehearsal (and assuming she did not catch the PCs trying to sabotage her), Akane will send for tea, and performs a Tea Ceremony to thank the PCs for their assistance. Once the ceremony is complete, she will speak with the PCs for a short time. If they have impressed her as honorable samurai, she will explain that the dance is intended to assist her in winning the hand of Doji Sarutomo. See “The Courtier’s Goals” for more details of what she will say. Akodo Soto Composes a Song After attending Ikoma Kurai’s poetry reading, the Lion Clan’s most prominent contestant will spend the

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remainder of the evening seated on the steps of the Temple itself, composing music on his biwa to accompany the poem. He will continue to do this until very late at night. PCs are free to listen or even to offer suggestions – a roll of Intelligence/Perform: Music at TN 20 or Intelligence/Poetry at TN 20 will allow them to make a useful suggestion. NPCs will occasionally stop by and listen for a while as well, but do not have any suggestions to make. If a PC does not make a useful suggestion, Akodo Soto will not complete the song before the end of the tournament. If, on the other hand, a PC does manage to offer a suggestion, Soto will finish the song the next morning, and will approach that PC with an offer to let them, or a friend of theirs, perform it. (As the son of the family daimyo Akodo Gintaku, Soto is not allowed to make public performances – his father considers this un-fitting for the future leader of the Akodo.)

The Courtiers’ Goals At some point, it is probable that some or all of the PCs will speak with one or another of the three courtier maidens regarding their plans and goals. This will most likely occur after the PCs have answered one of the courtiers’ invitations to an evening of honorable and prestigious entertainment, thereby becoming indebted (or at least sympathetic) to one of these courtiers. Each courtier will explain (in their own way) the situation: each of them is attempting to win the hand of Doji Sarutomo, but is facing competition from the other two. Each of them is fully aware of the other two and will seek the assistance of the PCs in pursuing this goal and thwarting the competition. Daidoji Yukiko Yukiko will couch her campaign in different ways depending on who she is speaking with. Among fellow Crane, she will speak in terms of Clan loyalty, the need for Sarutomo to marry a Crane so that he cannot be “hijacked” by one of the other Clans. With members of other Clans she will try to find a way to alarm them at the prospect of Sarutomo marrying one of her rivals – for example, she will warn a Lion of the dangers inherent in a Dragon-Crane or Scorpion-Crane alliance. Yukiko is a ruthless woman and has received some of her training from the Bayushi courtiers. As a result, she is quite willing to employ dishonorable leverage against some or all of the PCs, as well as to seduce them.

If any male PCs who are assisting one of the other two courtiers show signs of being vulnerable to seduction (e.g. suffers from Lechery, Frail Mind, or another appropriate character flaw), she will deliberately attempt to seduce them, pretending to be in love with them and promising all manner of rewards in exchange for their assistance in her marriage quest. (“We can never be married, but once I am wed to the Crane Champion, it will be a simple matter for us to meet secretly. I will always love you, no matter who my husband may be!”) Yukiko’s basic strategy is to discredit her rivals, both by spreading rumors about them and by directly interfering in their activities. She will seek any “dirt” which the PCs might have on her rivals, as well as any weaknesses which might allow her to make effective false accusations against them, and anything which might sabotage them (Kitsuki Akane’s planned dance performance will be especially interesting to her in this regard.) If any handsome male PCs are on her side, she will suggest that they try to seduce one or the other of her rivals, especially Shosuro Chizuri, so as to compromise their honor and control them. Kitsuki Akane Akane will primarily attempt to appeal to the PCs through honor, demonstrating her own honor and excellence and seeking thereby to win their approval and help. Since she is trained in the ways of the Kitsuki, she is skilled at “reading” other people and detecting deception and insincerity. Although this also could make her a skilled manipulator, she will avoid such dishonorable methods, preferring to speak honestly and sincerely. Akane will mention the potential political benefits of a Crane-Dragon alliance, particularly in light of the Lion Clan’s strength and recent aggression (there are members of the Tonbo in her family line, and she shares their disapproval of the Lion Clan). She will not make any promises or attempt any blackmail or other such behavior. Akane is the most cognizant of the three courtier maidens of Doji Sarutomo’s nature and flaws. She knows he is ruled by his mother, and is also aware that he seems to be obsessed with the great battles and heroes of the past, although she is not sure how she can use that to win his favor. (She will always speak of “winning favor” and “persuading his heart,” and never so much as suggests any attempt to manipulate or control him.) Akane will be very careful to only deal with PCs who she perceives as honorable and trustworthy. (Note that

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she can tell if anyone of less than 3 Intelligence is lying to her.) If she realizes that a PC is sabotaging her or playing her falsely, she will become quietly angry, and coldly demands that the PC leave and never speak with her again. She is a maiden and has a strong leash on both her desires and her emotions – attempts to seduce or otherwise romantically manipulate her are possible, but extremely difficult, and would require skilled role-play as well as a good Opposed roll. Shosuro Chizuri Chizuri will, obviously, focus her appeal on Scorpions and Scorpion allies (such as Mantis and Monkey), pointing out that the Scorpion need this marriage in order to maintain their dominant political position. Toward other PCs she will be more subtle. With Cranes, she will point out that it is politically unlikely for Sarutomo to marry someone within his own Clan, and that given a choice between his marrying a Dragon or a Scorpion, a Scorpion would be more valuable (since the Dragon are currently a very politically weak Clan). Toward a Lion, on the other hand, she will point out the dangers of letting the Crane forge a closer alliance with the Dragon Clan. Although Chizuri is a Scorpion, she prefers not to engage in blackmail, seduction, or other outright criminality. Instead, she favors subtler methods of deception, pretense, manipulation, and maneuver. (For example, although she behaves in a very seductive and sensual manner, she never actually seduces anyone, and is still a maiden.) However, she is also a lonely young woman who is secretly unhappy at having to serve her Clan by marrying an unimpressive man – as a result, she is vulnerable to romantic/seductive appeals that seem to be heartfelt. (On the other hand, if she detects and thwarts a Seduction attempt, she will be furious at the would-be seducer, and tries to ruin him in any way she can.) Chizuri is particularly interested in any insights the PCs can give her into Doji Sarutomo’s personality and preferences, and in finding out what her rivals are up to and maneuvering around them. She knows that winning O-Doji Koneko’s favor will help her with Sarutomo, and will ask the PCs for help with this, as well as for assistance in learning what the other two courtiers are planning so that she can thwart them.

Part Three: The Fourth Day of the Tournament

The tournament will resume at mid-morning. Before that happens, however, other events will take place which the PCs may wish to involve themselves in: The Re-Match At dawn, Doji Katsui and Shiba Saiko will meet in the Shrine’s dojo for their rematch. PCs who heard them discussing this can choose to attend and witness the match if they wish. If the PCs informed any of the three courtiers about this re-match, they will tell Doji Sarutomo, and he will be present as well. (Alternatively, a PC could have informed the Crane Champion, or another notable attendee, on their own.) Sarutomo waves his hands as the two surprised duelists bow low. “I am here as a simple witness, no more,” he says happily, waving his hands. “Please, go on.” If Sarutomo was informed of the duel by one of the three courtiers, that courtier wins favor with him. The duel is a masterpiece of swordsmanship, lasting almost half an hour (much of that time is spent in tense, focused face-offs as the two combatants slowly circle each other, looking for openings). At the end, Matsui defeats Saiko by the tiniest of margins – the two conclude in a pose which places his blade against Saiko’s neck, while her sword-edge is but a hand’s breadth away from his shoulder. O-Doji Koneko Takes a Walk The Crane Clan matron spends an hour in the morning strolling through the Shrine’s rock garden, grumpily seeking relaxation in the placid paths, still koi ponds, and smoothly raked gravel and sand. PCs who overheard her discussing this the night before can choose to join her for this walk, or inform one or more of the three courtiers (all of whom would certainly wish to spend an hour with Doji Sarutomo’s mother). This will be a trying hour for any who participate, since Koneko will be savagely grumpy and engage in vicious criticism of anything and everything, including the PCs, their clothing, and anything they say. PCs who are feeling brave can try to engage Koneko in a contest of Sadane (impromptu criticism) by role-playing appropriately and making an Opposed Roll of Awareness/Courtier (or Awareness/Games: Sadane, if they have it) against Koneko. Good role-play should

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award one or two Free Raises on the roll, at the GM’s option. A PC who is lucky enough to win the contest gains 1 point of Glory. • If only one of the three courtiers shows up to join

Koneko for her walk, that courtier will automatically win Koneko’s approval and gain a Favor.

• If Chizuri and Akane show up, Akane will win the

Favor. • If Chizuri and Yukiko show up, Yukiko will win

the Favor. • If Yukiko and Akane show up, Akane will win the

Favor. • If all three show up, their efforts will cancel out

and none of them will win a Favor. • In all of these cases, a PC can choose to intervene

in some way that shifts Koneko’s opinion. For example, by exposing Yukiko’s dishonorable behavior, or revealing that one of the courtiers has been seduced.

The Tournament Resumes The sixteen remaining contestants resume their duels under the avid gaze of the audience. With the final rounds now underway, every match is accompanied by pomp and circumstance, prayers to the Fortunes, flowery speeches and poems (from both the contestants and members of the audience), and so forth. The duels themselves also become more impressive, as all the remaining contestants are highly skilled and not easily defeated. Imperial and Scorpion shugenja stand ready to heal any combatant who is seriously injured. At the end of the morning, eight contestants remain: Yasuki Koruma, Doji Matsui, Kakita Ryusho, Kitsuki Jiro, Akodo Soto, Bayushi Kusoji, Moto Liu-Mao, and Akuma the ronin. There is an hour break while the contestants rest, eat a modest meal, and pray for the aid of the Fortunes and Ancestors. Kitsuki Akane’s Dance If PCs helped Akane perfect her dance (or fooled her into thinking it was perfected), she will perform it now, before the quarterfinal round of duels. She dedicates the dance to the “estimable Crane Clan and its glorious champion.”

• If the PCs told Shosuro Chizuri about Sarutomo’s taste for martial things, she will make a cutting remark after Akane concludes her dance: “A fine dance, but would not a more martial topic have been appropriate, here at the magnificent Emerald Tournament? This is a contest to choose the Emperor’s champion, not to choose a geisha.” Akane loses a Favor and Chizuri gains one, unless a PC has a quick and eloquent comeback that shames Chizuri (requires good role-play and an Opposed Roll of Awareness/Courtier).

• If the dance was perfected the night before, and

Daidoji Yukiko knows about the dance, she will try to persuade/force one of the PCs into sabotaging it now, either with magic or in a practical way (such as distracting Akane, interfering with the musical accompaniment, etc). She will choose a PC who seems likely to be able to do this.

• If the dance was sabotaged during practice, the

flaws in the dance are obvious to all, and Akane loses a Favor unless a PC immediately exposes the sabotage in a convincing way. If the sabotage is not exposed, Daidoji Yukiko immediately condemns Akane for dishonoring the name of the Crane Clan, and gains a Favor.

• If Akane was able to perfect the dance, and avoids

any sabotage during her performance, she entrances Sarutomo. She wins two Favors with him.

Soto’s Song After Akane’s dance is concluded, Miya Shikan will ask whether there are any others who wish to honor the Tournament with an artistic performance before the duels resume. This is, obviously, the cue for any PC who was able to help Akodo Soto compose his song. A PC who performs this song in front of the court must roll Awareness/Perform: Music (with the biwa) at TN 20 in order to be successful. A good performance gains the PC +1 Glory. A bad performance (a roll of less than 15) costs the PC 2 points of Glory. Alternatively, the PC could have chosen to pass this opportunity on to one of the three courtier maidens. In that case, the lucky courtier will perform the song flawlessly, earning one Favor in the competition for Doji Sarutomo’s hand. If Daidoji Yukiko is not the one performing, she may try to get a PC to distract/sabotage the singer, much as with Akane’s dance above.

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The End of the Emerald Tournament After Akane’s dance (whether or not it was successful), the quarterfinals begin. All of the audience watch avidly. The victors in the quarterfinals are Doji Matsui (who decisively defeats Moto Liu-Mao), Kitsuki Jiro (who unexpectedly disarms and humiliates Kakita Ryusho), Bayushi Kusoji (who defeats Akodo Soto by the thinnest of margins), and Yasuki Koruma (who wins an epic eighteen-minute duel with the ronin Akuma). The crowd applauds most of the results, but is clearly unhappy with the victory of Kitsuki Jiro, who smirks triumphantly after his victory. In the semi-finals, Jiro is matched against Bayushi Kusoji, while Doji Matsui faces Yasuki Koruma. Jiro and Kusoji fight a duel of wills, facing off with swords drawn for almost ten minutes before a brief, blinding clash of steel ends the match. Jiro, though wounded, is victorious – he has struck off Kusoji’s mask. The Bayushi’s ugly features are briefly exposed to the entire crowd before he covers his face with his sleeve and flees the field. After a shocked moment, the Abbot slowly gestures to Jiro, acknowledging him as the winner, and the shugenja move forward to heal his wound. He smiles nastily as this is done. Matsui and Koruma wage a blurring, sparking exchange of blows and parries. Both men are quickly wounded, but refuse to stop or seek help. When Matsui finally manages to land a deep cut on Koruma’s sword-arm, the Crab draws his wakizashi with his off-hand and slashes the Crane across the stomach. Koruma launches a final desperate attack, driving Matsui back with a flurry of blows from his wakizashi, the Crane parrying one-handed while he presses the other against his wounded midriff. Finally the Crab’s last burst of energy runs dry, and Matsui knocks the wakizashi out of his weakening grasp. The Yasuki hesitates a split-second, visibly considering whether to fight bare-handed – and then bows. The Abbot makes a gesture and shugenja hurry forward to heal the two. The final match pits Kitsuki Jiro against Doji Matsui. It is clear that the crowd’s sympathy is with the handsome and honorable Crane, but Jiro is undaunted, bowing ostentatiously to the Emperor and the audience before taking his stance. Matsui calmly bows as well.

After the drama and length of the semifinal matches, the last duel is shockingly brief. Swords spring from sayas, there is a brief unmusical clash of metal, and Jiro’s wakizashi rests against Matsui’s neck, while the two warriors’ katana are locked in a parry. A sigh passes through the crowd. A long silence follows before the Abbot slowly comes forward and gestures that the match is over. Doji Matsui steps back and, with careful self-control, bows to his opponent, acknowledging defeat. He leaves the field immediately. As Kitsuki Jiro bows before the Emperor’s dais, barely concealing a triumphant smirk, the Crane Champion Doji Sarutomo grudgingly steps forward and presents the promised gift: a sword forged by Kakita Ashidaka, the greatest weaponsmith in the history of the Crane Clan. Jiro accepts the blade after the ritual exchange of refusals, then flourishes it in a swift and brilliant kata before sheathing it with an arrogant snap. If any PCs approach Matsui after the match, he offers no excuses for his defeat. “Kitsuki Jiro-san was the better swordsman. Clearly, I must return to my dojo and resume my training.”

Conclusion: Who Marries Doji Sarutomo?

A final dinner is held in the Shrine of Osano-Wo to celebrate the successful conclusion of the Tournament. Kitsuki Jiro, as the new Emerald Champion, is permitted to join the Emperor and the Clan Champions at the head table. Over the course of the meal there are a series of toasts, poems, and speeches in his honor. (PCs who roll Awareness/Courtier at TN 20 notice that many of these speeches and tributes actually contain subtle criticisms or put-downs. Jiro notices most of these, but simply smirks in response.) At the end of the dinner, O-Doji Koneko clears her throat and looks meaningfully at her son. After a momentary pause, the Crane Champion reluctantly rises to his feet and announces his choice for a new bride. Choosing the Bride During the course of the adventure, the GM should keep track of how many times each of the courtiers manages to win Favor with Doji Sarutomo and his mother O-Doji Koneko. Whichever courtier has the most Favor at the end of this adventure will become his bride. Some of the ways in which the courtiers could

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earn Favor have already been mentioned (the Akodo’s song, Akane’s dance, witnessing the duel, the morning walk with Koneko). In addition, the following are other ways in which Favor may be shifted: • If either Daidoji Yukiko or Shosuro Chizuri learns

that a PC seduced one of their rivals, they will spread salacious rumors about that rival, and will try to get the PC to do the same (either willingly or through blackmail). If this is done, it will cost the seduced courtier one Favor.

• Alternatively, a PC who seduced one of the

courtiers could use this to blackmail her into outright abandoning her effort to win Sarutomo’s hand. A truly ruthless PC could even force the blackmailed courtier to support one of the other two women, awarding that competitor a Favor.

• PCs could themselves offer gifts, recite poems, or

make speeches or artistic performances which are designed to favor one or the other of the courtiers. For example, a PC could present a poem to the court which uses natural imagery to subtly suggest the importance of matching the Crane with the Dragon. The TNs for such performances should typically be 20, although exceptionally creative efforts (such as a player writing out a full poem) should lower the TN to 15. Each such successful effort awards a Favor to the appropriate courtier.

If two or more of the courtiers are tied in Favor at the end of the adventure, the tie should be resolved as follows: • The Dragon (Kitsuki Akane) will win if she is one

of those in the tie. • If the tie is between the Scorpion (Shosuro

Chizuri) and the Crane (Daidoji Yukiko), Sarutomo will choose Chizuri.

In the unlikely event that all of the courtiers end the adventure with zero or negative Favor, Sarutomo rejects them all, and remains unmarried (for now). The betrothal is announced with great fanfare. Any PCs who assisted the winning courtier gains +2 Glory and wins a Favor with that Clan (Dragon, Crane, or Scorpion). All other PCs from the “winning” Clan (Crane, Dragon, or Scorpion) gain +1 Glory for being present at the announcement.

Rewards for Completing the Adventure

At the end of the scenario, any PCs with Shadowlands Taint must make a Simple Earth roll with a TN of 5 + (5 x Taint Rank). If the roll is failed, the PC acquires one additional point of Taint. Experience Points Playing through the adventure: 2 XP Good role-playing: 1 or 2 XP

(GM’s discretion) PC backed the winning courtier: +1 XP Total Possible Experience: 5 XP Other Awards/Penalties A PC who backed the courtier who wins Doji Sarutomo’s hand gains +2 Glory and a Favor with the appropriate Clan. All other PCs from the “winning” Clan (Crane, Dragon, or Scorpion) gain +1 Glory for being present at the announcement. PCs who attend the reading of Ikoma Kurai’s poem gain +1 Glory. PCs who successfully participate in a discussion with Yogo Amasare gain +1 Glory, or +2 Glory if he actually uses their words in a play.

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Appendix: NPCs Daidoji Yukiko, Crane Clan Courtier

FIRE 2 AIR 2 Intelligence 4

Awareness 5

EARTH 2 WATER 1 Perception 3

VOID 3 TN to be Hit: 10 School/Rank: Doji Courtier 3 Rank One: Adds twice her 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, she gains 3 Free Raises on any Contested Social rolls against him. (If she already knew he possessed the Advantage, she gets an additional Free Raise.)

Rank Three: Adds twice her Honor to all Awareness rolls. When another person takes an action in her presence, she may spend a Void point and make an Awareness/Etiquette roll (at 10 times the target’s Insight Rank) to force the opponent to instead make the action a Test of Honor (but without any Honor gains or losses).

Honor/Status/Glory: 0.8/3.0/3.7 Skills: Artisan: Ikebana 3, Courtier (Gossip, Political Maneuvering) 6, Deceit (Lying, Seduction) 4, Etiquette (Conversation, Sincerity) 7, Perform (Biwa 2, Dance 2), Storytelling (Oratory, Poetry) 5, Theology (Shintao) 4. Mastery Abilities: Adds 10 to the total of any Contested Social Skill Rolls she makes. Free Raise with all skills at Rank 5 or higher. Advantages/Disadvantages: Allies (many), Crafty, Heartless, Perceived Honor (6)/Driven (win Sarutomo’s hand), Jealousy (her rivals), Weakness (Strength). Equipment: Fine kimono, fine court dress, fan, 15 koku.

Kitsuki Akane, Dragon Clan Courtier

FIRE 3 AIR 2 Intelligence 4

Awareness 3

EARTH 2 WATER 2 Willpower 3 Perception 4

VOID 3 TN to be Hit: 10 School/Rank: Kitsuki Courtier 3 Rank One: Adds twice her Intelligence to

all Social skill rolls. Any opponent making a Contested Social Skill roll against her must make Raises equal to her School Rank if the roll involves lying to her in any way.

Rank Two: Gains Free Raises equal to her School Rank on any Perception- or Willpower-related rolls.

Rank Three: When an individual of lower Intelligence attempts to consciously lie to her, she can sense the words are not true. During an interrogation of someone, she can spend a Void point to make a Contested Willpower roll to force the target to reveal more information than intended.

Honor/Status/Glory: 3.7/2.8/2.3 Skills: Courtier (Political Maneuvering) 4, Etiquette (Conversation, Sincerity) 4, Investigation 3, Perform (Biwa 3, Dance 5, Samisen 2), Storytelling (Poetry) 2, Tea Ceremony 5, Theology (Shintao, Ancestors) 4. Mastery Abilities: All participants in a Tea Ceremony regain 2 Void points, rather than 1. Adds 5 to the total of any Contested Social Skill Rolls she makes. Free Raise with all skills at Rank 5 or higher. Advantages/Disadvantages: Balance, Great Potential (Dance)/Can’t Lie, Small. Equipment: Wakizashi, court dress, sandals, fan, 5 koku. Shosuro Chizuri, Scorpion Clan Courtier

FIRE 2 AIR 3 Intelligence 4

Awareness 5

EARTH 3 WATER 2 Willpower 4 Perception 3

VOID 4

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TN to be Hit: 15 School/Rank: Bayushi Courtier 3 Rank One: When making a Contested

Social Skill roll, gains one Free Raise for every 2 points of Disadvantages you know your opponent has, or one for every 4 points which the opponent has but you are unaware of. Any time you succeed in a Contested Social Skill roll, you gain a Free Raise on your next such roll against the same opponent.

Rank Two: Observe an opponent for one round, spend a Void point, and make a Contested Awareness roll to learn the opponent’s lowest Trait, and rank in that Trait (Void counts as a Trait for this technique). Raises on the Awareness roll can learn additional Traits, from lowest to highest. When an opponent attempts to use a skill or technique to learn your Traits, you may spend a Void point to give false information.

Rank Three: Once per day, while having a conversation with an opponent, may make a Contested Awareness roll to learn information about the opponent. Opponent must choose to reveal either two Disadvantages, all Advantages, his three highest Traits, or the ranks and emphases of all his Skills. If the opponent chooses anything other than Disadvantages, or reveals information she already knows, he cannot re-roll 10’s on Contested Social rolls against her for one full day.

Honor/Status/Glory: 1.5/3.0/5.6 Skills: Acting (Mimicry) 3, Artisan: Bonsai 2, Artisan: Ikebana 2, (Courtier (Manipulation, Political Maneuvering) 7, Deceit (Lying, Seduction) 5, Etiquette (Bureaucracy, Sincerity) 7, Perform (Biwa 3, Dance 2, Samisen 2), Storytelling (Poetry) 3, Theology 2. Mastery Abilities: May disguise herself as a member of another Clan/profession/social caste. May make her voice sound like a man’s voice. Adds 10 to the total of any Contested Social Skill Rolls she makes. Free Raise with all skills at Rank 5 or higher. Advantages/Disadvantages: Dangerous Beauty, Voice. Equipment: Fine kimono, fine court dress, tanto, steel fan, 10 koku.

O-Doji Koneko, Crane Clan Matron FIRE 1 AIR 1 Intelligence 5

Awareness 7

EARTH 1 WATER 1 Willpower 5 Perception 4

VOID 4 TN to be Hit: 5 School/Rank: Doji Courtier 5/Master of Wits Rank One: Adds twice her 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, she gains 3 Free Raises on any Contested Social rolls against him. (If she already knew he possessed the Advantage, she gets an additional Free Raise.)

Rank Three: Adds twice her Honor to all Awareness rolls. When another person takes an action in her presence, she may spend a Void point and make an Awareness/Etiquette roll (at 10 times the target’s Insight Rank) to force the opponent to instead make the action a Test of Honor (but without any Honor gains or losses).

Rank Four: May grant any Allies a total number of Free Raises per day equal to her Air on Social Skill rolls made in her presence. Gains three additional Void points per day, which can only be used to activate Doji Courtier School techniques.

Rank Five: Once per day may privately consult an Ally, and confer on them any of the following Advantages for the next day: Benten’s Blessing, Clear Thinker, Higher Purpose, Irreproachable, Perceived Honor, or Voice.

Master of Wits: Gutting the Eel. Gains two Free Raises with the Courtier skill.

Honor/Status/Glory: 1.8/7.5/8.5

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Skills: Artisan (Dance) 3, Artisan (Ikebana) 3, Artisan (Painting) 2, Calligraphy 4, Courtier (Gossip, Manipulation, Political Maneuvering) 6, Deceit (Lying, Seduction) 5, Etiquette (Conversation, Sincerity) 7, Games (Go) 6, Games (Sadane) 6, Lore (Heraldry) 5, Lore (History) 4, Meditation 2, Storytelling (Poetry) 5, Tea Ceremony 3, Theology (Shintao, Fortunes, Ancestors) 6. Mastery Abilities: Adds 10 to the total of any Contested Social Skill Rolls she makes. Free Raise with all skills at Rank 5 or higher. Advantages/Disadvantages: Allies (many), Blackmail (many), Heartless, Higher Purpose (rebuild the Crane Clan’s power), Perceived Honor (4), Precise Memory, Sage, Servants (many), Social Position (Clan Champion’s widow), Wealthy (10)/Bad Reputation (viper’s tongue), Dark Secrets (many), Dependent (her son), Lost Love (her dead husband), Weakness (all physical traits). Equipment: Splendid court dress, beautiful fan, slippers.

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