Challenge Focus Strike
Once you have your samurai adventurers, you need adventures to send them on. In L5R, these scenarios are called 'Challenge Focus Strike'. In this section, you can find a vast array of scenarios to try out for your adventurers that I have collected over the years.
Many thanks the mad genius Isawa Nazomitsu for creating so many of these and to Dax Thura for providing me with them!
Warning: Spoilers at your own risk
Many thanks the mad genius Isawa Nazomitsu for creating so many of these and to Dax Thura for providing me with them!
Warning: Spoilers at your own risk
By Request: Challenges by Isawa Nazomitsu - Week #119
Private Messages
Challenge:
A courtier asks the PCs for help in delivering an important letter to a friend. Although the recipient lives some distance away, the road is well-traveled, and the PCs will be able to enjoy the hospitality of several inns and restaurants that cater to travelers along the way.
Focus:
The courtier later approaches the PCs in private to reveal more information about their duty. He suspects that someone has been reading his letters and leaking the contents to an unknown party. He has ruled out his own messengers, but since a number of courtiers and merchants use the same route that his messages are delivered on, its possible that the spy could be any one of them.
Strike:
The courtier wants the PCs to catch the spy in the act. They will have to appear to be lax enough for the culprit to feel confident in making his move, but not so careless as to defy belief. And they will also have to find some way to keep an eye on the scroll without letting the spy know that they are watching him, but still keeping him from getting away unseen.
A courtier asks the PCs for help in delivering an important letter to a friend. Although the recipient lives some distance away, the road is well-traveled, and the PCs will be able to enjoy the hospitality of several inns and restaurants that cater to travelers along the way.
Focus:
The courtier later approaches the PCs in private to reveal more information about their duty. He suspects that someone has been reading his letters and leaking the contents to an unknown party. He has ruled out his own messengers, but since a number of courtiers and merchants use the same route that his messages are delivered on, its possible that the spy could be any one of them.
Strike:
The courtier wants the PCs to catch the spy in the act. They will have to appear to be lax enough for the culprit to feel confident in making his move, but not so careless as to defy belief. And they will also have to find some way to keep an eye on the scroll without letting the spy know that they are watching him, but still keeping him from getting away unseen.
A Student and A Spy
Challenge:
During a visit home, one of the PCs pays a visit to his old sensei, either as a social call or to receive further training. His teacher greets him warmly, and holds the PC up as an example to his current students.
Focus:
The sensei mentions that one student in particular shows exceptional potential - a young man named Saido. His voice is filled with pride when he speaks of Saido's mastery of basic forms and his readiness to learn advanced techniques, almost like a father speaking of his own son.
Which should make things all the more difficult when the PC hears Saido whispering "I've got the old man completely fooled. His secrets are as good as mine," to an unseen conspirator late one night.
Strike:
Saido is a spy, and he does indeed intend to take the sensei's secrets back to his master. But the bond he has formed with his target is so strong that he appears completely innocent. The sensei has heard other students complain about Saido as well, but dismissed their words as petty jealousy. He considers Saido his star pupil, and will not stand for any talk against him. Unless the PC is able to find some proof of Saido's true identity, his protests will only make the sensei more and more upset.
During a visit home, one of the PCs pays a visit to his old sensei, either as a social call or to receive further training. His teacher greets him warmly, and holds the PC up as an example to his current students.
Focus:
The sensei mentions that one student in particular shows exceptional potential - a young man named Saido. His voice is filled with pride when he speaks of Saido's mastery of basic forms and his readiness to learn advanced techniques, almost like a father speaking of his own son.
Which should make things all the more difficult when the PC hears Saido whispering "I've got the old man completely fooled. His secrets are as good as mine," to an unseen conspirator late one night.
Strike:
Saido is a spy, and he does indeed intend to take the sensei's secrets back to his master. But the bond he has formed with his target is so strong that he appears completely innocent. The sensei has heard other students complain about Saido as well, but dismissed their words as petty jealousy. He considers Saido his star pupil, and will not stand for any talk against him. Unless the PC is able to find some proof of Saido's true identity, his protests will only make the sensei more and more upset.
To DISPOSE OF an Heir
Challenge:
The PC (or PCs if they are siblings) is called to appear before their father in court. The hall is filled with numerous guests and dignitaries, who all wait with an expectant air. Their father's face is stern and impassive, while, beside him, their mother looks like she is about to cry.
Focus:
Their father begins by inquiring about their training and asking what skills and abilities they have mastered. He nods curtly upon hearing their answer and says, in a flat tone, that he is very impressed. He goes on to say that they have distinguished themselves well, and that he believes the time has come for them to prove themselves worthy of their birthright. He gives a meaningful look toward his wife as he says this last part.
Calling upon all present to bear witness, he commands the PCs to travel to the Haunted Caverns of distant Mount Kougen, defeat the fearsome abomination that lives there, and recover the swords of the four heroes who died within its depths, not retutning until they have done so. He finishes by saying that he is sure that their performance will be a testament to the blood that runs in their veins.
Strike:
In truth, the father has learned that the child (the PC) is not hia own, and wishes to remove them from the line of inheritance. Before the PCs are ushured out of the castle on their extremely urgent suicide mission, one of their mother's servants approaches them with a note and a bundle wrapped in cloth. She begs them to be careful for their mother's sake, and urges them to seek out the man whose name is written on the note. Why they should take time to track down a man they have never heard of and give him their mother's favorite comb, however, remains a mystery, as she is forced to leave before she can tell them anything more.
The PC (or PCs if they are siblings) is called to appear before their father in court. The hall is filled with numerous guests and dignitaries, who all wait with an expectant air. Their father's face is stern and impassive, while, beside him, their mother looks like she is about to cry.
Focus:
Their father begins by inquiring about their training and asking what skills and abilities they have mastered. He nods curtly upon hearing their answer and says, in a flat tone, that he is very impressed. He goes on to say that they have distinguished themselves well, and that he believes the time has come for them to prove themselves worthy of their birthright. He gives a meaningful look toward his wife as he says this last part.
Calling upon all present to bear witness, he commands the PCs to travel to the Haunted Caverns of distant Mount Kougen, defeat the fearsome abomination that lives there, and recover the swords of the four heroes who died within its depths, not retutning until they have done so. He finishes by saying that he is sure that their performance will be a testament to the blood that runs in their veins.
Strike:
In truth, the father has learned that the child (the PC) is not hia own, and wishes to remove them from the line of inheritance. Before the PCs are ushured out of the castle on their extremely urgent suicide mission, one of their mother's servants approaches them with a note and a bundle wrapped in cloth. She begs them to be careful for their mother's sake, and urges them to seek out the man whose name is written on the note. Why they should take time to track down a man they have never heard of and give him their mother's favorite comb, however, remains a mystery, as she is forced to leave before she can tell them anything more.
The Traditions of the Guard
Challenge:
Surizu is a boorish lout. He lacks any sort of manners, has a rather flexible view of bushido, and has absolutely no skills to contribute to his Clan. Unfortunately, he also comes from a prestigious family, and has the requisite social standing to request admission to the Elite Guard (or whatever other organization you wish to use).
Focus:
Rather than risk insulting Surizu's family with an outright refusal, the commander of the Elite Guard makes him a special offer. If Surizu can defeat a descendant of Hirotaka in a kenjutsu match, a poetry contest, and a test of general knowledge, he will be able to earn a place within the ranks of the Elite Guard. Otherwise, he will have to wait at least three years (the standard training time for new recruits in the Elite Guard) to try again.
Strike:
Hirotaka was a famous member of the Elite Guard. All five of his children and all eight of his grandchildren are highly skilled in both the ways of the sword and the courtly arts. All of the children and grandchildren he named in his will, that is. Too late, the commander remembers that one of Hirotaka's children had an illegitimate son. Growing up as a ronin, the man took to a life of drunken debauchery, and would fail to give even Surizu a challenge in his current state.
If the commander of the Elite Guard or any of Hirotaka's other offspring were to get involved at this point it would be a scandal. Thus, they turn to the PCs, asking them to protect the honor of the Elite Guard, Hirotaka, and their own family members who served in the Guard long ago.
Surizu is a boorish lout. He lacks any sort of manners, has a rather flexible view of bushido, and has absolutely no skills to contribute to his Clan. Unfortunately, he also comes from a prestigious family, and has the requisite social standing to request admission to the Elite Guard (or whatever other organization you wish to use).
Focus:
Rather than risk insulting Surizu's family with an outright refusal, the commander of the Elite Guard makes him a special offer. If Surizu can defeat a descendant of Hirotaka in a kenjutsu match, a poetry contest, and a test of general knowledge, he will be able to earn a place within the ranks of the Elite Guard. Otherwise, he will have to wait at least three years (the standard training time for new recruits in the Elite Guard) to try again.
Strike:
Hirotaka was a famous member of the Elite Guard. All five of his children and all eight of his grandchildren are highly skilled in both the ways of the sword and the courtly arts. All of the children and grandchildren he named in his will, that is. Too late, the commander remembers that one of Hirotaka's children had an illegitimate son. Growing up as a ronin, the man took to a life of drunken debauchery, and would fail to give even Surizu a challenge in his current state.
If the commander of the Elite Guard or any of Hirotaka's other offspring were to get involved at this point it would be a scandal. Thus, they turn to the PCs, asking them to protect the honor of the Elite Guard, Hirotaka, and their own family members who served in the Guard long ago.
A Minor Clan Alliance
Challenge:
A number of Minor Clan delegates have the opportunity to meet with the renowned diplomat Otomo Ayako. They could be invited to her home for a grand reception, or she might visit the court where they meet amongst themselves. In any case, it is an excellent opportunity for the Minor Clans to show off the spirit of unity and brotherhood that they have forged with one another. That the PCs happen to be present for such an occasion is a great stroke of luck.
Focus:
Everything starts off fine. The Minor Clans greet Ayako as one, working together like stalwart allies. Then, one of the Minor Clans surprises everyone by offering Ayako a special gift, completely separate from the gift that was offered from all the Minor Clans together. Unwilling to let another delegation take all the glory, a representative from a second Clan steps forward and announces that he is organizing a special dinner and kabuki show in Ayako's honor. Before long, all of the delegations are doing their best to secure Ayako's favor, abandoning any feelings of solidarity they may have held previously.
Strike:
The leader of the Minor Clan Alliance hoped that the Minor Clans would be able to cooperate and stand as one in their support of the Imperial Families. Instead, it looks like they will fall to competing against each other. With the Minor Clan delegations as worked up as they are it seems unlikely that they would be able to settle things by themselves. Perhaps the PCs, outsiders who have no stake in the conflict, could convince the Minor Clans to return to their original plan and work together...
A number of Minor Clan delegates have the opportunity to meet with the renowned diplomat Otomo Ayako. They could be invited to her home for a grand reception, or she might visit the court where they meet amongst themselves. In any case, it is an excellent opportunity for the Minor Clans to show off the spirit of unity and brotherhood that they have forged with one another. That the PCs happen to be present for such an occasion is a great stroke of luck.
Focus:
Everything starts off fine. The Minor Clans greet Ayako as one, working together like stalwart allies. Then, one of the Minor Clans surprises everyone by offering Ayako a special gift, completely separate from the gift that was offered from all the Minor Clans together. Unwilling to let another delegation take all the glory, a representative from a second Clan steps forward and announces that he is organizing a special dinner and kabuki show in Ayako's honor. Before long, all of the delegations are doing their best to secure Ayako's favor, abandoning any feelings of solidarity they may have held previously.
Strike:
The leader of the Minor Clan Alliance hoped that the Minor Clans would be able to cooperate and stand as one in their support of the Imperial Families. Instead, it looks like they will fall to competing against each other. With the Minor Clan delegations as worked up as they are it seems unlikely that they would be able to settle things by themselves. Perhaps the PCs, outsiders who have no stake in the conflict, could convince the Minor Clans to return to their original plan and work together...
A Suitable Gift
Challenge:
The PCs are scheduled to meet an important noble and offer a formal alliance. Before they can even think of such things, however, decorum demands they must first come up with a suitable gift. Unfortunately, they know next to nothing about the noble's likes and dislikes, and have no idea what sort of gift would make a positive impact.
Focus:
An ally offers to help, saying that he stayed in the noble's home for many months when he was younger. He takes the PCs toward his study, boasting that he has the perfect gift - something the noble has always wanted.
Just as he is about to open the door to his study, however, a servant comes running up. He reports that the ally's grandmother is on the verge of death and wishes to see him. The ally departs for his grandmother's estate in the next town imediately, telling the PCs that "The gift you want is in the wicker basket next to the cabinet. I think it's wrapped in a blue cloth. Help yourselves!"
Strike:
If the PCs look in the wicker basket next to the cabinet, they do indeed find a blue cloth. But the item wrapped inside is an old, chipped roof tile. Can it really be the perfect gift for the noble, or did their ally make a mistake?
The PCs have one day left to ask around the court and find out.
The PCs are scheduled to meet an important noble and offer a formal alliance. Before they can even think of such things, however, decorum demands they must first come up with a suitable gift. Unfortunately, they know next to nothing about the noble's likes and dislikes, and have no idea what sort of gift would make a positive impact.
Focus:
An ally offers to help, saying that he stayed in the noble's home for many months when he was younger. He takes the PCs toward his study, boasting that he has the perfect gift - something the noble has always wanted.
Just as he is about to open the door to his study, however, a servant comes running up. He reports that the ally's grandmother is on the verge of death and wishes to see him. The ally departs for his grandmother's estate in the next town imediately, telling the PCs that "The gift you want is in the wicker basket next to the cabinet. I think it's wrapped in a blue cloth. Help yourselves!"
Strike:
If the PCs look in the wicker basket next to the cabinet, they do indeed find a blue cloth. But the item wrapped inside is an old, chipped roof tile. Can it really be the perfect gift for the noble, or did their ally make a mistake?
The PCs have one day left to ask around the court and find out.
Lock
Due to a recent rise in bandit activity, the PCs have been sent to man a disused guard tower. Located several hours from the main village, the guard tower is meant to provide an early warning in case bandits should approach. The assignment is only temporary, and the PCs should only have to stay in the tower for one night before its permanent residents arrive.
Focus:
The PCs find the tower without trouble. Its location is perfect for spotting travelers or bandits from a long ways off. Originally designed to serve as a watch post for enemy armies, the tower is designed to thwart even the most determined intruders. All in all, it looks as if getting the tower ready for use should be no problem.
Strike:
Except for the fact that the key jams in the lock, refusing to budge even an inch. Repairing it would require a great deal of skill, and trying to force it open would most likely ruin it completely. Night is approaching, there are rain clouds (and possibly bandits) on the horizon, and the new sentries will arrive in the morning. Unless the PCs find some way to get into the tower they may find themselves facing mocking laughter for quite some time.
Focus:
The PCs find the tower without trouble. Its location is perfect for spotting travelers or bandits from a long ways off. Originally designed to serve as a watch post for enemy armies, the tower is designed to thwart even the most determined intruders. All in all, it looks as if getting the tower ready for use should be no problem.
Strike:
Except for the fact that the key jams in the lock, refusing to budge even an inch. Repairing it would require a great deal of skill, and trying to force it open would most likely ruin it completely. Night is approaching, there are rain clouds (and possibly bandits) on the horizon, and the new sentries will arrive in the morning. Unless the PCs find some way to get into the tower they may find themselves facing mocking laughter for quite some time.
Scapegoat
Challenge:
Several local figures are murdered, and the PCs are asked to investigate.
Focus:
It seems that all of the murder victims were somehow connected to Satsuko, a Scorpion clerk who has been working in the area for a few months. Satsuko is not well liked by the locals, and most of the victims seem to have had some conflict with her in the past. There are also rumors that she was involved in a scandal with her former lover that ended badly.
Strike:
The real murderer is an Ikoma spy. He has orders to kill the Crane ambassador, and wishes to throw suspicion onto Satsuko in order to cover his tracks. The people he killed were merely innocent victims of his diabolical plan, and they will all go unavenged unless the PCs somehow uncover the truth.
Several local figures are murdered, and the PCs are asked to investigate.
Focus:
It seems that all of the murder victims were somehow connected to Satsuko, a Scorpion clerk who has been working in the area for a few months. Satsuko is not well liked by the locals, and most of the victims seem to have had some conflict with her in the past. There are also rumors that she was involved in a scandal with her former lover that ended badly.
Strike:
The real murderer is an Ikoma spy. He has orders to kill the Crane ambassador, and wishes to throw suspicion onto Satsuko in order to cover his tracks. The people he killed were merely innocent victims of his diabolical plan, and they will all go unavenged unless the PCs somehow uncover the truth.
Blood from a Stone
Challenge:
While traveling alone, one of the PCs hears a small voice calling for help. Upon further investigation, he finds that it is coming from a small stone statue that was discarded in the ditch by the side of the road.
Focus:
The spirit inside the statue thanks the PC profusely for helping him. It explains that it was once owned by a shugenja. Unfortunately, its master dropped it when he was fleeing from attackers, and never returned. The statue has been waiting many long years for a new master to rescue it, and it pledges to serve the PC faithfully out of gratitude.
Strike:
The statue is not inhabited by a kami, but by a kansen, and its shugenja master was actually a maho-tsukai. While the statue can give advice on a variety of subjects, the courses of action it suggests will ultimately lead the PC and those around him down a dark path. Unless the PC discovers its true nature, that is.
While traveling alone, one of the PCs hears a small voice calling for help. Upon further investigation, he finds that it is coming from a small stone statue that was discarded in the ditch by the side of the road.
Focus:
The spirit inside the statue thanks the PC profusely for helping him. It explains that it was once owned by a shugenja. Unfortunately, its master dropped it when he was fleeing from attackers, and never returned. The statue has been waiting many long years for a new master to rescue it, and it pledges to serve the PC faithfully out of gratitude.
Strike:
The statue is not inhabited by a kami, but by a kansen, and its shugenja master was actually a maho-tsukai. While the statue can give advice on a variety of subjects, the courses of action it suggests will ultimately lead the PC and those around him down a dark path. Unless the PC discovers its true nature, that is.
A Matter of Priorities
Challenge:
After performing some heroic deed, the PCs are invited to spend some time as honored guests at the court of the provincial governor.
Focus:
A general at the court approaches one of the PCs and explains that he wishes to convince the governor to station troops at a shrine on the border. He asks the PC to lend his support to the issue.
At the same time, the master of the very same shrine approaches a different member of the party and asks for support in opposing the general's plan, claiming that having soldiers near the shrine will disrupt the harmony of the spirits.
Strike:
The general and the master of the shrine are both right. There is no practical way to defend that section of the border and keep the spirits of the shrine pleased at the same time. The PCs will have to decide what is more important, and recommend the course of action that they believe will be best for all involved.
After performing some heroic deed, the PCs are invited to spend some time as honored guests at the court of the provincial governor.
Focus:
A general at the court approaches one of the PCs and explains that he wishes to convince the governor to station troops at a shrine on the border. He asks the PC to lend his support to the issue.
At the same time, the master of the very same shrine approaches a different member of the party and asks for support in opposing the general's plan, claiming that having soldiers near the shrine will disrupt the harmony of the spirits.
Strike:
The general and the master of the shrine are both right. There is no practical way to defend that section of the border and keep the spirits of the shrine pleased at the same time. The PCs will have to decide what is more important, and recommend the course of action that they believe will be best for all involved.
Supper Plate
Challenge:
One of the PCs discovers a wooden rice bowl in his traveling pack. He has never seen the rice bowl before, and has no recollection of how it may have gotten in his pack. Likewise, no one else in the party has seen it before either.
Focus:
If the PC keeps the rice bowl, he may notice later that his rations are disappearing more quickly than they normally would. If he tries to discard it or give it away, he finds it back among his possessions within a day or so. If he investigates further or attempts to destroy the mysterious item, the rice bowl reveals its true form - that of a young tanuki.
Strike:
The tanuki introduces himself as Rokuemon, and greets the PC as "(PC's name)-aniki." He explains that he wants to become a samurai one day, and has decided to follow in the PC's mighty footsteps. To that end, he insists on accompanying the PC wherever he goes (whether invited or not), and will not be satisfied until he learns the secrets of being a samurai. If the PC ever wishes to regain his lost privacy, he will have to deal with the incourrigible shapeshifter's strange quirks.
One of the PCs discovers a wooden rice bowl in his traveling pack. He has never seen the rice bowl before, and has no recollection of how it may have gotten in his pack. Likewise, no one else in the party has seen it before either.
Focus:
If the PC keeps the rice bowl, he may notice later that his rations are disappearing more quickly than they normally would. If he tries to discard it or give it away, he finds it back among his possessions within a day or so. If he investigates further or attempts to destroy the mysterious item, the rice bowl reveals its true form - that of a young tanuki.
Strike:
The tanuki introduces himself as Rokuemon, and greets the PC as "(PC's name)-aniki." He explains that he wants to become a samurai one day, and has decided to follow in the PC's mighty footsteps. To that end, he insists on accompanying the PC wherever he goes (whether invited or not), and will not be satisfied until he learns the secrets of being a samurai. If the PC ever wishes to regain his lost privacy, he will have to deal with the incourrigible shapeshifter's strange quirks.
More More Mujina
Challenge:
Dozens, perhaps even hundreds, of mujina converge on the city where the PCs happen to be staying. No one knows why so many of the creatures have gathered in one place, but as word of the damage they are causing spreads more and more mujina show up to join the fun.
Focus:
Eventually the chaos becomes so disruptive that the powers-that-be decide to abandon the area. It is hoped that the mujina will become bored if left to their own devices and leave of their own accord. How long that will take, and what damage they will inflict in the meantime, however, is unknown.
Strike:
Upset at the prospect of losing their "playmates" the mujina offer a compromise. If a number of samurai agree to spend one full day and one full night with the mujina rioters, the mujina will disperse. After they have had a chance to satisfy their mischievous urges, of course. If the PCs do not step forward for this honor, one of their superiors will ask them to do so in order to protect the other volunteers from harm.
Whether or not the mujina remember their promise after the time has elapsed, however, remains to be seen.
Dozens, perhaps even hundreds, of mujina converge on the city where the PCs happen to be staying. No one knows why so many of the creatures have gathered in one place, but as word of the damage they are causing spreads more and more mujina show up to join the fun.
Focus:
Eventually the chaos becomes so disruptive that the powers-that-be decide to abandon the area. It is hoped that the mujina will become bored if left to their own devices and leave of their own accord. How long that will take, and what damage they will inflict in the meantime, however, is unknown.
Strike:
Upset at the prospect of losing their "playmates" the mujina offer a compromise. If a number of samurai agree to spend one full day and one full night with the mujina rioters, the mujina will disperse. After they have had a chance to satisfy their mischievous urges, of course. If the PCs do not step forward for this honor, one of their superiors will ask them to do so in order to protect the other volunteers from harm.
Whether or not the mujina remember their promise after the time has elapsed, however, remains to be seen.
School Rivalry
Challenge:
The PCs are notified of several fights that have occured throughout the city, all involving members of two bushi schools. There have been no serious injuries, and very little property damage, but the disturbance is most unseemly. However, most magistrates in the city have seen countless fights between rival schools, and all advise the PCs to simply let the matter settle itself.
Focus:
As time goes on, though, it appears that the rivalry isn't going to settle itself. Instead of cooling off, the two schools seem to get even more worked up. Attacks increase in frequency and violence, until it is only a matter of time before someone gets killed. If that should happen the wronged school will surely seek their own private blood feud against the other, and the entire city will be plagued by violence.
Strike:
Trying to settle the rivalry through negotiation or mediation will prove quite difficult. This is because the two bushi schools aren't actually feuding with each other for any reason they are aware of. They are being manipulated by a pair of rival courtier schools. Until the true masterminds orchestrating the battle can be stopped, the game will continue. No matter how many pawns are lost in the process.
Bonus fun if you switch the clans of the bushi schools and the courtier schools they are being manipulated by. Or include four different clans for maximum chaos!
The PCs are notified of several fights that have occured throughout the city, all involving members of two bushi schools. There have been no serious injuries, and very little property damage, but the disturbance is most unseemly. However, most magistrates in the city have seen countless fights between rival schools, and all advise the PCs to simply let the matter settle itself.
Focus:
As time goes on, though, it appears that the rivalry isn't going to settle itself. Instead of cooling off, the two schools seem to get even more worked up. Attacks increase in frequency and violence, until it is only a matter of time before someone gets killed. If that should happen the wronged school will surely seek their own private blood feud against the other, and the entire city will be plagued by violence.
Strike:
Trying to settle the rivalry through negotiation or mediation will prove quite difficult. This is because the two bushi schools aren't actually feuding with each other for any reason they are aware of. They are being manipulated by a pair of rival courtier schools. Until the true masterminds orchestrating the battle can be stopped, the game will continue. No matter how many pawns are lost in the process.
Bonus fun if you switch the clans of the bushi schools and the courtier schools they are being manipulated by. Or include four different clans for maximum chaos!
Coffee Hour
Challenge:
A Mantis captain presents the PCs or one of their superiors with an exotic drink known as 'khave,' brought from foreign lands. It is unlike anything currently available in the Empire, although some Unicorn and Mantis sailors may be familiar with its distinctive smell.
Focus:
Samurai who partake of the drink invariably remark on its strong, bitter flavor, and many express a strong dislike of the beverage. All the same, the increased energy and mental vitality that the drink provides causes many to seek a second (or even third) serving.
Strike:
Some courtiers talk of having the strange drink outlawed, saying that it is harmful to the mind and spirit. Others say that the ban on foreign trade should be lifted so that more of the wondrous khave beans can be brought into Rokugan. The PCs will have to decide which point of view they hold, and just how far they will go in supporting it.
A Mantis captain presents the PCs or one of their superiors with an exotic drink known as 'khave,' brought from foreign lands. It is unlike anything currently available in the Empire, although some Unicorn and Mantis sailors may be familiar with its distinctive smell.
Focus:
Samurai who partake of the drink invariably remark on its strong, bitter flavor, and many express a strong dislike of the beverage. All the same, the increased energy and mental vitality that the drink provides causes many to seek a second (or even third) serving.
Strike:
Some courtiers talk of having the strange drink outlawed, saying that it is harmful to the mind and spirit. Others say that the ban on foreign trade should be lifted so that more of the wondrous khave beans can be brought into Rokugan. The PCs will have to decide which point of view they hold, and just how far they will go in supporting it.
The Words of Silence
Challenge:
Upon arriving at Winter Court, the PCs catch sight of a mysterious figure in a grey cloak and white mask. He does not speak, and avoids conversation with others. After a while it becomes clear that no one knows anything about him. The guards are able to reveal that his name is Fugo and confirm he has an invitation to court, but even they know no more than that.
Focus:
Rumors and speculation about Fugo spread quickly. He is a Scorpion spy. He is an Otomo on a secret mission. He is a ronin. He is criminal blackmailing the host to keep silent about his past. He is a wandering monk with a vow of silence. He is a bog hag. He is a Fortune in mortal form. He is a ghost. He is a samurai from the future who has somehow traveled back in time to prevent a horrible tragedy from occuring. The entire court soon becomes obsessed with Fugo's identity, and an informal contest is started, with a prize offered to the first one who can discover who he really is.
Strike:
Fugo is actually a heimin, and is the lover of the host's daughter, Shizuka. Even though she knows their relationship is forbidden, she could not bear to spend the winter without him, and smuggled him into the Court in secret. They both know the consequences if he is caught, and the attention that he has gathered has made them quite nervous. If Shizuka confides in the PCs they will have to decide what to do with this information, and also what to do about the situation.
Don't forget the possibility that Fugo may not actually be mute...
Upon arriving at Winter Court, the PCs catch sight of a mysterious figure in a grey cloak and white mask. He does not speak, and avoids conversation with others. After a while it becomes clear that no one knows anything about him. The guards are able to reveal that his name is Fugo and confirm he has an invitation to court, but even they know no more than that.
Focus:
Rumors and speculation about Fugo spread quickly. He is a Scorpion spy. He is an Otomo on a secret mission. He is a ronin. He is criminal blackmailing the host to keep silent about his past. He is a wandering monk with a vow of silence. He is a bog hag. He is a Fortune in mortal form. He is a ghost. He is a samurai from the future who has somehow traveled back in time to prevent a horrible tragedy from occuring. The entire court soon becomes obsessed with Fugo's identity, and an informal contest is started, with a prize offered to the first one who can discover who he really is.
Strike:
Fugo is actually a heimin, and is the lover of the host's daughter, Shizuka. Even though she knows their relationship is forbidden, she could not bear to spend the winter without him, and smuggled him into the Court in secret. They both know the consequences if he is caught, and the attention that he has gathered has made them quite nervous. If Shizuka confides in the PCs they will have to decide what to do with this information, and also what to do about the situation.
Don't forget the possibility that Fugo may not actually be mute...
It Started in a Sake House...
Challenge:
Three samurai walk into a sake house where the PCs are enjoying a drink. They glance around the room before finally moving toward the table where the PCs are sitting. Greeting the PCs casually, they sit down regardless of whether the PCs invite them to or not.
Focus:
The three samurai drink and smile as if enjoying themselves, and advise the PCs to do the same. Any failure to cooperate, they warn, will result in the deaths of their loved ones. They have kidnapped several of the party members' friends and relatives, and can even produce proof that the hostages are in their custody if it is necessary to persuade the PCs to sit quietly. That's all the PCs have to do. Sit quietly and wait until dawn.
Strike:
If the PCs ask the right questions they are able to learn quite a bit about the motives of the three samurai. They serve the younger brother of the local governor, and are assisting their master in a coup. They have soldiers closing in on several targets, while agents like themselves keep other potential heroes from interfering. Eventually the only thing left for the PCs to learn before they can safely take action is the location where their loved ones are being held hostage. But time is running out...
Three samurai walk into a sake house where the PCs are enjoying a drink. They glance around the room before finally moving toward the table where the PCs are sitting. Greeting the PCs casually, they sit down regardless of whether the PCs invite them to or not.
Focus:
The three samurai drink and smile as if enjoying themselves, and advise the PCs to do the same. Any failure to cooperate, they warn, will result in the deaths of their loved ones. They have kidnapped several of the party members' friends and relatives, and can even produce proof that the hostages are in their custody if it is necessary to persuade the PCs to sit quietly. That's all the PCs have to do. Sit quietly and wait until dawn.
Strike:
If the PCs ask the right questions they are able to learn quite a bit about the motives of the three samurai. They serve the younger brother of the local governor, and are assisting their master in a coup. They have soldiers closing in on several targets, while agents like themselves keep other potential heroes from interfering. Eventually the only thing left for the PCs to learn before they can safely take action is the location where their loved ones are being held hostage. But time is running out...
L5R Noir
Challenge:
The PCs are serving as magistrates in a large city when a young woman approaches them. Her father recently comitted suicide, but she believes that he was murdered. She tearfully asks the PCs to investigate.
Focus:
While the girl's father appeared to be an upstanding member of the community, some investigation reveals that he was actually involved in a number of criminal activities. And had several enemies. The PCs eventually find themselves embroiled in a web of blackmail plots, smuggling rings, and underworld murders.
Strike:
If the PCs dig deep enough they learn a horrifying truth. The murder was perpetrated by the girl herself. She opposed her father's intention to retire to a monastic lifestyle, and wanted to keep his network of shady dealings in operation. Hiring the PCs was simply a ruse, as she wanted to keep her competitors off balance while she consolidated her power as the new head of her father's syndicate. Finding a way to actually prove her guilt, however, may be extremely difficult.
The PCs are serving as magistrates in a large city when a young woman approaches them. Her father recently comitted suicide, but she believes that he was murdered. She tearfully asks the PCs to investigate.
Focus:
While the girl's father appeared to be an upstanding member of the community, some investigation reveals that he was actually involved in a number of criminal activities. And had several enemies. The PCs eventually find themselves embroiled in a web of blackmail plots, smuggling rings, and underworld murders.
Strike:
If the PCs dig deep enough they learn a horrifying truth. The murder was perpetrated by the girl herself. She opposed her father's intention to retire to a monastic lifestyle, and wanted to keep his network of shady dealings in operation. Hiring the PCs was simply a ruse, as she wanted to keep her competitors off balance while she consolidated her power as the new head of her father's syndicate. Finding a way to actually prove her guilt, however, may be extremely difficult.
The Truth Hurts
Challenge:
The PC in question is approached by a young woman while walking through the marketplace. She asks the PC if he would be so kind as to help her find her way around town, as it is her first visit to the city. She was sent by her father to run a number of errands, but she fears that she will be unable to complete any of them unless she has some help, and dreads the thought of disappointing him by returning home in failure.
Focus:
The young woman's errands take her to several places around the city, and she apologizes profusely to the PC for causing him such trouble after each stop. After reaching the last destination on her list, the woman smiles at him warmly and offers to give him a gift in exchange for his kindness. She enters the building, then emerges again after a few minutes carrying a bundle wrapped in silk cloth. Inside is a jade netsuke charm shaped like a cat, which she insists the PC take as a token of her eternal gratitude.
Strike:
The next morning the PC is awoken by a group of magistrates knocking on his door. They ask him if he knows anything about the wanted criminal known as Ryoko. They demand to know where the two of them went together, what he was doing in such shady areas, and just how much assistance he gave her as she embarked on her crime spree. They are especially interested in whether or not he received any sort of payment from her for his role in the caper. Unless the PC can convince the magistrates that the truth isn't as incriminating as it sounds, he could face extremely serious consequences.
The PC in question is approached by a young woman while walking through the marketplace. She asks the PC if he would be so kind as to help her find her way around town, as it is her first visit to the city. She was sent by her father to run a number of errands, but she fears that she will be unable to complete any of them unless she has some help, and dreads the thought of disappointing him by returning home in failure.
Focus:
The young woman's errands take her to several places around the city, and she apologizes profusely to the PC for causing him such trouble after each stop. After reaching the last destination on her list, the woman smiles at him warmly and offers to give him a gift in exchange for his kindness. She enters the building, then emerges again after a few minutes carrying a bundle wrapped in silk cloth. Inside is a jade netsuke charm shaped like a cat, which she insists the PC take as a token of her eternal gratitude.
Strike:
The next morning the PC is awoken by a group of magistrates knocking on his door. They ask him if he knows anything about the wanted criminal known as Ryoko. They demand to know where the two of them went together, what he was doing in such shady areas, and just how much assistance he gave her as she embarked on her crime spree. They are especially interested in whether or not he received any sort of payment from her for his role in the caper. Unless the PC can convince the magistrates that the truth isn't as incriminating as it sounds, he could face extremely serious consequences.
I felt the Earth Move
Challenge:
One of the PCs (or one of their allies) is about to be married. The event is cause for great celebration, for in addition to the political benefits to both families, the bride and groom are actually quite fond of one another. A better match could not be asked for.
Focus:
On the morning of the ceremony, however, an earthquake strikes. While there is little loss of life, several people are injured, and there is also a great deal of property damage. To go ahead with the wedding after such an obvious omen against it would be ill advised, and the ceremony is "postponed." In reality, it is all but canceled.
Strike:
If the PCs investigate, they will find several people who would benefit from the cancelation of the wedding. A dejected suitor. A political rival. A jealous cousin. Any of them could have hired a shugenja to cause the earthquake. But which one was it? Or was it any of them at all? Perhaps the disaster was caused by another enemy - one who waits beneath the ground for his chance to strike.
One of the PCs (or one of their allies) is about to be married. The event is cause for great celebration, for in addition to the political benefits to both families, the bride and groom are actually quite fond of one another. A better match could not be asked for.
Focus:
On the morning of the ceremony, however, an earthquake strikes. While there is little loss of life, several people are injured, and there is also a great deal of property damage. To go ahead with the wedding after such an obvious omen against it would be ill advised, and the ceremony is "postponed." In reality, it is all but canceled.
Strike:
If the PCs investigate, they will find several people who would benefit from the cancelation of the wedding. A dejected suitor. A political rival. A jealous cousin. Any of them could have hired a shugenja to cause the earthquake. But which one was it? Or was it any of them at all? Perhaps the disaster was caused by another enemy - one who waits beneath the ground for his chance to strike.
The Goblin festival of Flying Stones
Challenge:
Next to the Festival of Long Sticks, the Festival of Flying Stones is one of the major events of the goblin calendar. Teams of goblin chuckers throw stones at one another in an attempt to be the last group with a member standing. With Uulhan still seeking to prove that his band of goblins can be useful members of Rokugani society, he invites the PCs to face his chuckers in a friendly match. He hopes that a demonstration of their skill and discipline will convince people that goblins can be more than just savage monsters.
If your PCs have had nothing to do with Uulhan and his goblins you may use a pack of ratlings instead. Evidently the festival has ancient origins, and has spread across multiple cultures.
Focus:
Shortly before the match, the PCs learn that several bets have been made on the outcome of the contest. Most peasants favor the goblins, as they believe the creatures are fearsome monsters. One individual, however, has made a rather sizeable bet on the PCs. If they win, he stands to gain quite a lot of money. If the PCs investigate, they find that the wager was placed by one of their biggest political rivals.
Strike:
The match will continue for two hours, or until either team admits defeat. If the PCs acknowledge the goblins as the superior team, they will deprive their rival of his winnings, but also lose face for being bested by goblins. If Uulhan admits defeat, the PCs will gain glory, but will also have to watch out for whatever dread purpose their rival puts his ill-gotten gains toward. If they hold out against the goblins for the full two hours without either team gaining the upper hand, though, they just might be able to end the contest in a draw.
Next to the Festival of Long Sticks, the Festival of Flying Stones is one of the major events of the goblin calendar. Teams of goblin chuckers throw stones at one another in an attempt to be the last group with a member standing. With Uulhan still seeking to prove that his band of goblins can be useful members of Rokugani society, he invites the PCs to face his chuckers in a friendly match. He hopes that a demonstration of their skill and discipline will convince people that goblins can be more than just savage monsters.
If your PCs have had nothing to do with Uulhan and his goblins you may use a pack of ratlings instead. Evidently the festival has ancient origins, and has spread across multiple cultures.
Focus:
Shortly before the match, the PCs learn that several bets have been made on the outcome of the contest. Most peasants favor the goblins, as they believe the creatures are fearsome monsters. One individual, however, has made a rather sizeable bet on the PCs. If they win, he stands to gain quite a lot of money. If the PCs investigate, they find that the wager was placed by one of their biggest political rivals.
Strike:
The match will continue for two hours, or until either team admits defeat. If the PCs acknowledge the goblins as the superior team, they will deprive their rival of his winnings, but also lose face for being bested by goblins. If Uulhan admits defeat, the PCs will gain glory, but will also have to watch out for whatever dread purpose their rival puts his ill-gotten gains toward. If they hold out against the goblins for the full two hours without either team gaining the upper hand, though, they just might be able to end the contest in a draw.
Sweets for the Sweet
Challenge:
Kawachi, a famed and skilled chef, has started to court the lovely maiden Eriko. Knowing of her love for delicious deserts, he has made her several sweet cakes. Of course, it would be improper to give cakes to her alone, so he makes cakes for several other members of the community as well, including his friends the PCs. The special cakes he has made her, however, are certain to convey his feelings with their exquisite sweetness.
Focus:
True to his word, Kawachi sends one of his servants to deliver the cakes to the PCs the next day. But no sooner have the cakes arrived than Kawachi himself bursts in the door warning the PCs not to eat them. It seems that he also made cakes containing treats for Eriko's pet, Hana (a bird, a reptile, a dog, or other creature). While he made certain to decorate the special cakes for Eriko in a distinctive way, he forgot to give the ones for Hana the same treatment before his servants delivered them.
Strike:
Kawachi sent cakes to a number of people around town. Some are his friends. Some are Eriko's friends. Some are influential people around town. There's really no way to know which one of them received the rice cakes with raw fish (or crickets, or tree bark) inside. Unless they are found before the recipient eats them, Kawachi could find himself in a lot of trouble, and he begs the PCs to help him before it is too late.
Kawachi, a famed and skilled chef, has started to court the lovely maiden Eriko. Knowing of her love for delicious deserts, he has made her several sweet cakes. Of course, it would be improper to give cakes to her alone, so he makes cakes for several other members of the community as well, including his friends the PCs. The special cakes he has made her, however, are certain to convey his feelings with their exquisite sweetness.
Focus:
True to his word, Kawachi sends one of his servants to deliver the cakes to the PCs the next day. But no sooner have the cakes arrived than Kawachi himself bursts in the door warning the PCs not to eat them. It seems that he also made cakes containing treats for Eriko's pet, Hana (a bird, a reptile, a dog, or other creature). While he made certain to decorate the special cakes for Eriko in a distinctive way, he forgot to give the ones for Hana the same treatment before his servants delivered them.
Strike:
Kawachi sent cakes to a number of people around town. Some are his friends. Some are Eriko's friends. Some are influential people around town. There's really no way to know which one of them received the rice cakes with raw fish (or crickets, or tree bark) inside. Unless they are found before the recipient eats them, Kawachi could find himself in a lot of trouble, and he begs the PCs to help him before it is too late.
Unholy Matrimony
Challenge:
Two young samurai are about to be married. While the PCs are not invited to the ceremony itself, they are asked to entertain guests and receive gifts on the couple's behalf. Things go smoothly until just a few minutes before the ceremony, when a lone samurai from a small family in a minor Clan runs up shouting "Stop! Stop the wedding!"
Focus:
The samurai ignores the PCs, and does his best to fight past them if they get involved. If restrained he continues shouting, crying out that the wedding must be stopped and that the groom is an oni in disguise. By the time either he or the PCs are able to get to the ceremony, however, the wedding is already complete.
Strike:
The bride seems unconcerned by the revelation that her new husband is actually an oni. For she is an oni too. As the two sprout wings from their backs and fly away the samurai lets out a sorrowful wail. He reveals that the wedding ceremony involved calling on the Fortunes to smile upon the couple's union. Now that the oni have received such a blessing their progeny will be all but unstoppable. Determined to end the threat that the oni may cause, he demands that the PCs accompany him on his mission to find the oni and slay them.
Two young samurai are about to be married. While the PCs are not invited to the ceremony itself, they are asked to entertain guests and receive gifts on the couple's behalf. Things go smoothly until just a few minutes before the ceremony, when a lone samurai from a small family in a minor Clan runs up shouting "Stop! Stop the wedding!"
Focus:
The samurai ignores the PCs, and does his best to fight past them if they get involved. If restrained he continues shouting, crying out that the wedding must be stopped and that the groom is an oni in disguise. By the time either he or the PCs are able to get to the ceremony, however, the wedding is already complete.
Strike:
The bride seems unconcerned by the revelation that her new husband is actually an oni. For she is an oni too. As the two sprout wings from their backs and fly away the samurai lets out a sorrowful wail. He reveals that the wedding ceremony involved calling on the Fortunes to smile upon the couple's union. Now that the oni have received such a blessing their progeny will be all but unstoppable. Determined to end the threat that the oni may cause, he demands that the PCs accompany him on his mission to find the oni and slay them.
Call of the Wild
Challenge:
One of the PCs is approached by a friend, who asks him for help. He is concerned about his adopted son, Yasei. The boy is almost an adult, but he still acts strangely, staring off into space, becoming aggitated easily, wandering off into the woods alone for long periods of time, and even crying out in his sleep. The PCs are asked to keep an eye on the boy in order to see what might be troubling him.
Focus:
Yasei's adopted parents eventually decide to hold a party to commemorate the day they found him on their doorstep, in the hopes that it will shake him out of his strange mood. They ask the PCs to attend, both out of thanks for their assistance and because Yasei looks up to them. Everything seems to go well, and Yasei even relaxes more than usual. Then, suddenly, he jumps up in the middle of dinner and runs off into the darkened forest.
Strike:
If the PCs manage to track down Yasei, they find him kneeling in front of a great golden hound. The hound reveals that she is a shapeshifter, and Yasei's mother. Exactly fifteen years ago she gave birth to the son of a human, but she had to abandon that child or risk being forever trapped in the world of mortals. Now, on the cusp of adulthood, Yasei must choose whether he will remain with the family that has raised him and become fully human or embrace his wild instincts and enter the realm of animals as a dog spirit.
One of the PCs is approached by a friend, who asks him for help. He is concerned about his adopted son, Yasei. The boy is almost an adult, but he still acts strangely, staring off into space, becoming aggitated easily, wandering off into the woods alone for long periods of time, and even crying out in his sleep. The PCs are asked to keep an eye on the boy in order to see what might be troubling him.
Focus:
Yasei's adopted parents eventually decide to hold a party to commemorate the day they found him on their doorstep, in the hopes that it will shake him out of his strange mood. They ask the PCs to attend, both out of thanks for their assistance and because Yasei looks up to them. Everything seems to go well, and Yasei even relaxes more than usual. Then, suddenly, he jumps up in the middle of dinner and runs off into the darkened forest.
Strike:
If the PCs manage to track down Yasei, they find him kneeling in front of a great golden hound. The hound reveals that she is a shapeshifter, and Yasei's mother. Exactly fifteen years ago she gave birth to the son of a human, but she had to abandon that child or risk being forever trapped in the world of mortals. Now, on the cusp of adulthood, Yasei must choose whether he will remain with the family that has raised him and become fully human or embrace his wild instincts and enter the realm of animals as a dog spirit.
Letting Go
Challenge:
A well-liked member of Court and ally of the PCs succumbs to illness and dies, leaving behind his beloved wife and two young children. As the news of his death spreads many of his friends and relatives grieve, saddened by the loss of such a noble and generous soul.
Focus:
Hearing the tearful sobbing of his wife, the spirit of the courtier lingers in the mortal realm. At first he appears only as a disembodied voice, but over time he is able to manifest as a faint spirit, and conforts his wife and children by doing so.
Unfortunately, staying in the mortal realm is dangerous for a spirit. He should move on to the next world, but he will be unable to do so as long as he sees his family in emotional pain.
Strike:
Plans are made to hold a grand party that will conicide with the funeral ceremony, allowing everyone to remember the good times they shared with the courtier and rejoice in his ascencion to a new realm. The widow asks the PCs to help her make the necessary arrangements, as it is all she can to to keep from breaking down and crying. Of course, care must be taken to balance tradition and decorum against the need to show the courtier's spirit that his family will be capable of finding happiness once again.
A well-liked member of Court and ally of the PCs succumbs to illness and dies, leaving behind his beloved wife and two young children. As the news of his death spreads many of his friends and relatives grieve, saddened by the loss of such a noble and generous soul.
Focus:
Hearing the tearful sobbing of his wife, the spirit of the courtier lingers in the mortal realm. At first he appears only as a disembodied voice, but over time he is able to manifest as a faint spirit, and conforts his wife and children by doing so.
Unfortunately, staying in the mortal realm is dangerous for a spirit. He should move on to the next world, but he will be unable to do so as long as he sees his family in emotional pain.
Strike:
Plans are made to hold a grand party that will conicide with the funeral ceremony, allowing everyone to remember the good times they shared with the courtier and rejoice in his ascencion to a new realm. The widow asks the PCs to help her make the necessary arrangements, as it is all she can to to keep from breaking down and crying. Of course, care must be taken to balance tradition and decorum against the need to show the courtier's spirit that his family will be capable of finding happiness once again.
Fortune's Fool
Challenge:
While on the road, the party meets a fortune teller, who specializes in matters of romance. She claims to be able to see the red threads of fate that bind true lovers together, and can predict one's future happiness based upon how smooth or tangled that thread may be.
Focus:
Even if no PC is willing to try, the NPC in your group can certainly be interested. The fortune teller interprets most queries as requests for information.
While none of the fortunes are dire, they are not especially optimistic either. In order to help the travelers secure better futures, the fortune teller offers them lucky charms at a very reasonable price.
Strike:
The fortune teller is actually Ginjo, a Pekkle no Oni who has a history of trying to bring innocent people to ruin through her trickery. The charms she offers will not bring love, but attract all sorts of misfortune. Beset by everything from animal attacks to freak thunderstorms, can the party even make it to their destination in one piece?
While on the road, the party meets a fortune teller, who specializes in matters of romance. She claims to be able to see the red threads of fate that bind true lovers together, and can predict one's future happiness based upon how smooth or tangled that thread may be.
Focus:
Even if no PC is willing to try, the NPC in your group can certainly be interested. The fortune teller interprets most queries as requests for information.
While none of the fortunes are dire, they are not especially optimistic either. In order to help the travelers secure better futures, the fortune teller offers them lucky charms at a very reasonable price.
Strike:
The fortune teller is actually Ginjo, a Pekkle no Oni who has a history of trying to bring innocent people to ruin through her trickery. The charms she offers will not bring love, but attract all sorts of misfortune. Beset by everything from animal attacks to freak thunderstorms, can the party even make it to their destination in one piece?
Mercenary
Challenge:
The PCs find the remains of a Unicorn (or Crane, depending on where they are) patrol's campsite. As they approach they find that all of the soldiers in the squad are dead. There are only minimal signs of a struggle, and it looks as if they were killed in the middle of the evening with little warning.
Focus:
A few days later, the PCs encounter another campsite littered with the bodies of dead soldiers. This time, however, the soldiers are from the Crane Clan. The conditions of their deaths seem to be eerily similar to the samurai at the previous camp, and trained investigators will even be able to find evidence that the same individuals were involved.
If you wish, they may also find a third campsite, just like the previous two, with more victims from either the Crane or the Unicorn. This may help drive home the idea that there is a pattern to these deaths.
Strike:
The culprits are a group of Scorpion samurai. Only too happy to profit from another Clan's war, they have taken contracts from both the Crane and the Unicorn. Eventually they will have to choose one side or the other, but until their handiwork is discovered they will continue to accept payment from either.
Unfortunately, the PCs have seen evidence of their duplicitious ways, and cannot be allowed to take such news to the Unicorn or Crane. One night soon they may find a group of weary Scorpions seeking shelter at their own camp...
If you wish for the Scorpion Clan to be less duplicitous in this situation, you can substitute a band of ronin mercenaries instead
The PCs find the remains of a Unicorn (or Crane, depending on where they are) patrol's campsite. As they approach they find that all of the soldiers in the squad are dead. There are only minimal signs of a struggle, and it looks as if they were killed in the middle of the evening with little warning.
Focus:
A few days later, the PCs encounter another campsite littered with the bodies of dead soldiers. This time, however, the soldiers are from the Crane Clan. The conditions of their deaths seem to be eerily similar to the samurai at the previous camp, and trained investigators will even be able to find evidence that the same individuals were involved.
If you wish, they may also find a third campsite, just like the previous two, with more victims from either the Crane or the Unicorn. This may help drive home the idea that there is a pattern to these deaths.
Strike:
The culprits are a group of Scorpion samurai. Only too happy to profit from another Clan's war, they have taken contracts from both the Crane and the Unicorn. Eventually they will have to choose one side or the other, but until their handiwork is discovered they will continue to accept payment from either.
Unfortunately, the PCs have seen evidence of their duplicitious ways, and cannot be allowed to take such news to the Unicorn or Crane. One night soon they may find a group of weary Scorpions seeking shelter at their own camp...
If you wish for the Scorpion Clan to be less duplicitous in this situation, you can substitute a band of ronin mercenaries instead
A Warrior's Purpose
Challenge:
After years of smirmishes and open warfare, two families finally come to terms and agree to end hostilities. Peace has finally become a reality. As part of their dedication to the alliance they have formed, both families set about demilitarizing their borders.
Focus:
When the PCs deliver this great news to one of the generals on the front line, however, he is less than pleased. Battle is the only life that Furukabu has ever known. It is his passion, his reason for living. Now his daimyo wants him to become an ambassador? He flies into a rage, listing his many accomplishments as a soldier, and challenges the PCs to name anything greater that he could do in Court.
Strike:
Furukabu wants to be remembered as a man who contributed to his Clan's success - not as an ineffectual fop. He does not believe anything a courtier could say or do would ever equal the worth of a soldier. Unless the PCs can find some way to convince him that he can continue to make a difference for his Clan and his family, even in peacetime, he will take his own life, and ask the PCs to present his head to his daimyo in person.
After years of smirmishes and open warfare, two families finally come to terms and agree to end hostilities. Peace has finally become a reality. As part of their dedication to the alliance they have formed, both families set about demilitarizing their borders.
Focus:
When the PCs deliver this great news to one of the generals on the front line, however, he is less than pleased. Battle is the only life that Furukabu has ever known. It is his passion, his reason for living. Now his daimyo wants him to become an ambassador? He flies into a rage, listing his many accomplishments as a soldier, and challenges the PCs to name anything greater that he could do in Court.
Strike:
Furukabu wants to be remembered as a man who contributed to his Clan's success - not as an ineffectual fop. He does not believe anything a courtier could say or do would ever equal the worth of a soldier. Unless the PCs can find some way to convince him that he can continue to make a difference for his Clan and his family, even in peacetime, he will take his own life, and ask the PCs to present his head to his daimyo in person.
BY REQUEST: CHALLENGES BY ISAWA NAZOMITSU - WEEK #120
The Skills of the Empire
Challenge:
The PCs' supervisor asks them to help him complete a historical document he is compiling. It is a record of everyday life, the arts of the samurai, and the strengths of the Clans. As such, he would like them to demonstrate the skills that a typical member of their Clan would know upon completing basic training. It is not a major undertaking, but it will be kept in the Miya Libraries for postertity, and they can bring glory to their families by participating.
Focus:
The project is structured rather like a tournament, with each participant showing off their skill in a variety of areas. Mock battles are held, tests administered, and challenging tasks presented. At first the atmosphere is rather sedate, but as more spectators gather to watch the process the tension rises, and the PCs are encouraged to uphold the reputations of their Clans.
Strike:
Just as the treatise is almost complete, the Miya scribe is attacked by a maho-tsukai, and his work stolen. If the maho-tsukai and his followers are able to take the report back to the Shadowlands the Lost will have a source of valuable information on the current training of the Clans. The PCs are asked to track down the band of villains. But will they be able to defeat someone who knows all their strengths and weaknesses?
The PCs' supervisor asks them to help him complete a historical document he is compiling. It is a record of everyday life, the arts of the samurai, and the strengths of the Clans. As such, he would like them to demonstrate the skills that a typical member of their Clan would know upon completing basic training. It is not a major undertaking, but it will be kept in the Miya Libraries for postertity, and they can bring glory to their families by participating.
Focus:
The project is structured rather like a tournament, with each participant showing off their skill in a variety of areas. Mock battles are held, tests administered, and challenging tasks presented. At first the atmosphere is rather sedate, but as more spectators gather to watch the process the tension rises, and the PCs are encouraged to uphold the reputations of their Clans.
Strike:
Just as the treatise is almost complete, the Miya scribe is attacked by a maho-tsukai, and his work stolen. If the maho-tsukai and his followers are able to take the report back to the Shadowlands the Lost will have a source of valuable information on the current training of the Clans. The PCs are asked to track down the band of villains. But will they be able to defeat someone who knows all their strengths and weaknesses?
The Crane and the Frog
Challenge:
One of the PCs finds himself being pursued by two ladies. One woman is beautiful, elegant, and refined, but also vain and shallow. The other is plain, chubby, and simple, but has a generous spirit and warm sense of humor.
Focus:
Both ladies do their best to capture the PC's heart. The "Crane" tries to lure him with romantic advances. The "Frog" attempts to appeal to his greed, offering gifts and favors. The beautiful woman pretends to be weak, depending on him for support. The chubby woman does her best to help cheer up the PC whenever he is down.
Strike:
Neither woman is actually interested in the PC. They are friends, and have made a wager as to which of them the PC would prefer. If he resists their advances they merely try harder. As soon as he shows favor to one or the other, however, they end the test and share the information with their lady friends. Unless the PC is careful, he may find unpleasant rumors about his taste in woman circulating around the Court...
One of the PCs finds himself being pursued by two ladies. One woman is beautiful, elegant, and refined, but also vain and shallow. The other is plain, chubby, and simple, but has a generous spirit and warm sense of humor.
Focus:
Both ladies do their best to capture the PC's heart. The "Crane" tries to lure him with romantic advances. The "Frog" attempts to appeal to his greed, offering gifts and favors. The beautiful woman pretends to be weak, depending on him for support. The chubby woman does her best to help cheer up the PC whenever he is down.
Strike:
Neither woman is actually interested in the PC. They are friends, and have made a wager as to which of them the PC would prefer. If he resists their advances they merely try harder. As soon as he shows favor to one or the other, however, they end the test and share the information with their lady friends. Unless the PC is careful, he may find unpleasant rumors about his taste in woman circulating around the Court...
To Hunt a Spy
Challenge:
Upon arriving in Shiro Akodo, the PCs are greeted by a Lion courtier with a grim expression. He ushers them into a private chamber before revealing shocking news. He has reason to believe that there is a spy somewhere in the castle, and he would like the PCs to help him carry out his search.
Focus:
The courtier reveals that the spy could be anyone already in the castle - no one is above suspicion. Only the PCs and any other recent arrivals can be excluded from the search.
Unfortunately, he knows little about the spy, but he does have a few leads. The spy is said to have a scar on his or her back. The spy has an aversion to wasabi (horseradish). The spy comes from an area with a different dialect and doesn't know the difference between "hakuchi" (stupid) and "hakubi" (stupendous).
It's not much information, but he hopes that with the skills and insights of the PCs it will be enough.
Strike:
The spy is actually the courtier who met the PCs upon their arrival. He asked the PCs to investigate in order to keep them busy while he went through their things, and came up with phony information to send them on a wild goose chase that would cast doubt on their reliability. While they accost their Akodo hosts, he intends to send information about them to their rivals.
Upon arriving in Shiro Akodo, the PCs are greeted by a Lion courtier with a grim expression. He ushers them into a private chamber before revealing shocking news. He has reason to believe that there is a spy somewhere in the castle, and he would like the PCs to help him carry out his search.
Focus:
The courtier reveals that the spy could be anyone already in the castle - no one is above suspicion. Only the PCs and any other recent arrivals can be excluded from the search.
Unfortunately, he knows little about the spy, but he does have a few leads. The spy is said to have a scar on his or her back. The spy has an aversion to wasabi (horseradish). The spy comes from an area with a different dialect and doesn't know the difference between "hakuchi" (stupid) and "hakubi" (stupendous).
It's not much information, but he hopes that with the skills and insights of the PCs it will be enough.
Strike:
The spy is actually the courtier who met the PCs upon their arrival. He asked the PCs to investigate in order to keep them busy while he went through their things, and came up with phony information to send them on a wild goose chase that would cast doubt on their reliability. While they accost their Akodo hosts, he intends to send information about them to their rivals.
Black Rain
Challenge:
As the PCs are nearing a small village a rainstorm begins. Surprisingly, no sooner have the first few drops struck than the villagers begin scrambling to get indoors. Rushing from the fields, they scream to the PCs to get indoors before it is too late.
Focus:
The villagers explain that a demon has been plaguing their village for quite some time. It only appears when it is raining, as if summoned by the rain. It kills anyone caught outside in a storm or shower, and has already defeated several brave heroes.
Now, with the rainy season just beginning, the monster is all but master of the area.
Strike:
The monster could be a water kansen, a spirit, some sort of Shadowlands beast, or even an oni. No matter what its nature, the rumors of its invulnerability are true. So long as it is raining the monster cannot be killed. The PCs must catch and hold it until the rain passes in order to defeat it once and for all.
As the PCs are nearing a small village a rainstorm begins. Surprisingly, no sooner have the first few drops struck than the villagers begin scrambling to get indoors. Rushing from the fields, they scream to the PCs to get indoors before it is too late.
Focus:
The villagers explain that a demon has been plaguing their village for quite some time. It only appears when it is raining, as if summoned by the rain. It kills anyone caught outside in a storm or shower, and has already defeated several brave heroes.
Now, with the rainy season just beginning, the monster is all but master of the area.
Strike:
The monster could be a water kansen, a spirit, some sort of Shadowlands beast, or even an oni. No matter what its nature, the rumors of its invulnerability are true. So long as it is raining the monster cannot be killed. The PCs must catch and hold it until the rain passes in order to defeat it once and for all.
To Repay a Service
Challenge:
While the PCs are traveling under the gaze of the noonday sun, a peasant boldly offers them refreshment to make their journey easier. He brings forth some cool tea and slices of melon, giving it to them freely. It is simply a gesture of hospitality from one who knows how unpleasant it can be to toil in the summer heat, and he asks for nothing in return.
Focus:
A few days later, the PCs see the same peasant hauled into the center of the town they are staying in by a group of samurai. He is accused of failing to pay the full amount of taxes required, and is sentenced to suffer 20 lashes.
Strike:
The PCs can intervene on the peasant's behalf, but they will need to take care of a number of issues before the problem is settled. First, the samurai overseeing the village will have to be convinced to let the PCs get involved in the first place. Then, there is the matter of the unpaid taxes. And someone will have to take the peasant's punishment - for it would not do to let the lower classes think that such a fate can be avoided easily.
While the PCs are traveling under the gaze of the noonday sun, a peasant boldly offers them refreshment to make their journey easier. He brings forth some cool tea and slices of melon, giving it to them freely. It is simply a gesture of hospitality from one who knows how unpleasant it can be to toil in the summer heat, and he asks for nothing in return.
Focus:
A few days later, the PCs see the same peasant hauled into the center of the town they are staying in by a group of samurai. He is accused of failing to pay the full amount of taxes required, and is sentenced to suffer 20 lashes.
Strike:
The PCs can intervene on the peasant's behalf, but they will need to take care of a number of issues before the problem is settled. First, the samurai overseeing the village will have to be convinced to let the PCs get involved in the first place. Then, there is the matter of the unpaid taxes. And someone will have to take the peasant's punishment - for it would not do to let the lower classes think that such a fate can be avoided easily.
The peter Principle
Challenge:
One of the PCs is summoned to meet with his superior. Upon arriving, he finds one of his rivals, his rival's uncle, and his superior all waiting for him.
Focus:
The PC's superior explains that, based on the recommendation of the PC's rival's uncle, he is considering the PC for an important position in his staff. It is a glorious job. But it is also one that the PC lacks the skills to perform! As the PC is asked to show off talents that he does not possess, his rival smirks silently.
Strike:
The PC is being set up for a fall. His rival's uncle wished to put his nephew forward for the position, but could not do so openly without seeming over-eager. He hopes that once the PC fails to distinguish himself, his nephew will be able to show off his skills and secure the appointment.
One of the PCs is summoned to meet with his superior. Upon arriving, he finds one of his rivals, his rival's uncle, and his superior all waiting for him.
Focus:
The PC's superior explains that, based on the recommendation of the PC's rival's uncle, he is considering the PC for an important position in his staff. It is a glorious job. But it is also one that the PC lacks the skills to perform! As the PC is asked to show off talents that he does not possess, his rival smirks silently.
Strike:
The PC is being set up for a fall. His rival's uncle wished to put his nephew forward for the position, but could not do so openly without seeming over-eager. He hopes that once the PC fails to distinguish himself, his nephew will be able to show off his skills and secure the appointment.
The Favor of the Brotherhood
Challenge:
Following a particularly damaging storm, the local daimyo asks a group of monks to build a temple to the Osano-Wo on his behalf. The monks are authorized to gather funds for the project from all the farms, markets, villages, and samurai estates in the province, and the PCs are assigned to escort them.
Focus:
It quickly becomes aparent that the monks show favor to some families over others. Those who have the monks' approval are asked to make only a token contribution. Others are required to donate much more. Indeed, it seems that political connections are the main factor in deciding how much a family is called upon to provide to the project.
Strike:
The PCs must decide what their honor demands in the face of this injustice. If they raise a fuss it is possible that their own social standing will suffer. On the other hand, if they do nothing they may be seen as condoning the monks' actions. And what if the contributions that the families of various PCs are asked to make are not equal?
Following a particularly damaging storm, the local daimyo asks a group of monks to build a temple to the Osano-Wo on his behalf. The monks are authorized to gather funds for the project from all the farms, markets, villages, and samurai estates in the province, and the PCs are assigned to escort them.
Focus:
It quickly becomes aparent that the monks show favor to some families over others. Those who have the monks' approval are asked to make only a token contribution. Others are required to donate much more. Indeed, it seems that political connections are the main factor in deciding how much a family is called upon to provide to the project.
Strike:
The PCs must decide what their honor demands in the face of this injustice. If they raise a fuss it is possible that their own social standing will suffer. On the other hand, if they do nothing they may be seen as condoning the monks' actions. And what if the contributions that the families of various PCs are asked to make are not equal?
Blue
Challenge:
The PCs are asked to investigate a robbery. The culprit stole a great deal of money, as well as a copy of the victim's ledger. Since the ledger contains a record of transactions made on behalf of a local Lord, it could give enemies an idea of his defenses.
Focus:
The only lead that the victim is able to provide is the color of the thief's kimono. When the robber reached around him from behind to hold a knife to his throat, he noticed that the villain was wearing a blue kimono.
Strike:
Try as they might, the PCs are unable to find anyone wearing a blue kimono. All of the Crane in the city are currently in mourning following the death of a respected sensei. Crab samurai are wearing grey and silver in commemoration of the birth of the original Kaiu. Only after all the leads have been exhausted does the victim admit that the blue he saw just might have been a deep purple. Or maybe it was a dirty green. Or a faded black...?
The PCs are asked to investigate a robbery. The culprit stole a great deal of money, as well as a copy of the victim's ledger. Since the ledger contains a record of transactions made on behalf of a local Lord, it could give enemies an idea of his defenses.
Focus:
The only lead that the victim is able to provide is the color of the thief's kimono. When the robber reached around him from behind to hold a knife to his throat, he noticed that the villain was wearing a blue kimono.
Strike:
Try as they might, the PCs are unable to find anyone wearing a blue kimono. All of the Crane in the city are currently in mourning following the death of a respected sensei. Crab samurai are wearing grey and silver in commemoration of the birth of the original Kaiu. Only after all the leads have been exhausted does the victim admit that the blue he saw just might have been a deep purple. Or maybe it was a dirty green. Or a faded black...?
Truth before Lord Moon
Challenge:
The PCs are invited to a moon-viewing party at the home of an influential courtier. The parties that she throws are known for being grand affairs, and a number of local figures are certain to be there.
Focus:
As the party starts, the host announces a game. Each guest is given a go stone. Whenever the moon is blocked by clouds guests may speak either lies or truth as they desire. When the moon is visible, however, those with white stones must tell the truth, and answer any question they are asked. Those with black stones may continue to choose between lies and truth freely. Naturally there is no penalty for lying in such a setting so long as one follows the rules of the game, which is intended in good fun.
Strike:
Several of the PCs' allies, rivals, love interests, business partners, and other acquaintances seek them out, hoping to wring some useful information out of them. The PCs are welcome to do the same - but should be careful to watch the moon before they ask or answer any question.
The PCs are invited to a moon-viewing party at the home of an influential courtier. The parties that she throws are known for being grand affairs, and a number of local figures are certain to be there.
Focus:
As the party starts, the host announces a game. Each guest is given a go stone. Whenever the moon is blocked by clouds guests may speak either lies or truth as they desire. When the moon is visible, however, those with white stones must tell the truth, and answer any question they are asked. Those with black stones may continue to choose between lies and truth freely. Naturally there is no penalty for lying in such a setting so long as one follows the rules of the game, which is intended in good fun.
Strike:
Several of the PCs' allies, rivals, love interests, business partners, and other acquaintances seek them out, hoping to wring some useful information out of them. The PCs are welcome to do the same - but should be careful to watch the moon before they ask or answer any question.
Bandit's Web
Challenge:
As the PCs approach the bandit camp, they hear some commotion. It seems that one or two members of the gang have not returned from foraging for food. Worried, the leader sends several members of the band out to search, including some of the meanest looking fighters and the ogres.
Be sure to make sure the PCs realize that with the bandits split up it would be the perfect opportunity to attack.
Focus:
If the PCs assault the bandit camp, the leader and the remaining thugs do their best to put up a decent fight. Alas, their reduced numbers are no match for the party's superior might. Raising the alarm, the leader and whatever remaning fighters remain at his side dash blindly into the forest.
Strike:
The chase takes the bandits and the PCs into the tangled web of a kumo. Sharp eyed characters may notice some fresh human remains on the ground. Evidently, this is where the missing members of the bandit gang ended up. The ravenous spider cares little for the conflict between the two sides, and will try to catch whatever victims it can - including the PCs.
To make matters worse, once the kumo is dead the ogres and swordsmen who went out to search for their missing friends catch up to their leader. With fresh reinforcements, he turns his attention back to the party's destruction.
As the PCs approach the bandit camp, they hear some commotion. It seems that one or two members of the gang have not returned from foraging for food. Worried, the leader sends several members of the band out to search, including some of the meanest looking fighters and the ogres.
Be sure to make sure the PCs realize that with the bandits split up it would be the perfect opportunity to attack.
Focus:
If the PCs assault the bandit camp, the leader and the remaining thugs do their best to put up a decent fight. Alas, their reduced numbers are no match for the party's superior might. Raising the alarm, the leader and whatever remaning fighters remain at his side dash blindly into the forest.
Strike:
The chase takes the bandits and the PCs into the tangled web of a kumo. Sharp eyed characters may notice some fresh human remains on the ground. Evidently, this is where the missing members of the bandit gang ended up. The ravenous spider cares little for the conflict between the two sides, and will try to catch whatever victims it can - including the PCs.
To make matters worse, once the kumo is dead the ogres and swordsmen who went out to search for their missing friends catch up to their leader. With fresh reinforcements, he turns his attention back to the party's destruction.
A Love Story Worthy of the Court
Challenge:
One of the PC's public declarations of love is received with great praise by the Court. The PC gains quite a bit of glory and recognition, and her (or his) work becomes the talk of the Court.
Focus:
The acclaim lasts for a while, but fades when a critic mentions that the PC's work seems a little hollow. It is certainly beautiful, but it lacks the passion and fire of someone in love, and he wonders aloud if the PC is actually in love with anyone at all, or simply trying to gain a reputation.
Strike:
Suddenly people become intensely interested in whether the object of the PC's affections is a real person or not. Eyes are on her all the time, searching for any sign that she could be in love or simply faking, and rumors abound as to who here lover really is. The PC can tip her hand and give the gossip mill something to talk about or play it cool and let people think her work was simply fictional.
One of the PC's public declarations of love is received with great praise by the Court. The PC gains quite a bit of glory and recognition, and her (or his) work becomes the talk of the Court.
Focus:
The acclaim lasts for a while, but fades when a critic mentions that the PC's work seems a little hollow. It is certainly beautiful, but it lacks the passion and fire of someone in love, and he wonders aloud if the PC is actually in love with anyone at all, or simply trying to gain a reputation.
Strike:
Suddenly people become intensely interested in whether the object of the PC's affections is a real person or not. Eyes are on her all the time, searching for any sign that she could be in love or simply faking, and rumors abound as to who here lover really is. The PC can tip her hand and give the gossip mill something to talk about or play it cool and let people think her work was simply fictional.
Diverted Attentions
Challenge:
After the PC recites a story or poem a prominent lady in the Court remarks that is sounds like the PC has romantic feelings for an unnamed woman. She points out a number of detains in the PC's work that seem to support her theory, and, whether the PC intended for it to be interpreted in such a manner or not, it certainly seems that her idea holds water.
Focus:
The lady jokingly mentions that she would certainly be flattered if the PC had such feelings about her. Then she slyly covers her face with her fan as if she had just revealed a great secret.
Over the next few days the lady makes several advances toward the PC, trying to win his affections. If she is unsuccessful she turns to other methods. A new poem or story is "found" in the Court, imitating the PC's style and declaring his love for the lady in terms that are unquestionably clear.
Strike:
The lady gives the PC an ultimatum. She is unable to get him out of her mind, and desperately wants to know what it is like to feel his love. If he agrees to spend a single night with her she will have an ally denounce the poem as a fake. Of course, she makes no guarantee about keeping their tryst a secret, and will use that leverage to gain further favors from the PC.
This scenario could be especially dangerous if the PC's original poem was meant for another woman. How would she feel if she ever learned that the PC spent an evening in the arms of another?
After the PC recites a story or poem a prominent lady in the Court remarks that is sounds like the PC has romantic feelings for an unnamed woman. She points out a number of detains in the PC's work that seem to support her theory, and, whether the PC intended for it to be interpreted in such a manner or not, it certainly seems that her idea holds water.
Focus:
The lady jokingly mentions that she would certainly be flattered if the PC had such feelings about her. Then she slyly covers her face with her fan as if she had just revealed a great secret.
Over the next few days the lady makes several advances toward the PC, trying to win his affections. If she is unsuccessful she turns to other methods. A new poem or story is "found" in the Court, imitating the PC's style and declaring his love for the lady in terms that are unquestionably clear.
Strike:
The lady gives the PC an ultimatum. She is unable to get him out of her mind, and desperately wants to know what it is like to feel his love. If he agrees to spend a single night with her she will have an ally denounce the poem as a fake. Of course, she makes no guarantee about keeping their tryst a secret, and will use that leverage to gain further favors from the PC.
This scenario could be especially dangerous if the PC's original poem was meant for another woman. How would she feel if she ever learned that the PC spent an evening in the arms of another?
Doji Duck
Challenge:
The PCs are asked to help the Lion and the Crane finalize an alliance. Most of the details have already been worked out, but one problem remains. The Lion wish for a Matsu samurai-ko to marry a certain Doji noble's son. But the young man in question has other plans.
Focus:
The noble's son is still quite young and a little soft in the head to boot. He runs away from any Matsu he sees, crying that "the mean girls are back to spank me!" Instead of getting married he is more interested in playing with his pet, who he has named "Doji Duck."
Strike:
The Lion and the Crane have decided upon a two-pronged attack. One group of samurai will keep the pet duck busy while another group will help his intended bride corner and catch him. She will be armed with an Asahina fetish called "the kimono of seduction" and should be able to secure his affections with its help.
Unfortunately, the duck is a master of escape and evasion, and the kimono of seduction cannot be held by any individual for more than five minutes without causing everyone within line of sight to fall in love with the bearer.
Whichever group the PCs join, they will have their work cut out for them.
The PCs are asked to help the Lion and the Crane finalize an alliance. Most of the details have already been worked out, but one problem remains. The Lion wish for a Matsu samurai-ko to marry a certain Doji noble's son. But the young man in question has other plans.
Focus:
The noble's son is still quite young and a little soft in the head to boot. He runs away from any Matsu he sees, crying that "the mean girls are back to spank me!" Instead of getting married he is more interested in playing with his pet, who he has named "Doji Duck."
Strike:
The Lion and the Crane have decided upon a two-pronged attack. One group of samurai will keep the pet duck busy while another group will help his intended bride corner and catch him. She will be armed with an Asahina fetish called "the kimono of seduction" and should be able to secure his affections with its help.
Unfortunately, the duck is a master of escape and evasion, and the kimono of seduction cannot be held by any individual for more than five minutes without causing everyone within line of sight to fall in love with the bearer.
Whichever group the PCs join, they will have their work cut out for them.
A New Emperor (Alternative Canon)
Challenge:
A new Emperor has taken the throne and called his first Court sesson. All the Clan Champions and family daimyos, as well as influential courtiers and notable samurai from various Clans, have been commanded to attend and show their loyalty.
Focus:
Support for the new Emperor is mixed. Some Clans respect the virtues he has shown by taking the throne. Others feel he is an ursurper and should be deposed. The PCs are able to overhear several figures voicing various opinions as they go about their duties.
Strike:
An agent approaches the PC and asks for their assistance. He could be trying to recruit them as informants for the Emperor or as conspirators in a revolution. But is he really what he seems, or are the PCs' loyalties being tested. The PCs will have to choose which side they will stand with, or word their reply extremely carefully at the very least.
A new Emperor has taken the throne and called his first Court sesson. All the Clan Champions and family daimyos, as well as influential courtiers and notable samurai from various Clans, have been commanded to attend and show their loyalty.
Focus:
Support for the new Emperor is mixed. Some Clans respect the virtues he has shown by taking the throne. Others feel he is an ursurper and should be deposed. The PCs are able to overhear several figures voicing various opinions as they go about their duties.
Strike:
An agent approaches the PC and asks for their assistance. He could be trying to recruit them as informants for the Emperor or as conspirators in a revolution. But is he really what he seems, or are the PCs' loyalties being tested. The PCs will have to choose which side they will stand with, or word their reply extremely carefully at the very least.
Capitol Tales 1
Challenge:
The PCs' superior is given a promotion to the post of Special Advisor to the Champion, and a new home in the capitol with it. While he attends to his new duties, the PCs are asked to transport the entirety of his household, escorting his family, entourage, and servants while they make the journey.
Focus:
Problems crop up almost imediately. The Advisor's family members are unaccustomed to life on the road, and they handle the trip badly. Freed from their regular duties, the servants take the opportunity to misbehave and goof off. The members of the Advisor's entourage all have different ideosyncracies and demands that cause trouble for the party.
Strike:
Somehow, the PCs have to shephard all of these unlikely traveling companions to the capitol. Simply getting them there in one piece may be difficult enough, but keeping them from lashing out at one another is certain to be quite a challenge.
The PCs' superior is given a promotion to the post of Special Advisor to the Champion, and a new home in the capitol with it. While he attends to his new duties, the PCs are asked to transport the entirety of his household, escorting his family, entourage, and servants while they make the journey.
Focus:
Problems crop up almost imediately. The Advisor's family members are unaccustomed to life on the road, and they handle the trip badly. Freed from their regular duties, the servants take the opportunity to misbehave and goof off. The members of the Advisor's entourage all have different ideosyncracies and demands that cause trouble for the party.
Strike:
Somehow, the PCs have to shephard all of these unlikely traveling companions to the capitol. Simply getting them there in one piece may be difficult enough, but keeping them from lashing out at one another is certain to be quite a challenge.
CapiTol Tales 2
Challenge:
The PCs are invited to spend an evening with of revelry and entertainment with their daimyo and his guests. This is an unexpected honor, as many of the guests are important figures in their own Clans, and the PCs will have a chance to spend an entire evening in the presence of great men.
Focus:
Just before dinner is about to begin, a messenger brings unfortunate news. The geisha who were scheduled to attend have been delayed by the collapse of a bridge on their travel route. They offer their sincere apologies for not being able to entertain the daimyo and his guests.
Unless the PCs do something it is going to be a long, quiet, boring evening.
Strike:
To make matters worse, the daimyo's guests all have very different tastes in entertainment. Some prefer the traditional arts, while others are partial to more exotic styles. Some are delighted by stories of romance, some by epic tales of heroism, and some by bawdy drinking songs. Can the PCs find some way to keep them all happy?
The PCs are invited to spend an evening with of revelry and entertainment with their daimyo and his guests. This is an unexpected honor, as many of the guests are important figures in their own Clans, and the PCs will have a chance to spend an entire evening in the presence of great men.
Focus:
Just before dinner is about to begin, a messenger brings unfortunate news. The geisha who were scheduled to attend have been delayed by the collapse of a bridge on their travel route. They offer their sincere apologies for not being able to entertain the daimyo and his guests.
Unless the PCs do something it is going to be a long, quiet, boring evening.
Strike:
To make matters worse, the daimyo's guests all have very different tastes in entertainment. Some prefer the traditional arts, while others are partial to more exotic styles. Some are delighted by stories of romance, some by epic tales of heroism, and some by bawdy drinking songs. Can the PCs find some way to keep them all happy?
A Costly debt
Challenge:
While traveling through a particularly hazardous area the PCs are attacked by a roving monster from the Shadowlands. It strikes without warning or mercy, and all but incapacitates the party within moments.
Focus:
Just when all seems lost, a bolt of black energy strikes the monster from behind. It howls out in rage as its skin melts from its flesh, and its flesh melts from its bones. When all that's left is a blackened skeleton, the PCs are able to catch sight of a man in black robes standing some distance away. He is the one who just saved their lives.
He is Wakanai the Whisperer, a maho-tsukai.
Strike:
Wakanai leaves before the PCs can recover from their ordeal. He didn't interfere on their behalf. He just wanted to protect his own domain. Now that they owe him their lives, though, he intends to collect as much as he can from that debt. As long as they comply with his demands (delivered through Air magic), he does not bother them. He doesn't ask much. Just a for a few small favors. But he makes it very clear that he will not hesitate to bind their names to oni if they refuse or resist.
Of course, he'll have to learn their names before he can make good on that threat. Which gives the PCs some time to track him down and put a stop to his scheme for good.
While traveling through a particularly hazardous area the PCs are attacked by a roving monster from the Shadowlands. It strikes without warning or mercy, and all but incapacitates the party within moments.
Focus:
Just when all seems lost, a bolt of black energy strikes the monster from behind. It howls out in rage as its skin melts from its flesh, and its flesh melts from its bones. When all that's left is a blackened skeleton, the PCs are able to catch sight of a man in black robes standing some distance away. He is the one who just saved their lives.
He is Wakanai the Whisperer, a maho-tsukai.
Strike:
Wakanai leaves before the PCs can recover from their ordeal. He didn't interfere on their behalf. He just wanted to protect his own domain. Now that they owe him their lives, though, he intends to collect as much as he can from that debt. As long as they comply with his demands (delivered through Air magic), he does not bother them. He doesn't ask much. Just a for a few small favors. But he makes it very clear that he will not hesitate to bind their names to oni if they refuse or resist.
Of course, he'll have to learn their names before he can make good on that threat. Which gives the PCs some time to track him down and put a stop to his scheme for good.
Signed by the Author
Challenge:
A scribe asks the PCs to undertake an unusual mission. He would desperately like to have his prized copy of "Roads to Glory" (the sequel to "Roads to Honor") signed by the author. He has duties that prevent him from taking a long journey at the moment, but asks the PCs if they would be willing to track down the writer and make the request for him.
Focus:
The writer is said to be a guest of the Soshi family. When the PCs arrive, however, they are told that he departed for Kitsuki lands some time ago. The Kitsuki also tell the PCs that he is no longer with them, and that his next destination was the Kakita Artisan Academy. The Kakita send the party to yet another family's lands. And another after that.
Of course, as they make their way across the Empire they find themselves involved in a number of other adventures along the way.
Strike:
Eventually the PCs learn that the writer is currently staying with the Isawa. It's not another false lead - he's definitely there, and if they hurry they should catch him.
Upon arriving, however, the PCs find the same scribe that sent them on their mission originally. He welcomes them into his home, gives them refreshment, and apologizes for misleading him. He explains that he has chosen to immortalize them in his next work, "Roads to Adventure," and asks them to tell him everything that occured on their long journey across the Empire.
No bonus points for figuring out who the scribe/writer is.
A scribe asks the PCs to undertake an unusual mission. He would desperately like to have his prized copy of "Roads to Glory" (the sequel to "Roads to Honor") signed by the author. He has duties that prevent him from taking a long journey at the moment, but asks the PCs if they would be willing to track down the writer and make the request for him.
Focus:
The writer is said to be a guest of the Soshi family. When the PCs arrive, however, they are told that he departed for Kitsuki lands some time ago. The Kitsuki also tell the PCs that he is no longer with them, and that his next destination was the Kakita Artisan Academy. The Kakita send the party to yet another family's lands. And another after that.
Of course, as they make their way across the Empire they find themselves involved in a number of other adventures along the way.
Strike:
Eventually the PCs learn that the writer is currently staying with the Isawa. It's not another false lead - he's definitely there, and if they hurry they should catch him.
Upon arriving, however, the PCs find the same scribe that sent them on their mission originally. He welcomes them into his home, gives them refreshment, and apologizes for misleading him. He explains that he has chosen to immortalize them in his next work, "Roads to Adventure," and asks them to tell him everything that occured on their long journey across the Empire.
No bonus points for figuring out who the scribe/writer is.
Speaking with Animals
The PCs arrive in a small village just in time to secure lodging for the night. Most of the inhabitants are already asleep in their beds, but the headman rouses himself and a few others long enough to prepare a small dinner and set out mats in an empty building.
Focus:
The PCs wake up to find that the village completely abandoned. No human beings remain in the entire area. Every man, woman, and child seems to have disappeared without a trace.
The village is not completely empty, however. Horses, pets, livestock, and wild animals still remain. There are also a number of spirits, both ancestral and otherworldly in the area.
Strike:
While none of the animals and spirits that remain are able to tell the whole story, they have information that can help the PCs discover what happened. A group of strange men and women were seen wandering around the village over the past few days. They didn't seem to know the PCs were around. They claimed to be merchants. The trinkets they sold were all marked with a strange symbol. They spent a lot of time near the temple. The temple has a secret basement. If the PCs investigate, they just may find all the clues they need.
If you want to give PCs who do not have any Inner Gifts more to do you can always have a few other refugees get left behind as well.
Focus:
The PCs wake up to find that the village completely abandoned. No human beings remain in the entire area. Every man, woman, and child seems to have disappeared without a trace.
The village is not completely empty, however. Horses, pets, livestock, and wild animals still remain. There are also a number of spirits, both ancestral and otherworldly in the area.
Strike:
While none of the animals and spirits that remain are able to tell the whole story, they have information that can help the PCs discover what happened. A group of strange men and women were seen wandering around the village over the past few days. They didn't seem to know the PCs were around. They claimed to be merchants. The trinkets they sold were all marked with a strange symbol. They spent a lot of time near the temple. The temple has a secret basement. If the PCs investigate, they just may find all the clues they need.
If you want to give PCs who do not have any Inner Gifts more to do you can always have a few other refugees get left behind as well.
A Bayushi Advisor
Challenge:
A Scorpion arrives at the home of the PCs' daimyo with dire news. He claims that there is a plot against the daimyo's life. The daimyo seems to consider this news, but his personal advisor (a quiet man in featureless gray robes) tells him not to trust such an honorless dog.
Focus:
Stymied, the Scorpion turns to the PCs and asks them for help in proving his sincerity. He is unyielding in his warnings of danger, and expresses deep suspicion of the daimyo's advisor. He begs the PCs to help him meet with the daimyo when his advisor is not present, claiming that the mysterious man seems to have some hold over the daimyo's mind.
Strike:
If the PCs help the Scorpion, the daimyo eventually hears the wisdom in his warning. The two of them leave for a secret location imediately.
Once the advisor learns of this he is livid. He is actually a Bayushi Bushi, sworn to protect his new master from any manner of threats, both physical and spiritual. The Scorpion that the party aided was no Scorpion at all, but an evil creature seeking to capture the daimyo's soul. By not trusting his judgement the PCs have delivered their master right into the hands of the enemy. Now, they must work together to save him before it is too late.
A Scorpion arrives at the home of the PCs' daimyo with dire news. He claims that there is a plot against the daimyo's life. The daimyo seems to consider this news, but his personal advisor (a quiet man in featureless gray robes) tells him not to trust such an honorless dog.
Focus:
Stymied, the Scorpion turns to the PCs and asks them for help in proving his sincerity. He is unyielding in his warnings of danger, and expresses deep suspicion of the daimyo's advisor. He begs the PCs to help him meet with the daimyo when his advisor is not present, claiming that the mysterious man seems to have some hold over the daimyo's mind.
Strike:
If the PCs help the Scorpion, the daimyo eventually hears the wisdom in his warning. The two of them leave for a secret location imediately.
Once the advisor learns of this he is livid. He is actually a Bayushi Bushi, sworn to protect his new master from any manner of threats, both physical and spiritual. The Scorpion that the party aided was no Scorpion at all, but an evil creature seeking to capture the daimyo's soul. By not trusting his judgement the PCs have delivered their master right into the hands of the enemy. Now, they must work together to save him before it is too late.
A Prize Geisha
Challenge:
The PCs hear news that a renowned local geisha named Yumi (who they may have met before) has been kidnapped. Over the next few days, a rash of robberies and burglaries strikes the area. Despite the crime spree, merchants report that business is booming. It is a situation that has even the most experienced of magistrates puzzled.
A week or two later, a trio of bandits asks the PCs to meet them for a peaceful discussion. They claim to know where Yumi, and are prepared to make a deal.
Focus:
The bandits (Abe, Gunji, and Izo) originally intended to use Yumi's great insight and intellect to give them an edge in their robberies. What they didn't count on was her disarming smile and charming personality. Even ruthless bandits like themselves are unable to resist her when she requests some small reminder of home. However, the expensive outfits, accessories, and presents that they've bought her so far have cost more than they've gained in their capers, and keeping her happy will be the ruin of them.
They would like the PCs to rescue Yumi at their soonest possible convenience.
Strike:
The bandits agree to tell the party where Yumi is being held in exchange for a promise to spare their lives. Once the player characters arrive, the bandits pretend to be frightened away and let the PCs take Yumi back home.
But things don't always go as planned. Both the bandits and the PCs are surprised to see their former boss, Kurushi (or another appropriate bandit lord), arrive unnanounced and uninvited at their hideout. He has heard of their success in capturing such a beautiful lady, and intends to make her his own treasure.
The PCs hear news that a renowned local geisha named Yumi (who they may have met before) has been kidnapped. Over the next few days, a rash of robberies and burglaries strikes the area. Despite the crime spree, merchants report that business is booming. It is a situation that has even the most experienced of magistrates puzzled.
A week or two later, a trio of bandits asks the PCs to meet them for a peaceful discussion. They claim to know where Yumi, and are prepared to make a deal.
Focus:
The bandits (Abe, Gunji, and Izo) originally intended to use Yumi's great insight and intellect to give them an edge in their robberies. What they didn't count on was her disarming smile and charming personality. Even ruthless bandits like themselves are unable to resist her when she requests some small reminder of home. However, the expensive outfits, accessories, and presents that they've bought her so far have cost more than they've gained in their capers, and keeping her happy will be the ruin of them.
They would like the PCs to rescue Yumi at their soonest possible convenience.
Strike:
The bandits agree to tell the party where Yumi is being held in exchange for a promise to spare their lives. Once the player characters arrive, the bandits pretend to be frightened away and let the PCs take Yumi back home.
But things don't always go as planned. Both the bandits and the PCs are surprised to see their former boss, Kurushi (or another appropriate bandit lord), arrive unnanounced and uninvited at their hideout. He has heard of their success in capturing such a beautiful lady, and intends to make her his own treasure.
Infamy
Challenge:
The PCs find out that the "heroic magistrate" guarding the town they have just entered is an impostor posing as the real magistrate in order to complete some evil plot. Unfortunately, the impostor attacks them before they are able to find any real evidence to prove themselves right, and he is killed in the battle.
Focus:
Peasants witness the battle, and assume that the PCs have killed the real magistrate. Before long, word of their villainy has spread throughout the area. All the farmers, craftsmen, and merchants they meet, as well as some samurai, view them with fear and suspicion.
Strike:
Unless the PCs can find some way to clear their names their reputations will continue to suffer. Trying to explain the situation is of no use - everyone assumes that ruthless killers are bound to be liars too. Perhaps finding the real magistrate and bringing him to speak on their behalf might work. But how can they even get near someone so honorable when people think they are violent assassins?
If you want to make things really fun, have the stories that the peasants tell about the incident get bigger and badder with each repetition.
The PCs find out that the "heroic magistrate" guarding the town they have just entered is an impostor posing as the real magistrate in order to complete some evil plot. Unfortunately, the impostor attacks them before they are able to find any real evidence to prove themselves right, and he is killed in the battle.
Focus:
Peasants witness the battle, and assume that the PCs have killed the real magistrate. Before long, word of their villainy has spread throughout the area. All the farmers, craftsmen, and merchants they meet, as well as some samurai, view them with fear and suspicion.
Strike:
Unless the PCs can find some way to clear their names their reputations will continue to suffer. Trying to explain the situation is of no use - everyone assumes that ruthless killers are bound to be liars too. Perhaps finding the real magistrate and bringing him to speak on their behalf might work. But how can they even get near someone so honorable when people think they are violent assassins?
If you want to make things really fun, have the stories that the peasants tell about the incident get bigger and badder with each repetition.
It was in my Nature
Challenge:
One of the PCs (or the entire group) is assigned by his commander to guard a warehouse containing rice, salt, and fish stores from sabotage by enemy spies. Among the samurai provided to help in this task is the PC's cousin, who the PC remembers as being flighty and unreliable.
Focus:
Unfortunately, the PCs cousin has not changed in the years since they last met. He cares little for guard duty, and slips off to drink, flirt with serving ladies, or gamble with the servants at any opportunity that presents itself. In one particularly close call, he leaves his post unmanned during a visit by the commander himself.
Strike:
Not only does the PC's cousin see nothing wrong with his behavior, but he believes that he should be held blameless. The PC knew he was weak and asked him to perform beyond his capabilities. If anyone is to blame, he reasons, it is the PC for having unrealistic expectations.
Ultimately, the PC will have to choose how he will react in the face of this betrayal.
One of the PCs (or the entire group) is assigned by his commander to guard a warehouse containing rice, salt, and fish stores from sabotage by enemy spies. Among the samurai provided to help in this task is the PC's cousin, who the PC remembers as being flighty and unreliable.
Focus:
Unfortunately, the PCs cousin has not changed in the years since they last met. He cares little for guard duty, and slips off to drink, flirt with serving ladies, or gamble with the servants at any opportunity that presents itself. In one particularly close call, he leaves his post unmanned during a visit by the commander himself.
Strike:
Not only does the PC's cousin see nothing wrong with his behavior, but he believes that he should be held blameless. The PC knew he was weak and asked him to perform beyond his capabilities. If anyone is to blame, he reasons, it is the PC for having unrealistic expectations.
Ultimately, the PC will have to choose how he will react in the face of this betrayal.
The Sorceror of False Jade
Challenge:
While traveling, the PCs meet an odd trio. One is a member of the Lion Clan who shows incredible cowardice. One is a Crab Bushi in silver armor, lacking any warmth or humor. The last is an easily befuddled monk in tattered robes who keeps waving away a crow that is determined to land on his shoulder.
Focus:
The three travelers explain that they have just returned from visiting a great and powerful shugenja. He was able to tell them exactly how to find what they seek, and they are now on their way to fulfil their lifelong dreams.
Strike:
The wise shugenja is able to tell people how to gain what they long for, but his advice does not come freely. The three travelers who consulted with him were very different people when they arrived. The Lion was filled with bravery and confidence. The Crab had a boisterous laugh and lust for life. And the monk was a wise and learned scholar. When the shugenja answered their questions he took a part of their souls. If the PCs are willing to pay the price, they too can benefit from his incredible power.
While traveling, the PCs meet an odd trio. One is a member of the Lion Clan who shows incredible cowardice. One is a Crab Bushi in silver armor, lacking any warmth or humor. The last is an easily befuddled monk in tattered robes who keeps waving away a crow that is determined to land on his shoulder.
Focus:
The three travelers explain that they have just returned from visiting a great and powerful shugenja. He was able to tell them exactly how to find what they seek, and they are now on their way to fulfil their lifelong dreams.
Strike:
The wise shugenja is able to tell people how to gain what they long for, but his advice does not come freely. The three travelers who consulted with him were very different people when they arrived. The Lion was filled with bravery and confidence. The Crab had a boisterous laugh and lust for life. And the monk was a wise and learned scholar. When the shugenja answered their questions he took a part of their souls. If the PCs are willing to pay the price, they too can benefit from his incredible power.
We'll burn that bridge when we come to it
Challenge:
The PCs are gathered and given an imporant assignment. It is one that could be of vital importance to the future of their Clan. The exact details are not provided, but their commander assures them that all will be clear once they reach their destination.
Focus:
As they reach the border, they find that another Clan has secretly built a bridge across the river that separates their lands. If the two Clans are hostile, this could be in preparation for an invasion. Even if they are allied, it could allow merchants to enter the province without paying tarrifs on the goods they bring in.
Strike:
The PCs' commander explains that they have two options. They can either attempt to sieze control of the bridge and prevent the enemy from using it until reinforcements and a diplomatic team arrive, or attempt to destroy the bridge in secret. Either method is frought with danger, but success just might be possible if they pull it off
The PCs are gathered and given an imporant assignment. It is one that could be of vital importance to the future of their Clan. The exact details are not provided, but their commander assures them that all will be clear once they reach their destination.
Focus:
As they reach the border, they find that another Clan has secretly built a bridge across the river that separates their lands. If the two Clans are hostile, this could be in preparation for an invasion. Even if they are allied, it could allow merchants to enter the province without paying tarrifs on the goods they bring in.
Strike:
The PCs' commander explains that they have two options. They can either attempt to sieze control of the bridge and prevent the enemy from using it until reinforcements and a diplomatic team arrive, or attempt to destroy the bridge in secret. Either method is frought with danger, but success just might be possible if they pull it off
Junko and Hideo
Challenge:
One of the PCs (or an ally) receives a gift from a samurai from another Clan. It is a sword that belonged to the PC's family generations ago. The giver discovered it in a disused section of his estate, and wishes to return it to its rightful owners. The sword is said to carry the spirit of its original wielder, and can give its bearer increased skill in the fighting arts.
Focus:
The sword does indeed make the PC a better fighter. But it also causes some other changes in his personality. His speech changes, becoming clipped and more direct. He glances from side to side when he walks, as if looking for unseen attackers. Eventually he becomes a rude, selfish, paranoid lout.
Those who pay close attention may notice that these changes in behavior are only shown when the PC in question has the sword in his possession.
Strike:
The sword does indeed carry the spirit of its original wielder. It also allows him to possess any members of his family line who use it. If the PC discards the sword he will be free of its influence. If he finds some way to free his ancestor as well, though, he will be lauded as a true hero to his family.
One of the PCs (or an ally) receives a gift from a samurai from another Clan. It is a sword that belonged to the PC's family generations ago. The giver discovered it in a disused section of his estate, and wishes to return it to its rightful owners. The sword is said to carry the spirit of its original wielder, and can give its bearer increased skill in the fighting arts.
Focus:
The sword does indeed make the PC a better fighter. But it also causes some other changes in his personality. His speech changes, becoming clipped and more direct. He glances from side to side when he walks, as if looking for unseen attackers. Eventually he becomes a rude, selfish, paranoid lout.
Those who pay close attention may notice that these changes in behavior are only shown when the PC in question has the sword in his possession.
Strike:
The sword does indeed carry the spirit of its original wielder. It also allows him to possess any members of his family line who use it. If the PC discards the sword he will be free of its influence. If he finds some way to free his ancestor as well, though, he will be lauded as a true hero to his family.
Daigotsu's Underpants
Challenge:
A team of shugenja has been hard at work developing a set of wards to protect against any kind of harmful influence. Physical contact, ranged attacks, magic, even deception is blocked by its power.
Focus:
Unfortunately, setting up the ward requires an item owned or worn by the person it is intended to protect the target from. This is especially problematic in the case of Shadowlands creatures, for obvious reasons. If an item from a maho-tsukai leader was obtained, though, it might be effective in creating a ward that can protect against his influence and the attacks of his followers.
Strike:
Simply going up to a powerful maho-tsukai and demanding that he turn over one of his personal items would be suicide. If the PCs can enter his lair without being detected they might have a chance to find something they can use. Or perhaps they can use their own style of deception to get something from him and escape before it is too late.
If you want to be extra nasty the underpants (or whatever item the PCs get) might exert an evil influence on the party members as they carry it back home.
A team of shugenja has been hard at work developing a set of wards to protect against any kind of harmful influence. Physical contact, ranged attacks, magic, even deception is blocked by its power.
Focus:
Unfortunately, setting up the ward requires an item owned or worn by the person it is intended to protect the target from. This is especially problematic in the case of Shadowlands creatures, for obvious reasons. If an item from a maho-tsukai leader was obtained, though, it might be effective in creating a ward that can protect against his influence and the attacks of his followers.
Strike:
Simply going up to a powerful maho-tsukai and demanding that he turn over one of his personal items would be suicide. If the PCs can enter his lair without being detected they might have a chance to find something they can use. Or perhaps they can use their own style of deception to get something from him and escape before it is too late.
If you want to be extra nasty the underpants (or whatever item the PCs get) might exert an evil influence on the party members as they carry it back home.
BiG Trouble in Otosan Uchi
Challenge:
An ally of the PCs arrives suddenly, begging for help. His sister has been kidnapped by evil Moon Cultists. He is certain that they are going to do something horrible to her, as tomorrow is the night of the new moon. With nowhere else to turn, he asks the PCs to help him save his sister.
Focus:
The Moon Cultists are not alone in their plot. They have a street gang, some crooked samurai, and even a squad of masked assassins with strange powers working for them. The PCs will have to fight their way through these enemies as they track down their ally's sister.
Strike:
The girl is being held in an underground temple, and will be sacrificed at midnight. This will allow the undead shugenja who leads the cult to take her as his bride. The PCs will have to hurry, using any advantages or assistance they can get, if they want to save her in time.
An ally of the PCs arrives suddenly, begging for help. His sister has been kidnapped by evil Moon Cultists. He is certain that they are going to do something horrible to her, as tomorrow is the night of the new moon. With nowhere else to turn, he asks the PCs to help him save his sister.
Focus:
The Moon Cultists are not alone in their plot. They have a street gang, some crooked samurai, and even a squad of masked assassins with strange powers working for them. The PCs will have to fight their way through these enemies as they track down their ally's sister.
Strike:
The girl is being held in an underground temple, and will be sacrificed at midnight. This will allow the undead shugenja who leads the cult to take her as his bride. The PCs will have to hurry, using any advantages or assistance they can get, if they want to save her in time.
The Ultimate Technique
Challenge:
The PCs are sent to study with the master of a prestigious martial arts training school. The ancient teacher tells them of the Celestial Glow, an incredible fighting teachnique which can only be harnessed by defeating a superior opponent in a deadly conflict.
(For 5E: You can choose to keep a particularly strong technique like HeartPiercing strike behind this sort of gate, or a 5th rank school technique or kata)
Focus:
The Celestial Glow can only be gained through combat, not by study. Unfortunately, the school has only a few students who would be able to present a serious threat to the PCs. Instead, the master sends the PCs and his best student to compete in a tournement that is being held in Ryoko Owari.
Strike:
The tournament is heavily influenced by the gangs and cartels that operate in the city. Being honorable samurai already places the PCs at a disadvantage in such a situation. The fact that they will have to compete against cold-blooded killers only makes things worse.
If the PCs do manage to win and return to the ancient teacher, he congratulates them on mastering the Celestial Glow. By staying true to their honor in such a dark struggle, they have taken the first step on the path of righteousness.
The PCs are sent to study with the master of a prestigious martial arts training school. The ancient teacher tells them of the Celestial Glow, an incredible fighting teachnique which can only be harnessed by defeating a superior opponent in a deadly conflict.
(For 5E: You can choose to keep a particularly strong technique like HeartPiercing strike behind this sort of gate, or a 5th rank school technique or kata)
Focus:
The Celestial Glow can only be gained through combat, not by study. Unfortunately, the school has only a few students who would be able to present a serious threat to the PCs. Instead, the master sends the PCs and his best student to compete in a tournement that is being held in Ryoko Owari.
Strike:
The tournament is heavily influenced by the gangs and cartels that operate in the city. Being honorable samurai already places the PCs at a disadvantage in such a situation. The fact that they will have to compete against cold-blooded killers only makes things worse.
If the PCs do manage to win and return to the ancient teacher, he congratulates them on mastering the Celestial Glow. By staying true to their honor in such a dark struggle, they have taken the first step on the path of righteousness.
White Widow
Challenge:
It's wedding time again. One of the PCs (or a close ally) is about to be married. His wife-to-be is the acting governor of the district known as Bizen. She is also said to be a man-killer. Over the last few years, five of her husbands have met mysterious ends, and while there is no evidence that she was at all involved, it does seem very suspicious that one woman would lose so many husbands.
Focus:
The "Wife of Bizen" actually turns out to be quite a pleasant individual. Her many marriages have taught her a great deal about getting along with men, and she shows open affection for her new husband. She is a good wife, and a good person. To think that she could murder several men over the period of a few years is almost ludicrous.
But still...
Strike:
The woman's last few husbands were indeed murdered, but she was not the murderer. Her first husband was the killer. He faked his death to avoid dishonor when his wife threatened to expose the fact that he was embezzling tax money. Unable to forgive his wife for betraying him, he has taken it upon himself to make sure that she never knows love again, and will kill any man who dares take her as his wife.
It's wedding time again. One of the PCs (or a close ally) is about to be married. His wife-to-be is the acting governor of the district known as Bizen. She is also said to be a man-killer. Over the last few years, five of her husbands have met mysterious ends, and while there is no evidence that she was at all involved, it does seem very suspicious that one woman would lose so many husbands.
Focus:
The "Wife of Bizen" actually turns out to be quite a pleasant individual. Her many marriages have taught her a great deal about getting along with men, and she shows open affection for her new husband. She is a good wife, and a good person. To think that she could murder several men over the period of a few years is almost ludicrous.
But still...
Strike:
The woman's last few husbands were indeed murdered, but she was not the murderer. Her first husband was the killer. He faked his death to avoid dishonor when his wife threatened to expose the fact that he was embezzling tax money. Unable to forgive his wife for betraying him, he has taken it upon himself to make sure that she never knows love again, and will kill any man who dares take her as his wife.
The Four Demons
Challenge:
While on patrol near the border, the PCs hear screams and sounds of battle. They find a group of samurai from a neighboring Clan being killed by a hulking brute of a man.
A hulking brute of a man covered with boils that shoot hot acid. And who attacks the PCs as soon as he sees them.
Once the fight is over, one of the samurai on the ground delivers a warning before dying. "... trying... start war... stop... Unnggh!"
Focus:
If the PCs investigate, they encounter a number of other strange agents who seem to be planting evidence that the neighboring Clan is planning an attack. One is a small man with the power to change his body into any one of the five elements. Another is a woman who can create copies of herself. There is also a man whose entire body is invulnerable so long as he maintains his grip on his sword. And their leader, who can compell opponents to follow his commands, arrives to plant the last few pieces of evidence, setting fire to an entire village.
Strike:
It appears that the entire plot is being masterminded by a member of the PCs' own Clan as an excuse to launch an attack against his neighbors. In fact, he is also being set up. The real villain is a general from the opposing Clan. He actually does intend to attack, and wants to deprive the PCs' clan of their leader and alienate them from any potential allies before he does. As soon as the chaos begins, he will lead his armies across the border in a real invasion.
Feel free to give the enemy general the power to shoot evil energy from his eyes and hands if you think the PCs are up for that level of a challenge. Or if you just feel sadistic. That's OK too.
While on patrol near the border, the PCs hear screams and sounds of battle. They find a group of samurai from a neighboring Clan being killed by a hulking brute of a man.
A hulking brute of a man covered with boils that shoot hot acid. And who attacks the PCs as soon as he sees them.
Once the fight is over, one of the samurai on the ground delivers a warning before dying. "... trying... start war... stop... Unnggh!"
Focus:
If the PCs investigate, they encounter a number of other strange agents who seem to be planting evidence that the neighboring Clan is planning an attack. One is a small man with the power to change his body into any one of the five elements. Another is a woman who can create copies of herself. There is also a man whose entire body is invulnerable so long as he maintains his grip on his sword. And their leader, who can compell opponents to follow his commands, arrives to plant the last few pieces of evidence, setting fire to an entire village.
Strike:
It appears that the entire plot is being masterminded by a member of the PCs' own Clan as an excuse to launch an attack against his neighbors. In fact, he is also being set up. The real villain is a general from the opposing Clan. He actually does intend to attack, and wants to deprive the PCs' clan of their leader and alienate them from any potential allies before he does. As soon as the chaos begins, he will lead his armies across the border in a real invasion.
Feel free to give the enemy general the power to shoot evil energy from his eyes and hands if you think the PCs are up for that level of a challenge. Or if you just feel sadistic. That's OK too.
Remote Outpost
Challenge:
The PCs are assigned to protect a small village on the edge of nowhere. Although battles are raging in other parts of the province, the particular village they are in is remote enough to be almost completely overlooked. Still, orders are orders and the PCs are expected to have the area ready "just in case."
Focus:
The other samurai who have been posted at the village are a strange lot. A few are courtiers and politicians. Others are raw recruits. Two are criminals pressed into service as punishment. One is a grizzled veteran long past his prime, and another seems to be mad. Weapons and equipment are in short supply. The local peasants have an annoying habbit of sticking their noses into official business. All in all, it seems like the remoteness of their location is the only factor working in the PCs' favor.
Strike:
Yet even that goes against them when an enemy unit is separated from the main force and becomes lost. As the well-armed, crack-trained squad of enemy soldiers advances on their position, the PCs must somehow manage to protect their village and their men from almost certain doom.
The PCs are assigned to protect a small village on the edge of nowhere. Although battles are raging in other parts of the province, the particular village they are in is remote enough to be almost completely overlooked. Still, orders are orders and the PCs are expected to have the area ready "just in case."
Focus:
The other samurai who have been posted at the village are a strange lot. A few are courtiers and politicians. Others are raw recruits. Two are criminals pressed into service as punishment. One is a grizzled veteran long past his prime, and another seems to be mad. Weapons and equipment are in short supply. The local peasants have an annoying habbit of sticking their noses into official business. All in all, it seems like the remoteness of their location is the only factor working in the PCs' favor.
Strike:
Yet even that goes against them when an enemy unit is separated from the main force and becomes lost. As the well-armed, crack-trained squad of enemy soldiers advances on their position, the PCs must somehow manage to protect their village and their men from almost certain doom.
Liquid Void
Challenge:
The PCs are warned of an assassin who wishes to make an attempt on an important artisan's life. Allowing him to die would be unacceptable, as his art brings both honor and gold to the clan. They are assgined to guard him at all times, no matter where he goes or what he does.
Focus:
The noble reluctantly agrees to let the PCs serve as his yojimbo, provided they do not interfere in his daily routine overly much. He is especially outspoken about the tea party he is holding at the end of the week, making sure that the PCs know how angry he will be if they ruin the atmosphere he has arranged for his guests.
Strike:
The "tea party" is actually an "opium party," with liquid void served in tea cups. The noble is confident enough to believe he can keep the PCs from noticing his indiscretion. After a few cups, however, he'll no longer care about appearances. The PCs must choose what to do when faced with such dishonorable behavior.
Two possible ways to make this more exciting are having other important people who are connected to the PCs take part in the "tea party" and sounding the alarm that the assassin has been sighted just as the artisan begins to drift off into a comfortable haze.
The PCs are warned of an assassin who wishes to make an attempt on an important artisan's life. Allowing him to die would be unacceptable, as his art brings both honor and gold to the clan. They are assgined to guard him at all times, no matter where he goes or what he does.
Focus:
The noble reluctantly agrees to let the PCs serve as his yojimbo, provided they do not interfere in his daily routine overly much. He is especially outspoken about the tea party he is holding at the end of the week, making sure that the PCs know how angry he will be if they ruin the atmosphere he has arranged for his guests.
Strike:
The "tea party" is actually an "opium party," with liquid void served in tea cups. The noble is confident enough to believe he can keep the PCs from noticing his indiscretion. After a few cups, however, he'll no longer care about appearances. The PCs must choose what to do when faced with such dishonorable behavior.
Two possible ways to make this more exciting are having other important people who are connected to the PCs take part in the "tea party" and sounding the alarm that the assassin has been sighted just as the artisan begins to drift off into a comfortable haze.
Horror from the Depths
While investigating rumors of maho-tsukai activity in a small village on the coast, the PCs find signs pointing to the existence of an even stranger cult. Entire scrolls covered in unknown symbols. Ceremonial items that look nothing like anything they have ever seen before. And cultists wearing robes marked with the mon of an octopus.
Focus:
Despite the clues they uncover, the PCs are unable to locate the source of these new cultists. Until they examine the strange symbols written on the scrolls, that is. After the gibberish takes root in their brains they can understand the horror they are facing all to well.
The cultists seek to perform a ritual that will awaken an ancient evil from beyond this world. And the stars are almost right.
Strike:
Even more terrible truths await the PCs as they use the new information at their disposal. Half-human, half-fish abominations. Creatures and men twisted by madness. And, most horrible of all, the revelation that their honor, their lives, their entire culture and belief system is meaningless against the might of the Sleeper Beneath the Waves.
Focus:
Despite the clues they uncover, the PCs are unable to locate the source of these new cultists. Until they examine the strange symbols written on the scrolls, that is. After the gibberish takes root in their brains they can understand the horror they are facing all to well.
The cultists seek to perform a ritual that will awaken an ancient evil from beyond this world. And the stars are almost right.
Strike:
Even more terrible truths await the PCs as they use the new information at their disposal. Half-human, half-fish abominations. Creatures and men twisted by madness. And, most horrible of all, the revelation that their honor, their lives, their entire culture and belief system is meaningless against the might of the Sleeper Beneath the Waves.
BY REQUEST: CHALLENGES BY ISAWA NAZOMITSU - WEEK #121
A Gathering of Dragons
Challenge:
On the night of a violent thunderstorm, the PCs are forced to take shelter in a cave near the seashore. As the thunder, lightning, wind, and rain rage outside, the PCs find that the rear of the cave goes back quite some distance, opening up into a much wider chamber.
Focus:
Only after entering the rear chamber do the PCs realize that the cave is sanctified ground, dedicated to the Elemental Dragons. On this night, with the raw might of the elements holding sway, the dragons have surely come to the mortal realm, and may arrive at any minute to find the PCs trespassing.
Strike:
The Dragons arrive before the PCs can leave. They demand the humans explain their presence, and offer some sort of penance for entering their sacred ground. The penance that the PCs perform can be anything they desire, but it must be significant enough to satisfy all five of the Elemental Dragons. And they had better make sure that they do it without fail.
On the night of a violent thunderstorm, the PCs are forced to take shelter in a cave near the seashore. As the thunder, lightning, wind, and rain rage outside, the PCs find that the rear of the cave goes back quite some distance, opening up into a much wider chamber.
Focus:
Only after entering the rear chamber do the PCs realize that the cave is sanctified ground, dedicated to the Elemental Dragons. On this night, with the raw might of the elements holding sway, the dragons have surely come to the mortal realm, and may arrive at any minute to find the PCs trespassing.
Strike:
The Dragons arrive before the PCs can leave. They demand the humans explain their presence, and offer some sort of penance for entering their sacred ground. The penance that the PCs perform can be anything they desire, but it must be significant enough to satisfy all five of the Elemental Dragons. And they had better make sure that they do it without fail.
Revenge Burns Cold
Challenge:
The PCs finally manage to defeat one of their greatest rivals once and for all. As he is taken away to face punishment, he swears to one day return and take revenge on all of them. But his threats are empty, for he will never be allowed to walk the streets as a free man again.
Focus:
Some time later, the PCs hear news that a courtier from a neighboring Clan has been appointed to the position of ambassador. A complete unknown in political circles, he somehow managed to impress his daimyo so remarkably that he was given the promotion almost immediately upon entering his lord's service. As such, there are many who are eager to meet such an influential figure.
Strike:
When the PCs finally meet this mysterious ambassador they are in for a shock. It is their old rival. Somehow, he managed not only to escape punishment, but reinvent himself as a rich, influentiual, well-connected courtier in the service of another Clan. Although he is no longer the man he once was, he still remembers his oath to destroy the PCs, and is sure to take action against them now that he has the power to do so.
The PCs finally manage to defeat one of their greatest rivals once and for all. As he is taken away to face punishment, he swears to one day return and take revenge on all of them. But his threats are empty, for he will never be allowed to walk the streets as a free man again.
Focus:
Some time later, the PCs hear news that a courtier from a neighboring Clan has been appointed to the position of ambassador. A complete unknown in political circles, he somehow managed to impress his daimyo so remarkably that he was given the promotion almost immediately upon entering his lord's service. As such, there are many who are eager to meet such an influential figure.
Strike:
When the PCs finally meet this mysterious ambassador they are in for a shock. It is their old rival. Somehow, he managed not only to escape punishment, but reinvent himself as a rich, influentiual, well-connected courtier in the service of another Clan. Although he is no longer the man he once was, he still remembers his oath to destroy the PCs, and is sure to take action against them now that he has the power to do so.
The Man in the Basket Hat
Challenge:
The PCs meet a wandering ronin in a basket hat. Since he is traveling in the same direction, he joins the party for a short time. Although friendly, he never takes off his hat or reveals his face. If asked, he says that he hopes his actions and words will speak louder than his face, and hints that he may be disfigured.
Focus:
A few days after parting company with the man in the basket hat, the party is stopped by a group of armed samurai. They show the PCs a picture of a young man, and ask if they have seen him. They claim that the person in the picture is a dangerous criminal who seeks to assassinate the daimyo and has been seen in the area.
Strike:
That very same night, the man in the basket hat approaches the PCs once again and asks for their help in avoiding the patrols that are looking for him. Under his basket hat, he is the man that the daimyo is looking for. He is the daimyo's long-lost older brother. But he does not seek to kill the daimyo. He isn't even interested in his brother's lands or title. He just wants to return home.
But is he telling the truth?
The PCs meet a wandering ronin in a basket hat. Since he is traveling in the same direction, he joins the party for a short time. Although friendly, he never takes off his hat or reveals his face. If asked, he says that he hopes his actions and words will speak louder than his face, and hints that he may be disfigured.
Focus:
A few days after parting company with the man in the basket hat, the party is stopped by a group of armed samurai. They show the PCs a picture of a young man, and ask if they have seen him. They claim that the person in the picture is a dangerous criminal who seeks to assassinate the daimyo and has been seen in the area.
Strike:
That very same night, the man in the basket hat approaches the PCs once again and asks for their help in avoiding the patrols that are looking for him. Under his basket hat, he is the man that the daimyo is looking for. He is the daimyo's long-lost older brother. But he does not seek to kill the daimyo. He isn't even interested in his brother's lands or title. He just wants to return home.
But is he telling the truth?
Quarantine
Challenge:
The PCs are asked to take part in a ceremony to thank the Fortunes for ending a plague 100 years ago. Not only is it an honor to be asked, but refusing shows a lack of respect for the ceremony and even the Fortunes themselves. The shugenja who organize the ritual are quite certain that the PCs would be perfect for this year's ceremony.
Focus:
As the ceremony begins, the PCs and the other guests (ten people in all) are taken to a secluded temple in the countryside. They are to remain there for ten days and may have no contact with the outside world during that time. In essence, they are under a sort of symbolic quarantine.
Their time alone is not idle, however. A set of scrolls, left by previous participants in the ceremony, lists a number of topics. Included are such things as "virtues for an effective ruler," "ways to achieve one's goals," "ways in which beauty can be dangerous," and "misdeeds everyone commits once in their life." The PCs and the other guests are expected to add their own ideas to these scrolls, each making one contribution to each list.
Strike:
On the morning of the tenth day, the PCs and their companions each find a package bearing their names on the front step of the temple. Inside are a number of items that were chosen to symbolize the answers they provided during the previous ten days and nights of discussion. Using only these items, they have one day to find some way to convey their gratitude to the Fortunes for ending the plague. If they cannot, they will be considered a symbolic victim of the illness, and asked not to return to the village until a full year has passed
The PCs are asked to take part in a ceremony to thank the Fortunes for ending a plague 100 years ago. Not only is it an honor to be asked, but refusing shows a lack of respect for the ceremony and even the Fortunes themselves. The shugenja who organize the ritual are quite certain that the PCs would be perfect for this year's ceremony.
Focus:
As the ceremony begins, the PCs and the other guests (ten people in all) are taken to a secluded temple in the countryside. They are to remain there for ten days and may have no contact with the outside world during that time. In essence, they are under a sort of symbolic quarantine.
Their time alone is not idle, however. A set of scrolls, left by previous participants in the ceremony, lists a number of topics. Included are such things as "virtues for an effective ruler," "ways to achieve one's goals," "ways in which beauty can be dangerous," and "misdeeds everyone commits once in their life." The PCs and the other guests are expected to add their own ideas to these scrolls, each making one contribution to each list.
Strike:
On the morning of the tenth day, the PCs and their companions each find a package bearing their names on the front step of the temple. Inside are a number of items that were chosen to symbolize the answers they provided during the previous ten days and nights of discussion. Using only these items, they have one day to find some way to convey their gratitude to the Fortunes for ending the plague. If they cannot, they will be considered a symbolic victim of the illness, and asked not to return to the village until a full year has passed
The Ambition of One
Challenge:
Under the leadership of a powerful general, one of the Clans begins to make significant military victories over its enemies. Not only do they sieze teritory, but they also manage to force enemy leaders to relinquish a great deal of their authority and autonomy. At the same time, that Clan's courtiers begin making alliances with a number of other families, arranging marriages and securing promises of support.
Focus:
As events continue to unfold, the remaining Clans watch the general's progress with a wary eye. His ambition has many leaders worried that he will turn his eyes toward their lands next. Each family who comes under his banner gives him more and more power, and it would take a mighty alliance to stand against him.
The PCs are dispatched to meet with him, find out exactly what his intentions are, and determine just what actions their families should take.
Strike:
The general is quite open about his plans. He wishes to unite all samurai families into one Clan. Only when all servants of the throne are united in purpose can the Empire truly be safe and prosper. Those who wish to join him in his quest are welcome. Those who oppose him shall face his wrath.
It is up to the party members to decide how they will answer, and what they will do when the time to fight finally comes.
Under the leadership of a powerful general, one of the Clans begins to make significant military victories over its enemies. Not only do they sieze teritory, but they also manage to force enemy leaders to relinquish a great deal of their authority and autonomy. At the same time, that Clan's courtiers begin making alliances with a number of other families, arranging marriages and securing promises of support.
Focus:
As events continue to unfold, the remaining Clans watch the general's progress with a wary eye. His ambition has many leaders worried that he will turn his eyes toward their lands next. Each family who comes under his banner gives him more and more power, and it would take a mighty alliance to stand against him.
The PCs are dispatched to meet with him, find out exactly what his intentions are, and determine just what actions their families should take.
Strike:
The general is quite open about his plans. He wishes to unite all samurai families into one Clan. Only when all servants of the throne are united in purpose can the Empire truly be safe and prosper. Those who wish to join him in his quest are welcome. Those who oppose him shall face his wrath.
It is up to the party members to decide how they will answer, and what they will do when the time to fight finally comes.
Suspicions
Challenge:
One of the PCs' close friends is promoted, and he gives the PC a prominent position amongst his officers. Indeed, his friend shows the PC quite a bit of favor, bestowing many of the best gifts and duties upon him.
Focus:
Suddenly, the PC's friend's mood turns dark. He begins to speak to the PC less and less, turning to one of his other advisors for council. He asks pointed questions, and scowls when he hears the answers. Something certainly seems to be bothering him, but he will not say what it is.
Strike:
The other advisor is turning the PC's friend against him. Jealous of the attention that the PC has been receiving, he has hatched a plot to end their friendship. At first he is content simply to spread lies and tell false stories, but soon he will turn to even worse ways of making the PC look bad. Unless the PC finds out what is going on and does something to stop it he may find himself challenged to a duel for the honor of his former friend's wife.
One of the PCs' close friends is promoted, and he gives the PC a prominent position amongst his officers. Indeed, his friend shows the PC quite a bit of favor, bestowing many of the best gifts and duties upon him.
Focus:
Suddenly, the PC's friend's mood turns dark. He begins to speak to the PC less and less, turning to one of his other advisors for council. He asks pointed questions, and scowls when he hears the answers. Something certainly seems to be bothering him, but he will not say what it is.
Strike:
The other advisor is turning the PC's friend against him. Jealous of the attention that the PC has been receiving, he has hatched a plot to end their friendship. At first he is content simply to spread lies and tell false stories, but soon he will turn to even worse ways of making the PC look bad. Unless the PC finds out what is going on and does something to stop it he may find himself challenged to a duel for the honor of his former friend's wife.
Conveyed in Poetry
Challenge:
The PCs are invited to a local courtier's poetry recital. While his works are not particularly skillful, his use of local imagery brings praise from numerous guests. His poem about ships in the harbor is especially well-liked.
Focus:
A few days later, one of the ships in the harbor is robbed by a gang of bandits. They manage to steal a great deal of silver coins and ingots before getting away. One man, however, is apprehended. The PCs recognize him as one of the courtier's guests at his poetry recital. Before they can question him, however, he attempts to escape, and is likely killed in the process.
Strike:
The courtier is actually working for a criminal syndicate. By using his social connections, he locates targets for the bandits to attack, and conveys the information to his lackeys through his poems. While it may be hard for the PCs to find any proof of his wrongdoing, they may be able to stop the bandits from making any successful heists if they work out how the courtier is conveying his orders in his poems.
The PCs are invited to a local courtier's poetry recital. While his works are not particularly skillful, his use of local imagery brings praise from numerous guests. His poem about ships in the harbor is especially well-liked.
Focus:
A few days later, one of the ships in the harbor is robbed by a gang of bandits. They manage to steal a great deal of silver coins and ingots before getting away. One man, however, is apprehended. The PCs recognize him as one of the courtier's guests at his poetry recital. Before they can question him, however, he attempts to escape, and is likely killed in the process.
Strike:
The courtier is actually working for a criminal syndicate. By using his social connections, he locates targets for the bandits to attack, and conveys the information to his lackeys through his poems. While it may be hard for the PCs to find any proof of his wrongdoing, they may be able to stop the bandits from making any successful heists if they work out how the courtier is conveying his orders in his poems.
Portrait of Hell (Disturbing)
Challenge:
The PCs are asked to find a woman to model for a painting. They are given a few specifics (she must have long hair, must be young, must have an attractive face), but are told to use their best judgement.
Focus:
An ally, friend, relative, or acquaintance of the PCs fits the description quite nicely, and would be excited to pose for a picture. If the PCs vouch for her she is deemed acceptable and taken to pose for the artist at the patron's estate.
Strike:
Shortly after the young lady leaves the PCs learn that the painting was commissioned by the madman Akujiki. He has asked the artist who serves him to paint a picture of Jigoku, and will torture the model in order to provide a suitable inspiration for the work. Unless the PCs can put a stop to the process, the woman they selected will be killed.
The PCs are asked to find a woman to model for a painting. They are given a few specifics (she must have long hair, must be young, must have an attractive face), but are told to use their best judgement.
Focus:
An ally, friend, relative, or acquaintance of the PCs fits the description quite nicely, and would be excited to pose for a picture. If the PCs vouch for her she is deemed acceptable and taken to pose for the artist at the patron's estate.
Strike:
Shortly after the young lady leaves the PCs learn that the painting was commissioned by the madman Akujiki. He has asked the artist who serves him to paint a picture of Jigoku, and will torture the model in order to provide a suitable inspiration for the work. Unless the PCs can put a stop to the process, the woman they selected will be killed.
Bored to Death
Challenge:
The PCs are assigned to assist in overseeing the reconstruction of a ruined castle. It is their job to supervise a work squad of two dozen heimin laborers and make sure that they carry out their duties.
Focus:
The courtier whose command they are placed under is an unbearable meddler. He asks for constant updates on their progress, forces them to submit written requests for every thing they possibly need, changes their work schedules and duties on a daily basis, and even assigns the tools they need to other work squads.
Under his direction, a normal day's work takes about a week to complete. Assuming he doesn't change his mind and ask for something different halfway through, that is.
Strike:
There are a few ways for the PCs to escape this monotony. One is to complete the reconstruction. Another is to consume so many resources that the project is canceled before it is completed. And there's always the possibility that the supervisor meets some unfortunate accident....
The PCs are assigned to assist in overseeing the reconstruction of a ruined castle. It is their job to supervise a work squad of two dozen heimin laborers and make sure that they carry out their duties.
Focus:
The courtier whose command they are placed under is an unbearable meddler. He asks for constant updates on their progress, forces them to submit written requests for every thing they possibly need, changes their work schedules and duties on a daily basis, and even assigns the tools they need to other work squads.
Under his direction, a normal day's work takes about a week to complete. Assuming he doesn't change his mind and ask for something different halfway through, that is.
Strike:
There are a few ways for the PCs to escape this monotony. One is to complete the reconstruction. Another is to consume so many resources that the project is canceled before it is completed. And there's always the possibility that the supervisor meets some unfortunate accident....
A Generous Heart
Challenge:
Someone near to one of the PCs (such as a relative, ally, or sensei) asks them to deliver a precious treasure to a nearby temple. The donation is quite sizeable, and represents a significant portion of the NPC's estate.
Focus:
As soon as the PCs return the NPC asks them to perform another errand for him. He gives them a large amount of money and bids them distribute it to the peasantry. When the money fails to be enough he tells them to sell a number of his possessions in order to make up the difference.
Strike:
The NPC's generosity will continue until he has nothing left. His reasons are his own, and he will not be disuaded from his course of action. Other members of the community, however, will not understand his strange behavior and may even ask the PCs to stop him from driving himself to ruin.
Someone near to one of the PCs (such as a relative, ally, or sensei) asks them to deliver a precious treasure to a nearby temple. The donation is quite sizeable, and represents a significant portion of the NPC's estate.
Focus:
As soon as the PCs return the NPC asks them to perform another errand for him. He gives them a large amount of money and bids them distribute it to the peasantry. When the money fails to be enough he tells them to sell a number of his possessions in order to make up the difference.
Strike:
The NPC's generosity will continue until he has nothing left. His reasons are his own, and he will not be disuaded from his course of action. Other members of the community, however, will not understand his strange behavior and may even ask the PCs to stop him from driving himself to ruin.
Kaiju
Challenge:
A coastal village is wracked by a series of earthquakes. Local shugenja say that the kami are simply shifting to a more confortable position, but the father of a PC's female friend (or possibly even romantic interest) believes that something much more dangerous is about to happen.
Focus:
His predictions are proven correct when a giant reptilian monster rises from the depths! It sinks a fleet of fishing boats before moving on toward the harbor. It ravages the village, stomping buildings, destroying temples, and devouring all who dare stand against it!
Strike:
Conventional weapons and magic prove useless against the monster. It appears as if the village, maybe the entire Empire, is done for. But the elderly researcher has a few more revelations to make. He tells of a giant insect slumbering on a distant mountain, a secret suit of armor that can change the wearer into a giant, and a lost scroll that can put even gods to sleep. If the PCs could find even one of these they just might be able to use it to defeat the monster and save the day.
A coastal village is wracked by a series of earthquakes. Local shugenja say that the kami are simply shifting to a more confortable position, but the father of a PC's female friend (or possibly even romantic interest) believes that something much more dangerous is about to happen.
Focus:
His predictions are proven correct when a giant reptilian monster rises from the depths! It sinks a fleet of fishing boats before moving on toward the harbor. It ravages the village, stomping buildings, destroying temples, and devouring all who dare stand against it!
Strike:
Conventional weapons and magic prove useless against the monster. It appears as if the village, maybe the entire Empire, is done for. But the elderly researcher has a few more revelations to make. He tells of a giant insect slumbering on a distant mountain, a secret suit of armor that can change the wearer into a giant, and a lost scroll that can put even gods to sleep. If the PCs could find even one of these they just might be able to use it to defeat the monster and save the day.
Discretion
A noblewoman summons the PCs to meet with her, asking them for a great favor. She only tells them her problem after they swear to keep it a secret. Although she is married, she is having an affair with a courtier from another Clan. She gave her lover a jeweled pin that was originally a present from her husband. However, she and her husband have been called to attend a party with the Clan Champion, and she will be expected to wear the pin at that event.
Focus:
The noblewoman begs the PCs to travel to her lover's home province, ask him for the pin, and bring it back to her before the Clan Champion's party. There is no one else she can trust, as all of her other servants are loyal to her husband, and there is little time.
Strike:
In addition to the difficulties in making the journey in such a short time, the PCs will also have to deal with a band of soldiers and assassins determined to stop them. The monk who advises the noblewoman's husband is aware of her infidelity, and wishes to expose her in order to further his own political aims. He would like nothing more than to see the PCs fail, and will do everything in his power to make sure they do.
Focus:
The noblewoman begs the PCs to travel to her lover's home province, ask him for the pin, and bring it back to her before the Clan Champion's party. There is no one else she can trust, as all of her other servants are loyal to her husband, and there is little time.
Strike:
In addition to the difficulties in making the journey in such a short time, the PCs will also have to deal with a band of soldiers and assassins determined to stop them. The monk who advises the noblewoman's husband is aware of her infidelity, and wishes to expose her in order to further his own political aims. He would like nothing more than to see the PCs fail, and will do everything in his power to make sure they do.
Curse of Sun and Moon
Challenge:
A powerful shugenja lays a curse on one or more of the PCs in an attempt to intimidate their families into giving him political support. At first nothing seems to happen, but soon afterward a wild animal (hawk, wolf, fox, rabbit, stag, ect) arrives and begins to watch the PC with intense interest.
Focus:
Once night falls, the true nature of the curse is revealed. While the sun shines in the sky, the PC keeps control of his own body. But when the moon rises he inhabits the body of the animal, and the animal's spirit enters his body.
If more than one PC is cursed, some may be afflicted with an alternate version. In this case, they keep control of their own body at night. When the sun rises, they enter the body of the animal, and the animal enters their body.
If only one PC is cursed, then the second curse falls on a victim from another family.
Strike:
The only way to break the curse is for all creatures affected by it to visit a shrine dedicated to both the sun and the moon and perform a sacred ritual during an eclipse. A suitable shrine can be found within a few days' travel, and they may be able to make it in time for the next eclipse if they hurry. But the shugenja is certain to do everything in his power to stop them.
A powerful shugenja lays a curse on one or more of the PCs in an attempt to intimidate their families into giving him political support. At first nothing seems to happen, but soon afterward a wild animal (hawk, wolf, fox, rabbit, stag, ect) arrives and begins to watch the PC with intense interest.
Focus:
Once night falls, the true nature of the curse is revealed. While the sun shines in the sky, the PC keeps control of his own body. But when the moon rises he inhabits the body of the animal, and the animal's spirit enters his body.
If more than one PC is cursed, some may be afflicted with an alternate version. In this case, they keep control of their own body at night. When the sun rises, they enter the body of the animal, and the animal enters their body.
If only one PC is cursed, then the second curse falls on a victim from another family.
Strike:
The only way to break the curse is for all creatures affected by it to visit a shrine dedicated to both the sun and the moon and perform a sacred ritual during an eclipse. A suitable shrine can be found within a few days' travel, and they may be able to make it in time for the next eclipse if they hurry. But the shugenja is certain to do everything in his power to stop them.
Copy Right
Challenge:
An artisan offers to enter the service of the PCs, or one of their superiors. He is relatively unknown, but his work shows talent and could be famous one day.
Focus:
The artisan is very prolific, and creates a number of works immortalizing the great deeds of his patrons. The incredible pace at which he comes up with new ideas is the talk of the court, and his creations bring the PCs quite a lot of glory and recognition
Strike:
The PCs learn that the artisan's works are all copies of obscure pieces originally created by others. Can they allow such dishonorable behavior to continue, even if it is to their benefit? And what if someone else learns of this disgrace?
Because bad artists copy, but great artists steal.
An artisan offers to enter the service of the PCs, or one of their superiors. He is relatively unknown, but his work shows talent and could be famous one day.
Focus:
The artisan is very prolific, and creates a number of works immortalizing the great deeds of his patrons. The incredible pace at which he comes up with new ideas is the talk of the court, and his creations bring the PCs quite a lot of glory and recognition
Strike:
The PCs learn that the artisan's works are all copies of obscure pieces originally created by others. Can they allow such dishonorable behavior to continue, even if it is to their benefit? And what if someone else learns of this disgrace?
Because bad artists copy, but great artists steal.
Curse of Chikushudo
Challenge:
While traveling, the PCs are approached by a curious animal. The creature poses absolutely no danger, but is often underfoot and in the way.
Focus:
Somehow, the animal is killed. If one of the PCs or an NPC tries to shoo it away, it is injured. If left to its own devices, it dies in an accident. If all else fails, it chokes to death on a morsel of food offered by a member of the party.
Strike:
The animal's death brings a dark turn for the fortunes of the PCs. Their progress is slowed, and the weather turns bad. Minor ailments and injuries become common. Some members of the party even report being haunted by ghastly spirits. Until they make amends for the death of the animal, their journey will not go smoothly.
While traveling, the PCs are approached by a curious animal. The creature poses absolutely no danger, but is often underfoot and in the way.
Focus:
Somehow, the animal is killed. If one of the PCs or an NPC tries to shoo it away, it is injured. If left to its own devices, it dies in an accident. If all else fails, it chokes to death on a morsel of food offered by a member of the party.
Strike:
The animal's death brings a dark turn for the fortunes of the PCs. Their progress is slowed, and the weather turns bad. Minor ailments and injuries become common. Some members of the party even report being haunted by ghastly spirits. Until they make amends for the death of the animal, their journey will not go smoothly.
Palace of Yumi-do
Challenge:
A rich and powerful daimyo begins construction of a new palace. It is a marvel to behold, filled with beautiful treasures, extravagant comforts, and wonders beyond belief. While visiting as members of their commander's honor guard, the PCs are invited to partake of anything they like during their stay.
Focus:
The palace is as fantastic as it seems, and anything the PCs could possibly desire can be found within its walls. In fact, it seems that everything they desire is in the palace. There is no reason to leave, or ever want to leave. Life within the palace is perfect.
Maybe even too perfect...
Strike:
The palace is only half real. The other half is a dream, imposed on the real world by the collective belief of those within it. The longer one stays the more difficult it is to leave. It is not sinister, but it is extremely tempting, and convincing anyone within to rouse themselves from their "slumber" will be quite difficult.
If you want to make this one even more difficult, let one of the PCs fall in love with a maiden from the palace - a literal "girl of his dreams."
A rich and powerful daimyo begins construction of a new palace. It is a marvel to behold, filled with beautiful treasures, extravagant comforts, and wonders beyond belief. While visiting as members of their commander's honor guard, the PCs are invited to partake of anything they like during their stay.
Focus:
The palace is as fantastic as it seems, and anything the PCs could possibly desire can be found within its walls. In fact, it seems that everything they desire is in the palace. There is no reason to leave, or ever want to leave. Life within the palace is perfect.
Maybe even too perfect...
Strike:
The palace is only half real. The other half is a dream, imposed on the real world by the collective belief of those within it. The longer one stays the more difficult it is to leave. It is not sinister, but it is extremely tempting, and convincing anyone within to rouse themselves from their "slumber" will be quite difficult.
If you want to make this one even more difficult, let one of the PCs fall in love with a maiden from the palace - a literal "girl of his dreams."
The Diamond Champion
Challenge:
The Emperor himself (or a similarly important individual) is attacked by an assassin. He survives, but is badly shaken by the ordeal. In order to make sure that no future incidents occur, he creates the post of Diamond Champion to oversee the internal security of the Empire.
Focus:
The Emerald Champion wastes no time in implementing his new powers. He sets up a spy network, ensuring that all servants of the Empire are completely loyal to the throne. After rooting out a number of conspiracies, he convinces the Emperor that further measures are needed. He sets up a secret magistrate force to seek out dangerous influences in society. Those who report their neighbors are rewarded. Those who are accused or even suspected of immoral thoughts are punished. And anyone who dares imply that his powers are too broad is branded a conspirator and enemy of the Emperor.
Strike:
The PCs manage to ride out this entire affair relatively unscathed. But eventually they hear unsettling rumors that the Diamond Champion has fabricated several threats to the Emperor's well-being simply to expand his own power. They may very well be putting their own necks on the line to investigate, but if they do they will uncover a conspiracy that rivals even the legendary Gozoku in effectiveness and malevolence.
The Emperor himself (or a similarly important individual) is attacked by an assassin. He survives, but is badly shaken by the ordeal. In order to make sure that no future incidents occur, he creates the post of Diamond Champion to oversee the internal security of the Empire.
Focus:
The Emerald Champion wastes no time in implementing his new powers. He sets up a spy network, ensuring that all servants of the Empire are completely loyal to the throne. After rooting out a number of conspiracies, he convinces the Emperor that further measures are needed. He sets up a secret magistrate force to seek out dangerous influences in society. Those who report their neighbors are rewarded. Those who are accused or even suspected of immoral thoughts are punished. And anyone who dares imply that his powers are too broad is branded a conspirator and enemy of the Emperor.
Strike:
The PCs manage to ride out this entire affair relatively unscathed. But eventually they hear unsettling rumors that the Diamond Champion has fabricated several threats to the Emperor's well-being simply to expand his own power. They may very well be putting their own necks on the line to investigate, but if they do they will uncover a conspiracy that rivals even the legendary Gozoku in effectiveness and malevolence.
Usagi Yojimbo
The PCs meet a wandering ronin on the road. The ronin was formerly from the Hare Clan, but he now serves as a bodyguard for hire. Although the events of his turbulent past have left him without a master, he is an honorable and trustworthy soul.
Focus:
The former Hare takes a detour to meditate at the site of a shrine. Before he goes, however, he entrusts a package to the PCs. He says only that it would not do to bring such an item into a place of peace and harmony, and assures the PCs that he will meet them at the next village.
If the PCs check the package they will find it contains a sword. While the saya and handle do not appear to be of any special quality, the blade itself is exceptional.
Strike:
But before the PCs can reach the next village they are waylaid by a group of ninjas, who seek the claim the package that the PCs carry. And even after the party reaches the village, they find it burned to the ground. A wounded peasant tells them that their friend went ahead to defeat the villains who did this. And then the PCs are attacked by a group of soldiers, dressed in completely different colors from the ninjas who ambushed them earlier.
Who are these people and why do they want this sword so badly? In order to find out, the PCs will have to track down the "Usagi Yojimbo.
Focus:
The former Hare takes a detour to meditate at the site of a shrine. Before he goes, however, he entrusts a package to the PCs. He says only that it would not do to bring such an item into a place of peace and harmony, and assures the PCs that he will meet them at the next village.
If the PCs check the package they will find it contains a sword. While the saya and handle do not appear to be of any special quality, the blade itself is exceptional.
Strike:
But before the PCs can reach the next village they are waylaid by a group of ninjas, who seek the claim the package that the PCs carry. And even after the party reaches the village, they find it burned to the ground. A wounded peasant tells them that their friend went ahead to defeat the villains who did this. And then the PCs are attacked by a group of soldiers, dressed in completely different colors from the ninjas who ambushed them earlier.
Who are these people and why do they want this sword so badly? In order to find out, the PCs will have to track down the "Usagi Yojimbo.
The Gift of a Mask
Challenge:
A renowned craftsman sends several gifts to the Imperial Court. For the Crab, he sends a sturdy wooden stool, and for the Scorpion, a folding screen. The Phoenix and Dragon receive a set of statues showing the totem animals of their Clans, and the Unicorn get an elaborate wind chime. As the last box is opened, everyone strains to get a good look at the presents inside...
Focus:
But there is only one gift in the last box. It is a kabuki mask, with a Crane on the front and a Lion on the back.
Or is it a Lion on the front and a Crane on the back? Debate rages over which way the mask should be displayed when it is hung on the wall, and harsh words are bandied about. Neither Clan will accept being portrayed as subordinate to the other, and the matter quickly becomes one of honor.
Strike:
If no one realizes the true meaning of the mask the PCs can visit the craftsman himself to find out which way it should be displayed, but smart characters may be able to figure it out for themselves. The mask is meant to show that the Lion and Crane Clans complement each other like two sides of a coin. Hanging the mask in the center of the room so that both sides can be seen is the true answer.
Getting the two delegations to realize that, however, may be quite difficult.
A renowned craftsman sends several gifts to the Imperial Court. For the Crab, he sends a sturdy wooden stool, and for the Scorpion, a folding screen. The Phoenix and Dragon receive a set of statues showing the totem animals of their Clans, and the Unicorn get an elaborate wind chime. As the last box is opened, everyone strains to get a good look at the presents inside...
Focus:
But there is only one gift in the last box. It is a kabuki mask, with a Crane on the front and a Lion on the back.
Or is it a Lion on the front and a Crane on the back? Debate rages over which way the mask should be displayed when it is hung on the wall, and harsh words are bandied about. Neither Clan will accept being portrayed as subordinate to the other, and the matter quickly becomes one of honor.
Strike:
If no one realizes the true meaning of the mask the PCs can visit the craftsman himself to find out which way it should be displayed, but smart characters may be able to figure it out for themselves. The mask is meant to show that the Lion and Crane Clans complement each other like two sides of a coin. Hanging the mask in the center of the room so that both sides can be seen is the true answer.
Getting the two delegations to realize that, however, may be quite difficult.
Shark!
Challenge:
A coastal village is about to hold its annual festival to bring luck to fishermen and ensure a good harvest. First, all the young men of the village wade out into the ocean to call for fish. Then, all the members of the village take offerings out to the water. Finally, a young maiden goes out to sea in a small boat to give thanks for the bounty that the village hopes to receive. The festival is an important event for the community, as fishing is the main livelihood for all residents.
Focus:
Before the festival can even begin, however, a man's body is found cut in half on the shore. It looks as if he has been dead for some time, as the fishes have eaten quite a bit of him. Nonetheless, he must have been attacked by someone with a sword for so much of his body to have been cut away.
Strike:
There was no swordsman. And no boating accident either. A ferocious killer shark has entered the area, and will turn the festival into a bloodbath if he is not killed. But the size and power of this eating machine make defeating it with conventional weapons an almost impossible challenge.
A coastal village is about to hold its annual festival to bring luck to fishermen and ensure a good harvest. First, all the young men of the village wade out into the ocean to call for fish. Then, all the members of the village take offerings out to the water. Finally, a young maiden goes out to sea in a small boat to give thanks for the bounty that the village hopes to receive. The festival is an important event for the community, as fishing is the main livelihood for all residents.
Focus:
Before the festival can even begin, however, a man's body is found cut in half on the shore. It looks as if he has been dead for some time, as the fishes have eaten quite a bit of him. Nonetheless, he must have been attacked by someone with a sword for so much of his body to have been cut away.
Strike:
There was no swordsman. And no boating accident either. A ferocious killer shark has entered the area, and will turn the festival into a bloodbath if he is not killed. But the size and power of this eating machine make defeating it with conventional weapons an almost impossible challenge.
Prison Island
Challenge:
The PCs are caught by an enemy Clan and accused of spying. Rather than report their capture immediately, the enemy commander has them taken to a prison facility on a distant island. He hopes that he can use their continued incarceration to give his Clan more leverage over their families, so he puts them in the worst conditions possible without actually killing them.
Focus:
The prison is a bleak and inhospitable place. It is surrounded by dense jungles, fields of jagged rocks, and rough waters. Most of the other inhabitants are former pirates or ronin, and everyone is forced to take part in hard labor. It is no place for a samurai, even one who has been taken prisoner, and to put a fellow servant of the Emperor in such conditions is the height of dishonor.
Strike:
If the PCs can escape they will be able to strike two blows against their enemy. By returning to their families they will be able to put an end to the political pressure that he is exerting, and they will also be able to expose the dishonorable way in which he is treating prisoners. Of course, they will have to escape first in order to have any chance of doing so.
The PCs are caught by an enemy Clan and accused of spying. Rather than report their capture immediately, the enemy commander has them taken to a prison facility on a distant island. He hopes that he can use their continued incarceration to give his Clan more leverage over their families, so he puts them in the worst conditions possible without actually killing them.
Focus:
The prison is a bleak and inhospitable place. It is surrounded by dense jungles, fields of jagged rocks, and rough waters. Most of the other inhabitants are former pirates or ronin, and everyone is forced to take part in hard labor. It is no place for a samurai, even one who has been taken prisoner, and to put a fellow servant of the Emperor in such conditions is the height of dishonor.
Strike:
If the PCs can escape they will be able to strike two blows against their enemy. By returning to their families they will be able to put an end to the political pressure that he is exerting, and they will also be able to expose the dishonorable way in which he is treating prisoners. Of course, they will have to escape first in order to have any chance of doing so.
Behind Enemy Lines
Challenge:
During a prolonged conflict with another Clan (or a campaign against the Shadowlands, if you prefer), a tactician puts forward a plan to end the war in one fell swoop. By capturing several key bridges along the enemy's supply line, the PCs' Clan can cause enough of a disruption to break through the front line. After that, hastilly deployed reinforcements should have no problem moving down the enemy supply line and striking straight at the enemy command center.
Focus:
The plan looks like it just might work. Spies show that the bridges are not as heavily defended as the front lines, and a quick push through the front lines should give a strike force enough momentum to carry them all the way to the most distant bridge. If anything, the damage such a maneuver would cause the enemy supply train would be devastating in and of itself. Orders are given to move teams of men behind enemy lines with powerful air magic, and the PCs are assigned to take and hold the sixth, most distant bridge.
Strike:
The plan is ultimately too ambitious to work. Even if the bridges closest to the front lines are held, the one that the PCs have captured is too deep in enemy territory to be held long enough for reinforcements to arrive. Stuck behind enemy lines with hostile forces closing in on them and reinforcements unable to reach them, the PCs must find some way to get back home safely.
During a prolonged conflict with another Clan (or a campaign against the Shadowlands, if you prefer), a tactician puts forward a plan to end the war in one fell swoop. By capturing several key bridges along the enemy's supply line, the PCs' Clan can cause enough of a disruption to break through the front line. After that, hastilly deployed reinforcements should have no problem moving down the enemy supply line and striking straight at the enemy command center.
Focus:
The plan looks like it just might work. Spies show that the bridges are not as heavily defended as the front lines, and a quick push through the front lines should give a strike force enough momentum to carry them all the way to the most distant bridge. If anything, the damage such a maneuver would cause the enemy supply train would be devastating in and of itself. Orders are given to move teams of men behind enemy lines with powerful air magic, and the PCs are assigned to take and hold the sixth, most distant bridge.
Strike:
The plan is ultimately too ambitious to work. Even if the bridges closest to the front lines are held, the one that the PCs have captured is too deep in enemy territory to be held long enough for reinforcements to arrive. Stuck behind enemy lines with hostile forces closing in on them and reinforcements unable to reach them, the PCs must find some way to get back home safely.
That which is holding you back
Challenge:
One of the PCs returns home for training. His sensei meets him at the door to his school with a smile that seems rather weak and forced. It seems that the daimyo has announced a tournament, and all sensei must send all students who are present to compete. Now that the PC has arrived, that includes him too.
Focus:
The PC's sensei has the PC spar against an advanced student in order to guage his level of experise. While the fight is close, the PC ultimately loses. If he had knowledge of the new technique he came to learn, however, he would be likely to win.
Unfortunately, upon seeing the PC's performance the sensei announces that he will not teach him the next technique. With the tournament approaching rapidly, it almost seems as if the PC's sensei is sabotaging his chances. If only there was some other way for him to learn the next technique...
Strike:
The daimyo is looking for candidates to send on a dangerous mission, and will select the students who perform the best in the tournament. The PC's sensei does not agree with the daimyo's reasoning or his motivations, and fears that those who go on the mission will end up getting killed. He has deliberately held the PC back in an attempt to save his life. But it may all be for nought if the PC finds some other way to win the match.
If you like you can also explore the issue of differing political views between the sensei and the daimyo, and just where the PC's loyalties ultimately lie.
One of the PCs returns home for training. His sensei meets him at the door to his school with a smile that seems rather weak and forced. It seems that the daimyo has announced a tournament, and all sensei must send all students who are present to compete. Now that the PC has arrived, that includes him too.
Focus:
The PC's sensei has the PC spar against an advanced student in order to guage his level of experise. While the fight is close, the PC ultimately loses. If he had knowledge of the new technique he came to learn, however, he would be likely to win.
Unfortunately, upon seeing the PC's performance the sensei announces that he will not teach him the next technique. With the tournament approaching rapidly, it almost seems as if the PC's sensei is sabotaging his chances. If only there was some other way for him to learn the next technique...
Strike:
The daimyo is looking for candidates to send on a dangerous mission, and will select the students who perform the best in the tournament. The PC's sensei does not agree with the daimyo's reasoning or his motivations, and fears that those who go on the mission will end up getting killed. He has deliberately held the PC back in an attempt to save his life. But it may all be for nought if the PC finds some other way to win the match.
If you like you can also explore the issue of differing political views between the sensei and the daimyo, and just where the PC's loyalties ultimately lie.
Plague Zombies
Challenge:
Rumors of bloodspeaker activity in the area have put magistrates and sentries on high alert. The PCs are sent to organize the defenses of a fortified village against an oncoming attack.
Focus:
Just as predicted, the bloodspeakers do launch an assault using zombies as shock troops. But the soldiers who engage the zombies are in for a rude surprise. The dead have been infected with a virulent plague, and anyone who becomes splattered with their blood or pus will also become infected! By the time this becomes clear, however, there is just enough time to fall back and close the gates against the zombie assault.
Strike:
Engaging the zombies in melee combat would be suicide. But killing a zombie with a bow takes precision and skill. Only an arrow through the neck or the eye has any real chance of doing the trick. Even if an archer could put one down for a few minutes, someone would still have to make it through to attack their bloodspeaker commanders, for they can simply cause the zombies to rise again. As long as the bloodspeakers themselves remain out of range, the situation looks very bleak indeed.
Rumors of bloodspeaker activity in the area have put magistrates and sentries on high alert. The PCs are sent to organize the defenses of a fortified village against an oncoming attack.
Focus:
Just as predicted, the bloodspeakers do launch an assault using zombies as shock troops. But the soldiers who engage the zombies are in for a rude surprise. The dead have been infected with a virulent plague, and anyone who becomes splattered with their blood or pus will also become infected! By the time this becomes clear, however, there is just enough time to fall back and close the gates against the zombie assault.
Strike:
Engaging the zombies in melee combat would be suicide. But killing a zombie with a bow takes precision and skill. Only an arrow through the neck or the eye has any real chance of doing the trick. Even if an archer could put one down for a few minutes, someone would still have to make it through to attack their bloodspeaker commanders, for they can simply cause the zombies to rise again. As long as the bloodspeakers themselves remain out of range, the situation looks very bleak indeed.
Gratitude
Challenge:
While one of the PCs is at court, discussion turns to the topic of courtesy. Specifically, whether a samurai more commonly shows courtesy to others or shows gratitude for courtesy that they show him. It is agreed that both are virtues, but there is some confusion over which one is more common.
Focus:
Eventually, a bet is proposed involving the PC and another member of court. Whichever can do something for the other that is genuinely kind and great enough to draw a sincere expression of heartfelt thanks shall be the winner. The loser will then have to acknowledge the debt that he owes.
Unfortunately, the other competitor in this bet happens to be one of the PC's most hated rivals.
Strike:
While it is possible to avoid saying "thank you" by repaying a favor with an equally kind favor, the thought of giving one's rival any gift or advantage should be disagreeable at the very least. Still, refusing to acknowledge a show of kindness that is actually noteworthy is sure to bring a loss of face. It is a dangerous balancing act, and the PC will have to be careful to avoid ending up in his rival's debt.
While one of the PCs is at court, discussion turns to the topic of courtesy. Specifically, whether a samurai more commonly shows courtesy to others or shows gratitude for courtesy that they show him. It is agreed that both are virtues, but there is some confusion over which one is more common.
Focus:
Eventually, a bet is proposed involving the PC and another member of court. Whichever can do something for the other that is genuinely kind and great enough to draw a sincere expression of heartfelt thanks shall be the winner. The loser will then have to acknowledge the debt that he owes.
Unfortunately, the other competitor in this bet happens to be one of the PC's most hated rivals.
Strike:
While it is possible to avoid saying "thank you" by repaying a favor with an equally kind favor, the thought of giving one's rival any gift or advantage should be disagreeable at the very least. Still, refusing to acknowledge a show of kindness that is actually noteworthy is sure to bring a loss of face. It is a dangerous balancing act, and the PC will have to be careful to avoid ending up in his rival's debt.
Gifts of Koshin
Challenge:
The PCs hear a rumor that the avatar of Koshin, the Fortune of Roads, is traveling from temple to temple. A number of pilgrims and travelers set off to search for the heavenly traveler, seeking his blessing.
Focus:
As they continue their travels, the PCs find a number of merchants and peddlers selling walking sticks, charms, traveling coats, and copies of sutras that have puportedly been touched, used, or signed by Koshin. While a number of gullible peasants buy such trinkets without a second thought, most samurai are too smart to fall for such fakery.
Strike:
Which is really too bad, because one stall in particular actually does have the genuine article. The small headbands and back banners signed by Koshin that are sold there have the power to increase a traveler's speed tenfold. As soon as word of this treasure gets out the PCs are ordered to go back to the stall. By the time they get there the merchant has nothing left, but he is able to point the party in the direction that Koshin was heading the last time anyone saw him...
The PCs hear a rumor that the avatar of Koshin, the Fortune of Roads, is traveling from temple to temple. A number of pilgrims and travelers set off to search for the heavenly traveler, seeking his blessing.
Focus:
As they continue their travels, the PCs find a number of merchants and peddlers selling walking sticks, charms, traveling coats, and copies of sutras that have puportedly been touched, used, or signed by Koshin. While a number of gullible peasants buy such trinkets without a second thought, most samurai are too smart to fall for such fakery.
Strike:
Which is really too bad, because one stall in particular actually does have the genuine article. The small headbands and back banners signed by Koshin that are sold there have the power to increase a traveler's speed tenfold. As soon as word of this treasure gets out the PCs are ordered to go back to the stall. By the time they get there the merchant has nothing left, but he is able to point the party in the direction that Koshin was heading the last time anyone saw him...
REvenant
Challenge:
A terrified messenger arrives at the castle gates, screaming to be let in. He is almost incoherent, and yammers on about a terrible scourge who laid waste to an entire squad of elite samurai. The dark villain didn't even lift a hand, yet he (or she) was unstoppable. The messenger lived only because he knew the man's reputation and fled without drawing his weapon.
In life, the man was one of the PCs' greatest enemies.
Now he has returned from Jigoku to take revenge on the entire Empire.
Focus:
Suddenly, there is a cry from the gates. The villain has arrived. Troops are mobilized to stop him, but he takes no notice. He simply keeps walking forward, wreathed in an aura of black flames. Even when the order is given to attack he takes no hostile motion. He simply continues walking as the black hellfire strikes down all those who approach him.
As he reaches the gates, he gives a wave of his hand. A tendril of black flame lashes out and breaks the wooden doors in two. Then, he continues his advance.
Strike:
The PCs will have to find some way to engage their hated foe before he can destroy the castle and kill everyone within. Conventional weapons are all but useless against him, and the killing power at his disposal is unlike anything ever seen. Beneath the black flame he is as mortal as ever, but unless the PCs can neutralize or bypass the protection the fire gives him they stand no chance of ever wounding him.
A terrified messenger arrives at the castle gates, screaming to be let in. He is almost incoherent, and yammers on about a terrible scourge who laid waste to an entire squad of elite samurai. The dark villain didn't even lift a hand, yet he (or she) was unstoppable. The messenger lived only because he knew the man's reputation and fled without drawing his weapon.
In life, the man was one of the PCs' greatest enemies.
Now he has returned from Jigoku to take revenge on the entire Empire.
Focus:
Suddenly, there is a cry from the gates. The villain has arrived. Troops are mobilized to stop him, but he takes no notice. He simply keeps walking forward, wreathed in an aura of black flames. Even when the order is given to attack he takes no hostile motion. He simply continues walking as the black hellfire strikes down all those who approach him.
As he reaches the gates, he gives a wave of his hand. A tendril of black flame lashes out and breaks the wooden doors in two. Then, he continues his advance.
Strike:
The PCs will have to find some way to engage their hated foe before he can destroy the castle and kill everyone within. Conventional weapons are all but useless against him, and the killing power at his disposal is unlike anything ever seen. Beneath the black flame he is as mortal as ever, but unless the PCs can neutralize or bypass the protection the fire gives him they stand no chance of ever wounding him.
A Lovely Wedding
Challenge:
A friend and ally of the PCs asks them to attend her wedding ceremony. Of course, this is a great honor, and the PCs are all but expected to attend the formal event once they have been asked.
The friend later reveals that she is worried about the wedding going smoothly. Both she and her husband-to-be have made many powerful enemies in the course of their lives, and such foes would not hesitate to strike during such a special time. She asks the PCs to be on the lookout for any suspicious behavior before, during, or after the ceremony.
Focus:
The PCs do indeed find a great deal of suspicious behavior. The groom's father keeps sneaking away. The priest often has a blank, vacant look on his face. Two guests keep exchanging surreptitious glances. And a servant waits on the sidelines, holding a bundle shaped like a sword.
Strike:
Most of these problems are completely benign. The groom's father can't get through the stress without slipping off for a drink every once in a while. The priest didn't sleep well last night because he was gambling. The two guests are secret lovers, and the bundle carried by the servant is a flute. Of course, finding these things out without causing a disruption may be easier said than done.
A friend and ally of the PCs asks them to attend her wedding ceremony. Of course, this is a great honor, and the PCs are all but expected to attend the formal event once they have been asked.
The friend later reveals that she is worried about the wedding going smoothly. Both she and her husband-to-be have made many powerful enemies in the course of their lives, and such foes would not hesitate to strike during such a special time. She asks the PCs to be on the lookout for any suspicious behavior before, during, or after the ceremony.
Focus:
The PCs do indeed find a great deal of suspicious behavior. The groom's father keeps sneaking away. The priest often has a blank, vacant look on his face. Two guests keep exchanging surreptitious glances. And a servant waits on the sidelines, holding a bundle shaped like a sword.
Strike:
Most of these problems are completely benign. The groom's father can't get through the stress without slipping off for a drink every once in a while. The priest didn't sleep well last night because he was gambling. The two guests are secret lovers, and the bundle carried by the servant is a flute. Of course, finding these things out without causing a disruption may be easier said than done.
The Fifth Element
Challenge:
One of the PCs finds a note with the character for the word "four" written on it amongst his belongings. Feel free to tell him outright that the number four is considered unlucky in many circles because it has the same pronunciation as the word for death.
Focus:
Over the next few days, the PC finds even more instances of the number four. He will reveive the fourth room at any inn he stays at. When others receive five (or three) rice buns with their meals, he gets four. The orders he receives will list four objectives. The woman who talks to him on the street will have four flowers in her hair, or four circles on the back of her kimono. Everywhere he goes, the same message of death is staring back at him.
Strike:
There is no dire omen or sinister conspiracy. Indeed, the number four has a completely different meaning in this case. The PC is being given a message by the spirits. His elements are out of balance, and he must restore them before it is too late. Once he finds the fifth element that he has neglected in his life he will be at peace once more.
One of the PCs finds a note with the character for the word "four" written on it amongst his belongings. Feel free to tell him outright that the number four is considered unlucky in many circles because it has the same pronunciation as the word for death.
Focus:
Over the next few days, the PC finds even more instances of the number four. He will reveive the fourth room at any inn he stays at. When others receive five (or three) rice buns with their meals, he gets four. The orders he receives will list four objectives. The woman who talks to him on the street will have four flowers in her hair, or four circles on the back of her kimono. Everywhere he goes, the same message of death is staring back at him.
Strike:
There is no dire omen or sinister conspiracy. Indeed, the number four has a completely different meaning in this case. The PC is being given a message by the spirits. His elements are out of balance, and he must restore them before it is too late. Once he finds the fifth element that he has neglected in his life he will be at peace once more.
Left with the Bill
Challenge:
A friend of the PCs invites them out for a celebration. He takes them to an extravagant restaurant, hires geisha to sing and dance, buys the best sake available, and spares no expense in making the evening a memorable one.
Focus:
In the middle of the evening, the PCs' friend gets up to use the water closet. He is gone for quite some time, and if anyone thinks to check on him they will find he has disappeared.
Strike:
The owner of the restaurant will not be happy to hear that the PCs are unable to pay. He is not afraid to stand up to samurai who dine and dash, and has thugs who will chase them through the pleasure quarter if necessary. The PCs will have to find some way to get through the evening unscathed. And, assuming they still have any loyalty left toward him after that, they may also wish to find out what became of their friend.
A friend of the PCs invites them out for a celebration. He takes them to an extravagant restaurant, hires geisha to sing and dance, buys the best sake available, and spares no expense in making the evening a memorable one.
Focus:
In the middle of the evening, the PCs' friend gets up to use the water closet. He is gone for quite some time, and if anyone thinks to check on him they will find he has disappeared.
Strike:
The owner of the restaurant will not be happy to hear that the PCs are unable to pay. He is not afraid to stand up to samurai who dine and dash, and has thugs who will chase them through the pleasure quarter if necessary. The PCs will have to find some way to get through the evening unscathed. And, assuming they still have any loyalty left toward him after that, they may also wish to find out what became of their friend.
A Powerful Weapon
Challenge:
An important courtier gives the PCs a gift, wrapped in many folds of silk. He says that it is a powerful weapon to protect them from danger in their time of deepest need, and warns them only to use it when absolutely necessary.
Focus:
If the PCs unwrap the weapon, they find it is a simple humming bulb arrow, completely incapable of causing any damage to an enemy. It certainly doesn't seem like a "powerful weapon."
Strike:
If the PCs ever do use the humming bulb, they find that it is indeed a powerful tool. Perhaps it summons the courtier's agents from their hiding places in the trees to fight for the PCs. Or maybe it calls vengeful spirits. It might cause a clap of thunder, or a shockwave that stuns all enemies in the area. Whatever the case, it certainly does live up to the courtier's claims.
The PCs did remember to retrieve it afterward, right?
An important courtier gives the PCs a gift, wrapped in many folds of silk. He says that it is a powerful weapon to protect them from danger in their time of deepest need, and warns them only to use it when absolutely necessary.
Focus:
If the PCs unwrap the weapon, they find it is a simple humming bulb arrow, completely incapable of causing any damage to an enemy. It certainly doesn't seem like a "powerful weapon."
Strike:
If the PCs ever do use the humming bulb, they find that it is indeed a powerful tool. Perhaps it summons the courtier's agents from their hiding places in the trees to fight for the PCs. Or maybe it calls vengeful spirits. It might cause a clap of thunder, or a shockwave that stuns all enemies in the area. Whatever the case, it certainly does live up to the courtier's claims.
The PCs did remember to retrieve it afterward, right?
To Track a Thief
Challenge:
The PCs are asked to venture into a village full of ronin, smuglers, criminals, and other shady characters to find a thief (or kidnapper) and recover what he took.
Focus:
Tracking down the thief takes some time, and the PCs run into a number of other unsavory types along the way. Eventually, however, they do manage to find him slumped over a table in a sake house.
Strike:
It turns out, however, that the thief is not drunk. He's dead. Someone stabbed him in the gut and took the item that he stole (or the person that he kidnapped) for themselves. The PCs will have to continue their search, and deal with the new antagonist.
The PCs are asked to venture into a village full of ronin, smuglers, criminals, and other shady characters to find a thief (or kidnapper) and recover what he took.
Focus:
Tracking down the thief takes some time, and the PCs run into a number of other unsavory types along the way. Eventually, however, they do manage to find him slumped over a table in a sake house.
Strike:
It turns out, however, that the thief is not drunk. He's dead. Someone stabbed him in the gut and took the item that he stole (or the person that he kidnapped) for themselves. The PCs will have to continue their search, and deal with the new antagonist.
A Unicorn Steed
Challenge:
One of the PCs is given a steed from the Unicorn Clan, on the condition that he shows off his horsemanship skills for everyone else. The giver warns the PC and the assembled onlookers that only the best riders can control Unicorn steeds, and the PC is given a few weeks to get used to his new mount before the exhibition is to be held.
Focus:
The mount is actually quite even-tempered and docile. The PC has no trouble controlling it at all and performs like a natural born rider in the saddle.
At least, he does until the day of the big event. Then the horse suddenly becomes skittish, agitated, and upset. It tries to toss the PC, fights against his commands, and becomes completely impossible to control.
Strike:
The horse's trainer is using a special whistle to drive the horse into a frenzy. The Unicorn do not want to share their steeds with just anyone, and hope that seeing the PC struggle to ride a Unicorn mount will discourage others from seeking Unicorn horses of their own. The fact that the PC ends up looking like a fool in the process may be an added bonus or completely incidental. Of course, the PCs can avoid that problem if they find the whistle.
One of the PCs is given a steed from the Unicorn Clan, on the condition that he shows off his horsemanship skills for everyone else. The giver warns the PC and the assembled onlookers that only the best riders can control Unicorn steeds, and the PC is given a few weeks to get used to his new mount before the exhibition is to be held.
Focus:
The mount is actually quite even-tempered and docile. The PC has no trouble controlling it at all and performs like a natural born rider in the saddle.
At least, he does until the day of the big event. Then the horse suddenly becomes skittish, agitated, and upset. It tries to toss the PC, fights against his commands, and becomes completely impossible to control.
Strike:
The horse's trainer is using a special whistle to drive the horse into a frenzy. The Unicorn do not want to share their steeds with just anyone, and hope that seeing the PC struggle to ride a Unicorn mount will discourage others from seeking Unicorn horses of their own. The fact that the PC ends up looking like a fool in the process may be an added bonus or completely incidental. Of course, the PCs can avoid that problem if they find the whistle.
The Frog Merchant
Challenge:
A merchant from the Kaeru family comes forward and begs the PCs to help him find a wife. He is desperate to find a bride within the month, and offers the PCs anything he has if they will help him.
Focus:
The merchant explains that his ancestor was transformed from a frog into a human by his love for a beautiful maiden. The same power runs in his blood. But the woman he loved and was set to marry ran away with another. With the wedding set to happen in a month's time, he is worried about what will happen if he admits defeat. Somehow, he just knows that he must find a new love to replace the one he lost.
Strike:
The merchant seems to have some strange ideas about love and marriage. He's willing to just settle down with any woman who agrees to marry him. But his ancestor's transformation was brought about by the power of love. The PCs may have to give a few pointers on romance if they wish to help the froggy merchant retain his human form.
A merchant from the Kaeru family comes forward and begs the PCs to help him find a wife. He is desperate to find a bride within the month, and offers the PCs anything he has if they will help him.
Focus:
The merchant explains that his ancestor was transformed from a frog into a human by his love for a beautiful maiden. The same power runs in his blood. But the woman he loved and was set to marry ran away with another. With the wedding set to happen in a month's time, he is worried about what will happen if he admits defeat. Somehow, he just knows that he must find a new love to replace the one he lost.
Strike:
The merchant seems to have some strange ideas about love and marriage. He's willing to just settle down with any woman who agrees to marry him. But his ancestor's transformation was brought about by the power of love. The PCs may have to give a few pointers on romance if they wish to help the froggy merchant retain his human form.
Strategy and Tactics
Challenge:
A master tactician announces that he intends to settle his long-running rivalry with another strategist once and for all. Just how he intends to do so goes unsaid, but it is certain that he will not be satisfied until he has managed to definitively outsmart his opponent.
Focus:
The challenged strategist asks the PCs for their assistance. He says that the rivalry was one-sided to begin with, and that he's not interested in pursuing any further foolishness with the tactician. He bids the PCs deliver this news to his over-eager opponent before things get out of hand.
Strike:
The tactician isn't convinced that the strategist's so-called surrender isn't really a lie in order to get him to drop his guard. He sends the PCs back with a list of demands for the strategist to carry out in order to prove his sincerity. The strategist counters by saying that he won't do anything until the tactician has proven his own sincerity. And so it continues, with neither willing to trust the other.
Whether either one of them is telling the truth, ultimately, is up to you to decide.
A master tactician announces that he intends to settle his long-running rivalry with another strategist once and for all. Just how he intends to do so goes unsaid, but it is certain that he will not be satisfied until he has managed to definitively outsmart his opponent.
Focus:
The challenged strategist asks the PCs for their assistance. He says that the rivalry was one-sided to begin with, and that he's not interested in pursuing any further foolishness with the tactician. He bids the PCs deliver this news to his over-eager opponent before things get out of hand.
Strike:
The tactician isn't convinced that the strategist's so-called surrender isn't really a lie in order to get him to drop his guard. He sends the PCs back with a list of demands for the strategist to carry out in order to prove his sincerity. The strategist counters by saying that he won't do anything until the tactician has proven his own sincerity. And so it continues, with neither willing to trust the other.
Whether either one of them is telling the truth, ultimately, is up to you to decide.
Peasant Rebellion
Challenge:
A number of disasters sweep the countryside. The weather is terrible, and peasants struggle to eke out what meager existence they can. The local daimyo does what he can (possibly calling upon the services of the PCs), but is unable to make any real difference.
Focus:
A charismatic leader come forward and incites the peasantry to revolt. He claims that the local daimyo is unfit to rule, and that the heavens have revoked their divine mandate. Using magic to convince people that the kami are on his side, he commands the farmers to rise up and overthrow the corrupt government that has failed to protect them.
Strike:
Finally, the peasants do revolt, marching on the daimyo's home. The PCs will have to decide who to support in the coming battle, and overcome great odds on their way toward victory.
A number of disasters sweep the countryside. The weather is terrible, and peasants struggle to eke out what meager existence they can. The local daimyo does what he can (possibly calling upon the services of the PCs), but is unable to make any real difference.
Focus:
A charismatic leader come forward and incites the peasantry to revolt. He claims that the local daimyo is unfit to rule, and that the heavens have revoked their divine mandate. Using magic to convince people that the kami are on his side, he commands the farmers to rise up and overthrow the corrupt government that has failed to protect them.
Strike:
Finally, the peasants do revolt, marching on the daimyo's home. The PCs will have to decide who to support in the coming battle, and overcome great odds on their way toward victory.
A Costly Ronin
Challenge:
The PCs' superior retains the services of a renowned ronin warrior. Known for his fearsome might in battle, the ronin is a master of the bugei skills and martial arts, and is said to be able to defeat any man alive.
Focus:
Unfortunately, the ronin is also known for having betrayed and killed his last two masters when they refused to meet his ever increasing demands for money and privilege. The PCs' superior, however, is too in awe of the ronin's martial skills to pay attention to any such news.
Strike:
The PCs will have to decide what to do about their dangerous new ally. If they can keep him satisfied he may be a great asset to their cause. But if he becomes dissatisfied they may find themselves facing off against one of the deadliest men alive.
The PCs' superior retains the services of a renowned ronin warrior. Known for his fearsome might in battle, the ronin is a master of the bugei skills and martial arts, and is said to be able to defeat any man alive.
Focus:
Unfortunately, the ronin is also known for having betrayed and killed his last two masters when they refused to meet his ever increasing demands for money and privilege. The PCs' superior, however, is too in awe of the ronin's martial skills to pay attention to any such news.
Strike:
The PCs will have to decide what to do about their dangerous new ally. If they can keep him satisfied he may be a great asset to their cause. But if he becomes dissatisfied they may find themselves facing off against one of the deadliest men alive.
Stolen Battleplans
Challenge:
During a series of border skirmishes the PCs manage to capture a set of the enemy strategist's battle plans. The plans show that most of his forces are currently moving away from his main camp, and that he has little in the way of direct support.
Focus:
The enemy strategist doesn't seem too concerned about his plans having fallen into the hands of the PCs. In fact, scouts report that he looks pretty relaxed, and spends most of his time painting or practicing music. It is possible that the plans are part of a trap, and that he meant for the PCs to discover and act upon them.
Strike:
The plans were real. The enemy strategist's calm demeanor is simply a mask to hide the difficult situation that he is currently in. If the PCs find this out before his reinforcements arrive, they just may have time to strike while he is still in a weak position. Otherwise, his ruse will buy him the time he needs to reconsolidate his forces.
During a series of border skirmishes the PCs manage to capture a set of the enemy strategist's battle plans. The plans show that most of his forces are currently moving away from his main camp, and that he has little in the way of direct support.
Focus:
The enemy strategist doesn't seem too concerned about his plans having fallen into the hands of the PCs. In fact, scouts report that he looks pretty relaxed, and spends most of his time painting or practicing music. It is possible that the plans are part of a trap, and that he meant for the PCs to discover and act upon them.
Strike:
The plans were real. The enemy strategist's calm demeanor is simply a mask to hide the difficult situation that he is currently in. If the PCs find this out before his reinforcements arrive, they just may have time to strike while he is still in a weak position. Otherwise, his ruse will buy him the time he needs to reconsolidate his forces.
Comrades in Arms
Challenge:
The sensei of one of the PCs tells the party of the oath he swore to his two loyal comrades long ago. The three promised to fight every battle together, so that they might die upon the same day. They did indeed fight many battles together, before finally moving their separate ways.
Focus:
Some time later, the sensei receives word that one of his brothers in arms is preparing to march into the Shadowlands. He begins his own preparations, fully intent upon joining the fight.
Strike:
The sensei's death would leave many samurai (including the PC) without a teacher, and could be a great loss for the Clan. It might be possible to convince the sensei that his old oath has already been fulfilled, or to convince his two allies not to go on the mission. The PCs could even go in their stead. Or, they could simply let him go and deal with the loss.
The choice is up to them.
The sensei of one of the PCs tells the party of the oath he swore to his two loyal comrades long ago. The three promised to fight every battle together, so that they might die upon the same day. They did indeed fight many battles together, before finally moving their separate ways.
Focus:
Some time later, the sensei receives word that one of his brothers in arms is preparing to march into the Shadowlands. He begins his own preparations, fully intent upon joining the fight.
Strike:
The sensei's death would leave many samurai (including the PC) without a teacher, and could be a great loss for the Clan. It might be possible to convince the sensei that his old oath has already been fulfilled, or to convince his two allies not to go on the mission. The PCs could even go in their stead. Or, they could simply let him go and deal with the loss.
The choice is up to them.
A Superior Swordsman
Challenge:
The party crosses swords with a skilled swordsman, either as part of a contest, battle, or a skirmish. At first glance there does not seem to be anything significantly outstanding about him. But within seconds the PCs find themselves disarmed, beaten, and humiliated at his hands.
Focus:
The party meets and does battle with the swordsman again. And again they lose. He does not kill them outright, but leaves them in no position to raise a hand against him. After a while it seems like the party has absolutely no chance against him.
Strike:
The PCs will have to find some advantage against their rival if they want to redeem themselves and get revenge. While formidable in battle he is not invincible, and can be defeated if the PCs find the right edge. But they will have to work long and hard for the satisfaction of defeating him
The party crosses swords with a skilled swordsman, either as part of a contest, battle, or a skirmish. At first glance there does not seem to be anything significantly outstanding about him. But within seconds the PCs find themselves disarmed, beaten, and humiliated at his hands.
Focus:
The party meets and does battle with the swordsman again. And again they lose. He does not kill them outright, but leaves them in no position to raise a hand against him. After a while it seems like the party has absolutely no chance against him.
Strike:
The PCs will have to find some advantage against their rival if they want to redeem themselves and get revenge. While formidable in battle he is not invincible, and can be defeated if the PCs find the right edge. But they will have to work long and hard for the satisfaction of defeating him
A Last Request
Challenge:
A relative or friend of the PCs calls them to visit him. When they arrive, they find him in laying in bed, sick with fever. His time is growing short, and he wishes to say goodbye.
Focus:
Before he goes to the next realm he has one last request to make of the PCs. He does not say what it is, but instead asks the PCs to promise to fulfill his dying wish. Only after they have sworn to do so does he have his servant tell them what it is.
Strike:
The final request is something extremely difficult. It could be a quest, a sacrifice, a dishonorable act, a moral choice, or simply something the PCs hate doing. Whatever it is, it is certain to cause more trouble than the PC's want. Nonetheless, they did promise to carry out his final wishes, and will have to find some way to deal with the uncomfortable situation.
A relative or friend of the PCs calls them to visit him. When they arrive, they find him in laying in bed, sick with fever. His time is growing short, and he wishes to say goodbye.
Focus:
Before he goes to the next realm he has one last request to make of the PCs. He does not say what it is, but instead asks the PCs to promise to fulfill his dying wish. Only after they have sworn to do so does he have his servant tell them what it is.
Strike:
The final request is something extremely difficult. It could be a quest, a sacrifice, a dishonorable act, a moral choice, or simply something the PCs hate doing. Whatever it is, it is certain to cause more trouble than the PC's want. Nonetheless, they did promise to carry out his final wishes, and will have to find some way to deal with the uncomfortable situation.
Hidden Fortress
Challenge:
With hostilities about to break out at any moment, the PCs are sent to rescue an elegant courtier from the Clan that is holding them hostage. If they do not reach them before the war begins she is certain to be killed.
Focus:
In order to do so the PCs have to break into a heavily guarded fortress, defeat scores of enemy soldiers, fight a monster hiding in the moat, and evade a villainous shugenja with a magical sword.
Strike:
But the mission isn't over once the PCs find the maiden. She reveals that she knows where the enemy battle plans are being kept. It is a heavily guarded area of the fortress, and it will take both luck and skill to recover them, but if they can find the plans they will give their side a major advantage in the coming battle.
If they get out alive again, that is.
With hostilities about to break out at any moment, the PCs are sent to rescue an elegant courtier from the Clan that is holding them hostage. If they do not reach them before the war begins she is certain to be killed.
Focus:
In order to do so the PCs have to break into a heavily guarded fortress, defeat scores of enemy soldiers, fight a monster hiding in the moat, and evade a villainous shugenja with a magical sword.
Strike:
But the mission isn't over once the PCs find the maiden. She reveals that she knows where the enemy battle plans are being kept. It is a heavily guarded area of the fortress, and it will take both luck and skill to recover them, but if they can find the plans they will give their side a major advantage in the coming battle.
If they get out alive again, that is.
The Power of Tengoku
Challenge:
The PCs find a treasure map that leads to a lost nemuranai. The treasure is said to give the bearer the power of Tengoku, and would be an incredible force for good in the right hands. In the wrong hands, it would lead to great bloodshed and conflict.
Focus:
Unfortunately, no sooner do the PCs start out then the map is stolen from them by a group of ruthless soldiers under the command of a rival daimyo's trusted agent. It seems he also intends to search for the nemuranai and use it for his own purposes.
Strike:
The path to the treasure it treacherous, and the PCs will have to contend with both their rivals and the many traps that have been left to protect the nemuranai from those who would misuse it. Even after they find the treasure, though, the final trap still awaits. For the power of Tengoku comes with a heavy price, and those who would use it for evil purposes must first give up years from their own lives.
The PCs find a treasure map that leads to a lost nemuranai. The treasure is said to give the bearer the power of Tengoku, and would be an incredible force for good in the right hands. In the wrong hands, it would lead to great bloodshed and conflict.
Focus:
Unfortunately, no sooner do the PCs start out then the map is stolen from them by a group of ruthless soldiers under the command of a rival daimyo's trusted agent. It seems he also intends to search for the nemuranai and use it for his own purposes.
Strike:
The path to the treasure it treacherous, and the PCs will have to contend with both their rivals and the many traps that have been left to protect the nemuranai from those who would misuse it. Even after they find the treasure, though, the final trap still awaits. For the power of Tengoku comes with a heavy price, and those who would use it for evil purposes must first give up years from their own lives.
An Artist's Legacy
Challenge:
An artisan from one of the PCs' families is preparing to retire, and puts the last touches on his final work. It is a masterpiece in every respect, and audiences are quick to praise it.
But the artisan isn't quite satisfied.
Focus:
With his career at an end, the artisan wants to know if the things he has created really matter to anyone. He asks the PCs to accompany him as he travels across the Empire in disguise to find out what impact his work has had on people's lives.
Strike:
The party find a number of different answers to the artisan's question. Some people felt their lives change for the better because of his work. Others were displeased, or even felt that their time has been wasted. Some were indifferent, and still others had never heard of him.
Ultimately, the artisan will have to find his own idea as to what his legacy truly is, and the ideas that the PCs offer will have a great influence on what he thinks and how he feels about the matter.
An artisan from one of the PCs' families is preparing to retire, and puts the last touches on his final work. It is a masterpiece in every respect, and audiences are quick to praise it.
But the artisan isn't quite satisfied.
Focus:
With his career at an end, the artisan wants to know if the things he has created really matter to anyone. He asks the PCs to accompany him as he travels across the Empire in disguise to find out what impact his work has had on people's lives.
Strike:
The party find a number of different answers to the artisan's question. Some people felt their lives change for the better because of his work. Others were displeased, or even felt that their time has been wasted. Some were indifferent, and still others had never heard of him.
Ultimately, the artisan will have to find his own idea as to what his legacy truly is, and the ideas that the PCs offer will have a great influence on what he thinks and how he feels about the matter.
The Night Before
This one could be used for any Day of Thunder, or any other great war you wish to use in your campaign.
Challenge:
On the eve of an important battle, the PC's commander announces his intention to surrender.
Focus:
He assures the PC and all other onlookers that he is completely serious. He explains that the Empire has seen war after war in a never-ending cycle of violence and conflict. He reasons that the forces of right can never be completely victorious. Maybe under the rule of evil the land can know a sort of peace, even if it does come at a terrible price.
Strike:
With only hours left before dawn, the PCs will have to decide what to do in the face of this new development. Will they try to convince their commander to continue fighting the good fight, or attempt to remove him from command? Or do they join him in his refusal to rail against the innevitable? Whatever they decide, they will have to be quick about it, for they will never get a second chance.
Challenge:
On the eve of an important battle, the PC's commander announces his intention to surrender.
Focus:
He assures the PC and all other onlookers that he is completely serious. He explains that the Empire has seen war after war in a never-ending cycle of violence and conflict. He reasons that the forces of right can never be completely victorious. Maybe under the rule of evil the land can know a sort of peace, even if it does come at a terrible price.
Strike:
With only hours left before dawn, the PCs will have to decide what to do in the face of this new development. Will they try to convince their commander to continue fighting the good fight, or attempt to remove him from command? Or do they join him in his refusal to rail against the innevitable? Whatever they decide, they will have to be quick about it, for they will never get a second chance.
Saying Goodbye
Challenge:
The PCs are assigned to protect a farming village from bandits while a new watchtower is being built. The settlement is small, but it has a reputation for being a favorite assignment of local magistrates.
Focus:
During their stay, the PCs get to know a number of the village's inhabitants. They are invited to festivals, given gifts, take part in friendly rivalries with the local ronin guards, attract the attention of pretty girls, and bond with the many people who live in the area.
Strike:
Like all good things, however, their stay in the village cannot last forever. Once the watchtower is finished their presence is no longer needed, and their commander gives them a new assignment. They have just three short days left in the village in which to say their goodbyes before they must move on.
The PCs are assigned to protect a farming village from bandits while a new watchtower is being built. The settlement is small, but it has a reputation for being a favorite assignment of local magistrates.
Focus:
During their stay, the PCs get to know a number of the village's inhabitants. They are invited to festivals, given gifts, take part in friendly rivalries with the local ronin guards, attract the attention of pretty girls, and bond with the many people who live in the area.
Strike:
Like all good things, however, their stay in the village cannot last forever. Once the watchtower is finished their presence is no longer needed, and their commander gives them a new assignment. They have just three short days left in the village in which to say their goodbyes before they must move on.
Tested
Challenge:
A courtier asks the PCs to help him deal with a sudden increase in bandit activity in his home province. Somehow the local gangs have gotten ahold of enough weapons and resources to make them a serious threat to the local magistrates.
Focus:
The courtier showers praise and thanks on the PCs after they deal with the bandits, hailing them as heroes. He goes on to list other ways in which they could help people, such as hunting down the man behind some recent murders, killing a monster that lives in the area, and making a firebreak to stop a forest fire from reaching a village.
Strike:
The courtier is the one responsible for all of the problems that the PCs have dealt with. He could be testing them, trying to temper them into strong warriors, or just toying with them. How will the PCs react when they learn that their ally was behind all the chaos they have seen.
A courtier asks the PCs to help him deal with a sudden increase in bandit activity in his home province. Somehow the local gangs have gotten ahold of enough weapons and resources to make them a serious threat to the local magistrates.
Focus:
The courtier showers praise and thanks on the PCs after they deal with the bandits, hailing them as heroes. He goes on to list other ways in which they could help people, such as hunting down the man behind some recent murders, killing a monster that lives in the area, and making a firebreak to stop a forest fire from reaching a village.
Strike:
The courtier is the one responsible for all of the problems that the PCs have dealt with. He could be testing them, trying to temper them into strong warriors, or just toying with them. How will the PCs react when they learn that their ally was behind all the chaos they have seen.
The Sixth Sense
Challenge:
The PCs are invited to visit a famous shugenja academy and view some of the wonders there. The school is quite interesting, and the PCs see a number of incredible sights. But suddenly, the building is rocked by an explosion, and everything goes dark.
Focus:
Even though the roof has collapsed, the PCs awaken to find themselves unscathed. Wriggling free of the fallen beams is surprisingly easy, and the party is back on their feet in almost no time at all.
But it isn't really that simple. The PCs soon find that they are unable to affect the physical world. People are unable to see or hear them. They are as insubstantial and invisible as ghosts.
It would seem that they are dead.
Strike:
While it may look like the PCs have died and become ghosts, the truth is much more complex. Their lives were saved when the shugenja who was guiding them cast a spell that gave them the form of spirits. The fact that the eventual excavation of the school will fail to reveal their bodies hints at this fact. If the PCs can uncover this truth, find someone who knows how to reverse it, and somehow contact them, they just may be able to return to the realm of the living.
The PCs are invited to visit a famous shugenja academy and view some of the wonders there. The school is quite interesting, and the PCs see a number of incredible sights. But suddenly, the building is rocked by an explosion, and everything goes dark.
Focus:
Even though the roof has collapsed, the PCs awaken to find themselves unscathed. Wriggling free of the fallen beams is surprisingly easy, and the party is back on their feet in almost no time at all.
But it isn't really that simple. The PCs soon find that they are unable to affect the physical world. People are unable to see or hear them. They are as insubstantial and invisible as ghosts.
It would seem that they are dead.
Strike:
While it may look like the PCs have died and become ghosts, the truth is much more complex. Their lives were saved when the shugenja who was guiding them cast a spell that gave them the form of spirits. The fact that the eventual excavation of the school will fail to reveal their bodies hints at this fact. If the PCs can uncover this truth, find someone who knows how to reverse it, and somehow contact them, they just may be able to return to the realm of the living.
The Village
Challenge:
While traveling through a remote area of the Empire, the PCs stumble across a small village that is not on their maps. As the villagers catch sight of the party a commotion breaks out. It seems that they are the second group of visitors from the outside world that the tiny settlement has ever seen.
Focus:
The villagers welcome the PCs with gracious hospitality, and introduce them to the other visitor, a scout who arrived a few months ago. He is full of questions about the outside world. But his inquirries may prompt the PCs to ask some questions of their own. If he is worried about events in the rest of the Empire why does he not leave the village himself?
The story that unfolds is quite surreal. The village is surrounded by ghostly monsters, and the villagers are trapped within it. Any attempt to leave results in a gruesome death. The villagers and the scout both vouch for this fact, advising the PCs not to take their chances with a second trip through the wilderness.
Strike:
The entire village is a fabrication. The villagers are all actors, and the strange monsters in the forest are illusions. The ruse is intended to keep the scout from leaving, for he knows too much about a matter that someone would rather keep hidden. Hence the elaborate lie. But now that the PCs have arrived the deception is in danger of being discovered. They must either be kept in the village as well or made an example of.
While traveling through a remote area of the Empire, the PCs stumble across a small village that is not on their maps. As the villagers catch sight of the party a commotion breaks out. It seems that they are the second group of visitors from the outside world that the tiny settlement has ever seen.
Focus:
The villagers welcome the PCs with gracious hospitality, and introduce them to the other visitor, a scout who arrived a few months ago. He is full of questions about the outside world. But his inquirries may prompt the PCs to ask some questions of their own. If he is worried about events in the rest of the Empire why does he not leave the village himself?
The story that unfolds is quite surreal. The village is surrounded by ghostly monsters, and the villagers are trapped within it. Any attempt to leave results in a gruesome death. The villagers and the scout both vouch for this fact, advising the PCs not to take their chances with a second trip through the wilderness.
Strike:
The entire village is a fabrication. The villagers are all actors, and the strange monsters in the forest are illusions. The ruse is intended to keep the scout from leaving, for he knows too much about a matter that someone would rather keep hidden. Hence the elaborate lie. But now that the PCs have arrived the deception is in danger of being discovered. They must either be kept in the village as well or made an example of.
The Informant
Challenge:
The PCs are asked to investigate a failed robbery that ended in murder. Their only lead is an informant who has minor connections to a group of small-time crooks that opperate in the city. Still, having some way to get information about the underworld is better than nothing, and the PCs are obliged to depend on him for information.
Focus:
The informant leads the party to a number of locations around the city, a story taking form as they go. The victim was part of a major crime syndicate, and whoever killed him was one of his victims. He fled and sought protection from a smaller gang, but was betrated and eventually killed in a struggle with his protectors.
Or so it would seem.
Strike:
The informant is actually much more than he seems. He is the true head of the crime syndicate, and the murder was the start of his movement into the city. While he leads the PCs around on a wild goose chase his men are busy cleaning up loose ends and completing the takeover. Unless they take a closer look at what is going on around them, the PCs just may let him escape.
The PCs are asked to investigate a failed robbery that ended in murder. Their only lead is an informant who has minor connections to a group of small-time crooks that opperate in the city. Still, having some way to get information about the underworld is better than nothing, and the PCs are obliged to depend on him for information.
Focus:
The informant leads the party to a number of locations around the city, a story taking form as they go. The victim was part of a major crime syndicate, and whoever killed him was one of his victims. He fled and sought protection from a smaller gang, but was betrated and eventually killed in a struggle with his protectors.
Or so it would seem.
Strike:
The informant is actually much more than he seems. He is the true head of the crime syndicate, and the murder was the start of his movement into the city. While he leads the PCs around on a wild goose chase his men are busy cleaning up loose ends and completing the takeover. Unless they take a closer look at what is going on around them, the PCs just may let him escape.
Trapped
Challenge:
The PCs wake up in a darkened room. They have no memory of how they got there, and there is no sign of whoever brought them. Further investigation reveals that they are in an underground complex, and they find a handful of other abductees in other rooms.
They also find a wide variety of deathtraps. Very elaborate and dangerous deathtraps. With emphasis on death.
Focus:
As they move through the complex and face further traps it becomes clear that whoever created the dungeon and the hazards within it must have been completely insane. Notes, puzzles, challenges, and clues are scattered around each room, but none of them make any sense. Neither is there any discernable rhyme or reason behind his choice of victims. It appears that the PCs have had the bad luck to cross paths with a madman.
Strike:
The designer of the dungeon is actually closer than the PCs know. He has disguised himself as a fellow abductee in order to watch the deaths of his hated enemies firsthand. For while they may not realize it, his reason for selecting the PCs was a very personal one. They foiled his plans in the past, and he has vowed to see them die at his hand. And he just may get his wish if the PCs are not careful.
The PCs wake up in a darkened room. They have no memory of how they got there, and there is no sign of whoever brought them. Further investigation reveals that they are in an underground complex, and they find a handful of other abductees in other rooms.
They also find a wide variety of deathtraps. Very elaborate and dangerous deathtraps. With emphasis on death.
Focus:
As they move through the complex and face further traps it becomes clear that whoever created the dungeon and the hazards within it must have been completely insane. Notes, puzzles, challenges, and clues are scattered around each room, but none of them make any sense. Neither is there any discernable rhyme or reason behind his choice of victims. It appears that the PCs have had the bad luck to cross paths with a madman.
Strike:
The designer of the dungeon is actually closer than the PCs know. He has disguised himself as a fellow abductee in order to watch the deaths of his hated enemies firsthand. For while they may not realize it, his reason for selecting the PCs was a very personal one. They foiled his plans in the past, and he has vowed to see them die at his hand. And he just may get his wish if the PCs are not careful.
BY REQUEST: CHALLENGES BY ISAWA NAZOMITSU - WEEK #122
Prophesied Heroes
Challenge:
The PCs meet a traveling monk by the side of the road. He leaps up upon seeing them, greeting them as heroes who have been foretold by legend.
Focus:
The monk explains his words by telling a story about a monk of Shinsei who traveled with a group of heroes as they overcame a series of trials and gained wisdom in the ways of the elements and the world. He finishes by claiming that the coming of the PCs was foretold by a prophecy in the legend, and that they will repeat the trials to usher in a new age of enlightenment.
Strike:
The legend is true, but the prophecy is made up, and the monk himself is a charlatan. He does not actually belong to the Order of Shinsei, but he seeks enlightenment all the same. He chose the PCs simply by chance, and hopes that by following them as they undergo the challenges described in the legend he will be able to have some sort of insight
The PCs meet a traveling monk by the side of the road. He leaps up upon seeing them, greeting them as heroes who have been foretold by legend.
Focus:
The monk explains his words by telling a story about a monk of Shinsei who traveled with a group of heroes as they overcame a series of trials and gained wisdom in the ways of the elements and the world. He finishes by claiming that the coming of the PCs was foretold by a prophecy in the legend, and that they will repeat the trials to usher in a new age of enlightenment.
Strike:
The legend is true, but the prophecy is made up, and the monk himself is a charlatan. He does not actually belong to the Order of Shinsei, but he seeks enlightenment all the same. He chose the PCs simply by chance, and hopes that by following them as they undergo the challenges described in the legend he will be able to have some sort of insight
The Book of Sun Tao
Challenge:
While the PCs are at court they meet a diplomat who claims that Sun Tao's treatise on war is irrelevant and outdated. If any of the PCs disagree with his statement he challenges them to find any passage in the book that discusses how Sun Tao would defend a city on a river against a naval attack.
Focus:
Some research will enable the PCs to turn up a passage where Sun Tao discusses a similar situation. However, the diplomat is unconvinced, and lists a number of other conflicts that he does not believe are covered in Sun Tao's book.
Strike:
The diplomat is using the PCs to plan a war that his Clan will soon wage. Although he is not skilled in military tactics, he knows enough about human behavior to predict how someone will react to a situation they have already studied. With the advice that the PCs are supplying him, he hopes to devise a series of maneuvers to catch enemy commanders who rely upon Sun Tao's teachings by surprise. Whether or not his enemies include the PCs or their allies is up to the GM.
While the PCs are at court they meet a diplomat who claims that Sun Tao's treatise on war is irrelevant and outdated. If any of the PCs disagree with his statement he challenges them to find any passage in the book that discusses how Sun Tao would defend a city on a river against a naval attack.
Focus:
Some research will enable the PCs to turn up a passage where Sun Tao discusses a similar situation. However, the diplomat is unconvinced, and lists a number of other conflicts that he does not believe are covered in Sun Tao's book.
Strike:
The diplomat is using the PCs to plan a war that his Clan will soon wage. Although he is not skilled in military tactics, he knows enough about human behavior to predict how someone will react to a situation they have already studied. With the advice that the PCs are supplying him, he hopes to devise a series of maneuvers to catch enemy commanders who rely upon Sun Tao's teachings by surprise. Whether or not his enemies include the PCs or their allies is up to the GM.
The Art of Peace
Challenge:
The PCs are assigned to serve as assistants to the governor of a town in the mountains. The governor is young, inexperienced, and somewhat idealistic. While he has had to make several unpopular decisions, he does have the best interests of the people at heart.
Focus:
Unfortunately, a number of the villagers do not see things that way. They liked the way things were before the new governor arrived, and resent him for making their lives more difficult. As tensions mount, one thing leads to another, and before long an angry mob of peasants teeters on the brink of revolt.
Strike:
The governor commands his guards and the PCs to do everything in their power to bring the crisis to an end without spilling blood. He believes that there must be some way to resolve the misunderstanding peacefully, and will not abide any killing. The rioters, however, are under no such restriction
The PCs are assigned to serve as assistants to the governor of a town in the mountains. The governor is young, inexperienced, and somewhat idealistic. While he has had to make several unpopular decisions, he does have the best interests of the people at heart.
Focus:
Unfortunately, a number of the villagers do not see things that way. They liked the way things were before the new governor arrived, and resent him for making their lives more difficult. As tensions mount, one thing leads to another, and before long an angry mob of peasants teeters on the brink of revolt.
Strike:
The governor commands his guards and the PCs to do everything in their power to bring the crisis to an end without spilling blood. He believes that there must be some way to resolve the misunderstanding peacefully, and will not abide any killing. The rioters, however, are under no such restriction
Seeking the Ki-rin
Challenge:
The PCs are approached by a handsome stranger. He has heard rumors that the legendary Ki-Rin has been sighted in the area, and he invites the PCs to come with him as he goes to search for it. A number of other local residents have already agreed to go with him, and if necessary he appeals to the PCs knowledge of the area in order to get them to serve as guides.
Focus:
After several hours (or even days) of searching, the PCs finally find the Ki-Rin. It is an amazing creature, and the stranger is astonished by the sight of it. But while the party members are humbled to behold the Ki-Rin, it does not seem happy to see them. As the Ki-Rin begins to charge the stranger speculates that someone in the party is not truly honorable.
Strike:
The stranger's theory is exactly correct. There is a dishonorable person in the group, and it is him. The handsome stranger is actually a ruthless, dishonorable cur who intends to do the Ki-Rin harm. He knows that he will not be able to accomplish this feat on his own, and will try to pull the PCs into his fight as he "defends them" from it.
The PCs are approached by a handsome stranger. He has heard rumors that the legendary Ki-Rin has been sighted in the area, and he invites the PCs to come with him as he goes to search for it. A number of other local residents have already agreed to go with him, and if necessary he appeals to the PCs knowledge of the area in order to get them to serve as guides.
Focus:
After several hours (or even days) of searching, the PCs finally find the Ki-Rin. It is an amazing creature, and the stranger is astonished by the sight of it. But while the party members are humbled to behold the Ki-Rin, it does not seem happy to see them. As the Ki-Rin begins to charge the stranger speculates that someone in the party is not truly honorable.
Strike:
The stranger's theory is exactly correct. There is a dishonorable person in the group, and it is him. The handsome stranger is actually a ruthless, dishonorable cur who intends to do the Ki-Rin harm. He knows that he will not be able to accomplish this feat on his own, and will try to pull the PCs into his fight as he "defends them" from it.
The Will of the Kami
Challenge:
One of the PCs is selected to lead a ceremony giving praise to the kami (either an important local spirit or one of the children of the Sun and Moon is appropriate) and asking for their favor. This is a great honor, and one that carries a great deal of responsibility.
Focus:
As he is performing the ceremony, the PC hears the kami's voice. Displeased, the kami declares that it will withhold its blessing until the PC does something about the sad state of affairs in the area. It does not offer any other explanation besides telling the PC that he should be able to identify the problem on his own and commanding him to fix it at once.
Strike:
The key to solving this problem is for the PC to spend some time seriously considering what the kami wants. While there is no single problem that has the kami bothered, it does not want to give its aid so freely. Only after the PC has made a true effort and worked at gaining its favor will it assent to bless the ceremony.
One of the PCs is selected to lead a ceremony giving praise to the kami (either an important local spirit or one of the children of the Sun and Moon is appropriate) and asking for their favor. This is a great honor, and one that carries a great deal of responsibility.
Focus:
As he is performing the ceremony, the PC hears the kami's voice. Displeased, the kami declares that it will withhold its blessing until the PC does something about the sad state of affairs in the area. It does not offer any other explanation besides telling the PC that he should be able to identify the problem on his own and commanding him to fix it at once.
Strike:
The key to solving this problem is for the PC to spend some time seriously considering what the kami wants. While there is no single problem that has the kami bothered, it does not want to give its aid so freely. Only after the PC has made a true effort and worked at gaining its favor will it assent to bless the ceremony.
The Path to Jigoku
Challenge:
A proud samurai recruits the PCs for a mission to break the curse that has been cast over the road called "the path to hell." For decades no one has traveled the path out of fear of the curse upon it. He intends to follow the road to the infernal temple at its end and cleanse it of the evil that has infested it.
Focus:
The last village the PCs pass through before finding the path is filled with villagers who beg them not to go. They know nothing more than "bad things will happen if you walk that path," but they are quite afraid of the prospect.
Once the party begins to walk the path they find themselves beset by a number of monsters. The first few attacks are made by weak and wretched creatures, but as the party goes further they begin to encounter more powerful kansen and even lesser oni. Strangely enough, many of these creatures seem to be more interested in getting away from the party than actually fighting them.
Strike:
The good intentions of the PCs are what will ultimately lead them into hell. For every step walked on the path to hell another demon is released from the temple. If the PCs reach the temple they will be in hell - not because they have traveled there, but because they have let its denizens loose into the mortal realm. Unless they can realize the nature of the curse and turn back before they reach the end of the path, they will find they have their work cut out for them upon their return to civilization.
A proud samurai recruits the PCs for a mission to break the curse that has been cast over the road called "the path to hell." For decades no one has traveled the path out of fear of the curse upon it. He intends to follow the road to the infernal temple at its end and cleanse it of the evil that has infested it.
Focus:
The last village the PCs pass through before finding the path is filled with villagers who beg them not to go. They know nothing more than "bad things will happen if you walk that path," but they are quite afraid of the prospect.
Once the party begins to walk the path they find themselves beset by a number of monsters. The first few attacks are made by weak and wretched creatures, but as the party goes further they begin to encounter more powerful kansen and even lesser oni. Strangely enough, many of these creatures seem to be more interested in getting away from the party than actually fighting them.
Strike:
The good intentions of the PCs are what will ultimately lead them into hell. For every step walked on the path to hell another demon is released from the temple. If the PCs reach the temple they will be in hell - not because they have traveled there, but because they have let its denizens loose into the mortal realm. Unless they can realize the nature of the curse and turn back before they reach the end of the path, they will find they have their work cut out for them upon their return to civilization.
The Aura
Challenge:
One or all of the PCs notices a faint red halo of light around a ladder or staircase. If they investigate further they find that one of the steps is rotted, and would be likely to collapse if walked on.
Focus:
Over the next few days the PCs notice a number of similar incidents. A gold coin hidden in a bush is located by the yellow glow it gives off. A venomous spider stands out because it is wreathed in a red halo. Friends are cast in a white light, where rivals and enemies appear with a blue tint. While no one is able to determine why the lights appear, they seem to be consistent in their meanings.
Strike:
The colors are the work of a group of mischievous mujina, who have strained their attention spans to the limit setting up this elaborate prank. Once the PCs show signs that they have begun to trust the colored lights they see, the mujina will start altering which colors they use, leading the PCs into danger.
One or all of the PCs notices a faint red halo of light around a ladder or staircase. If they investigate further they find that one of the steps is rotted, and would be likely to collapse if walked on.
Focus:
Over the next few days the PCs notice a number of similar incidents. A gold coin hidden in a bush is located by the yellow glow it gives off. A venomous spider stands out because it is wreathed in a red halo. Friends are cast in a white light, where rivals and enemies appear with a blue tint. While no one is able to determine why the lights appear, they seem to be consistent in their meanings.
Strike:
The colors are the work of a group of mischievous mujina, who have strained their attention spans to the limit setting up this elaborate prank. Once the PCs show signs that they have begun to trust the colored lights they see, the mujina will start altering which colors they use, leading the PCs into danger.
A Missing Limb
Challenge:
The PCs hear of a healer who has the power to restore missing limbs. If none of the party members suffers from such a disadvantage you can have an appropriately afflicted NPC express interest instead. Even if there is no one with a missing limb in the PCs' social circle, the knowledge of how to perform such a feat in itself would certainly be worth pursuing.
Focus:
It takes quite some time and effort to track down the healer, but eventually the party should be able to find him. He admits that he does indeed know the secret of restoring missing limbs. However, the ritual carries an incredible cost. In order for a patient to be healed, one of his loved ones must give up one of their limbs in return.
Strike:
If one of the PCs wishes to be healed, he will have to choose whether or not he can make such a request, and who he will ask. If an NPC desires healing, the PCs may find themselves being asked to make a sacrifice. In any case, the question and the answer that is given may forever change the relationship that the PCs have with the people around them.
The PCs hear of a healer who has the power to restore missing limbs. If none of the party members suffers from such a disadvantage you can have an appropriately afflicted NPC express interest instead. Even if there is no one with a missing limb in the PCs' social circle, the knowledge of how to perform such a feat in itself would certainly be worth pursuing.
Focus:
It takes quite some time and effort to track down the healer, but eventually the party should be able to find him. He admits that he does indeed know the secret of restoring missing limbs. However, the ritual carries an incredible cost. In order for a patient to be healed, one of his loved ones must give up one of their limbs in return.
Strike:
If one of the PCs wishes to be healed, he will have to choose whether or not he can make such a request, and who he will ask. If an NPC desires healing, the PCs may find themselves being asked to make a sacrifice. In any case, the question and the answer that is given may forever change the relationship that the PCs have with the people around them.
A Failure of Leadership
Challenge:
One of the PCs is asked to lead a unit of soldiers on maneuvers, either as part of a training exercise or a real engagement. Although the soldiers are somewhat resentful of an outsider coming in and taking over command, they respect the PC's judgement.
Focus:
Unfortunately, their feelings change after hitting a major setback. Even if the incident is not the PC's fault, it sets off a rash of rumors and whispers. As time goes on, the soldiers begin to express dissent and doubt that the PC will be able to guide them to success.
Strike:
Somehow, the PC must find some way to restore his men's faith in his leadership abilities. If they have a Leadership-related advantage they will not be able to use it effectively until they prove their merit as a leader. If they do not have a Leadership-related advantage, their experiences here may cause them to develop one in the future.
One of the PCs is asked to lead a unit of soldiers on maneuvers, either as part of a training exercise or a real engagement. Although the soldiers are somewhat resentful of an outsider coming in and taking over command, they respect the PC's judgement.
Focus:
Unfortunately, their feelings change after hitting a major setback. Even if the incident is not the PC's fault, it sets off a rash of rumors and whispers. As time goes on, the soldiers begin to express dissent and doubt that the PC will be able to guide them to success.
Strike:
Somehow, the PC must find some way to restore his men's faith in his leadership abilities. If they have a Leadership-related advantage they will not be able to use it effectively until they prove their merit as a leader. If they do not have a Leadership-related advantage, their experiences here may cause them to develop one in the future.
Trading Luck
Challenge:
One of the PCs wakes up after a night of heavy drinking with vague memories of talking to a traveler in a sake house. He is unable to remember exactly what happened between them, but it seems like it was something important.
Focus:
All throughout the day, the PC is struck by terrible bad luck. His sandals get stuck in the mud. His brush breaks when he tries to write a letter. The sign over the dojo falls and hits him on the head. A black cloud of misfortune has settled over him, and everything he does ends in failure and ruin.
Strike:
While the PC was drunk the traveler at the sake house convinced him to accept a handful of coins in exchange for taking over his habitual bad luck. Whether the traveler himself was sober at the time is up to you, but the PC will be bound to honor the deal until he can find some way to give the traveler his money back or pass the misfortune on to another victim.
One of the PCs wakes up after a night of heavy drinking with vague memories of talking to a traveler in a sake house. He is unable to remember exactly what happened between them, but it seems like it was something important.
Focus:
All throughout the day, the PC is struck by terrible bad luck. His sandals get stuck in the mud. His brush breaks when he tries to write a letter. The sign over the dojo falls and hits him on the head. A black cloud of misfortune has settled over him, and everything he does ends in failure and ruin.
Strike:
While the PC was drunk the traveler at the sake house convinced him to accept a handful of coins in exchange for taking over his habitual bad luck. Whether the traveler himself was sober at the time is up to you, but the PC will be bound to honor the deal until he can find some way to give the traveler his money back or pass the misfortune on to another victim.
Winter Court Challenges by Isawa Nazomitsu
challenge_focus_strike_-_winter_court_-_140-152.pdf | |
File Size: | 260 kb |
File Type: |
The Evil Within
Challenge:
The PCs arrive in Winter Court to find that few, if any, people they know are in attendance this year. This could be because the party has been sent to a minor or remote court, or because they have managed to secure invitations to a more prestigious location than most of their friends and comrades. In any case, the PCs will have to get to know their fellow guests before they can do much socializing.
Focus:
But while the PCs may not know anyone, there are several people present who have heard of the PCs. Rumors of their past deeds have preceded them, and many guests are already talking about them. Indeed, the most common thing any of them hear upon introducing themselves is "So *you're* (character's name)."
Strike:
Only after several days have passed do the PCs find out that the stories people have heard about them are not entirely accurate. They may be exaggerated, embellished, lacking important details, or completely false. Whatever the case, a great number of people at Court have already formed a first opinion of them based on those rumors, and the PCs will have to find some way to deal with their new reputations.
This scenario is great for showing players how their actions can come back to haunt them. Any lapses in honor, duty, or judgement can be used as the basis for a negative reputation. As long as there was one person around to witness the deed, the PC may eventually be called on his actions and forced to deal with the social backlash. In a closed setting such as Winter Court it's even possible for a character to suffer much longer and more severely than normal, due to the fact that gossip travels fast in a small castle.
Of course, you're not limited just to instances of dishonorable behavior. If you want to twist a PC's successes against them you can have their deeds misinterpreted and distorted over numerous retellings. The Tainted monk they destroyed could be mistaken for a devout follower of Shinsei. The bandits they slew might appear to be innocent peasants from a distance. A traitorous courtier who spoke out against them did so only because she was heartlessly jilted by one of the PCs, or even left with child! Remember that most news in Rokugan is spread by word of mouth, and there's no guarantee that everyone in the Empire may be fully up to date on all events or get the story perfectly straight when they pass it on.
Another trick is to give a PC a reputation for excellence in a skill he does not have. This works very well if one of the PCs made an outrageously lucky roll earlier in the campaign. A one in a million shot with a bow can land a PC a reputation as an expert archer, even if he doesn't deserve it. Winning a haiku contest must mean that the PC is a legendary master of poetry, right? And even if there were a dozen other soldiers helping him, the samurai who landed the killing blow to an already severely wounded oni will be lauded as having slain the monster all by himself.
You can do this with situations where the dice were unkind to the PCs as well. Did a peasant get a lucky shot against the party's Hida Bushi? His weakness is sure to be the talk of the Court. And woe to the character who failed a particularly easy social skill roll in front of witnesses. Even if he's not as uncouth as the stories would make him seem, people are going to remember his one spectacular failure more than any of his successes.
One subtle, but potentially effective way to get under a PC's skin is to have NPCs cling stubbornly to their mistaken impressions or make the same mistakes again and again. Can he keep his temper and maintain a civil attitude after being asked to show off his prowess as a duelist or skill as a musician by twenty different people? How about when the same person asks twenty different times? Even after a character displays proper manners again and again, having people remember her for her one breach of etiquette is sure to cause more than a few hard feelings. Just what will it take to show people what kind of person she really is? Can they ever be convinced? They say you never get a second chance to make a good first impression.
A reputation can be a fragile thing, so take care not to let it get damaged. Repairing it is so very, very difficult.
The PCs arrive in Winter Court to find that few, if any, people they know are in attendance this year. This could be because the party has been sent to a minor or remote court, or because they have managed to secure invitations to a more prestigious location than most of their friends and comrades. In any case, the PCs will have to get to know their fellow guests before they can do much socializing.
Focus:
But while the PCs may not know anyone, there are several people present who have heard of the PCs. Rumors of their past deeds have preceded them, and many guests are already talking about them. Indeed, the most common thing any of them hear upon introducing themselves is "So *you're* (character's name)."
Strike:
Only after several days have passed do the PCs find out that the stories people have heard about them are not entirely accurate. They may be exaggerated, embellished, lacking important details, or completely false. Whatever the case, a great number of people at Court have already formed a first opinion of them based on those rumors, and the PCs will have to find some way to deal with their new reputations.
This scenario is great for showing players how their actions can come back to haunt them. Any lapses in honor, duty, or judgement can be used as the basis for a negative reputation. As long as there was one person around to witness the deed, the PC may eventually be called on his actions and forced to deal with the social backlash. In a closed setting such as Winter Court it's even possible for a character to suffer much longer and more severely than normal, due to the fact that gossip travels fast in a small castle.
Of course, you're not limited just to instances of dishonorable behavior. If you want to twist a PC's successes against them you can have their deeds misinterpreted and distorted over numerous retellings. The Tainted monk they destroyed could be mistaken for a devout follower of Shinsei. The bandits they slew might appear to be innocent peasants from a distance. A traitorous courtier who spoke out against them did so only because she was heartlessly jilted by one of the PCs, or even left with child! Remember that most news in Rokugan is spread by word of mouth, and there's no guarantee that everyone in the Empire may be fully up to date on all events or get the story perfectly straight when they pass it on.
Another trick is to give a PC a reputation for excellence in a skill he does not have. This works very well if one of the PCs made an outrageously lucky roll earlier in the campaign. A one in a million shot with a bow can land a PC a reputation as an expert archer, even if he doesn't deserve it. Winning a haiku contest must mean that the PC is a legendary master of poetry, right? And even if there were a dozen other soldiers helping him, the samurai who landed the killing blow to an already severely wounded oni will be lauded as having slain the monster all by himself.
You can do this with situations where the dice were unkind to the PCs as well. Did a peasant get a lucky shot against the party's Hida Bushi? His weakness is sure to be the talk of the Court. And woe to the character who failed a particularly easy social skill roll in front of witnesses. Even if he's not as uncouth as the stories would make him seem, people are going to remember his one spectacular failure more than any of his successes.
One subtle, but potentially effective way to get under a PC's skin is to have NPCs cling stubbornly to their mistaken impressions or make the same mistakes again and again. Can he keep his temper and maintain a civil attitude after being asked to show off his prowess as a duelist or skill as a musician by twenty different people? How about when the same person asks twenty different times? Even after a character displays proper manners again and again, having people remember her for her one breach of etiquette is sure to cause more than a few hard feelings. Just what will it take to show people what kind of person she really is? Can they ever be convinced? They say you never get a second chance to make a good first impression.
A reputation can be a fragile thing, so take care not to let it get damaged. Repairing it is so very, very difficult.
Everybody's Crazy about A Shy Dressed Samurai!
Challenge:
While traveling to Winter Court, one or more of the PCs meets a terrible misfortune. An encounter with some inclement weather (a mudslide, late torrential rains, difficulty crossing a river, ect) leads to the loss of all of his or her clothes. Even the set he or she is wearing is ruined, having been torn, stained, or both, during the trip.
Focus:
Luckily, a friendly courtier from another family or Clan learns of the PC's plight and is able to help. He (or she, as appropriate) has an extra kimono that is exactly the PC's size. It isn't in the PC's Clan colors, but it is quite fashionable, and would work as a substitute until the PC can find some new, clean clothes. It's certainly better than the alternative of arriving at Court in filthy rags.
Strike:
While it is not customary for one to wear the colors of one's Clan at all times, it is the common fashion. Those who see the PC in a kimono from a different family may assume he or she belongs to a different Clan. Or they may wonder why he or she is going about Court wearing the colors of a different Clan. Is it a political statement, or perhaps a claim to membership in that family? Even though the truth is quite simple, it may not be as popular as the rumors that onlookers spread and the PC will have to deal with the aftermath.
Winter Court is a breeding ground for rumors and baseless speculation, so even something as small as the color of one's fan might become the popular topic for gossip. People are going to notice that the PC is defying the established styles, and may assume that he or she is doing so in order to make a statement. Even if the character in question explains the situation, people may suspect that there is some deeper meaning to his or her choice of clothes.
If you want to be even more subtle, you can give the character a spare kimono that is very close to their old one but just slightly different. Maybe it is decorated with the mon of another family from his Clan. Or it could bear the symbol of a school other than the one he attended. This can make things easier for the character in question, but it also means that people are going to have an even stronger belief that the character is what he or she appears to be. Even in Crab colors a Kakita artisan might not look much like a Hida bushi, but he could certainly be mistaken for a Kakita duelist if the brush on his family crest was replaced with a sword. A particularly fine kimono might make a samurai look like he is more rich and influential than he really is. For women, the length of one's sleeves changed as one grew older and got married. How will onlookers react if a married woman appears in a kimono that is obviously meant for a much younger lady? What if they don't know she's married at all and assume that she's as available as she appears to be?
One fun trick with this scenario is to have a ronin be the recipient of the courtier's kindness. Because most of a ronin's clothes are already worn and messy, the opportunity to have a clean kimono may be a chance to good to pass up. On top of which, the fact that people treat the ronin much better when he or she is wearing Clan colors is an interesting social point to explore. Will the PC try to keep their ronin status a secret and enjoy the experience of being a "Clan samurai" as long as possible, or will they reveal their true status make an issue of how shallow people are because they let clothes shape their image of someone's worth?
If you want to go really over the top, you can have the borrowed kimono lead to a much larger case of mistaken identity. The clothes could be marked with a particular individual's personal mon or another kind of special symbol, which the courtier who lent them out may not may not be aware of. Magistrates aren't going to be very friendly toward someone who walks around openly displaying the mark of the Black Lotus Smuggling Cartel on his clothes. Members of the Cartel may want to have words with him as well, either because they assume he is a fellow member or because they wish to teach the pretender a painful lesson.
While it might strain some players' suspension of disbelief, you can also have the mistaken identity problem arise even without the loaned kimono being a factor. Maybe people assume the PC is someone else simply on the basis of some shared feature or mannerism. They may not have actually seen the fearsome duelist Takeda Eichi before, but they've heard that he has a scar on the back of his hand and bites his lower lip when he concentrates - just like one of the PCs does! It must be him! Or perhaps the PC in question looks similar enough to someone else that onlookers mistake them for one another. The PC might have a long-lost twin or identical cousin who is also in the area. While incredible and unbelievable, identity mix-ups have been a staple of comedies and soap operas for quite some time, and just may be the thing to keep Court interesting for your group.
While traveling to Winter Court, one or more of the PCs meets a terrible misfortune. An encounter with some inclement weather (a mudslide, late torrential rains, difficulty crossing a river, ect) leads to the loss of all of his or her clothes. Even the set he or she is wearing is ruined, having been torn, stained, or both, during the trip.
Focus:
Luckily, a friendly courtier from another family or Clan learns of the PC's plight and is able to help. He (or she, as appropriate) has an extra kimono that is exactly the PC's size. It isn't in the PC's Clan colors, but it is quite fashionable, and would work as a substitute until the PC can find some new, clean clothes. It's certainly better than the alternative of arriving at Court in filthy rags.
Strike:
While it is not customary for one to wear the colors of one's Clan at all times, it is the common fashion. Those who see the PC in a kimono from a different family may assume he or she belongs to a different Clan. Or they may wonder why he or she is going about Court wearing the colors of a different Clan. Is it a political statement, or perhaps a claim to membership in that family? Even though the truth is quite simple, it may not be as popular as the rumors that onlookers spread and the PC will have to deal with the aftermath.
Winter Court is a breeding ground for rumors and baseless speculation, so even something as small as the color of one's fan might become the popular topic for gossip. People are going to notice that the PC is defying the established styles, and may assume that he or she is doing so in order to make a statement. Even if the character in question explains the situation, people may suspect that there is some deeper meaning to his or her choice of clothes.
If you want to be even more subtle, you can give the character a spare kimono that is very close to their old one but just slightly different. Maybe it is decorated with the mon of another family from his Clan. Or it could bear the symbol of a school other than the one he attended. This can make things easier for the character in question, but it also means that people are going to have an even stronger belief that the character is what he or she appears to be. Even in Crab colors a Kakita artisan might not look much like a Hida bushi, but he could certainly be mistaken for a Kakita duelist if the brush on his family crest was replaced with a sword. A particularly fine kimono might make a samurai look like he is more rich and influential than he really is. For women, the length of one's sleeves changed as one grew older and got married. How will onlookers react if a married woman appears in a kimono that is obviously meant for a much younger lady? What if they don't know she's married at all and assume that she's as available as she appears to be?
One fun trick with this scenario is to have a ronin be the recipient of the courtier's kindness. Because most of a ronin's clothes are already worn and messy, the opportunity to have a clean kimono may be a chance to good to pass up. On top of which, the fact that people treat the ronin much better when he or she is wearing Clan colors is an interesting social point to explore. Will the PC try to keep their ronin status a secret and enjoy the experience of being a "Clan samurai" as long as possible, or will they reveal their true status make an issue of how shallow people are because they let clothes shape their image of someone's worth?
If you want to go really over the top, you can have the borrowed kimono lead to a much larger case of mistaken identity. The clothes could be marked with a particular individual's personal mon or another kind of special symbol, which the courtier who lent them out may not may not be aware of. Magistrates aren't going to be very friendly toward someone who walks around openly displaying the mark of the Black Lotus Smuggling Cartel on his clothes. Members of the Cartel may want to have words with him as well, either because they assume he is a fellow member or because they wish to teach the pretender a painful lesson.
While it might strain some players' suspension of disbelief, you can also have the mistaken identity problem arise even without the loaned kimono being a factor. Maybe people assume the PC is someone else simply on the basis of some shared feature or mannerism. They may not have actually seen the fearsome duelist Takeda Eichi before, but they've heard that he has a scar on the back of his hand and bites his lower lip when he concentrates - just like one of the PCs does! It must be him! Or perhaps the PC in question looks similar enough to someone else that onlookers mistake them for one another. The PC might have a long-lost twin or identical cousin who is also in the area. While incredible and unbelievable, identity mix-ups have been a staple of comedies and soap operas for quite some time, and just may be the thing to keep Court interesting for your group.
Who Was that Masked Man?
Challenge:
The PCs arrive at Winter Court to find a great many unfamiliar faces in attendance. Although they are given formal introductions, keeping straight exactly who is who in such a whirlwind of names and titles is quite a challenge. Several times during the next few days the PCs cross paths with people they have already met yet whose names they cannot remember.
Focus:
A few days later, a fellow guest approaches one of the PCs. The man wears a heavy grey coat to ward away the cold, covering any mon his kimono might bear. None of the PCs remembers meeting him before, but by the way he talks it appears that they were at least introduced. He wishes the PC in question a pleasant afternoon, and then proceeds to ask his opinion on some matter. He could want to know what the PC thinks about a certain samurai-ko, his feelings on the recent tax increases, or what he makes of a particular work of art. Whatever it is, he looks towards the PC expectantly until he receives an answer.
Strike:
Unbeknownst to the PC, the guest he is speaking to is actually connected to the matter in question. He might be the husband of the woman in question, the governor who sets local policies and taxes, or the artist who painted the picture they are discussing. If the PC does not watch his words carefully he could end up speaking far too frankly and delivering a grave insult. Recovering from such a faux pas will take quite a bit of effort.
There are a number of other ways a character's words can cause trouble, and depending on how things play out you can subject the PCs to just about any type of misunderstanding. Of course, the most basic is for the PC in question to in some way insult an individual, but there are other possibilities as well. An NPC could ask about any number of topics. A PC may even put his foot in his mouth without outside help. Speaking negatively of another Clan may cause listeners to see the PC as prejudiced or seeking war, while expressing doubts about one's own Clan might make people think the PC's a traitor or lacks faith in his daimyo. Giving a low opinion of someone in a position of power such as the Emperor or Emerald Champion could have dire consequences for the PC indeed. Alternately, an expression of admiration for another Clan or one of its members might make it seem as if the PC has divided loyalties, or is in some way sympathetic to another family. Giving praise that is too glowing might be taken as insincere, especially if the PC does not have enough reasons to back up his opinions. Maybe the NPC wants an honest opinion, and dismisses the PC as "just another idiot sycophant" when he refuses to say anything critical.
If you can, try to ask the PC about something he or she actually has strong feelings about. Otherwise you run the risk of getting an answer like "It's nice, I guess," or "I don't really know." Politics is usually good for eliciting a reaction from players and their characters, as well as matters of Clan pride. People and/or groups can be used if the party members have had sufficient chances to cross paths with them and form a strong impression. Anything that has had a direct effect upon the PCs or their actions in the past is also a good choice. For works of art I find giving a visual aid or recital can often work wonders. Showing the players a crude drawing or reciting a bad poem often leaves no doubt in their minds as to how they feel about the "art" they have experienced.
It's possible that player characters who are especially polite or especially wary of causing offense will try to avoid giving any strong opinions about anything without determining beforehand that there is no way they might suffer from doing so. Words can be as deadly as swords in Rokugan, and it is not conducive to a long life to use either foolishly. One way to loosen player's tongues is to have someone who appears to be completely unconnected to the topic pose the question. If the PCs know that the governor is an older man they feel safe decrying his policies in front of a younger woman. Until they find out that she is the governor's daughter, that is.
You can also have the figure who talks to the PC actively seek to hide his identity in order to find out how people really feel about him or what he has done. This works especially well if you can establish that the NPC in question has a habit of traveling incognito before the encounter begins. Players are very good at keying in on information that they think will be immediately important, and will likely suspect a trick if you reveal a artists's habit of anonymously asking people what they think of his work just a few minutes before having "a mysterious guest" ask them what they think of the artist's work. I find the best way to do so is to have someone the PCs are talking to mention it in passing several game sessions before the NPC actually shows up in disguise. That way the players (as well as their characters) have a chance to forget the information and lower their guard, only to remember how they were warned several weeks ago when the true identity of the person they talked to is revealed. It's also possible to reveal the NPC's habit after the PC has encountered him and learned who he really is, although players may feel you have stacked the odds against them or hidden necessary information if you are not careful. Remember that a good trap leaves the victim thinking "I should have seen that" rather than "Where did that come from?" Setting the PCs up for a fall they take on their own is fine, but pushing them down is something entirely different.
Another good trick is having someone the PC knows he can speak freely with pose the question and letting the person being discussed overhear the PC's answer. Even a courtier wise enough to choose his words carefully may let an unkind word or two slip if he thinks no one but his close allies is around to hear them. Or, you can have the PC be asked a question in front of a mixed audience, where he is likely to offend someone no matter what he says. You can have another guest ask whether the PC thinks the Kakita style or Mirumoto style of swordsmanship is superior, with students from schools listening eagerly to his answer. Or he might be called upon to give an opinion as to which of two poems he prefers, not knowing that both poets are in attendance. Countless marital troubles (and even a war or two) have been started because of arguments over which woman was the most beautiful of the group. In a Court filled with members of many different Clans it takes a quick wit and smooth tongue to avoid offending *someone.*
One last way you can make things difficult for the PCs without forcing them to respond to the NPC's question in a particular matter is to have someone else make the mistake and leave them to pay for it. Perhaps someone else blamed the PCs for spreading rumors about the NPC, either to get the PCs into trouble or to save himself from reprisals. Or maybe the last member of the PC's Clan to visit that particular court was very outspoken in his criticisms of the NPC in question, leaving him with a negative outlook towards their Clan as a whole. It's even possible that the party may have been selected to attend that particular Winter Court because the representative who preceded them wore out his welcome before autumn was even over. The only thing worse than making a mistake and having to make up for it is having to clean up a mess that someone else left behind.
In modern Japan, bowing and saying "I'm really, really sorry," will get a politician out of almost any trouble. At Winter Court, it takes a lot more than that.
The PCs arrive at Winter Court to find a great many unfamiliar faces in attendance. Although they are given formal introductions, keeping straight exactly who is who in such a whirlwind of names and titles is quite a challenge. Several times during the next few days the PCs cross paths with people they have already met yet whose names they cannot remember.
Focus:
A few days later, a fellow guest approaches one of the PCs. The man wears a heavy grey coat to ward away the cold, covering any mon his kimono might bear. None of the PCs remembers meeting him before, but by the way he talks it appears that they were at least introduced. He wishes the PC in question a pleasant afternoon, and then proceeds to ask his opinion on some matter. He could want to know what the PC thinks about a certain samurai-ko, his feelings on the recent tax increases, or what he makes of a particular work of art. Whatever it is, he looks towards the PC expectantly until he receives an answer.
Strike:
Unbeknownst to the PC, the guest he is speaking to is actually connected to the matter in question. He might be the husband of the woman in question, the governor who sets local policies and taxes, or the artist who painted the picture they are discussing. If the PC does not watch his words carefully he could end up speaking far too frankly and delivering a grave insult. Recovering from such a faux pas will take quite a bit of effort.
There are a number of other ways a character's words can cause trouble, and depending on how things play out you can subject the PCs to just about any type of misunderstanding. Of course, the most basic is for the PC in question to in some way insult an individual, but there are other possibilities as well. An NPC could ask about any number of topics. A PC may even put his foot in his mouth without outside help. Speaking negatively of another Clan may cause listeners to see the PC as prejudiced or seeking war, while expressing doubts about one's own Clan might make people think the PC's a traitor or lacks faith in his daimyo. Giving a low opinion of someone in a position of power such as the Emperor or Emerald Champion could have dire consequences for the PC indeed. Alternately, an expression of admiration for another Clan or one of its members might make it seem as if the PC has divided loyalties, or is in some way sympathetic to another family. Giving praise that is too glowing might be taken as insincere, especially if the PC does not have enough reasons to back up his opinions. Maybe the NPC wants an honest opinion, and dismisses the PC as "just another idiot sycophant" when he refuses to say anything critical.
If you can, try to ask the PC about something he or she actually has strong feelings about. Otherwise you run the risk of getting an answer like "It's nice, I guess," or "I don't really know." Politics is usually good for eliciting a reaction from players and their characters, as well as matters of Clan pride. People and/or groups can be used if the party members have had sufficient chances to cross paths with them and form a strong impression. Anything that has had a direct effect upon the PCs or their actions in the past is also a good choice. For works of art I find giving a visual aid or recital can often work wonders. Showing the players a crude drawing or reciting a bad poem often leaves no doubt in their minds as to how they feel about the "art" they have experienced.
It's possible that player characters who are especially polite or especially wary of causing offense will try to avoid giving any strong opinions about anything without determining beforehand that there is no way they might suffer from doing so. Words can be as deadly as swords in Rokugan, and it is not conducive to a long life to use either foolishly. One way to loosen player's tongues is to have someone who appears to be completely unconnected to the topic pose the question. If the PCs know that the governor is an older man they feel safe decrying his policies in front of a younger woman. Until they find out that she is the governor's daughter, that is.
You can also have the figure who talks to the PC actively seek to hide his identity in order to find out how people really feel about him or what he has done. This works especially well if you can establish that the NPC in question has a habit of traveling incognito before the encounter begins. Players are very good at keying in on information that they think will be immediately important, and will likely suspect a trick if you reveal a artists's habit of anonymously asking people what they think of his work just a few minutes before having "a mysterious guest" ask them what they think of the artist's work. I find the best way to do so is to have someone the PCs are talking to mention it in passing several game sessions before the NPC actually shows up in disguise. That way the players (as well as their characters) have a chance to forget the information and lower their guard, only to remember how they were warned several weeks ago when the true identity of the person they talked to is revealed. It's also possible to reveal the NPC's habit after the PC has encountered him and learned who he really is, although players may feel you have stacked the odds against them or hidden necessary information if you are not careful. Remember that a good trap leaves the victim thinking "I should have seen that" rather than "Where did that come from?" Setting the PCs up for a fall they take on their own is fine, but pushing them down is something entirely different.
Another good trick is having someone the PC knows he can speak freely with pose the question and letting the person being discussed overhear the PC's answer. Even a courtier wise enough to choose his words carefully may let an unkind word or two slip if he thinks no one but his close allies is around to hear them. Or, you can have the PC be asked a question in front of a mixed audience, where he is likely to offend someone no matter what he says. You can have another guest ask whether the PC thinks the Kakita style or Mirumoto style of swordsmanship is superior, with students from schools listening eagerly to his answer. Or he might be called upon to give an opinion as to which of two poems he prefers, not knowing that both poets are in attendance. Countless marital troubles (and even a war or two) have been started because of arguments over which woman was the most beautiful of the group. In a Court filled with members of many different Clans it takes a quick wit and smooth tongue to avoid offending *someone.*
One last way you can make things difficult for the PCs without forcing them to respond to the NPC's question in a particular matter is to have someone else make the mistake and leave them to pay for it. Perhaps someone else blamed the PCs for spreading rumors about the NPC, either to get the PCs into trouble or to save himself from reprisals. Or maybe the last member of the PC's Clan to visit that particular court was very outspoken in his criticisms of the NPC in question, leaving him with a negative outlook towards their Clan as a whole. It's even possible that the party may have been selected to attend that particular Winter Court because the representative who preceded them wore out his welcome before autumn was even over. The only thing worse than making a mistake and having to make up for it is having to clean up a mess that someone else left behind.
In modern Japan, bowing and saying "I'm really, really sorry," will get a politician out of almost any trouble. At Winter Court, it takes a lot more than that.
Sheep in Wolf's Clothing
Challenge:
The PCs are asked by their superior to accompany the son (or daughter, depending on the PC you wish to involve) of a daimyo to Winter Court in a faraway castle. As they are traveling, however, a messenger arrives with new orders. The youth's father has reason to believe that his child's life is in danger, but it would cause a diplomatic incident for him to refuse the host's invitation to Court at such a late date. As such, one of the PCs is asked to serve as a kagemusha, impersonating the youth and serving as a false target for assassins.
Focus:
Fortunately for the group, no one at the Court they are attending has met either them or the youth before. Changing identities is a simple matter of exchanging clothes and traveling papers. The host greets them as if nothing is amiss, and provided they make no mistakes during introductions everyone seems to believe the two are exactly who they say they are.
Strike:
As things go on, however, it becomes increasingly difficult to maintain the deception. Either the PC or the youth is called upon to display the skills of their school. A young woman (or man as appropriate) expresses romantic interest in the youth, all the while believing his real name is that of the PC. An older samurai reveals that he once knew the youth's father long ago, and asks the PC for details about his old friend. The more the party interacts with people the more involved the masquerade becomes, and the more dire the consequences for the PC.
Not to mention the fact that there might be someone trying to kill him.
Depending on how much of a break you want to give the PCs, the host may or may not be aware that the youth's life has been threatened and one of the PCs is serving as a kagemusha. If he knows that the PC is merely playing a role in order to protect the youth he can help with such matters as covering up any mistakes the PC or youth might make in their portrayals of each other and watching out for anyone who may seek to do them harm. If the host's involvement in the plot to kill the youth cannot be disproved, however, it may be necessary to keep him in the dark as well. In this case, the party will have to handle everything on their own, and may even need to dissuade suspicions from the host that something is amiss.
Another way you can make things more difficult is by having the youth and the PC who has been selected to impersonate him or her differ markedly in appearance. Details such as height, weight, and build shouldn't matter too much as long as the two are reasonably close in size, but if they are very dissimilar from each other it may be necessary to use disguises. Does the PC have a moustache or tattoo? What if the youth has long, dyed hair or a shaved head? If you're feeling especially cruel, the only party member with the right built to possibly pass for the youth might not even be the same gender!
Another possible approach you can use is to change the reason for the deception. The youth orders the PC to change places with him in order to play a trick on the other guests, or because he wants a break from the pressures of nobility. Although especially serious or honorable characters may feel such behavior is inappropriate, if the youth has high enough social status (or is sufficiently intimidating) they might have no choice but to give in to his wishes, no matter how foolish they might be. If the daimyo's son wants to play a trick on some courtiers it is not the place of a rank and file samurai to disapprove. They must do what they are told and go along with the ruse. If one of the PCs is capricious enough to think the plan sounds fun and go along without coercion so much the better.
Or perhaps the switch in identities is entirely involuntary. Some spells and effects can alter a person's appearance, making them resemble someone else entirely. Additionally, having two people switch bodies after bumping heads is a popular trope in Japanese television programs (as well as a power of Kommei no Oni). The PC and the youth must do their best to avoid any trouble until some way to restore them to their original appearances and/or bodies can be found. In this case the PC doesn't just have to worry about damage to his or her reputation, but also what might befall his or her body as well.
If you want to provide an interesting role-playing challenge for your group, you can have each of the player characters temporarily take on the identity (or body) of another. The way in which they each portray the comrade whose name (or face) they now wear can reveal a lot about how the members of the party really see each other. How will the Hida react when the Mirumoto makes him look like a crude, loutish brute? How about when the other party members say the Mirumoto's impression of him is all too accurate? Although few people appreciate having their own foibles pointed out by others, sometimes a performance is only convincing because of the ugly truths it reveals. Finding out whether or not the group can deal with these truths can be more intense than any battle.
The PCs are asked by their superior to accompany the son (or daughter, depending on the PC you wish to involve) of a daimyo to Winter Court in a faraway castle. As they are traveling, however, a messenger arrives with new orders. The youth's father has reason to believe that his child's life is in danger, but it would cause a diplomatic incident for him to refuse the host's invitation to Court at such a late date. As such, one of the PCs is asked to serve as a kagemusha, impersonating the youth and serving as a false target for assassins.
Focus:
Fortunately for the group, no one at the Court they are attending has met either them or the youth before. Changing identities is a simple matter of exchanging clothes and traveling papers. The host greets them as if nothing is amiss, and provided they make no mistakes during introductions everyone seems to believe the two are exactly who they say they are.
Strike:
As things go on, however, it becomes increasingly difficult to maintain the deception. Either the PC or the youth is called upon to display the skills of their school. A young woman (or man as appropriate) expresses romantic interest in the youth, all the while believing his real name is that of the PC. An older samurai reveals that he once knew the youth's father long ago, and asks the PC for details about his old friend. The more the party interacts with people the more involved the masquerade becomes, and the more dire the consequences for the PC.
Not to mention the fact that there might be someone trying to kill him.
Depending on how much of a break you want to give the PCs, the host may or may not be aware that the youth's life has been threatened and one of the PCs is serving as a kagemusha. If he knows that the PC is merely playing a role in order to protect the youth he can help with such matters as covering up any mistakes the PC or youth might make in their portrayals of each other and watching out for anyone who may seek to do them harm. If the host's involvement in the plot to kill the youth cannot be disproved, however, it may be necessary to keep him in the dark as well. In this case, the party will have to handle everything on their own, and may even need to dissuade suspicions from the host that something is amiss.
Another way you can make things more difficult is by having the youth and the PC who has been selected to impersonate him or her differ markedly in appearance. Details such as height, weight, and build shouldn't matter too much as long as the two are reasonably close in size, but if they are very dissimilar from each other it may be necessary to use disguises. Does the PC have a moustache or tattoo? What if the youth has long, dyed hair or a shaved head? If you're feeling especially cruel, the only party member with the right built to possibly pass for the youth might not even be the same gender!
Another possible approach you can use is to change the reason for the deception. The youth orders the PC to change places with him in order to play a trick on the other guests, or because he wants a break from the pressures of nobility. Although especially serious or honorable characters may feel such behavior is inappropriate, if the youth has high enough social status (or is sufficiently intimidating) they might have no choice but to give in to his wishes, no matter how foolish they might be. If the daimyo's son wants to play a trick on some courtiers it is not the place of a rank and file samurai to disapprove. They must do what they are told and go along with the ruse. If one of the PCs is capricious enough to think the plan sounds fun and go along without coercion so much the better.
Or perhaps the switch in identities is entirely involuntary. Some spells and effects can alter a person's appearance, making them resemble someone else entirely. Additionally, having two people switch bodies after bumping heads is a popular trope in Japanese television programs (as well as a power of Kommei no Oni). The PC and the youth must do their best to avoid any trouble until some way to restore them to their original appearances and/or bodies can be found. In this case the PC doesn't just have to worry about damage to his or her reputation, but also what might befall his or her body as well.
If you want to provide an interesting role-playing challenge for your group, you can have each of the player characters temporarily take on the identity (or body) of another. The way in which they each portray the comrade whose name (or face) they now wear can reveal a lot about how the members of the party really see each other. How will the Hida react when the Mirumoto makes him look like a crude, loutish brute? How about when the other party members say the Mirumoto's impression of him is all too accurate? Although few people appreciate having their own foibles pointed out by others, sometimes a performance is only convincing because of the ugly truths it reveals. Finding out whether or not the group can deal with these truths can be more intense than any battle.
Mission: Winter Court
Challenge:
As winter approaches, the PCs are called to a special and private audience with their superior. After dismissing all guards and servants, he reveals that he would like them to perform a special task for him during coming Court season. The mission could be intelligence gathering, a delivery, political sabotage, or even an assassination. Whatever the nature of the assignment, though, it is important that it be carried out with the utmost secrecy.
Focus:
Because of the sensitive nature of their mission, their superior asks the PCs that they keep their identities secret. He issues them all traveling papers under assumed names and whatever other items they will need to maintain their cover. He also warns that their mission must not be associated with him in any way, and he will deny any involvement with them if they are discovered.
Strike:
Luckily, no one at Winter Court knows the PCs personally, although it is possible that they may know of them or have heard rumors. Still, a lot of work has been put into crafting their alibis, and as long as the PCs keep their stories straight, they should have no trouble keeping their true identities a secret. Of course, everyone in Winter Court is going to want to get to know them, so the PCs had better make sure they know exactly what stories they're supposed to tell.
This scenario is best suited for a party full of stealthy types, such as ninjas, less-than-honorable courtiers, and spies. A group made up of Tainted characters essentially has to go through this scenario every time they go to court, hiding their true origins and intentions from the rest of the guests. But honorable samurai may be able to participate as well. Maybe they are called to tell a small lie for the sake of a greater good. Or they might be forced to rationalize their actions. Perhaps they even find a way to complete their mission without actually lying. After all, is saying "If you'll check my travel papers, you'll see they bear the name Bayushi Nomen," when someone asks your name really a lie if that's what the papers say?
The nature of the party's mission should also be chosen with care. Honorable samurai may be willing to operate under an assumed name for a while if it will help the greater good but will probably have a hard time accepting the theft of important documents or murdering a rival diplomat. Finding evidence of another guest's misdeeds so that they may be brought to justice is a more noble goal. The PCs might be asked to keep an eye on a suspected spy, or even guard a traveling noblewoman without letting anyone know that her husband does not trust the host to keep her safe. Hiding the truth about oneself may be a questionable act, but it is not always dishonorable.
If you have a PC whose honor will absolutely prevent them from participating in such a mission, forcing them to do so may result in a loss of enjoyment. Rather than making them do something out of character, simply allow them to opt out. They may still accompany the rest of the group to Court, even if they are not involved in the mission itself. Their job is simply to complete the illusion that the group is who they say they are by just being there. If they are seen associating with anyone who engages in inappropriate actions, however, they had better be careful. After all, they are using their real name and will not be able to hide behind a disguise or alias if anything goes wrong.
This adventure requires the player characters to take on new roles and identities. But, instead of impersonating a real person, the PCs have to create entirely new identities. Their names and a little bit about their backgrounds may be listed by their traveling papers, or left up to them to determine on their own. What school did they attend? What branch of their families do they come from? Why haven't any of their "clansmen" met or heard of them before? Making their new identities similar to their true selves may help the PCs invent details on the fly, but it also means that they run the risk of people recognizing who they really are by their actions and mannerisms. Not many Bayushi courtiers eat red meat and worship foreign gods, nor are Hida samurai likely to espouse pacifism. Even something as small as hesitating a little too long when asked how many siblings one has can arouse suspicion, so the PCs had best give some thought to developing their new aliases.
One way to make maintaining a cover story especially challenging is to separate the player characters and have NPCs ask them a variety of questions, such as "How did you two meet?" or "Where did your companion get that sword?" or even something as simple as "What is your friend's favorite food?" This is very effective if the PCs didn't think to discuss things and plan the corroborating stories beforehand. You may even want to take players into a separate room to ask these questions if you think the others will be tempted to use out-of-character knowledge to their own benefit. Having a discrepancy between the answers of two different party members arise isn't the end of the world however. Watching the PCs scramble to cover up their mistakes and spin new stories to explain the situation can be one of the most entertaining parts of this scenario.
Another good trick is to have one or two people at the Court who actually have met the PCs in passing before. They might not know the party members all that well, but they've crossed paths once or twice and can't shake the feeling that something about them seems familiar. He or she keeps coming around and trying to figure out where they might have met the PCs before, or even asking questions that the PCs might not want to answer. If the PCs are very skilled at coming up with stories and thinking on their feet they might be able to mislead the NPC into believing their lies. On the other hand, the party might decide that the best way to keep their secret is to put a permanent end to the snoop and his questions. It's not a pretty matter, but it's for the greater good, right?
You can make the mission even more difficult by having an NPC exhibit even deeper suspicion. Instead of trying to figure out why the PCs seem so familiar, he or she is consumed by the question of why the PCs appear to be so different from who they claim to be. The NPC investigator could start by asking pointed questions, trying to catch the PCs in a lie. Maybe he or she takes to eavesdropping on the PCs in an attempt to catch them with their guard down, or goes through their personal possessions to find out if they are hiding anything. Unless the PCs are able to discover that they are under such scrutiny they may not be able to protect their secrets until it is too late. Even if they do find out that someone is suspicious of them, they will still have to work to keep the meddlesome NPC from learning the truth.
If your group engages in these kinds of missions often, you can revisit the theme of secret identities and lies in a later adventure as well. Once they've completed their assigned task they are allowed to discard their assumed identities and return home. Things work out smoothly and no one seems to suspect that they and the mysterious Bayushi Nomen (or whatever alias the PC has used) are one and the same. Then, months or even years later, they cross paths with someone they met while at Winter Court. He or she calls them by the name they used for that one winter long before, and wonders why everything about them seem so different now, still believing the lie that the PC told so long ago to be true. This can be especially cruel if the PCs toyed with the NPCs feelings in the course of their mission, as they must now choose whether they will admit what they have done or try to cover things up once again, starting a new series of lies.
As winter approaches, the PCs are called to a special and private audience with their superior. After dismissing all guards and servants, he reveals that he would like them to perform a special task for him during coming Court season. The mission could be intelligence gathering, a delivery, political sabotage, or even an assassination. Whatever the nature of the assignment, though, it is important that it be carried out with the utmost secrecy.
Focus:
Because of the sensitive nature of their mission, their superior asks the PCs that they keep their identities secret. He issues them all traveling papers under assumed names and whatever other items they will need to maintain their cover. He also warns that their mission must not be associated with him in any way, and he will deny any involvement with them if they are discovered.
Strike:
Luckily, no one at Winter Court knows the PCs personally, although it is possible that they may know of them or have heard rumors. Still, a lot of work has been put into crafting their alibis, and as long as the PCs keep their stories straight, they should have no trouble keeping their true identities a secret. Of course, everyone in Winter Court is going to want to get to know them, so the PCs had better make sure they know exactly what stories they're supposed to tell.
This scenario is best suited for a party full of stealthy types, such as ninjas, less-than-honorable courtiers, and spies. A group made up of Tainted characters essentially has to go through this scenario every time they go to court, hiding their true origins and intentions from the rest of the guests. But honorable samurai may be able to participate as well. Maybe they are called to tell a small lie for the sake of a greater good. Or they might be forced to rationalize their actions. Perhaps they even find a way to complete their mission without actually lying. After all, is saying "If you'll check my travel papers, you'll see they bear the name Bayushi Nomen," when someone asks your name really a lie if that's what the papers say?
The nature of the party's mission should also be chosen with care. Honorable samurai may be willing to operate under an assumed name for a while if it will help the greater good but will probably have a hard time accepting the theft of important documents or murdering a rival diplomat. Finding evidence of another guest's misdeeds so that they may be brought to justice is a more noble goal. The PCs might be asked to keep an eye on a suspected spy, or even guard a traveling noblewoman without letting anyone know that her husband does not trust the host to keep her safe. Hiding the truth about oneself may be a questionable act, but it is not always dishonorable.
If you have a PC whose honor will absolutely prevent them from participating in such a mission, forcing them to do so may result in a loss of enjoyment. Rather than making them do something out of character, simply allow them to opt out. They may still accompany the rest of the group to Court, even if they are not involved in the mission itself. Their job is simply to complete the illusion that the group is who they say they are by just being there. If they are seen associating with anyone who engages in inappropriate actions, however, they had better be careful. After all, they are using their real name and will not be able to hide behind a disguise or alias if anything goes wrong.
This adventure requires the player characters to take on new roles and identities. But, instead of impersonating a real person, the PCs have to create entirely new identities. Their names and a little bit about their backgrounds may be listed by their traveling papers, or left up to them to determine on their own. What school did they attend? What branch of their families do they come from? Why haven't any of their "clansmen" met or heard of them before? Making their new identities similar to their true selves may help the PCs invent details on the fly, but it also means that they run the risk of people recognizing who they really are by their actions and mannerisms. Not many Bayushi courtiers eat red meat and worship foreign gods, nor are Hida samurai likely to espouse pacifism. Even something as small as hesitating a little too long when asked how many siblings one has can arouse suspicion, so the PCs had best give some thought to developing their new aliases.
One way to make maintaining a cover story especially challenging is to separate the player characters and have NPCs ask them a variety of questions, such as "How did you two meet?" or "Where did your companion get that sword?" or even something as simple as "What is your friend's favorite food?" This is very effective if the PCs didn't think to discuss things and plan the corroborating stories beforehand. You may even want to take players into a separate room to ask these questions if you think the others will be tempted to use out-of-character knowledge to their own benefit. Having a discrepancy between the answers of two different party members arise isn't the end of the world however. Watching the PCs scramble to cover up their mistakes and spin new stories to explain the situation can be one of the most entertaining parts of this scenario.
Another good trick is to have one or two people at the Court who actually have met the PCs in passing before. They might not know the party members all that well, but they've crossed paths once or twice and can't shake the feeling that something about them seems familiar. He or she keeps coming around and trying to figure out where they might have met the PCs before, or even asking questions that the PCs might not want to answer. If the PCs are very skilled at coming up with stories and thinking on their feet they might be able to mislead the NPC into believing their lies. On the other hand, the party might decide that the best way to keep their secret is to put a permanent end to the snoop and his questions. It's not a pretty matter, but it's for the greater good, right?
You can make the mission even more difficult by having an NPC exhibit even deeper suspicion. Instead of trying to figure out why the PCs seem so familiar, he or she is consumed by the question of why the PCs appear to be so different from who they claim to be. The NPC investigator could start by asking pointed questions, trying to catch the PCs in a lie. Maybe he or she takes to eavesdropping on the PCs in an attempt to catch them with their guard down, or goes through their personal possessions to find out if they are hiding anything. Unless the PCs are able to discover that they are under such scrutiny they may not be able to protect their secrets until it is too late. Even if they do find out that someone is suspicious of them, they will still have to work to keep the meddlesome NPC from learning the truth.
If your group engages in these kinds of missions often, you can revisit the theme of secret identities and lies in a later adventure as well. Once they've completed their assigned task they are allowed to discard their assumed identities and return home. Things work out smoothly and no one seems to suspect that they and the mysterious Bayushi Nomen (or whatever alias the PC has used) are one and the same. Then, months or even years later, they cross paths with someone they met while at Winter Court. He or she calls them by the name they used for that one winter long before, and wonders why everything about them seem so different now, still believing the lie that the PC told so long ago to be true. This can be especially cruel if the PCs toyed with the NPCs feelings in the course of their mission, as they must now choose whether they will admit what they have done or try to cover things up once again, starting a new series of lies.
Winter Court Blues
Challenge:
The PCs find themselves attending Winter Court in a castle where they have very few social or political contacts. It is a completely different social circle than the ones in which they normally move. Although they may be passing acquaintances with a few other attendees, they really don't know anyone there all that well.
Focus:
As it turns out, most of the other figures present at Court know each other quite well. Many of them share common experiences, and a few were even childhood playmates. Groups of friends congregate together in the common chambers, talking about old times and catching up on recent events. They share jokes that the PCs don't quite understand, refer to people and places that the PCs have never met or been to, and go on and on about things that the PC's know nothing about.
Strike:
Although no one is cold or unfriendly towards the party, the PCs still end up feeling somewhat excluded. The other guests' shared history gives them a bond that unites them quite strongly, while the party members are little better than outsiders. Unless the PCs find some way to break the ice they will have a long and lonely winter to look forward to.
If you've ever been to a reunion between old friends where you didn't know anyone, you probably have a good idea of how the PCs should end up feeling in this situation. People tend to spend time with people they feel comfortable around, and can take a long time to accept newcomers. The tighter the circle of friends, the more time it takes to gain admittance. While the other guests may not be adverse to talking with the party members, they would much rather spend time reminiscing with their old friends. As the odd-men and -women out in this gathering the PCs will certainly need to work in order to make themselves known and gain some degree of acceptance. Should the PCs have a mission that requires them to talk with other guests in an attempt to gain their support or secure an alliance they will have their work cut out for them indeed.
On the other hand, you don't want to bore your players to death by playing through day after day of being left out of conversations and not being invited when everyone else goes out to play kemari. Setting up situations where they have a chance to show off their skills and expertise, make in-roads with the other guests, and slowly work their way into the social circle should keep them interested while still maintaining the challenge. Perhaps one of the PCs happens by as a lady slips on some ice and is able to help her, winning her friendship in the process. Or maybe a trio of courtiers within earshot begin discussing a topic that one of the PCs is particularly knowledgeable about, giving him a chance to join the conversation. A particularly daring PC could volunteer to serve as another guest's personal champion when an old rivalry comes to a head. Putting your life on the line for a matter that doesn't even involve you is sure to make a good impression. If the PCs manage to win over enough of the attendees, they may find themselves being treated like just as much of an old friend as any other guest, having been accepted into the group completely.
A political way of playing up the isolation in this scenario is to send the PCs to a Court that is dominated by other Clans. This can be more difficult with mixed-Clan parties, as the number of Clans that other guests can come from may be significantly reduced. For parties where all the characters are members of another Clan, however, this can work quite effectively. A group of Lion in a Court full of Crane can feel very lonely and very, very isolated. Likewise, if the PCs have done something to bring dishonor or shame upon themselves they may be excluded from conversations even if they know the other guests.
Another method is to put the PCs in a situation where they end up brushing shoulders with their social betters. Somehow, they managed to end up at a Court where the upper echelon of Rokugani nobility is spending the winter. For rank and file samurai such as them to simply approach a family daimyo or celebrated general and attempt to make conversation could be construed as a gross breach of etiquette. But if they did manage to make a positive impression on such an illustrious figure they would gain a powerful ally indeed. For parties with higher status, you can reverse the situation, making the PCs some of the most influential figures at Court. In this case, the other guests are likely to avoid them not out of contempt or indifference, but because they are uncomfortable socializing with members of the social elite. It's far better to know one's place than to try and make friends with someone who can have your daimyo order your death, after all.
One particularly sneaky technique is to have one other guest (or group of guests) that is also excluded from the main group attend Court as well. She is in the same situation as the PCs, and can sympathize with their plight. If no one else will talk to them, she'd certainly be willing to spend a few hours in pleasant conversation or engage them in a game of go or shogi. As the weeks pass they might even come to count her as a friend. Which is exactly what an enemy spy (or ninja, or Kolat, or monster in disguise) like her wants them to think. Because there's no easier target than a lonely soul.
The PCs find themselves attending Winter Court in a castle where they have very few social or political contacts. It is a completely different social circle than the ones in which they normally move. Although they may be passing acquaintances with a few other attendees, they really don't know anyone there all that well.
Focus:
As it turns out, most of the other figures present at Court know each other quite well. Many of them share common experiences, and a few were even childhood playmates. Groups of friends congregate together in the common chambers, talking about old times and catching up on recent events. They share jokes that the PCs don't quite understand, refer to people and places that the PCs have never met or been to, and go on and on about things that the PC's know nothing about.
Strike:
Although no one is cold or unfriendly towards the party, the PCs still end up feeling somewhat excluded. The other guests' shared history gives them a bond that unites them quite strongly, while the party members are little better than outsiders. Unless the PCs find some way to break the ice they will have a long and lonely winter to look forward to.
If you've ever been to a reunion between old friends where you didn't know anyone, you probably have a good idea of how the PCs should end up feeling in this situation. People tend to spend time with people they feel comfortable around, and can take a long time to accept newcomers. The tighter the circle of friends, the more time it takes to gain admittance. While the other guests may not be adverse to talking with the party members, they would much rather spend time reminiscing with their old friends. As the odd-men and -women out in this gathering the PCs will certainly need to work in order to make themselves known and gain some degree of acceptance. Should the PCs have a mission that requires them to talk with other guests in an attempt to gain their support or secure an alliance they will have their work cut out for them indeed.
On the other hand, you don't want to bore your players to death by playing through day after day of being left out of conversations and not being invited when everyone else goes out to play kemari. Setting up situations where they have a chance to show off their skills and expertise, make in-roads with the other guests, and slowly work their way into the social circle should keep them interested while still maintaining the challenge. Perhaps one of the PCs happens by as a lady slips on some ice and is able to help her, winning her friendship in the process. Or maybe a trio of courtiers within earshot begin discussing a topic that one of the PCs is particularly knowledgeable about, giving him a chance to join the conversation. A particularly daring PC could volunteer to serve as another guest's personal champion when an old rivalry comes to a head. Putting your life on the line for a matter that doesn't even involve you is sure to make a good impression. If the PCs manage to win over enough of the attendees, they may find themselves being treated like just as much of an old friend as any other guest, having been accepted into the group completely.
A political way of playing up the isolation in this scenario is to send the PCs to a Court that is dominated by other Clans. This can be more difficult with mixed-Clan parties, as the number of Clans that other guests can come from may be significantly reduced. For parties where all the characters are members of another Clan, however, this can work quite effectively. A group of Lion in a Court full of Crane can feel very lonely and very, very isolated. Likewise, if the PCs have done something to bring dishonor or shame upon themselves they may be excluded from conversations even if they know the other guests.
Another method is to put the PCs in a situation where they end up brushing shoulders with their social betters. Somehow, they managed to end up at a Court where the upper echelon of Rokugani nobility is spending the winter. For rank and file samurai such as them to simply approach a family daimyo or celebrated general and attempt to make conversation could be construed as a gross breach of etiquette. But if they did manage to make a positive impression on such an illustrious figure they would gain a powerful ally indeed. For parties with higher status, you can reverse the situation, making the PCs some of the most influential figures at Court. In this case, the other guests are likely to avoid them not out of contempt or indifference, but because they are uncomfortable socializing with members of the social elite. It's far better to know one's place than to try and make friends with someone who can have your daimyo order your death, after all.
One particularly sneaky technique is to have one other guest (or group of guests) that is also excluded from the main group attend Court as well. She is in the same situation as the PCs, and can sympathize with their plight. If no one else will talk to them, she'd certainly be willing to spend a few hours in pleasant conversation or engage them in a game of go or shogi. As the weeks pass they might even come to count her as a friend. Which is exactly what an enemy spy (or ninja, or Kolat, or monster in disguise) like her wants them to think. Because there's no easier target than a lonely soul.
The Loyal Servant
Challenge:
The PCs are summoned by their superior and asked to undertake a very important mission. Recent developments have forced him to call upon the services of a secret ally, whom he refers to as "the Loyal Servant." For security reasons, the PCs are not told who the Loyal Servant is. They are merely given a message and sent to the Winter Court the Loyal Servant will attend. Once they complete their journey another of their superior's allies will help them deliver the message to its intended recipient.
Focus:
The PCs travel to Winter Court only to discover that the person who was supposed to help them identify the Loyal Servant never arrived. It is possible that his failure to make it to Court is entirely accidental, but it is most likely due to outside interference. Whatever the case, the PCs will have to proceed on their own.
Strike:
In order for the Loyal Servant to do what must be done, the PCs must deliver their superior's message. In order to deliver the message, the PCs must learn who the Loyal Servant is. Unfortunately, there are a number of guests present, and any one of them could be the Loyal Servant. On top of which, there is no guarantee that he or she even knows the PCs are supposed to make contact. Finding the proper person among so many possible choices may take no small amount of skill, quite a bit of cunning, and a great deal of luck.
The identity of the Loyal Servant is up to the GM to decide. Because their superior has a vast network of contacts and informants, the Loyal Servant could literally be anyone at Court, from the heimin who hauls the firewood to the host himself. While you could make the Loyal Servant someone the PCs know or have met before, players who recognize the NPC's name may suspect him as being significant simply by virtue of them having heard of him before. On the other hand, if you think your players are likely to double-guess your intentions, you could make the Loyal Servant someone so obvious that the players discount the possibility simply because it seems like a set up. If you want to really throw the players for a loop, you could make the Loyal Servant one of their servants. Or an ally who always seemed completely unsuited for espionage and intrigue. Or a hated enemy who was only posing as their enemy in order to hide his true affiliation. The again, you could always use reverse-reverse psychology and make the Loyal Servant someone they've never seen or heard of before at all.
Finding the Loyal Servant can be relatively easy or quite difficult depending on the amount of help and information you give the party. If they know nothing about the secret ally's identity they may have to investigate every single person at Court. Alternately, you can give them a few pieces of information that allow them to narrow the scope of their search. Knowing that the Loyal Servant has served the party's superior for forty years, for example, can help the PCs focus their attention on older guests. If you want to make things very easy on the group you can give them a password or secret phrase that only the Loyal Servant would know the correct answer to. Of course, you can also point out that with the mysterious circumstances under which their primary contact disappeared it's possible that the password may already have been leaked to the wrong people, just to keep things from getting too simple.
In some cases it may be necessary to remind the players that not only the message, but the fact that the Loyal Servant has any connection their superior is also a secret. If they go around asking other guests if they have any idea who their superior's contact might be or spend too much time talking to him (or her) in public once they do uncover his identity the spy's ability to opperate effectively may be hindered. Likewise, revealing the message to each and every guest may be a good way to guarantee that it reaches the ears of the Loyal Servant, but it doesn't do a lot for keeping the information a secret.
If you want to play a more intense game of cat and mouse, you can have enemy agents attend Court as well. They don't know the identity of the Loyal Servant either, or else they would have eliminated him right away. They also don't know that the PCs are the ones who have been asked to deliver the message that they have been sent to intercept. But they do know that someone is trying to make contact with their quarry, and that the same someone might be on the lookout for them as well. So, like the PCs, they are doing their best to discover secrets without giving any away. Both the PCs and their enemies must try to find the Loyal Servant and uncover each other's identities without compromising their own cover in the process, lest the game end in a victory for the other side.
Alternately, you could move to focus of the adventure to delivering a message to the Loyal Servant so that he (or she) can do something about it to having the PCs take over the entire mission themselves. This can be especially difficult if the Loyal Servant would normally have access to skills or resources that the PCs lack. They may have to find another way to get the job done, or do the best with what they have. If the message is in code or takes the form of a riddle, the PCs may need to do some information gathering before they even have a chance of beginning their task at all.
Good help can be so hard to find.
The PCs are summoned by their superior and asked to undertake a very important mission. Recent developments have forced him to call upon the services of a secret ally, whom he refers to as "the Loyal Servant." For security reasons, the PCs are not told who the Loyal Servant is. They are merely given a message and sent to the Winter Court the Loyal Servant will attend. Once they complete their journey another of their superior's allies will help them deliver the message to its intended recipient.
Focus:
The PCs travel to Winter Court only to discover that the person who was supposed to help them identify the Loyal Servant never arrived. It is possible that his failure to make it to Court is entirely accidental, but it is most likely due to outside interference. Whatever the case, the PCs will have to proceed on their own.
Strike:
In order for the Loyal Servant to do what must be done, the PCs must deliver their superior's message. In order to deliver the message, the PCs must learn who the Loyal Servant is. Unfortunately, there are a number of guests present, and any one of them could be the Loyal Servant. On top of which, there is no guarantee that he or she even knows the PCs are supposed to make contact. Finding the proper person among so many possible choices may take no small amount of skill, quite a bit of cunning, and a great deal of luck.
The identity of the Loyal Servant is up to the GM to decide. Because their superior has a vast network of contacts and informants, the Loyal Servant could literally be anyone at Court, from the heimin who hauls the firewood to the host himself. While you could make the Loyal Servant someone the PCs know or have met before, players who recognize the NPC's name may suspect him as being significant simply by virtue of them having heard of him before. On the other hand, if you think your players are likely to double-guess your intentions, you could make the Loyal Servant someone so obvious that the players discount the possibility simply because it seems like a set up. If you want to really throw the players for a loop, you could make the Loyal Servant one of their servants. Or an ally who always seemed completely unsuited for espionage and intrigue. Or a hated enemy who was only posing as their enemy in order to hide his true affiliation. The again, you could always use reverse-reverse psychology and make the Loyal Servant someone they've never seen or heard of before at all.
Finding the Loyal Servant can be relatively easy or quite difficult depending on the amount of help and information you give the party. If they know nothing about the secret ally's identity they may have to investigate every single person at Court. Alternately, you can give them a few pieces of information that allow them to narrow the scope of their search. Knowing that the Loyal Servant has served the party's superior for forty years, for example, can help the PCs focus their attention on older guests. If you want to make things very easy on the group you can give them a password or secret phrase that only the Loyal Servant would know the correct answer to. Of course, you can also point out that with the mysterious circumstances under which their primary contact disappeared it's possible that the password may already have been leaked to the wrong people, just to keep things from getting too simple.
In some cases it may be necessary to remind the players that not only the message, but the fact that the Loyal Servant has any connection their superior is also a secret. If they go around asking other guests if they have any idea who their superior's contact might be or spend too much time talking to him (or her) in public once they do uncover his identity the spy's ability to opperate effectively may be hindered. Likewise, revealing the message to each and every guest may be a good way to guarantee that it reaches the ears of the Loyal Servant, but it doesn't do a lot for keeping the information a secret.
If you want to play a more intense game of cat and mouse, you can have enemy agents attend Court as well. They don't know the identity of the Loyal Servant either, or else they would have eliminated him right away. They also don't know that the PCs are the ones who have been asked to deliver the message that they have been sent to intercept. But they do know that someone is trying to make contact with their quarry, and that the same someone might be on the lookout for them as well. So, like the PCs, they are doing their best to discover secrets without giving any away. Both the PCs and their enemies must try to find the Loyal Servant and uncover each other's identities without compromising their own cover in the process, lest the game end in a victory for the other side.
Alternately, you could move to focus of the adventure to delivering a message to the Loyal Servant so that he (or she) can do something about it to having the PCs take over the entire mission themselves. This can be especially difficult if the Loyal Servant would normally have access to skills or resources that the PCs lack. They may have to find another way to get the job done, or do the best with what they have. If the message is in code or takes the form of a riddle, the PCs may need to do some information gathering before they even have a chance of beginning their task at all.
Good help can be so hard to find.
Presents
Challenge:
The PCs find themselves staying in a Court where most of the guests are strangers. Over the next few days they make introductions, become acquainted with their fellow delegates, and get to know who everyone is. There may be a few individuals that they feel positively or negatively disposed towards, but it is still too soon to call anyone either a friend or a rival.
Focus:
A month or so into Winter Court, one of the PCs opens the door to their room to find a package on the floor outside. The cream-colored paper holds a gift (see below) and is accompanied by a simple note.
A Secret Admirer wrote:"Please accept this small token of my feelings. I hope it will bring you joy.
-A Secret Friend"
There are no other clues to the identity of the person who left the gift. No one they have met so far seems likely to make such a gesture, but it is extremely unlikely that it could have been delivered from outside of Court.
Strike:
The gift was left by a young woman named Kimi (or young man, as appropriate) who has a crush on the PC in question. She has been watching him from afar with admiring eyes since the beginning of Court, and would like to get to know him better. Unfortunately, her shyness prevents her from coming forward to speak with him directly, and she would never be able to go through with the proper method of giving a gift without getting nervous and flustered. So she left the gift in the middle of the night with the hope that the PC would find it and she would be able to learn more about his feelings towards her by his reaction.
Because the common ritual for giving gifts in Rokugan involves offering the gift three times and refusing twice, players may not know how they should react to the present they have found on their doorstep. Should they accept it right away? Leave it where it is? Find the giver and go through the customary series of refusals? This confusion is a big part of the charm of this adventure, as it puts the PCs in a situation where there is no clear answer. Indeed, simply letting the players discuss their opinions in-character can be an interesting role-playing opportunity.
The gift itself is left up to individual GMs to determine, and can be almost anything, keeping in mind its origins and intended purpose. Kimi lacks the material wealth and influence necessary to procure a fine katana, nor would she consider one appropriate for showing her feelings. A scarf, fan, or netsuke charm might be appropriate, and she'd definitely be too embarrassed to give something more romantic. Unless Kimi has some way of learning more about the PC in question she probably won't know too much about his likes and dislikes, and would be forced to give a more generic gift instead of something that would be absolutely perfect for him. Likewise, she probably wouldn't give a gift that would betray her background, such as the specialty snack or product her home province is famous for. She wants to show her feelings, but she also wants to do so in a way that is safe for her and not liable to put off the PC she is interested in. Thus, care should be given in selecting a gift that the PC will feel positive about, but is within Kimi's capabilities.
On the same note, some consideration should be given to Kimi herself. What Clan is she from? She could be from a rival family, or belong to a Clan that has good relations with the PC's own, with both possibilities bringing up new complications. How old is she? If she is much younger than the PC she has taken a liking to her feelings may be nothing more than infatuation. What kind of person is she? Why does she like the PC? More importantly, would he like her once he got to know her better?
If you think that your PCs will be unlikely or unable to look into the matter further, you can make things easier for them by dropping a number of hints, subtle or otherwise. If the PCs have an opportunity to interact with Kimi before or after the gift is given you can portray her as shy or flustered. She might forget herself and steal glances at the object of her affections, or she could try to hide from his gaze altogether, worrying that her expression will betray her true feelings. If none of the party members notice this you can have an NPC comment on it, either indirectly or bluntly, as necessary. Sometimes players can be agonizingly blind to even the most obvious hints, so do what you have to do in order to keep things moving.
On the other hand, if your PCs are skilled investigators you may want to make things a little more challenging. Kimi was too shy even to approach the room of the PC she admires, so she asked a friend to deliver the gift for her. He turned the gift over to his wife, who is more knowledgeable in such matters, letting her handle the delivery. After changing the wrapping paper to better suit the gift, she asked a servant to deliver it. That servant asked another servant in turn. Except the second servant will deny having done it, as he was supposed to have been guarding the stables as the time. And so on. Even if the PCs have the necessary skills to get to the bottom of the situation, it will still take them time and present them with an interesting diversion from the affairs of the Court.
Once the PCs discover who the present was sent by there are other circumstances for them to consider. How does the PC in question react to Kimi's admiration? Does he refuse her outright, or try to let her down easily? If he returns her affections, is it because he truly likes her, or simply because he wants to spare her the pain of rejection? Some may even accuse him of toying with the maiden's affections, predicting that he will leave her once spring comes. Remember that whether these claims are true or not, failing to refute them constitutes an admission of guilt. In a feudal society like Rokugan age differences are less of an issue than propriety and intentions, but there are those who may object to a samurai courting someone so young. Can a mere girl manage an entire household while he is away at war? What does Kimi's family have to say about the matter? Or the PC's family. Maybe they see the romance as unacceptable, or as the perfect chance to propose a potential alliance The entire incident could escalate out of control quite easily, no matter how Kimi or the PC feel about each other.
If your players are not interested in or comfortable with romance, there are a few other possibilities that can also used with this scenario. One is to have the giver be someone who wants to get on the PC's good side without letting the PC have a chance to object. This could be a courtier from another Clan seeking allies, a figure of lower social status (such as a merchant or artisan) looking for a patron, or just a sycophant trying to curry favor. Maybe the giver is trying to set up a situation where the PC is obligated to view him in a positive light. Why he might be doing so without making his identity known directly can be the subject of an entirely separate investigation.
Another interesting option is to leave a threat or warning instead of a gift. In this case, the PC will want to find out who the culprit is so that he can deal with the troublemaker appropriately. Maybe the item left by the PC's enemy is something incriminating, and the PC has to find a way to hide or get rid of it. Or the "gift" could be something that was taken from the PC's room, illustrating that no matter how safe the PC thinks he is someone can still get to him. Maybe the culprit took something valuable and is returning it... piece by piece, until the PC gives in to his demands.
If you want to eliminate the romantic issues or political side altogether, you can have the gift be given with no special strings attached. While holidays such as Christmas and birthdays are unknown in Rokugan, there are other possibilities. In Japan, the tradition of giving gifts to friends and neighbors in the winter is known as Oseibo, and this custom can easily be transferred to Rokugan. (You can also use Ochugen, which refers to the tradition of giving gifts in the summer, if you want to have this scenario take place outside Winter Court.) A number of Clan delegations give gifts, and the PCs should be no exception. As the PCs are looking through the presents that they have received, however, they find one that bears no mark or name to indicate who it was from. It may have been given anonymously, the giver could simply have forgotten to sign his or her name, or the note may have been somehow lost or damaged while the present was in transit. Whatever the case may be, the PCs are left with a gift from an unknown source. This might not seem like such a big problem, until they are reminded that decorum demands that they give a present in return. If they are not able to find out who sent the mysterious gift and repay his or her kindness in a timely manner, they may find themselves wishing they had received nothing at all.
There's a reason the holidays are so hectic. Imagine how much worse it would be if giving someone socks was grounds for execution.
The PCs find themselves staying in a Court where most of the guests are strangers. Over the next few days they make introductions, become acquainted with their fellow delegates, and get to know who everyone is. There may be a few individuals that they feel positively or negatively disposed towards, but it is still too soon to call anyone either a friend or a rival.
Focus:
A month or so into Winter Court, one of the PCs opens the door to their room to find a package on the floor outside. The cream-colored paper holds a gift (see below) and is accompanied by a simple note.
A Secret Admirer wrote:"Please accept this small token of my feelings. I hope it will bring you joy.
-A Secret Friend"
There are no other clues to the identity of the person who left the gift. No one they have met so far seems likely to make such a gesture, but it is extremely unlikely that it could have been delivered from outside of Court.
Strike:
The gift was left by a young woman named Kimi (or young man, as appropriate) who has a crush on the PC in question. She has been watching him from afar with admiring eyes since the beginning of Court, and would like to get to know him better. Unfortunately, her shyness prevents her from coming forward to speak with him directly, and she would never be able to go through with the proper method of giving a gift without getting nervous and flustered. So she left the gift in the middle of the night with the hope that the PC would find it and she would be able to learn more about his feelings towards her by his reaction.
Because the common ritual for giving gifts in Rokugan involves offering the gift three times and refusing twice, players may not know how they should react to the present they have found on their doorstep. Should they accept it right away? Leave it where it is? Find the giver and go through the customary series of refusals? This confusion is a big part of the charm of this adventure, as it puts the PCs in a situation where there is no clear answer. Indeed, simply letting the players discuss their opinions in-character can be an interesting role-playing opportunity.
The gift itself is left up to individual GMs to determine, and can be almost anything, keeping in mind its origins and intended purpose. Kimi lacks the material wealth and influence necessary to procure a fine katana, nor would she consider one appropriate for showing her feelings. A scarf, fan, or netsuke charm might be appropriate, and she'd definitely be too embarrassed to give something more romantic. Unless Kimi has some way of learning more about the PC in question she probably won't know too much about his likes and dislikes, and would be forced to give a more generic gift instead of something that would be absolutely perfect for him. Likewise, she probably wouldn't give a gift that would betray her background, such as the specialty snack or product her home province is famous for. She wants to show her feelings, but she also wants to do so in a way that is safe for her and not liable to put off the PC she is interested in. Thus, care should be given in selecting a gift that the PC will feel positive about, but is within Kimi's capabilities.
On the same note, some consideration should be given to Kimi herself. What Clan is she from? She could be from a rival family, or belong to a Clan that has good relations with the PC's own, with both possibilities bringing up new complications. How old is she? If she is much younger than the PC she has taken a liking to her feelings may be nothing more than infatuation. What kind of person is she? Why does she like the PC? More importantly, would he like her once he got to know her better?
If you think that your PCs will be unlikely or unable to look into the matter further, you can make things easier for them by dropping a number of hints, subtle or otherwise. If the PCs have an opportunity to interact with Kimi before or after the gift is given you can portray her as shy or flustered. She might forget herself and steal glances at the object of her affections, or she could try to hide from his gaze altogether, worrying that her expression will betray her true feelings. If none of the party members notice this you can have an NPC comment on it, either indirectly or bluntly, as necessary. Sometimes players can be agonizingly blind to even the most obvious hints, so do what you have to do in order to keep things moving.
On the other hand, if your PCs are skilled investigators you may want to make things a little more challenging. Kimi was too shy even to approach the room of the PC she admires, so she asked a friend to deliver the gift for her. He turned the gift over to his wife, who is more knowledgeable in such matters, letting her handle the delivery. After changing the wrapping paper to better suit the gift, she asked a servant to deliver it. That servant asked another servant in turn. Except the second servant will deny having done it, as he was supposed to have been guarding the stables as the time. And so on. Even if the PCs have the necessary skills to get to the bottom of the situation, it will still take them time and present them with an interesting diversion from the affairs of the Court.
Once the PCs discover who the present was sent by there are other circumstances for them to consider. How does the PC in question react to Kimi's admiration? Does he refuse her outright, or try to let her down easily? If he returns her affections, is it because he truly likes her, or simply because he wants to spare her the pain of rejection? Some may even accuse him of toying with the maiden's affections, predicting that he will leave her once spring comes. Remember that whether these claims are true or not, failing to refute them constitutes an admission of guilt. In a feudal society like Rokugan age differences are less of an issue than propriety and intentions, but there are those who may object to a samurai courting someone so young. Can a mere girl manage an entire household while he is away at war? What does Kimi's family have to say about the matter? Or the PC's family. Maybe they see the romance as unacceptable, or as the perfect chance to propose a potential alliance The entire incident could escalate out of control quite easily, no matter how Kimi or the PC feel about each other.
If your players are not interested in or comfortable with romance, there are a few other possibilities that can also used with this scenario. One is to have the giver be someone who wants to get on the PC's good side without letting the PC have a chance to object. This could be a courtier from another Clan seeking allies, a figure of lower social status (such as a merchant or artisan) looking for a patron, or just a sycophant trying to curry favor. Maybe the giver is trying to set up a situation where the PC is obligated to view him in a positive light. Why he might be doing so without making his identity known directly can be the subject of an entirely separate investigation.
Another interesting option is to leave a threat or warning instead of a gift. In this case, the PC will want to find out who the culprit is so that he can deal with the troublemaker appropriately. Maybe the item left by the PC's enemy is something incriminating, and the PC has to find a way to hide or get rid of it. Or the "gift" could be something that was taken from the PC's room, illustrating that no matter how safe the PC thinks he is someone can still get to him. Maybe the culprit took something valuable and is returning it... piece by piece, until the PC gives in to his demands.
If you want to eliminate the romantic issues or political side altogether, you can have the gift be given with no special strings attached. While holidays such as Christmas and birthdays are unknown in Rokugan, there are other possibilities. In Japan, the tradition of giving gifts to friends and neighbors in the winter is known as Oseibo, and this custom can easily be transferred to Rokugan. (You can also use Ochugen, which refers to the tradition of giving gifts in the summer, if you want to have this scenario take place outside Winter Court.) A number of Clan delegations give gifts, and the PCs should be no exception. As the PCs are looking through the presents that they have received, however, they find one that bears no mark or name to indicate who it was from. It may have been given anonymously, the giver could simply have forgotten to sign his or her name, or the note may have been somehow lost or damaged while the present was in transit. Whatever the case may be, the PCs are left with a gift from an unknown source. This might not seem like such a big problem, until they are reminded that decorum demands that they give a present in return. If they are not able to find out who sent the mysterious gift and repay his or her kindness in a timely manner, they may find themselves wishing they had received nothing at all.
There's a reason the holidays are so hectic. Imagine how much worse it would be if giving someone socks was grounds for execution.
Yobisuke Who?
Challenge:
It is announced that an important dignitary will be coming to stay at the same Winter Court as the player characters. This is a point of excitement and anticipation for many of the courtiers who will be at Court that season, because the dignitary is known for his influence and political acumen. Indeed, it is said that nothing goes on at Court without him knowing about it.
The identity of the dignitary is up to the GM, but should ideally be a figure that the PCs have heard of and/or are sufficiently impressed by.
Focus:
Soon after Court opens, word arrives that the dignitary has suffered an injury and is unfit to travel. As a token gesture, he sends a single representative, Yobisuke, his "most trusted aide," in his place. This news causes even more of a stir, for it turns out that Yobisuke is a complete political unknown. No one in the Court has ever heard of him before, or knows anything about him.
Strike:
Courtiers and political masterminds are not fond of surprises, especially when they involve someone with as much power and influence as the dignitary wields. There is a massive scramble amongst the assembled courtiers to find out anything about Yobisuke, where he comes from, and what exactly his connection to the dignitary really is. The PCs will have to decide what they do and how they react in the face of this unexpected development.
What connection does Yobisuke have to the dignitary? Is he a newly discovered prodigy, or an old student who has somehow eluded notice all these years? He could be a spy sent to keep an eye on things on the dignitary's behalf, or maybe a simple courtier who was sent because no one else could be found on such short notice. Is there a reason why the dignitary would suddenly choose a complete unknown as his "most trusted aide?" Perhaps his sudden appearance has something to do with the dignitary's injury and failure to arrive at Court. Or maybe it is just another part of the dignitary's master plan.
With everyone at Court trying to learn the truth about Yobisuke it is helpful to keep in mind that there are a number of ways to learn about someone, and all of them are likely to yield different types of information. One of the most direct is to talk to Yobisuke himself, but this is not the only possible route open to those who wish to find out who he really is. Talking to other guests and listening to gossip is guaranteed to bring some results, even though the accuracy of such stories may leave something to be desired. Those who have connections in other areas of the Empire can conduct investigations into Yobisuke's background, although the winter weather may delay the delivery of messages considerably. Magical investigation is an option for shugenja who have the right spells, and for less honorable types don't forget that a few coins can loosen the tongues of Yobisuke's servants, or even tempt them into looking the other way while one goes through his room.
If the PCs seem uninterested in joining the wild mass guessing about Yobisuke and his connection to the dignitary, there are a few ways you can get them motivated. One is for an ally courtier or superior to elicit their help in his own investigation. Advisors and daimyos need to be informed about notable personages in the Court, and the unexpected emergence of a new figure means that someone has not been keeping tabs on current events as well as they should have been. If the PCs can find out about Yobisuke before anyone else it may give their families an advantage in any negotiations they enter into, either with the dignitary or Yobisuke himself.
Another option is for someone from another delegation to ask the PCs to pry into Yobisuke's past, keep track of his current dealings, or even to spy on him in secret. Because the PCs are not connected with their employer's Clan or family, their help allows him to gain valuable information without anyone else knowing what he is doing. He could offer political favors or monetary reward in return for information, or, if there is someone the PCs are curious about, volunteer to share information of his own.
Alternately, you can have Yobisuke ask the PCs for help. Since they seem to be among the few people who are not intent on discovering his secrets, he feels comfortable revealing the truth to them. Until recently he was just a scribe in the dignitary's employ. But the injury that befell the dignitary was no accident. Someone tried to kill him, and very nearly succeeded. Suspicious of his vassals, the dignitary decided to make his faithful scribe his new protege, and sent Yobisuke out as his new official representative. If word of the circumstances surrounding his promotion were to get out it would weaken his position and his ability to speak for the dignitary in Court. He asks the PCs to help him avoid all the attention he has been receiving and find some way to complete his duties without causing embarrassment or disgrace to his family or the dignitary.
If you want to make life interesting for the PCs, you can cast them in the same role as Yobisuke. Because they are acting as representatives for an important person, all manner of people are going to want to know all manner of things about them. What are their likes and dislikes? Do they have any notable connections to other influential figures? What are their political views? What can they offer as potential allies? How can they be swayed in negotiations? What are their weak points? Do they have any secrets? How well protected would their families be in the event that an assassin was sent to murder them in the night? Hypothetically speaking, of course...
Everybody wants to be somebody. Sometimes it's just better to stay a nobody.
It is announced that an important dignitary will be coming to stay at the same Winter Court as the player characters. This is a point of excitement and anticipation for many of the courtiers who will be at Court that season, because the dignitary is known for his influence and political acumen. Indeed, it is said that nothing goes on at Court without him knowing about it.
The identity of the dignitary is up to the GM, but should ideally be a figure that the PCs have heard of and/or are sufficiently impressed by.
Focus:
Soon after Court opens, word arrives that the dignitary has suffered an injury and is unfit to travel. As a token gesture, he sends a single representative, Yobisuke, his "most trusted aide," in his place. This news causes even more of a stir, for it turns out that Yobisuke is a complete political unknown. No one in the Court has ever heard of him before, or knows anything about him.
Strike:
Courtiers and political masterminds are not fond of surprises, especially when they involve someone with as much power and influence as the dignitary wields. There is a massive scramble amongst the assembled courtiers to find out anything about Yobisuke, where he comes from, and what exactly his connection to the dignitary really is. The PCs will have to decide what they do and how they react in the face of this unexpected development.
What connection does Yobisuke have to the dignitary? Is he a newly discovered prodigy, or an old student who has somehow eluded notice all these years? He could be a spy sent to keep an eye on things on the dignitary's behalf, or maybe a simple courtier who was sent because no one else could be found on such short notice. Is there a reason why the dignitary would suddenly choose a complete unknown as his "most trusted aide?" Perhaps his sudden appearance has something to do with the dignitary's injury and failure to arrive at Court. Or maybe it is just another part of the dignitary's master plan.
With everyone at Court trying to learn the truth about Yobisuke it is helpful to keep in mind that there are a number of ways to learn about someone, and all of them are likely to yield different types of information. One of the most direct is to talk to Yobisuke himself, but this is not the only possible route open to those who wish to find out who he really is. Talking to other guests and listening to gossip is guaranteed to bring some results, even though the accuracy of such stories may leave something to be desired. Those who have connections in other areas of the Empire can conduct investigations into Yobisuke's background, although the winter weather may delay the delivery of messages considerably. Magical investigation is an option for shugenja who have the right spells, and for less honorable types don't forget that a few coins can loosen the tongues of Yobisuke's servants, or even tempt them into looking the other way while one goes through his room.
If the PCs seem uninterested in joining the wild mass guessing about Yobisuke and his connection to the dignitary, there are a few ways you can get them motivated. One is for an ally courtier or superior to elicit their help in his own investigation. Advisors and daimyos need to be informed about notable personages in the Court, and the unexpected emergence of a new figure means that someone has not been keeping tabs on current events as well as they should have been. If the PCs can find out about Yobisuke before anyone else it may give their families an advantage in any negotiations they enter into, either with the dignitary or Yobisuke himself.
Another option is for someone from another delegation to ask the PCs to pry into Yobisuke's past, keep track of his current dealings, or even to spy on him in secret. Because the PCs are not connected with their employer's Clan or family, their help allows him to gain valuable information without anyone else knowing what he is doing. He could offer political favors or monetary reward in return for information, or, if there is someone the PCs are curious about, volunteer to share information of his own.
Alternately, you can have Yobisuke ask the PCs for help. Since they seem to be among the few people who are not intent on discovering his secrets, he feels comfortable revealing the truth to them. Until recently he was just a scribe in the dignitary's employ. But the injury that befell the dignitary was no accident. Someone tried to kill him, and very nearly succeeded. Suspicious of his vassals, the dignitary decided to make his faithful scribe his new protege, and sent Yobisuke out as his new official representative. If word of the circumstances surrounding his promotion were to get out it would weaken his position and his ability to speak for the dignitary in Court. He asks the PCs to help him avoid all the attention he has been receiving and find some way to complete his duties without causing embarrassment or disgrace to his family or the dignitary.
If you want to make life interesting for the PCs, you can cast them in the same role as Yobisuke. Because they are acting as representatives for an important person, all manner of people are going to want to know all manner of things about them. What are their likes and dislikes? Do they have any notable connections to other influential figures? What are their political views? What can they offer as potential allies? How can they be swayed in negotiations? What are their weak points? Do they have any secrets? How well protected would their families be in the event that an assassin was sent to murder them in the night? Hypothetically speaking, of course...
Everybody wants to be somebody. Sometimes it's just better to stay a nobody.
Who are You People Anyway? - Version 1
Challenge:
Through no fault of their own, the PCs end up being assigned to one of the more unpleasant Winter Court venues. It could be because they waited too long to respond to invitations, because their respective Clans were not able to find anyone else who could represent them there, or simply bad luck. Whatever the case, they end up attending Court in a location where there are few, if any, friendly faces.
Focus:
Fortunately, one of the PCs meets another guest from his own family or Clan, who quickly becomes an ally. His name is Tomoichi, and he smiles warmly whenever they meet, invites the PC to accompany him to courtly functions so that the PC is not left feeling lonely, and does his best to support him in any way possible. He is glad to do whatever he can, as the PC and he are relatives and, as he sees it, should do their best to stick together.
Slightly disconcerting, however, is the fact that while Tomoichi acts like a close friend, the PC has never really met him before and doesn't know much about him.
Strike:
The relationship between the PC and Tomoichi is an odd one, to say the least. They are not old and trusted friends, but Tomoichi acts as if they were closer than mere acquaintances. The PC will have to decide how he feels about his new ally and how he wishes to proceed. Will he count Tomoichi as a true friend even after Court has ended, or will he shy away from further contact? The choice he makes could affect his experiences for the rest of the winter.
Tomoichi can be a relative in name only, or have an actual blood connection to the PC in question. He might be a cousin, a more distant relative, or perhaps the two have become related only recently through marriage or adoption. On the other hand, he could be related to the PC quite closely, maybe even being a long-lost brother, illegitimate or otherwise. Maybe he was fostered to another family when he was young and wishes to get acquainted with the sibling he never knew. Alternately, if you wish to have the two be connected in a different way, it is possible that they both studied at the same school, training under the same sensei. Or maybe they served together in the same army or the same court. Maybe the connection between them is more uncanny, stemming from a bond between their spirits that occurred in a previous lifetime. It might even be possible that they share a previously unknown Kharmic Tie.
Some players may feel uncomfortable with another character showing overt interest in becoming close to their own character. There's nothing untoward about Tomoichi's intentions, but some might think he comes on a little strong. If you think this may be an issue, feel free to use a female ally named Tomoko instead. Of course, this raises the possibility that her friendliness is misinterpreted as romantic interest. While cousins can marry in some societies, Westerners tend to feel it is inappropriate, so you might want to avoid this route as well. Use your best judgement and try to ensure that all the players in your group feel comfortable, even if their characters do not.
It is also possible that some players may be unwilling to trust Tomoichi so quickly. Many GMs have NPCs join forces with player characters and gain their trust only to betray them later. This is a common narrative convention, and can be quite effective if used well. Using it too often, though, can lead players to be suspicious of everyone and avoid connections with other characters out of fear of future misfortune. GMs who intend to have Tomoichi ultimately betray the party should use caution and be careful to keep the players from becoming paranoid.
One way to get around this is to have the character's superior assign him to work with Tomoichi in furthering the interests of the Clan at Winter Court. Due to other requirements, the Clan can send only a few delegates. Thus, it is in their best interest to coordinate their efforts as closely as possible. The fact that they are related (or studied in the same dojo, or what have you) is an added advantage, as it means that they should be able to work well together. Or so one would think. Finding out whether that proves to be the case or not is part of the fun of the adventure.
One very subtle way to cause friction between Tomoichi and the PC is for Tomoichi to support the PC in all the wrong ways. Even though his intentions are good, his methods may leave a little to be desired. He volunteers the PC to attend the daimyo because he's sure that his newfound friend has the necessary charm and wit to impress such an influential figure. Whenever a contest or competition is announced Tomoichi confidently names the PC as the competitor for their Clan. And he tries to goad a member of a rival Clan into challenging the PC to a duel because he has faith in his cousin's sword arm.
You can also use this scenario to explore the differences between friends, family, allies, and acquaintances. After all, player characters may have many allies, but how often do they actually treat those people as if they were friends? Will the PC spend time with Tomoichi once Winter Court has ended, inviting him to share a bottle of sake or watch a kabuki performance? Or will he only call upon his ally when he needs or wants something? A PC who treats all of his allies that way may reap a number of benefits, but may be disappointed if he finds himself in a situation where he actually learns who his true friends are, or if he even has any...
Through no fault of their own, the PCs end up being assigned to one of the more unpleasant Winter Court venues. It could be because they waited too long to respond to invitations, because their respective Clans were not able to find anyone else who could represent them there, or simply bad luck. Whatever the case, they end up attending Court in a location where there are few, if any, friendly faces.
Focus:
Fortunately, one of the PCs meets another guest from his own family or Clan, who quickly becomes an ally. His name is Tomoichi, and he smiles warmly whenever they meet, invites the PC to accompany him to courtly functions so that the PC is not left feeling lonely, and does his best to support him in any way possible. He is glad to do whatever he can, as the PC and he are relatives and, as he sees it, should do their best to stick together.
Slightly disconcerting, however, is the fact that while Tomoichi acts like a close friend, the PC has never really met him before and doesn't know much about him.
Strike:
The relationship between the PC and Tomoichi is an odd one, to say the least. They are not old and trusted friends, but Tomoichi acts as if they were closer than mere acquaintances. The PC will have to decide how he feels about his new ally and how he wishes to proceed. Will he count Tomoichi as a true friend even after Court has ended, or will he shy away from further contact? The choice he makes could affect his experiences for the rest of the winter.
Tomoichi can be a relative in name only, or have an actual blood connection to the PC in question. He might be a cousin, a more distant relative, or perhaps the two have become related only recently through marriage or adoption. On the other hand, he could be related to the PC quite closely, maybe even being a long-lost brother, illegitimate or otherwise. Maybe he was fostered to another family when he was young and wishes to get acquainted with the sibling he never knew. Alternately, if you wish to have the two be connected in a different way, it is possible that they both studied at the same school, training under the same sensei. Or maybe they served together in the same army or the same court. Maybe the connection between them is more uncanny, stemming from a bond between their spirits that occurred in a previous lifetime. It might even be possible that they share a previously unknown Kharmic Tie.
Some players may feel uncomfortable with another character showing overt interest in becoming close to their own character. There's nothing untoward about Tomoichi's intentions, but some might think he comes on a little strong. If you think this may be an issue, feel free to use a female ally named Tomoko instead. Of course, this raises the possibility that her friendliness is misinterpreted as romantic interest. While cousins can marry in some societies, Westerners tend to feel it is inappropriate, so you might want to avoid this route as well. Use your best judgement and try to ensure that all the players in your group feel comfortable, even if their characters do not.
It is also possible that some players may be unwilling to trust Tomoichi so quickly. Many GMs have NPCs join forces with player characters and gain their trust only to betray them later. This is a common narrative convention, and can be quite effective if used well. Using it too often, though, can lead players to be suspicious of everyone and avoid connections with other characters out of fear of future misfortune. GMs who intend to have Tomoichi ultimately betray the party should use caution and be careful to keep the players from becoming paranoid.
One way to get around this is to have the character's superior assign him to work with Tomoichi in furthering the interests of the Clan at Winter Court. Due to other requirements, the Clan can send only a few delegates. Thus, it is in their best interest to coordinate their efforts as closely as possible. The fact that they are related (or studied in the same dojo, or what have you) is an added advantage, as it means that they should be able to work well together. Or so one would think. Finding out whether that proves to be the case or not is part of the fun of the adventure.
One very subtle way to cause friction between Tomoichi and the PC is for Tomoichi to support the PC in all the wrong ways. Even though his intentions are good, his methods may leave a little to be desired. He volunteers the PC to attend the daimyo because he's sure that his newfound friend has the necessary charm and wit to impress such an influential figure. Whenever a contest or competition is announced Tomoichi confidently names the PC as the competitor for their Clan. And he tries to goad a member of a rival Clan into challenging the PC to a duel because he has faith in his cousin's sword arm.
You can also use this scenario to explore the differences between friends, family, allies, and acquaintances. After all, player characters may have many allies, but how often do they actually treat those people as if they were friends? Will the PC spend time with Tomoichi once Winter Court has ended, inviting him to share a bottle of sake or watch a kabuki performance? Or will he only call upon his ally when he needs or wants something? A PC who treats all of his allies that way may reap a number of benefits, but may be disappointed if he finds himself in a situation where he actually learns who his true friends are, or if he even has any...
Who are You People Anyway - Version 2
Challenge:
The PCs are fortunate enough to be invited to a relatively pleasant Winter Court. They might be at a castle near their homes, in an area where their Clans are held in high regard, or simply lucky enough to have a host who shows excellent hospitality. Whatever the case, they end up attending Court in a location where most of the other guests treat them warmly.
Focus:
Unfortunately, one of the PCs meets another guest from another family or Clan, who seems to have taken a strong disliking to him. His name is Tekisawa, and he scowls whenever the PC comes near, mutters unkind words under his breath, and shows the absolute minimum amount of civility required to avoid an incident. There are even times where his behavior is so harsh that it seems like he is actively trying to start a fight.
Even more disturbing, however, is the fact that while Tekisawa acts as if the PC were his sworn enemy, the PC has no idea who this person is or why he is so angry.
Strike:
It goes without saying that dealing with Tekisawa will be very difficult. Although they are not completely enemies, Tekisawa is nothing but hostile and antagonistic. Finding out why Tekisawa hates the PC so much might be a step towards a solution, but there's also the possibility that nothing can be done to end his enmity. The trouble may end once Court is over, or the two of them could go on to be rivals for the rest of their lives. The choices the PC makes in dealing with Tekisawa could have lasting repercussions.
Like with Tomoichi, you can substitute a lady named Tetsuko for Tekisawa if you feel a female enemy is more appropriate for the PC in question. Some players may be more likely to settle their differences through violence when a male insults them, so a female rival might have a longer life expectancy. Alternately, some characters might be less insulted by the harsh words of a woman than they would be if challenged by a man. Giving consideration to details such as Tekisawa or Testsuko's age, background, and profession can help a lot in eliciting the desired reaction from the PC in question.
You can choose just about any reason for Tekisawa's hatred of the PC in question. One of the most commonly used reasons is that Tekisawa simply hates the PC's Clan or family, but I find that a more specific reason for hating the PC personally is more effective. Perhaps the PC, either directly or indirectly, did something that caused him to lose face, look foolish, or somehow caused him suffering. Maybe the PC did something to ruin Tekisawa's life without even realizing it. Tekisawa might be jealous of something the PC accomplished or received. A member of his family or one of his ancestors might have been wronged by a member of the PC's family, and he still bears a grudge over those past wrongs. Or perhaps they were rivals in a previous life, and kharma has decreed that they will hate each other forevermore, no matter what the circumstances of their meeting. It could even be something as simple as disliking the way the PC stomps his feet when he
walks.
Keep in mind that having Tekisawa torment the PC too much may very well result in one of them dying at the hands of the other. An unforgivable insult or breach of etiquette calls for one to defend his or her honor, and there are times when a duel to the death is the only recourse. Tekisawa hates the PC, but he is not suicidal. Nor is he so insanely outraged that he would attack the PC on first sight. This is not to say that their rivalry may not reach such intensity in time, but that one should be careful not to push the PC to the breaking point too quickly. A good rivalry takes time to develop, and should be savored as long as possible.
One thing you can do if you want to prolong the agony and decrease the likelihood of Tekisawa and the PC coming to blows is to give Tekisawa important allies. Perhaps he is a good friend of the host, or a deputy of the local Emerald Magistrate, and killing him would cause more problems than it would solve. If you want to be really mean, you can give him some connection to an NPC that the player characters have to make a good impression on. Their mission may be to secure an alliance with the daimyo of a certain Clan. That daimyo just happens to be Tekisawa's uncle. This requires the PCs to be on their best behavior no matter how terribly Tekisawa treats them, and he'll be sure to take advantage of the situation as often as he can.
Another possible focus of this scenario is examining whether or not the PCs take responsibility for their actions. If the PC in question did do something to cause him harm, Tekisawa may have a legitimate reason for his anger. Some players see NPCs as nothing more than nameless extras or cannon fodder, thinking that they are the only individuals in the world who matter. Needless to say, NPCs do not think of themselves this way, even if they are all played by the GM. If the PCs come to see Tekisawa as more than just an obstacle to be dealt with their interactions with him and other NPCs are likely to improve, adding another layer of enjoyment to your campaign.
You can also use both of these scenarios at the same time, modifying the description in of Court given in the Challenge section as desired. Of course, if you use each scenario with a different character it's possible that one PC may be fortunate enough to find Court welcoming while another has to suffer an unpleasant winter. But I find it can also be effective to inflict Tomoichi and Tekisawa's attentions on a single player character. This works especially well with characters that are not accustomed to Court or socializing, as it forces them to interact with people instead of just sitting around while the courtiers and diplomats do all the talking. Maybe Tekisawa's animosity has something to do with the PC's new ally. Is there some reason why he would be hostile towards anyone who associates with Tomoichi? Or perhaps Tomoichi's interest in helping the PC is because of the feud he has become involved in. Does he seek to get on the PC's good side simply because he too dislikes Tekisawa?
If you want to build tension between player characters, you can modify these scenarios and apply them to different PCs who are attending the same Winter Court. One method is to combine Tomoichi and Tekisawa into a single NPC, with different views towards different player characters. One PC's new ally views another PC as a hated enemy. The resulting tangle of emotions can be very interesting and exciting to watch. Who do the PCs trust? Who do they support when a fight breaks out? Who do they forgive and who do they seek vengeance on? The story could end well, or in tragedy, depending on the actions the player characters choose to take.
Another option is to increase the number of NPCs who show sudden interest or hostility towards each PC. While one member of the party is suddenly beset by new friends, another finds himself getting the cold shoulder. Any PC who has to watch another character receive preferential treatment while he or she is being received coldly is sure to feel at least a little resentment. How does this unfair and unequal treatment affect their relationship with each other? If the popular PC had to choose between his new allies and the rest of the party, what would the answer be?
The PCs are fortunate enough to be invited to a relatively pleasant Winter Court. They might be at a castle near their homes, in an area where their Clans are held in high regard, or simply lucky enough to have a host who shows excellent hospitality. Whatever the case, they end up attending Court in a location where most of the other guests treat them warmly.
Focus:
Unfortunately, one of the PCs meets another guest from another family or Clan, who seems to have taken a strong disliking to him. His name is Tekisawa, and he scowls whenever the PC comes near, mutters unkind words under his breath, and shows the absolute minimum amount of civility required to avoid an incident. There are even times where his behavior is so harsh that it seems like he is actively trying to start a fight.
Even more disturbing, however, is the fact that while Tekisawa acts as if the PC were his sworn enemy, the PC has no idea who this person is or why he is so angry.
Strike:
It goes without saying that dealing with Tekisawa will be very difficult. Although they are not completely enemies, Tekisawa is nothing but hostile and antagonistic. Finding out why Tekisawa hates the PC so much might be a step towards a solution, but there's also the possibility that nothing can be done to end his enmity. The trouble may end once Court is over, or the two of them could go on to be rivals for the rest of their lives. The choices the PC makes in dealing with Tekisawa could have lasting repercussions.
Like with Tomoichi, you can substitute a lady named Tetsuko for Tekisawa if you feel a female enemy is more appropriate for the PC in question. Some players may be more likely to settle their differences through violence when a male insults them, so a female rival might have a longer life expectancy. Alternately, some characters might be less insulted by the harsh words of a woman than they would be if challenged by a man. Giving consideration to details such as Tekisawa or Testsuko's age, background, and profession can help a lot in eliciting the desired reaction from the PC in question.
You can choose just about any reason for Tekisawa's hatred of the PC in question. One of the most commonly used reasons is that Tekisawa simply hates the PC's Clan or family, but I find that a more specific reason for hating the PC personally is more effective. Perhaps the PC, either directly or indirectly, did something that caused him to lose face, look foolish, or somehow caused him suffering. Maybe the PC did something to ruin Tekisawa's life without even realizing it. Tekisawa might be jealous of something the PC accomplished or received. A member of his family or one of his ancestors might have been wronged by a member of the PC's family, and he still bears a grudge over those past wrongs. Or perhaps they were rivals in a previous life, and kharma has decreed that they will hate each other forevermore, no matter what the circumstances of their meeting. It could even be something as simple as disliking the way the PC stomps his feet when he
walks.
Keep in mind that having Tekisawa torment the PC too much may very well result in one of them dying at the hands of the other. An unforgivable insult or breach of etiquette calls for one to defend his or her honor, and there are times when a duel to the death is the only recourse. Tekisawa hates the PC, but he is not suicidal. Nor is he so insanely outraged that he would attack the PC on first sight. This is not to say that their rivalry may not reach such intensity in time, but that one should be careful not to push the PC to the breaking point too quickly. A good rivalry takes time to develop, and should be savored as long as possible.
One thing you can do if you want to prolong the agony and decrease the likelihood of Tekisawa and the PC coming to blows is to give Tekisawa important allies. Perhaps he is a good friend of the host, or a deputy of the local Emerald Magistrate, and killing him would cause more problems than it would solve. If you want to be really mean, you can give him some connection to an NPC that the player characters have to make a good impression on. Their mission may be to secure an alliance with the daimyo of a certain Clan. That daimyo just happens to be Tekisawa's uncle. This requires the PCs to be on their best behavior no matter how terribly Tekisawa treats them, and he'll be sure to take advantage of the situation as often as he can.
Another possible focus of this scenario is examining whether or not the PCs take responsibility for their actions. If the PC in question did do something to cause him harm, Tekisawa may have a legitimate reason for his anger. Some players see NPCs as nothing more than nameless extras or cannon fodder, thinking that they are the only individuals in the world who matter. Needless to say, NPCs do not think of themselves this way, even if they are all played by the GM. If the PCs come to see Tekisawa as more than just an obstacle to be dealt with their interactions with him and other NPCs are likely to improve, adding another layer of enjoyment to your campaign.
You can also use both of these scenarios at the same time, modifying the description in of Court given in the Challenge section as desired. Of course, if you use each scenario with a different character it's possible that one PC may be fortunate enough to find Court welcoming while another has to suffer an unpleasant winter. But I find it can also be effective to inflict Tomoichi and Tekisawa's attentions on a single player character. This works especially well with characters that are not accustomed to Court or socializing, as it forces them to interact with people instead of just sitting around while the courtiers and diplomats do all the talking. Maybe Tekisawa's animosity has something to do with the PC's new ally. Is there some reason why he would be hostile towards anyone who associates with Tomoichi? Or perhaps Tomoichi's interest in helping the PC is because of the feud he has become involved in. Does he seek to get on the PC's good side simply because he too dislikes Tekisawa?
If you want to build tension between player characters, you can modify these scenarios and apply them to different PCs who are attending the same Winter Court. One method is to combine Tomoichi and Tekisawa into a single NPC, with different views towards different player characters. One PC's new ally views another PC as a hated enemy. The resulting tangle of emotions can be very interesting and exciting to watch. Who do the PCs trust? Who do they support when a fight breaks out? Who do they forgive and who do they seek vengeance on? The story could end well, or in tragedy, depending on the actions the player characters choose to take.
Another option is to increase the number of NPCs who show sudden interest or hostility towards each PC. While one member of the party is suddenly beset by new friends, another finds himself getting the cold shoulder. Any PC who has to watch another character receive preferential treatment while he or she is being received coldly is sure to feel at least a little resentment. How does this unfair and unequal treatment affect their relationship with each other? If the popular PC had to choose between his new allies and the rest of the party, what would the answer be?
Faces of the Empire
Challenge:
The Empire is in a turbulent state.
The current political climate looks unstable, and competition for control of the Courts is fierce. While several Clans wield considerable influence, none of them has yet managed to achieve dominance. Markets are in flux, and both luxury items and basic supplies are in high demand. Although harvests were bountiful, for a long time it appeared as if a famine loomed on the horizon. After living frugally for many months, many families are now looking for ways to spend their spare koku, and prices have yet to stabilize. On top of all this, there are a number of old feuds and new arguments raging between the leaders of various families. It is even possible that, with tensions so high, the coming year will see armed conflict between two or more Clans.
Because of these recent developments, the PCs are sent to Winter Court with instructions from their superior to seek out and secure allies from other families. If rough times are ahead, it would be in their best interest to be ready for whatever may come.
Focus:
Unfortunately, information on who would be attending Court with the PCs this year was not available. This could be because the host wished to avoid an incident in light of the current troubles, or simply because their superior's diplomats were busy with other matters and were not able to get word about the guest list to the PCs. In any case, the PCs arrive with almost no information about who will be in attendance. They will have to engage their fellow guests in conversation to learn anything about their motivations, goals, and resources. In essence, the success of their mission hinges not only on their ability to win the best possible ally to their side, but also their skill in determining exactly which guest would make the best ally.
Strike:
Although it may not be readily apparent to the PCs, many of the delegates have access to skills or resources that could be of great benefit. One Crab has an uncle who crafts fine swords. A Dragon used to play shogi with the head of a major temple to Shinsei regularly. The Unicorn explorer has detailed maps of every province in the Empire. A mysterious ronin is privy to forbidden knowledge. Every guest has something to offer, and any of them can be won over if the PCs play their cards right. Only after the PCs get to know their fellow guests will they have a chance at making an informed decision about which they would do best to approach and how they should go about doing so. While meeting people and forging relationships is always a large part of Winter Court every year, this year it could be absolutely vital in determining how well the PCs and their families will fare in the coming seasons.
A list of NPCs that can be used in this scenario is provided below.
Feel free to cut some of these figures or to add other delegates to this list as desired, although care should be taken to avoid overlapping areas of influence. If everyone has only rice or troops to offer the PCs will simply choose the ally who has the most rice or the best troops. Giving them a variety of options to select from will not only force them to think about the value of a potential ally, but also to examine what type of aid will do them the most benefit. It is possible for the PCs to arrive at Court looking for military aid only to decide later that a single blade in the right place or a kind word in the right ear might be of much more value to their cause.
This can be an interesting adventure to run with a party of ronin or Minor Clan characters. Because they have limited resources, giving gifts to every single delegate simply isn't feasible. They will have to give some serious thought to who they will approach before they make any solid choices. And not only do they have to put some thought into picking the best ally, but they will also have to consider which delegate will be most likely to find such an alliance acceptable. After all, they can't really afford to give a gift if they're not likely to win any favors in return. This added element of pressure can force the PCs to play up the social aspect of the adventure quite a bit, which is always a good thing.
If you like intra-party conflict, you can also introduce an element of competition. The political situation in the Empire has become so turbulent that each and every family needs as many allies as they can find. As such, each PC receives orders from his or her superior to win over as many delegates to their cause as possible. Instead of working together, the PCs must now try to outdo one another and secure the best alliances for themselves. Because the players are each working toward their own goals and may be operating independently, this approach can be a lot more work on the part of the GM. There may even be times where players insist on keeping their actions secret from other players, which can cause a lot more demand on the GM's time and attention.
Even without pitting the PCs against one another, you can still introduce some element of competition. Perhaps one of their rivals is also looking for allies, or trying to sabotage their efforts. It is also possible that the NPCs may try to negotiate for allies amongst themselves. This can make things very difficult, as the PCs must try to broker alliances while at the same time trying not to step on the toes of the delegates they are trying to court to their side. What will they do if they have managed to gain a good relationship with Kanbei, only to find out that he is competing with them for Yoshiko's favor? Will they risk drawing his displeasure by continuing to offer her gifts, or will they decide that having his support is worth limiting the number of allies they pursue? The answer can have a profound effect on the situation they face next year. This approach requires some extra work in order to keep the different alliances and rivalries straight, but it will certainly make your Court seem like a living, breathing environment.
Overall there are a lot of different things to consider in forming alliances, and you can include as many or as few of them as you like. Getting to know the NPCs involved in this adventure shouldn't feel like a chore for the PCs, but it is an important factor in their ability to find the best ally. If you make things interesting, the social interactions that are required for success can be one of the most enjoyable parts of this scenario. Plus, as we'll see in future months, the alliances and rivalries they make here at Winter Court can form the basis for an entire year of adventuring afterward.
The Empire is in a turbulent state.
The current political climate looks unstable, and competition for control of the Courts is fierce. While several Clans wield considerable influence, none of them has yet managed to achieve dominance. Markets are in flux, and both luxury items and basic supplies are in high demand. Although harvests were bountiful, for a long time it appeared as if a famine loomed on the horizon. After living frugally for many months, many families are now looking for ways to spend their spare koku, and prices have yet to stabilize. On top of all this, there are a number of old feuds and new arguments raging between the leaders of various families. It is even possible that, with tensions so high, the coming year will see armed conflict between two or more Clans.
Because of these recent developments, the PCs are sent to Winter Court with instructions from their superior to seek out and secure allies from other families. If rough times are ahead, it would be in their best interest to be ready for whatever may come.
Focus:
Unfortunately, information on who would be attending Court with the PCs this year was not available. This could be because the host wished to avoid an incident in light of the current troubles, or simply because their superior's diplomats were busy with other matters and were not able to get word about the guest list to the PCs. In any case, the PCs arrive with almost no information about who will be in attendance. They will have to engage their fellow guests in conversation to learn anything about their motivations, goals, and resources. In essence, the success of their mission hinges not only on their ability to win the best possible ally to their side, but also their skill in determining exactly which guest would make the best ally.
Strike:
Although it may not be readily apparent to the PCs, many of the delegates have access to skills or resources that could be of great benefit. One Crab has an uncle who crafts fine swords. A Dragon used to play shogi with the head of a major temple to Shinsei regularly. The Unicorn explorer has detailed maps of every province in the Empire. A mysterious ronin is privy to forbidden knowledge. Every guest has something to offer, and any of them can be won over if the PCs play their cards right. Only after the PCs get to know their fellow guests will they have a chance at making an informed decision about which they would do best to approach and how they should go about doing so. While meeting people and forging relationships is always a large part of Winter Court every year, this year it could be absolutely vital in determining how well the PCs and their families will fare in the coming seasons.
A list of NPCs that can be used in this scenario is provided below.
Feel free to cut some of these figures or to add other delegates to this list as desired, although care should be taken to avoid overlapping areas of influence. If everyone has only rice or troops to offer the PCs will simply choose the ally who has the most rice or the best troops. Giving them a variety of options to select from will not only force them to think about the value of a potential ally, but also to examine what type of aid will do them the most benefit. It is possible for the PCs to arrive at Court looking for military aid only to decide later that a single blade in the right place or a kind word in the right ear might be of much more value to their cause.
This can be an interesting adventure to run with a party of ronin or Minor Clan characters. Because they have limited resources, giving gifts to every single delegate simply isn't feasible. They will have to give some serious thought to who they will approach before they make any solid choices. And not only do they have to put some thought into picking the best ally, but they will also have to consider which delegate will be most likely to find such an alliance acceptable. After all, they can't really afford to give a gift if they're not likely to win any favors in return. This added element of pressure can force the PCs to play up the social aspect of the adventure quite a bit, which is always a good thing.
If you like intra-party conflict, you can also introduce an element of competition. The political situation in the Empire has become so turbulent that each and every family needs as many allies as they can find. As such, each PC receives orders from his or her superior to win over as many delegates to their cause as possible. Instead of working together, the PCs must now try to outdo one another and secure the best alliances for themselves. Because the players are each working toward their own goals and may be operating independently, this approach can be a lot more work on the part of the GM. There may even be times where players insist on keeping their actions secret from other players, which can cause a lot more demand on the GM's time and attention.
Even without pitting the PCs against one another, you can still introduce some element of competition. Perhaps one of their rivals is also looking for allies, or trying to sabotage their efforts. It is also possible that the NPCs may try to negotiate for allies amongst themselves. This can make things very difficult, as the PCs must try to broker alliances while at the same time trying not to step on the toes of the delegates they are trying to court to their side. What will they do if they have managed to gain a good relationship with Kanbei, only to find out that he is competing with them for Yoshiko's favor? Will they risk drawing his displeasure by continuing to offer her gifts, or will they decide that having his support is worth limiting the number of allies they pursue? The answer can have a profound effect on the situation they face next year. This approach requires some extra work in order to keep the different alliances and rivalries straight, but it will certainly make your Court seem like a living, breathing environment.
Overall there are a lot of different things to consider in forming alliances, and you can include as many or as few of them as you like. Getting to know the NPCs involved in this adventure shouldn't feel like a chore for the PCs, but it is an important factor in their ability to find the best ally. If you make things interesting, the social interactions that are required for success can be one of the most enjoyable parts of this scenario. Plus, as we'll see in future months, the alliances and rivalries they make here at Winter Court can form the basis for an entire year of adventuring afterward.
When in Rokugan...
Challenge:
The PCs are sent to attend Winter Court in an especially distant area of the Empire that none of them has ever been to before. An area controlled by a Clan that none of the characters belong to is best, if possible. Otherwise, a remote estate that sees a minimal amount of traffic, far away from any other population centers, will also work.
Focus:
Due to its isolated location, the Court follows a number of customs and practices that are different from those player characters are familiar with. Upon arriving the PCs may find their clothes, the gifts they have brought, their manners, and even their ways of speaking violate the local standards of polite behavior.
Strike:
Failing to adopt the customs of the Court will reflect badly upon the PCs, even if they are quite different from those observed by the rest of the Empire. Not only must the player characters find some way to discover what the proper local customs are, but they must also do their best to adhere to them in their dealings with other guests.
Because the Unicorn and Mantis are known for their foreign and exotic ways they might seem like a natural choice for playing the hosts in this scenario. There are, however, ways to adapt it to work with just about any Clan. The Crab are not known for social graces, and might hold Court quite differently from other Clans. The distant and remote mountains of the Dragon or the deep forests of the Phoenix could be home to groups that practice strange and esoteric customs, and there might be areas in the lands of the Lion and Crane Clans that still observe ancient and outmoded traditions. In Scorpion lands, the entire thing may just be an elaborate hoax to put visitors off guard and weaken them in negotiations. If you want to make things really hard on the PCs, you could even send them to a Naga city or Ratling warren for Winter Court.
This can be a great adventure to throw courtiers and socially adept characters off balance. While they may be comfortable negotiating the Courts in other areas, putting them in a situation where they are unaware of what is and is not appropriate can make the deals and negotiations they usually engage in a lot more challenging. Characters who are not so skilled in etiquette and the ways of the court, on the other hand, may find that the playing field has been leveled in their favor. After all, they already make plenty of mistakes when they go to Court, so having to deal with an entirely new set of rules is less of a hardship and more of a continuation of their previous level of performance.
If you think it might be difficult for your players (or their characters) to adapt to the new rules of etiquette and social customs they will encounter you can make things a little easier on them by having an NPC give them some advice. Perhaps he or she was an outsider like them once, struggling to make sense of new mores and taboos, and only learned through experience. On the other hand, he or she could also be a local who has had the privilege of traveling in other areas of the Empire and came to realize that not everyone does things the same way as they do at his or her home. In either case, having someone to warn the PCs about potential trouble spots (or explain what they did wrong after they mess up) can be a big help. At the very least, the PCs should feel less lost than they would if they were completely on their own.
Some possible strange customs the PCs may encounter include:
-Certain colors of clothes being limited to those of certain social standings
-Different names being used for hours, months, and days than normal
-Everyone being required to wake up, start meals, meditate, and/or go to bed at the same time
-Being required to eat everything on one's plate, including skins and peels
-Guests being required to appear happy and grateful in all situations
-Refusing any offer of hospitality being considered rude
-Being required to wait to be called upon by the host before speaking in his presence
-Being required to state one's name every time one speaks
-Not showing one's feet/hands/hair/teeth in polite company
-Differences in how polite or blunt one can be when speaking
-Differences in the amount of personal space people allow
-Differences in pronunciation of certain words
-Using special euphemisms for some words or phrases
-Women, children, and/or the elderly being shown decreased or increased respect
Remember that travel is not easy in a society like Rokugan, and not everyone is aware of the current trends and fashions in the major cities. If contact from the outside world is cut off or becomes inconsistent communities may change in unpredictable ways, either clinging to old traditions or developing new ones. Even today with technology making travel and communication much easier and faster it is still quite easy to find differences between people from different geographical areas within the same country, and there are still places where people cling to old traditions even after being exposed to new ways.
It's also possible that the variations in customs and etiquette are not due to geographical factors or local preferences, but to the whims of the host. He was always somewhat eccentric, but recent years have seen him make a number of unusual declarations about proper manners. The members of his Court have done their best to abide by his increasingly random demands, to the point where they are now able to adapt without trouble. After all, it is his castle and his domain, and he is well within his rights to decide what kind of behavior he will condone or allow. But as each day goes by it becomes more and more difficult to keep up with exactly what the host deems acceptable anymore, and even he seems not to remember exactly what rules he has imposed.
Impressing people is never as easy as offending them.
The PCs are sent to attend Winter Court in an especially distant area of the Empire that none of them has ever been to before. An area controlled by a Clan that none of the characters belong to is best, if possible. Otherwise, a remote estate that sees a minimal amount of traffic, far away from any other population centers, will also work.
Focus:
Due to its isolated location, the Court follows a number of customs and practices that are different from those player characters are familiar with. Upon arriving the PCs may find their clothes, the gifts they have brought, their manners, and even their ways of speaking violate the local standards of polite behavior.
Strike:
Failing to adopt the customs of the Court will reflect badly upon the PCs, even if they are quite different from those observed by the rest of the Empire. Not only must the player characters find some way to discover what the proper local customs are, but they must also do their best to adhere to them in their dealings with other guests.
Because the Unicorn and Mantis are known for their foreign and exotic ways they might seem like a natural choice for playing the hosts in this scenario. There are, however, ways to adapt it to work with just about any Clan. The Crab are not known for social graces, and might hold Court quite differently from other Clans. The distant and remote mountains of the Dragon or the deep forests of the Phoenix could be home to groups that practice strange and esoteric customs, and there might be areas in the lands of the Lion and Crane Clans that still observe ancient and outmoded traditions. In Scorpion lands, the entire thing may just be an elaborate hoax to put visitors off guard and weaken them in negotiations. If you want to make things really hard on the PCs, you could even send them to a Naga city or Ratling warren for Winter Court.
This can be a great adventure to throw courtiers and socially adept characters off balance. While they may be comfortable negotiating the Courts in other areas, putting them in a situation where they are unaware of what is and is not appropriate can make the deals and negotiations they usually engage in a lot more challenging. Characters who are not so skilled in etiquette and the ways of the court, on the other hand, may find that the playing field has been leveled in their favor. After all, they already make plenty of mistakes when they go to Court, so having to deal with an entirely new set of rules is less of a hardship and more of a continuation of their previous level of performance.
If you think it might be difficult for your players (or their characters) to adapt to the new rules of etiquette and social customs they will encounter you can make things a little easier on them by having an NPC give them some advice. Perhaps he or she was an outsider like them once, struggling to make sense of new mores and taboos, and only learned through experience. On the other hand, he or she could also be a local who has had the privilege of traveling in other areas of the Empire and came to realize that not everyone does things the same way as they do at his or her home. In either case, having someone to warn the PCs about potential trouble spots (or explain what they did wrong after they mess up) can be a big help. At the very least, the PCs should feel less lost than they would if they were completely on their own.
Some possible strange customs the PCs may encounter include:
-Certain colors of clothes being limited to those of certain social standings
-Different names being used for hours, months, and days than normal
-Everyone being required to wake up, start meals, meditate, and/or go to bed at the same time
-Being required to eat everything on one's plate, including skins and peels
-Guests being required to appear happy and grateful in all situations
-Refusing any offer of hospitality being considered rude
-Being required to wait to be called upon by the host before speaking in his presence
-Being required to state one's name every time one speaks
-Not showing one's feet/hands/hair/teeth in polite company
-Differences in how polite or blunt one can be when speaking
-Differences in the amount of personal space people allow
-Differences in pronunciation of certain words
-Using special euphemisms for some words or phrases
-Women, children, and/or the elderly being shown decreased or increased respect
Remember that travel is not easy in a society like Rokugan, and not everyone is aware of the current trends and fashions in the major cities. If contact from the outside world is cut off or becomes inconsistent communities may change in unpredictable ways, either clinging to old traditions or developing new ones. Even today with technology making travel and communication much easier and faster it is still quite easy to find differences between people from different geographical areas within the same country, and there are still places where people cling to old traditions even after being exposed to new ways.
It's also possible that the variations in customs and etiquette are not due to geographical factors or local preferences, but to the whims of the host. He was always somewhat eccentric, but recent years have seen him make a number of unusual declarations about proper manners. The members of his Court have done their best to abide by his increasingly random demands, to the point where they are now able to adapt without trouble. After all, it is his castle and his domain, and he is well within his rights to decide what kind of behavior he will condone or allow. But as each day goes by it becomes more and more difficult to keep up with exactly what the host deems acceptable anymore, and even he seems not to remember exactly what rules he has imposed.
Impressing people is never as easy as offending them.
Winter Court Chaos!
Challenge:
As the PCs make their way into Court one morning they notice that a number of people seem to be looking at them quite strangely. Courtiers whisper to one another behind fans, while bushi watch them with wary eyes. If they listen carefully the PCs may hear pieces of conversation, such as "Who..." or "... don't know..." and "I've never seen..." as they pass by.
Focus:
If the PCs try to talk to anyone about the unusual behavior they have noticed they receive an even bigger shock. Everyone they speak to reacts as if they know nothing of the player characters. Servants are properly differential, but admit that they have not seen them before in their lives. People they have talked to every day for the entire Court season ask them their names and react with surprise when the PCs claim to know them. Guards may even ask to see their invitations and ask them how they entered the grounds without being seen.
Strike:
The PCs have been chosen as the victims for a practical joke by a rather inconsiderate shugenja. He has used Air magic to alter the appearances, voices, and even the words of the PCs so that others do not recognize them. He and a few other guests that are in on the prank are having a great laugh at the PCs' expense, watching as they become more and more agitated. Depending on how the PCs react, they may reveal the joke after a few hours or continue it for as long as possible. The PCs will have to decide what they will do in the face of this unusual situation, and how they will react to being toyed with once it has ended.
If you want to remove the mystical aspect and introduce a more mundane challenge, it is possible that the entire Court is in on the prank. Everyone, or at least the majority of the guests, has agreed to act as if they have never seen the PCs before and see how they react. While the Courts that host more illustrious and refined guests may not see such behavior, smaller gatherings with more jovial attendees are not above playing pranks on guests. Winter is a long time to be cooped up without any entertainment, after all.
You could also change the reason why everyone is acting strangely from a joke to a matter of discipline. Maybe the host has taken a sudden dislike to the player characters for some reason, and has decided to pointedly ignore them. The other guests might follow suit because they also disapprove of the PCs, or simply to stay on the host's good side. If things are especially dire the PCs could even have had their names stricken from the family histories overnight and not been notified of it. No one will speak of the matter beyond saying "I do not know any (PC's name here)," and the party must find some way to learn what has happened and make things right or risk being expelled from the castle by force.
Alternately, the strange behavior of the other guests might be due to a more malicious cause. Maybe everyone but the PCs has fallen under the thrall of an enemy force that can control their very thoughts. Perhaps a rogue baku has started to eat their memories. Or a nezumi shaman may have taken the player characters' names for his own use. Everyone in the entire Court could be part of a gigantic conspiracy that has set its sights on driving the party members mad. What if the PCs' memories were implanted by hypnosis, and the other guests really *haven't* met them before? How can they discover who they really are?
One way to make your players really nervous, while still remaining true to the way in which such jokes often play out, is to have the number of people who are affected start quite small. Maybe only a few members of Court claim not to recognize the PCs at first. When the PCs go to ask others about this strange course of events they are met with reassurances. Some people remember them, and react normally. Later, as word of the joke spreads (or the shugenja strengthens the enchantment he has placed on the PCs), they may find the very people they confided in no longer recognize them either. This can give the player characters the impression that a vast conspiracy is unfolding around them, slowly but surely cutting them off from any sources of aid.
A very cruel twist is to choose only one PC to serve as the victim for this joke. While the target is elsewhere, the shugenja alters the perceptions of the other party members. Similarly, while the selected player is away from the table (or whenever you have a chance to speak to the rest of the group in private), let the other players know that they should act as if they have never seen their comrade before. If you wish, you can even offer bonus experience points for particularly good performances. Then, when the player returns, you can let the fun begin. This has the added bonus of making the character and the player paranoid, as normally reliable sources of information (the other players) suddenly turn against them. Plus you may find that players enjoy subjecting people to mental torture just as much as Game Masters do.
Sometimes being ignored can hurt even more than being cut with a sword. Or, at least it hurts in a different way.
As the PCs make their way into Court one morning they notice that a number of people seem to be looking at them quite strangely. Courtiers whisper to one another behind fans, while bushi watch them with wary eyes. If they listen carefully the PCs may hear pieces of conversation, such as "Who..." or "... don't know..." and "I've never seen..." as they pass by.
Focus:
If the PCs try to talk to anyone about the unusual behavior they have noticed they receive an even bigger shock. Everyone they speak to reacts as if they know nothing of the player characters. Servants are properly differential, but admit that they have not seen them before in their lives. People they have talked to every day for the entire Court season ask them their names and react with surprise when the PCs claim to know them. Guards may even ask to see their invitations and ask them how they entered the grounds without being seen.
Strike:
The PCs have been chosen as the victims for a practical joke by a rather inconsiderate shugenja. He has used Air magic to alter the appearances, voices, and even the words of the PCs so that others do not recognize them. He and a few other guests that are in on the prank are having a great laugh at the PCs' expense, watching as they become more and more agitated. Depending on how the PCs react, they may reveal the joke after a few hours or continue it for as long as possible. The PCs will have to decide what they will do in the face of this unusual situation, and how they will react to being toyed with once it has ended.
If you want to remove the mystical aspect and introduce a more mundane challenge, it is possible that the entire Court is in on the prank. Everyone, or at least the majority of the guests, has agreed to act as if they have never seen the PCs before and see how they react. While the Courts that host more illustrious and refined guests may not see such behavior, smaller gatherings with more jovial attendees are not above playing pranks on guests. Winter is a long time to be cooped up without any entertainment, after all.
You could also change the reason why everyone is acting strangely from a joke to a matter of discipline. Maybe the host has taken a sudden dislike to the player characters for some reason, and has decided to pointedly ignore them. The other guests might follow suit because they also disapprove of the PCs, or simply to stay on the host's good side. If things are especially dire the PCs could even have had their names stricken from the family histories overnight and not been notified of it. No one will speak of the matter beyond saying "I do not know any (PC's name here)," and the party must find some way to learn what has happened and make things right or risk being expelled from the castle by force.
Alternately, the strange behavior of the other guests might be due to a more malicious cause. Maybe everyone but the PCs has fallen under the thrall of an enemy force that can control their very thoughts. Perhaps a rogue baku has started to eat their memories. Or a nezumi shaman may have taken the player characters' names for his own use. Everyone in the entire Court could be part of a gigantic conspiracy that has set its sights on driving the party members mad. What if the PCs' memories were implanted by hypnosis, and the other guests really *haven't* met them before? How can they discover who they really are?
One way to make your players really nervous, while still remaining true to the way in which such jokes often play out, is to have the number of people who are affected start quite small. Maybe only a few members of Court claim not to recognize the PCs at first. When the PCs go to ask others about this strange course of events they are met with reassurances. Some people remember them, and react normally. Later, as word of the joke spreads (or the shugenja strengthens the enchantment he has placed on the PCs), they may find the very people they confided in no longer recognize them either. This can give the player characters the impression that a vast conspiracy is unfolding around them, slowly but surely cutting them off from any sources of aid.
A very cruel twist is to choose only one PC to serve as the victim for this joke. While the target is elsewhere, the shugenja alters the perceptions of the other party members. Similarly, while the selected player is away from the table (or whenever you have a chance to speak to the rest of the group in private), let the other players know that they should act as if they have never seen their comrade before. If you wish, you can even offer bonus experience points for particularly good performances. Then, when the player returns, you can let the fun begin. This has the added bonus of making the character and the player paranoid, as normally reliable sources of information (the other players) suddenly turn against them. Plus you may find that players enjoy subjecting people to mental torture just as much as Game Masters do.
Sometimes being ignored can hurt even more than being cut with a sword. Or, at least it hurts in a different way.
Winter Court NPCs
From the Crab Clan
Kikuchiyo
First Glance: A large, muscular man. His hands are rough and calloused and he looks out of place in a Courtly setting.
Introductions: Kikuchiyo works under the direction of the Kaiu Engineers.
Getting Acquainted: Kikuchiyo is looking forward to relaxing this winter. He and his crew worked on a number of construction projects over the last year. They finished several projects in a short time, so now he just wants to enjoy some sake and unwind.
Growing Familiarity: His specialty is defensive fortifications. His last project was installing retractable spikes on one section of the Kaiu Wall. While the area was considered a weak point before, it has had no trouble repelling monsters since they finished.
Good Relations: Given time, Kikuchiyo has the skills and know-how to defend just about any area against attack.
Kinuko
First Glance: A proud, self-assured woman. She is pretty, but seldom smiles.
Introductions: Kinuko patrols the borders of the Crab, turning back interlopers and ensuring that Shadowlands creatures do not escape into the rest of the Empire.
Getting Acquainted: Despite not serving on the Wall, Kinuko believes in keeping her skills sharp. She practices in the dojo every day, no matter what. Each day, she uses a different type of weapon.
Growing Familiarity: Kinuko has an extensive collection of fine weapons of various types, which she keeps in her room. All the weapons are made in the same style and marked with her personal mon. The weapons were made especially for her.
Good Relations: Kinuko's uncle is a famous weaponsmith and he can create more fine weapons similar to the ones he crafted for her.
First Glance: A large, muscular man. His hands are rough and calloused and he looks out of place in a Courtly setting.
Introductions: Kikuchiyo works under the direction of the Kaiu Engineers.
Getting Acquainted: Kikuchiyo is looking forward to relaxing this winter. He and his crew worked on a number of construction projects over the last year. They finished several projects in a short time, so now he just wants to enjoy some sake and unwind.
Growing Familiarity: His specialty is defensive fortifications. His last project was installing retractable spikes on one section of the Kaiu Wall. While the area was considered a weak point before, it has had no trouble repelling monsters since they finished.
Good Relations: Given time, Kikuchiyo has the skills and know-how to defend just about any area against attack.
Kinuko
First Glance: A proud, self-assured woman. She is pretty, but seldom smiles.
Introductions: Kinuko patrols the borders of the Crab, turning back interlopers and ensuring that Shadowlands creatures do not escape into the rest of the Empire.
Getting Acquainted: Despite not serving on the Wall, Kinuko believes in keeping her skills sharp. She practices in the dojo every day, no matter what. Each day, she uses a different type of weapon.
Growing Familiarity: Kinuko has an extensive collection of fine weapons of various types, which she keeps in her room. All the weapons are made in the same style and marked with her personal mon. The weapons were made especially for her.
Good Relations: Kinuko's uncle is a famous weaponsmith and he can create more fine weapons similar to the ones he crafted for her.
From the Crane Clan
Katsushiro
First Glance: A younger samurai who often dresses in expensive and ornate robes. He carries a finely crafted blade by his side.
Introductions: Katsushiro is still studying at the Kakita Kenjutsu Academy.
Getting Acquainted: Unfortunately, his sensei was killed in a duel recently, leaving him without a teacher. He considers himself to be on a musha shugyo to find a new teacher. As such, he leads a simple life, and does not seek material comforts.
Growing Familiarity: Despite thinking very little of wealth, Katsushiro still has quite a lot of it. Rather than amassing koku, he tries to spread his good fortune to others. There have been many occasions where he attempted to give away money, only to have peasants repay him with lavish clothes and gifts that he could not refuse.
Good Relations: His extravagant lifestyle is thanks to the support of his great aunt, who is quite rich. The monthly stipend he receives from her is much more than he can spend by himself.
Yoshiko
First Glance: A mature yet stylish woman who carries herself with poise and grace. She treats everyone she speaks to politely.
Introductions: Yoshiko serves as a liaison for guests to Kyuden Doji.
Getting Acquainted: Yoshiko has entertained a number of guests, and she prides herself on her hospitality. Over the years she has perfected her skills with numerous visitors. Now, she greets the most esteemed visitors to the Crane lands.
Growing Familiarity: The last visitor she hosted was the Otomo daimyo. Before that, she organized a banquet for the Emerald Champion. Her favorite guest is the Captain of the Imperial Guard, as he always has interesting stories to tell.
Good Relations: Yoshiko has quite a bit of influence with people of status and power.
First Glance: A younger samurai who often dresses in expensive and ornate robes. He carries a finely crafted blade by his side.
Introductions: Katsushiro is still studying at the Kakita Kenjutsu Academy.
Getting Acquainted: Unfortunately, his sensei was killed in a duel recently, leaving him without a teacher. He considers himself to be on a musha shugyo to find a new teacher. As such, he leads a simple life, and does not seek material comforts.
Growing Familiarity: Despite thinking very little of wealth, Katsushiro still has quite a lot of it. Rather than amassing koku, he tries to spread his good fortune to others. There have been many occasions where he attempted to give away money, only to have peasants repay him with lavish clothes and gifts that he could not refuse.
Good Relations: His extravagant lifestyle is thanks to the support of his great aunt, who is quite rich. The monthly stipend he receives from her is much more than he can spend by himself.
Yoshiko
First Glance: A mature yet stylish woman who carries herself with poise and grace. She treats everyone she speaks to politely.
Introductions: Yoshiko serves as a liaison for guests to Kyuden Doji.
Getting Acquainted: Yoshiko has entertained a number of guests, and she prides herself on her hospitality. Over the years she has perfected her skills with numerous visitors. Now, she greets the most esteemed visitors to the Crane lands.
Growing Familiarity: The last visitor she hosted was the Otomo daimyo. Before that, she organized a banquet for the Emerald Champion. Her favorite guest is the Captain of the Imperial Guard, as he always has interesting stories to tell.
Good Relations: Yoshiko has quite a bit of influence with people of status and power.
From the Dragon Clan
Kyuzo
First Glance: A slim, serious bushi who speaks very little. He can be found practicing kata in the gardens every morning.
Introductions: Kyuzo intends to follow in the path of Mirumoto, dedicating himself to mastering the art of the sword.
Getting Acquainted: Kyuzo has just completed a musha shugyo. He faced numerous opponents in both duels and combat during his travels. Seeking to study with the best kenjutsu teachers in the Empire, he learned quite a bit about different styles of combat.
Growing Familiarity: His most recent teacher is a hermit who denounced his heritage to seek perfection in the art of the sword. Under his tutelage, Kyuzo was able to make great progress towards reaching his full potential. The fighting styles he learned from the hermit are unlike any others in the Empire.
Good Relations: With Kyuzo to vouch for them, others would also be able to study under his sensei, learning numerous advanced kenjutsu techniques.
Hiroko
First Glance: A level-headed samurai in plain and simple robes. She speaks plainly and without undue elaboration.
Introductions: Hiroko is the magistrate for a village in the foothills of the Dragon lands.
Getting Acquainted: Hiroko loves to play shogi. She began playing shogi as a way to pass the time, as the village where she is stationed is quite dull. One of the monks who used to live there taught her the rules and strategies of the game.
Growing Familiarity: Hiroko’s prized possession is an ornate shogi set. The set was given to her by her teacher before he left to care for a larger temple. He was the eighth-ranked player in the Empire, but he is better known for his theological ideas.
Good Relations: Her teacher is now the master of a major temple to Shinsei and has many followers in the Brotherhood, and she still maintains ties to him.
First Glance: A slim, serious bushi who speaks very little. He can be found practicing kata in the gardens every morning.
Introductions: Kyuzo intends to follow in the path of Mirumoto, dedicating himself to mastering the art of the sword.
Getting Acquainted: Kyuzo has just completed a musha shugyo. He faced numerous opponents in both duels and combat during his travels. Seeking to study with the best kenjutsu teachers in the Empire, he learned quite a bit about different styles of combat.
Growing Familiarity: His most recent teacher is a hermit who denounced his heritage to seek perfection in the art of the sword. Under his tutelage, Kyuzo was able to make great progress towards reaching his full potential. The fighting styles he learned from the hermit are unlike any others in the Empire.
Good Relations: With Kyuzo to vouch for them, others would also be able to study under his sensei, learning numerous advanced kenjutsu techniques.
Hiroko
First Glance: A level-headed samurai in plain and simple robes. She speaks plainly and without undue elaboration.
Introductions: Hiroko is the magistrate for a village in the foothills of the Dragon lands.
Getting Acquainted: Hiroko loves to play shogi. She began playing shogi as a way to pass the time, as the village where she is stationed is quite dull. One of the monks who used to live there taught her the rules and strategies of the game.
Growing Familiarity: Hiroko’s prized possession is an ornate shogi set. The set was given to her by her teacher before he left to care for a larger temple. He was the eighth-ranked player in the Empire, but he is better known for his theological ideas.
Good Relations: Her teacher is now the master of a major temple to Shinsei and has many followers in the Brotherhood, and she still maintains ties to him.
From the Lion Clan
Kanbe
First Glance: An older samurai, still in his prime, who has seen more than a few battles. He speaks thoughtfully, and acts with honor.
Introductions: Kanbe fought with the Lion armies in a number of skirmishes. He now holds stewardship over a small village named Shinmei.
Getting Acquainted: Kanbe likes Shinmei village because of its peaceful atmosphere and good weather. The surrounding countryside is a welcome respite from the many battles he has seen. The peasants are friendly and the village enjoys bountiful harvests almost every year.
Growing Familiarity: Bandits were a problem once, but it has been several years since any raiders ventured into the area, and the village prospers. Nonetheless, Kanbei believes in being prepared. He makes sure the village is always ready for siege or famine.
Good Relations: Under Kanbe's direction, the village has maintained large stores of rice in addition to its normal needs, which he could share will allies in need.
Maiko
First Glance: A proud, strong woman with a melodic voice. She often punctuates her words by gesturing with a fan.
Introductions: Maiko serves as an aide to a general in the Lion armies.
Getting Acquainted: Maiko gained her position when her commanding officer was killed in battle. She prevented her squad from routing and instead rallied them, turning an impending defeat into victory. It is a feat she has repeated on two other occasions.
Growing Familiarity: Maiko believes that good morale is the most important factor in pursuing victory. She makes it a point to treat the soldiers under her command well. As a result, she has gained their respect and their devoted loyalty.
Good Relations: Maiko has a squadron of footmen and a unit of spearmen at her personal command, whom she could lead toward any endeavor she chose.
First Glance: An older samurai, still in his prime, who has seen more than a few battles. He speaks thoughtfully, and acts with honor.
Introductions: Kanbe fought with the Lion armies in a number of skirmishes. He now holds stewardship over a small village named Shinmei.
Getting Acquainted: Kanbe likes Shinmei village because of its peaceful atmosphere and good weather. The surrounding countryside is a welcome respite from the many battles he has seen. The peasants are friendly and the village enjoys bountiful harvests almost every year.
Growing Familiarity: Bandits were a problem once, but it has been several years since any raiders ventured into the area, and the village prospers. Nonetheless, Kanbei believes in being prepared. He makes sure the village is always ready for siege or famine.
Good Relations: Under Kanbe's direction, the village has maintained large stores of rice in addition to its normal needs, which he could share will allies in need.
Maiko
First Glance: A proud, strong woman with a melodic voice. She often punctuates her words by gesturing with a fan.
Introductions: Maiko serves as an aide to a general in the Lion armies.
Getting Acquainted: Maiko gained her position when her commanding officer was killed in battle. She prevented her squad from routing and instead rallied them, turning an impending defeat into victory. It is a feat she has repeated on two other occasions.
Growing Familiarity: Maiko believes that good morale is the most important factor in pursuing victory. She makes it a point to treat the soldiers under her command well. As a result, she has gained their respect and their devoted loyalty.
Good Relations: Maiko has a squadron of footmen and a unit of spearmen at her personal command, whom she could lead toward any endeavor she chose.
From the Mantis Clan
Akira
First Glance: A swarthy man with tattoos of fish along his arms. He favors more casual and comfortable styles of clothing.
Introductions: Akira is the captain of a kobune in the Mantis fleet. His ship, the Stickleback, patrols the waters along the Crane coast.
Getting Acquainted: Akira has many years of experience sailing. His duties commonly include transporting troops, supplies, and material from place to place. He has been to many different ports of call throughout the Empire, and considers the sea his second home.
Growing Familiarity: Even in rough weather, he has never lost a vessel. This has made him a trusted figure in the fleet. In addition to his own ship, he commands three smaller skiffs, and can procure the services of additional vessels if necessary.
Good Relations: Akira would be able to coordinate any naval operation or sea voyage with great ease.
Yuu
First Glance: An exotic woman, with skin tanned by the sun and clothes cut in a foreign style. Ivory bracelets adorn her arms.
Introductions: Yuu is an explorer, and she has accompanied her father on several ocean voyages.
Getting Acquainted: Yuu has a slight accent, which shows when she speaks quickly or gets excited. She speaks three foreign languages, which she learned while traveling. Most of her childhood was spent either at sea or abroad.
Growing Familiarity: In addition to traveling, her family also maintains a collection of gaijin artifacts. She has a number of foreign trinkets with her, including a compass, an ornamental teacup, and a kaleidoscope. She has more treasures at her home, the most impressive of which is a large harpsichord.
Good Relations: Yuu can get access to a wide variety of (legal) gaijin items from different nations.
First Glance: A swarthy man with tattoos of fish along his arms. He favors more casual and comfortable styles of clothing.
Introductions: Akira is the captain of a kobune in the Mantis fleet. His ship, the Stickleback, patrols the waters along the Crane coast.
Getting Acquainted: Akira has many years of experience sailing. His duties commonly include transporting troops, supplies, and material from place to place. He has been to many different ports of call throughout the Empire, and considers the sea his second home.
Growing Familiarity: Even in rough weather, he has never lost a vessel. This has made him a trusted figure in the fleet. In addition to his own ship, he commands three smaller skiffs, and can procure the services of additional vessels if necessary.
Good Relations: Akira would be able to coordinate any naval operation or sea voyage with great ease.
Yuu
First Glance: An exotic woman, with skin tanned by the sun and clothes cut in a foreign style. Ivory bracelets adorn her arms.
Introductions: Yuu is an explorer, and she has accompanied her father on several ocean voyages.
Getting Acquainted: Yuu has a slight accent, which shows when she speaks quickly or gets excited. She speaks three foreign languages, which she learned while traveling. Most of her childhood was spent either at sea or abroad.
Growing Familiarity: In addition to traveling, her family also maintains a collection of gaijin artifacts. She has a number of foreign trinkets with her, including a compass, an ornamental teacup, and a kaleidoscope. She has more treasures at her home, the most impressive of which is a large harpsichord.
Good Relations: Yuu can get access to a wide variety of (legal) gaijin items from different nations.
From the Phoenix Clan
Heihachi
First Glance: A small, smiling bushi. He often carries scrolls with him to read in his spare time.
Introductions: Heihachi trained as a bushi and now serves as a guardsman in Isawa lands.
Getting Acquainted: Heihachi likes reading stories about the past. Historical records, myths, and legends are among his favorite topics. The scrolls he keeps with him were borrowed from the library he guards.
Growing Familiarity: The library is vast, and has information about almost any topic imaginable. Scholars and researchers visit regularly, seeking knowledge. However, not all are allowed entrance.
Good Relations: Heihachi is one of the few people who are allowed full, unlimited access to the records in the library.
Akiko
First Glance: A petite, bright-eyed young woman. She usually dresses in colorful gowns.
Introductions: Akiko studied magic and spellcraft at Kyuden Isawa.
Getting Acquainted: She was the top student of her teacher. Akiko seems to have a natural ability for understanding the way the kami think and communicating with them. Although she has completed her gempukku, she remains at Kyuden Isawa, helping her teachers.
Growing Familiarity: While she has not been conferred the title of “sensei,” she is basically responsible for the education of a group of students. The students who follow her are skilled shugenja in their own right, with command over magic of all five elements. Akiko favors a non-traditional teaching method, often taking her students out of the classroom and presenting them with a variety of challenges to overcome.
Good Relations: Akiko and her students could provide significant magical support in any endeavor if she so wished.
First Glance: A small, smiling bushi. He often carries scrolls with him to read in his spare time.
Introductions: Heihachi trained as a bushi and now serves as a guardsman in Isawa lands.
Getting Acquainted: Heihachi likes reading stories about the past. Historical records, myths, and legends are among his favorite topics. The scrolls he keeps with him were borrowed from the library he guards.
Growing Familiarity: The library is vast, and has information about almost any topic imaginable. Scholars and researchers visit regularly, seeking knowledge. However, not all are allowed entrance.
Good Relations: Heihachi is one of the few people who are allowed full, unlimited access to the records in the library.
Akiko
First Glance: A petite, bright-eyed young woman. She usually dresses in colorful gowns.
Introductions: Akiko studied magic and spellcraft at Kyuden Isawa.
Getting Acquainted: She was the top student of her teacher. Akiko seems to have a natural ability for understanding the way the kami think and communicating with them. Although she has completed her gempukku, she remains at Kyuden Isawa, helping her teachers.
Growing Familiarity: While she has not been conferred the title of “sensei,” she is basically responsible for the education of a group of students. The students who follow her are skilled shugenja in their own right, with command over magic of all five elements. Akiko favors a non-traditional teaching method, often taking her students out of the classroom and presenting them with a variety of challenges to overcome.
Good Relations: Akiko and her students could provide significant magical support in any endeavor if she so wished.
From the Scorpion Clan
Gorobei
First Glance: A big man with short hair. He has a large smile, and a voice to match.
Introductions: Gorobei is the yojimbo for a Shosuro family noble.
Getting Acquainted: Gorobei is somewhat of a daredevil and a gambler, and he commonly looks on the humorous side of life. He enjoys testing his luck, even when the stakes are high. Once, instead of sounding the alarm upon discovering a ninja spy, he let the intruder go, secretly trailing the ninja back to his lair and slaying the entire cabal.
Growing Familiarity: In order to protect against assassins and spies, Gorobei has had to learn many of the same skills as those he opposes. He has few qualms about putting his life on the line if the situation strikes him as interesting, and seems to get a thrill out of facing long odds. In addition to the incident with the spy, he has carried out a number of other dangerous and daring missions.
Good Relations: Gorobei would be able to use his skills to stage a covert operation, or thwart one.
Michie
First Glance: A stylish woman with a love for fancy clothes. Her kimono are always of the current popular style and she rarely wears the same outfit twice.
Introductions: Michie entertains guests who come to Court in the Scorpion lands.
Getting Acquainted: Michie likes to talk, and always knows the latest fashion trends and gossip. She is very well informed about the most recent events in many areas of the Empire. Very little that goes on in court is a surprise to her.
Growing Familiarity: She mentions that she stays in touch with courtly goings through her siblings. One of her sisters serves in the court of the Crane, while another sister lives in Lion lands. She has two cousins who live in Ryoko Owari, and a brother who married a minor Otomo functionary.
Good Relations: Her siblings are spread around the Courts of different Clans, giving her ears in all the major courts of the Empire.
First Glance: A big man with short hair. He has a large smile, and a voice to match.
Introductions: Gorobei is the yojimbo for a Shosuro family noble.
Getting Acquainted: Gorobei is somewhat of a daredevil and a gambler, and he commonly looks on the humorous side of life. He enjoys testing his luck, even when the stakes are high. Once, instead of sounding the alarm upon discovering a ninja spy, he let the intruder go, secretly trailing the ninja back to his lair and slaying the entire cabal.
Growing Familiarity: In order to protect against assassins and spies, Gorobei has had to learn many of the same skills as those he opposes. He has few qualms about putting his life on the line if the situation strikes him as interesting, and seems to get a thrill out of facing long odds. In addition to the incident with the spy, he has carried out a number of other dangerous and daring missions.
Good Relations: Gorobei would be able to use his skills to stage a covert operation, or thwart one.
Michie
First Glance: A stylish woman with a love for fancy clothes. Her kimono are always of the current popular style and she rarely wears the same outfit twice.
Introductions: Michie entertains guests who come to Court in the Scorpion lands.
Getting Acquainted: Michie likes to talk, and always knows the latest fashion trends and gossip. She is very well informed about the most recent events in many areas of the Empire. Very little that goes on in court is a surprise to her.
Growing Familiarity: She mentions that she stays in touch with courtly goings through her siblings. One of her sisters serves in the court of the Crane, while another sister lives in Lion lands. She has two cousins who live in Ryoko Owari, and a brother who married a minor Otomo functionary.
Good Relations: Her siblings are spread around the Courts of different Clans, giving her ears in all the major courts of the Empire.
From the Unicorn Clan
Shichiroji
First Glance: A slim, handsome samurai. He often plays a shamisen in the evenings.
Introductions: Shichiroji serves the Unicorn by escorting and guarding merchant caravans.
Getting Acquainted: Shichiroji is married, but he travels often and doesn't see his wife much. He staves off loneliness by trying new foods and talking to new people. Whenever he visits a new city he learns a local song, and his repertoire is extensive.
Growing Familiarity: Shichiroji has been to many different cities and villages in the lands of all the Great and Minor Clans. He has been to most of the Empire, and keeps extremely detailed maps of all his travels as souvenirs. He also knows all the best travel routes.
Good Relations: Shichiroji’s maps and knowledge would be extremely useful for anyone who needed to travel around the Empire.
Rio
First Glance: A slender, athletic woman with long hair.
Introductions: Rio commands a unit of Unicorn scouts. She moves with effortless grace, almost like a dancer.
Getting Acquainted: Her horse is renowned for its speed, as is she. She has won several races, often by quite a large margin. Before she became a scout she served as a courier.
Growing Familiarity: Was often called upon to deliver messages across enemy lines, and did so with ease. Now she specializes in tracking troop movements. Her scouts can get into or out of almost any area quickly, regardless of obstacles or opposition.
Good Relations: Rio’s scouts could serve either as a reconnaissance force or couriers.
First Glance: A slim, handsome samurai. He often plays a shamisen in the evenings.
Introductions: Shichiroji serves the Unicorn by escorting and guarding merchant caravans.
Getting Acquainted: Shichiroji is married, but he travels often and doesn't see his wife much. He staves off loneliness by trying new foods and talking to new people. Whenever he visits a new city he learns a local song, and his repertoire is extensive.
Growing Familiarity: Shichiroji has been to many different cities and villages in the lands of all the Great and Minor Clans. He has been to most of the Empire, and keeps extremely detailed maps of all his travels as souvenirs. He also knows all the best travel routes.
Good Relations: Shichiroji’s maps and knowledge would be extremely useful for anyone who needed to travel around the Empire.
Rio
First Glance: A slender, athletic woman with long hair.
Introductions: Rio commands a unit of Unicorn scouts. She moves with effortless grace, almost like a dancer.
Getting Acquainted: Her horse is renowned for its speed, as is she. She has won several races, often by quite a large margin. Before she became a scout she served as a courier.
Growing Familiarity: Was often called upon to deliver messages across enemy lines, and did so with ease. Now she specializes in tracking troop movements. Her scouts can get into or out of almost any area quickly, regardless of obstacles or opposition.
Good Relations: Rio’s scouts could serve either as a reconnaissance force or couriers.
From the Spider Clan (Shadowlands Tainted, etc) Posing as Ronin
Toshiro
First Glance: A quiet man with dark eyes. He dresses in grey robes and avoids large groups of people.
Introductions: Toshiro is a yojimbo, currently looking for work.
Getting Acquainted: His last assignment was to protect a minor dignitary from the Dragonfly Clan. He was rewarded with an invitation to Court. He worked as a mercenary before that.
Growing Familiarity: Toshiro sold his skills anyone who would hire him. He served on both sides of the law over the years, but avoided serious trouble. Has quite a bit of familiarity with criminal gangs, smugglers, and bandits.
Good Relations: Toshiro once served the criminal lord Kurushii, and still has contacts within the underworld.
Satsuki
First Glance: A plain woman with pale skin. She has the strange habit of holding eye contact longer than is usual.
Introductions: Satsuki is a wandering shugenja without any permanent home.
Getting Acquainted: She was given an invitation to Court after helping a courtier from the Sparrow Clan. The courtier had some trouble with kansen, but Satsuki was able to intervene and send the evil spirit away. The ritual she used was one of her own design, and she has found it extremely effective.
Growing Familiarity: Satsuki spent quite a bit of time in the lands of the Kuni. She displays knowledge of oni, maho-tsukai, omens, and ghosts. There are many times where she gives the impression that she knows more than she says but is holding back out of consideration for social conventions.
Good Relations: Knows quite a bit of forbidden knowledge, which she could put to use for a variety of purposes.
First Glance: A quiet man with dark eyes. He dresses in grey robes and avoids large groups of people.
Introductions: Toshiro is a yojimbo, currently looking for work.
Getting Acquainted: His last assignment was to protect a minor dignitary from the Dragonfly Clan. He was rewarded with an invitation to Court. He worked as a mercenary before that.
Growing Familiarity: Toshiro sold his skills anyone who would hire him. He served on both sides of the law over the years, but avoided serious trouble. Has quite a bit of familiarity with criminal gangs, smugglers, and bandits.
Good Relations: Toshiro once served the criminal lord Kurushii, and still has contacts within the underworld.
Satsuki
First Glance: A plain woman with pale skin. She has the strange habit of holding eye contact longer than is usual.
Introductions: Satsuki is a wandering shugenja without any permanent home.
Getting Acquainted: She was given an invitation to Court after helping a courtier from the Sparrow Clan. The courtier had some trouble with kansen, but Satsuki was able to intervene and send the evil spirit away. The ritual she used was one of her own design, and she has found it extremely effective.
Growing Familiarity: Satsuki spent quite a bit of time in the lands of the Kuni. She displays knowledge of oni, maho-tsukai, omens, and ghosts. There are many times where she gives the impression that she knows more than she says but is holding back out of consideration for social conventions.
Good Relations: Knows quite a bit of forbidden knowledge, which she could put to use for a variety of purposes.
Notes
These NPCs include a male and female guest from each faction. Because it would not be feasible to include a complete biography, personal history, and list of likes and dislikes for each guest here, only the basic elements of their character and personality have been listed. Additionally, details such as family name, school rank, and position within the Clan have been left deliberately vague so that GMs can fit the above NPCs into their campaigns as they wish. The influential figures Michie's siblings and Yoshiko know, for example, will differ for different eras of play. In some settings, Toshiro and Satsuki might just be ronin of dubious honor, while in others they could actually be members of the Spider Clan. If the Mantis are still a Minor Clan, Akira and Yuu might settle for less than they would as representatives of a Great Clan. Taking the time to fill in these details will not only make this adventure run more smoothly, but it will also increase the enjoyment that you and your players get out of it.
Each NPC has several pieces of information listed, which can be learned by putting in various amounts of effort.
Information included under the heading “First Glance” is readily apparent to anyone who sets eyes on the NPC in question or watches them for a few minutes. No investigation or questioning is required.
Information listed under the “Introductions” heading is likely to be provided by the NPC when he or she meets a PC for the first time. You will probably also want to include information such as a family name for the NPC and possibly more specific details about their school or duties within their Clan here as well. If a PC wishes to gossip about other guests, this information will be readily available from anyone who has met or talked about that NPC.
Information listed under the “Getting Acquainted” heading includes the type of topics that the NPC is likely to bring up in casual conversation. Of course, whether or not this information actually comes up depends on what is being discussed at the time. Few guests are vain enough to derail a conversation about the weather to start giving details about their own personal lives. If the PCs make an effort to ask the NPC about himself or herself, however, they will be able to learn these facts without much trouble. It is also possible for a PC to glean this information by asking some questions and keeping his or her ears open around Court as well.
Information listed under the “Growing Familiarity” heading requires much more effort to learn. The PCs will probably have to speak to the NPC in question a few times over the course of several days in order to reach a point where they can learn more personal facts such as these. Trying to learn too much about someone before they have gained that person’s trust has the potential to go quite badly. If a PC wishes to learn this information indirectly, such as by asking others what they know about the NPC, a number of attempts may be required.
The information listed under “Good Relations” shows the benefit that the NPC in question can offer a potential ally, and will really only be revealed once the NPC feels comfortable talking with the PC. Note that even after the PCs have learned this information, they still have to win the NPC over to their side completely, which may take further conversation and negotiation. Simply learning what the NPC has to offer does not mean that his or her support is guaranteed.
Keep in mind that the NPCs listed above aren't likely to make everything about themselves known right off the bat. Katsushiro's first words upon meeting the party should not be "Nice to meet you. Do you know my great aunt? She's very rich. She gives me lots of money, and there's no way I can even spend it all. I guess I'll have to find some allies to share it with." Not only would this be strange and unnatural, it would also make the adventure incredibly simple and boring.
Alternately, just having the players make Courtier skill rolls until they get a high enough total and then simply giving them a piece of paper with the above information on it isn't much fun. The PCs will still have to talk to people and ask the right questions. That interaction is part of what makes role-playing fun. Of course, you don't want to penalize players who invested a lot of character points into giving their character a high Courtier skill rank by making their skills absolutely useless. My personal preference is to give players who role play their conversations with NPCs well bonuses on their social skill rolls, but this approach may not work for all play groups. One good compromise is to give characters who roll particularly well when using such skills to interact with NPCs more information than they would otherwise receive. Another option is to allow the PC to learn information that would otherwise require a closer relationship with the NPC, in essence shortening the amount of time required to go from being acquaintances to trusted friends. You could also adapt the responses that NPCs give in conversation according to the result of the PC’s social skill roll. PCs who roll well will find the NPC they are speaking with offers information more directly, while those who roll poorly have to work harder and ask more questions to get the answers they seek. There are a number of possible ways to integrate role-playing and dice rolls, and your exact approach will vary depending upon the play style that you and your group prefer.
In all but a few cases (Toshiro, Satsuki, and Gorobei being the most notable, due to reluctance to speak openly about their shady pasts until the PCs have gained their trust), it is entirely possible that a PC might ask the right combination of questions in a single conversation so as to learn exactly what special skills or hidden resources a particular delegate has to offer. In speaking with Hiroko, for example, a PC might learn she likes shogi, ask if she has a shogi set, inqure where she got it, ask what became of her teacher, and finaly learn what rank her teacher holds within the Brotherhood, all without any prior knowledge of the situation. This is perfectly fine. A large part of this adventure hinges on talking to NPCs and getting to know them as individuals, and PCs who take the initiative in doing so deserve to be rewarded. Sometimes people just click, and forming such a connection with one of the NPCs can have the potential for great rewards when it comes time to negotiate.
Alternately, it is possible that the PCs might never ask the right questions. They might somehow get the idea that Shichiroji could help them get ahold of Unicorn steeds, or that Katsushiro knows someone who could teach them iaijutsu, even though neither of these rumors have any basis in truth. Or maybe they become fixated on the idea that good allies should be able to provide military support and overlook any other types of aid that various delegates might be able to offer them. If this seems to be a problem you can deal with it in a number of ways. If you are feeling generous, you can have someone (either the NPC or another guest) steer the PCs back towards the right track. Alternately, if you are feeling cruel, you can let them labor under their mistaken impressions. Hopefully they will manage to stumble their way through at least one negotiation before spring comes and they find themselves without allies.
Another consideration lies in determining how best to propose an alliance to the delegate the party decides has the most to offer them. PCs who approach everyone and say "I'm looking for allies. What do you have to offer me?" will be seen as overly direct and boorish. Some of the NPCs listed here would be very interested in helping those who share their goals, but others will need some encouragement in order to convince them that it is worth their while. Different approaches may be necessary for each one, and getting to know what type of person they are dealing with will definitely help the PCs make better choices when the time comes to get down to business.
Remember that unless the other delegates are actively looking for allies they aren't going to come right out and tell the PCs what they have to offer. Even if they do want to form an alliance with the PCs, they will approach the topic circuitously rather than coming right out and announcing their intentions. Being direct is neither appropriate nor respectable in Rokugan, and those who do not have the patience for lengthy negotiations will not do well in Court. Also, keep in mind that most alliances in the Empire involve either military support, political assistance, or trade. If the PCs ask their fellow guests what they have to offer they're likely to get an answer that involves one of these three factors. Shichiroji isn't likely to consider his map collection a bargaining chip for securing allies, and Michie has very little reason to mention her many siblings during negotiations. If the PCs negotiate well they might even receive access to such resources freely.
Of course, if the PCs make their decision solely on the basis of who can offer them the most troops or rice, that's their choice.
Talking to the various NPCs and getting to know them is a major part of a winter court adventure, but you can also play up the issue of having to work at building a good relationship in order to secure an alliance. Different delegates are sure to have different outlooks, and what may work for making a good impression with Heihachi may not be the right approach for someone like Rio. Some information on winning people over can be found here, but this is another area where fleshing the NPCs out and thinking about their individual personalities and preferences can add a lot to the adventure.
Whether or not delegates from the same Clan can be approached together or individually is up to each GM to decide. Kyuzo and Hiroko might confer with each other before offering their help to another Clan, or each may decide who they will ally with on their own. If Shichiroji and Rio come from different families within the Unicorn they might seek allies independently of each other or possibly work together for the overall benefit of the Clan.
You can also incorporate choices that are relevant to individual PCs as well. Perhaps one of the PCs is looking for someone to teach him advanced kenjutsu techniques. Forging an alliance with Kyuzo would definitely be in his best interest, even if it is not the type of aid that his Clan needs the most. Will he choose according to what will benefit his family, or what he personally desires? What if one of the PCs falls in love with another delegate? Can the PC put aside his (or her) feelings and focus on duty? An alliance would be the perfect chance to make an offer of marriage, and there may be others who would be all too willing to do so in the PC's place should he choose otherwise.
Another thing to think about before running this scenario is whether or not delegates will show any favor toward PCs who happen to be from their own Clan, or if they will bear any hostility towards members of Clans that have less than positive relations with their own. Gorobei might be willing to offer a fellow Scorpion whatever help he can give, so long as they approach him and ask. Yoshiko might be less than cordial towards Scorpion and Lion PCs, demanding more in exchange for her help, or even refusing to ally with them at all. A possible twist you can add is to introduce hidden elements about which guests would be willing to become allies of the PCs, or what conditions must be met in order for them to consider such an agreement. Toshiro may seem friendly enough, but a little bit of investigation reveals that he hates honorable samurai. Yuu has a history of accepting payment and then failing to live up to her end of the bargain. Hiroko might only help those who agree to further the spread of Shinseism in the Empire, while Maiko could demand that those who seek her support stand with her against her enemies. It is even possible for individual NPCs to make decisions based on personal quirks. Michie may not like being considered second best, and could reject PCs who approach others with offers of alliance before talking to her. Kikuchiyo might be willing to help anyone who joins him for a drink of shochu. The individual outlooks of each of the NPCs has been left up to the GM to determine according to the political climate of his or her individual campaign, but it is something that bears careful consideration in any type of negotiations such as these.
Each NPC has several pieces of information listed, which can be learned by putting in various amounts of effort.
Information included under the heading “First Glance” is readily apparent to anyone who sets eyes on the NPC in question or watches them for a few minutes. No investigation or questioning is required.
Information listed under the “Introductions” heading is likely to be provided by the NPC when he or she meets a PC for the first time. You will probably also want to include information such as a family name for the NPC and possibly more specific details about their school or duties within their Clan here as well. If a PC wishes to gossip about other guests, this information will be readily available from anyone who has met or talked about that NPC.
Information listed under the “Getting Acquainted” heading includes the type of topics that the NPC is likely to bring up in casual conversation. Of course, whether or not this information actually comes up depends on what is being discussed at the time. Few guests are vain enough to derail a conversation about the weather to start giving details about their own personal lives. If the PCs make an effort to ask the NPC about himself or herself, however, they will be able to learn these facts without much trouble. It is also possible for a PC to glean this information by asking some questions and keeping his or her ears open around Court as well.
Information listed under the “Growing Familiarity” heading requires much more effort to learn. The PCs will probably have to speak to the NPC in question a few times over the course of several days in order to reach a point where they can learn more personal facts such as these. Trying to learn too much about someone before they have gained that person’s trust has the potential to go quite badly. If a PC wishes to learn this information indirectly, such as by asking others what they know about the NPC, a number of attempts may be required.
The information listed under “Good Relations” shows the benefit that the NPC in question can offer a potential ally, and will really only be revealed once the NPC feels comfortable talking with the PC. Note that even after the PCs have learned this information, they still have to win the NPC over to their side completely, which may take further conversation and negotiation. Simply learning what the NPC has to offer does not mean that his or her support is guaranteed.
Keep in mind that the NPCs listed above aren't likely to make everything about themselves known right off the bat. Katsushiro's first words upon meeting the party should not be "Nice to meet you. Do you know my great aunt? She's very rich. She gives me lots of money, and there's no way I can even spend it all. I guess I'll have to find some allies to share it with." Not only would this be strange and unnatural, it would also make the adventure incredibly simple and boring.
Alternately, just having the players make Courtier skill rolls until they get a high enough total and then simply giving them a piece of paper with the above information on it isn't much fun. The PCs will still have to talk to people and ask the right questions. That interaction is part of what makes role-playing fun. Of course, you don't want to penalize players who invested a lot of character points into giving their character a high Courtier skill rank by making their skills absolutely useless. My personal preference is to give players who role play their conversations with NPCs well bonuses on their social skill rolls, but this approach may not work for all play groups. One good compromise is to give characters who roll particularly well when using such skills to interact with NPCs more information than they would otherwise receive. Another option is to allow the PC to learn information that would otherwise require a closer relationship with the NPC, in essence shortening the amount of time required to go from being acquaintances to trusted friends. You could also adapt the responses that NPCs give in conversation according to the result of the PC’s social skill roll. PCs who roll well will find the NPC they are speaking with offers information more directly, while those who roll poorly have to work harder and ask more questions to get the answers they seek. There are a number of possible ways to integrate role-playing and dice rolls, and your exact approach will vary depending upon the play style that you and your group prefer.
In all but a few cases (Toshiro, Satsuki, and Gorobei being the most notable, due to reluctance to speak openly about their shady pasts until the PCs have gained their trust), it is entirely possible that a PC might ask the right combination of questions in a single conversation so as to learn exactly what special skills or hidden resources a particular delegate has to offer. In speaking with Hiroko, for example, a PC might learn she likes shogi, ask if she has a shogi set, inqure where she got it, ask what became of her teacher, and finaly learn what rank her teacher holds within the Brotherhood, all without any prior knowledge of the situation. This is perfectly fine. A large part of this adventure hinges on talking to NPCs and getting to know them as individuals, and PCs who take the initiative in doing so deserve to be rewarded. Sometimes people just click, and forming such a connection with one of the NPCs can have the potential for great rewards when it comes time to negotiate.
Alternately, it is possible that the PCs might never ask the right questions. They might somehow get the idea that Shichiroji could help them get ahold of Unicorn steeds, or that Katsushiro knows someone who could teach them iaijutsu, even though neither of these rumors have any basis in truth. Or maybe they become fixated on the idea that good allies should be able to provide military support and overlook any other types of aid that various delegates might be able to offer them. If this seems to be a problem you can deal with it in a number of ways. If you are feeling generous, you can have someone (either the NPC or another guest) steer the PCs back towards the right track. Alternately, if you are feeling cruel, you can let them labor under their mistaken impressions. Hopefully they will manage to stumble their way through at least one negotiation before spring comes and they find themselves without allies.
Another consideration lies in determining how best to propose an alliance to the delegate the party decides has the most to offer them. PCs who approach everyone and say "I'm looking for allies. What do you have to offer me?" will be seen as overly direct and boorish. Some of the NPCs listed here would be very interested in helping those who share their goals, but others will need some encouragement in order to convince them that it is worth their while. Different approaches may be necessary for each one, and getting to know what type of person they are dealing with will definitely help the PCs make better choices when the time comes to get down to business.
Remember that unless the other delegates are actively looking for allies they aren't going to come right out and tell the PCs what they have to offer. Even if they do want to form an alliance with the PCs, they will approach the topic circuitously rather than coming right out and announcing their intentions. Being direct is neither appropriate nor respectable in Rokugan, and those who do not have the patience for lengthy negotiations will not do well in Court. Also, keep in mind that most alliances in the Empire involve either military support, political assistance, or trade. If the PCs ask their fellow guests what they have to offer they're likely to get an answer that involves one of these three factors. Shichiroji isn't likely to consider his map collection a bargaining chip for securing allies, and Michie has very little reason to mention her many siblings during negotiations. If the PCs negotiate well they might even receive access to such resources freely.
Of course, if the PCs make their decision solely on the basis of who can offer them the most troops or rice, that's their choice.
Talking to the various NPCs and getting to know them is a major part of a winter court adventure, but you can also play up the issue of having to work at building a good relationship in order to secure an alliance. Different delegates are sure to have different outlooks, and what may work for making a good impression with Heihachi may not be the right approach for someone like Rio. Some information on winning people over can be found here, but this is another area where fleshing the NPCs out and thinking about their individual personalities and preferences can add a lot to the adventure.
Whether or not delegates from the same Clan can be approached together or individually is up to each GM to decide. Kyuzo and Hiroko might confer with each other before offering their help to another Clan, or each may decide who they will ally with on their own. If Shichiroji and Rio come from different families within the Unicorn they might seek allies independently of each other or possibly work together for the overall benefit of the Clan.
You can also incorporate choices that are relevant to individual PCs as well. Perhaps one of the PCs is looking for someone to teach him advanced kenjutsu techniques. Forging an alliance with Kyuzo would definitely be in his best interest, even if it is not the type of aid that his Clan needs the most. Will he choose according to what will benefit his family, or what he personally desires? What if one of the PCs falls in love with another delegate? Can the PC put aside his (or her) feelings and focus on duty? An alliance would be the perfect chance to make an offer of marriage, and there may be others who would be all too willing to do so in the PC's place should he choose otherwise.
Another thing to think about before running this scenario is whether or not delegates will show any favor toward PCs who happen to be from their own Clan, or if they will bear any hostility towards members of Clans that have less than positive relations with their own. Gorobei might be willing to offer a fellow Scorpion whatever help he can give, so long as they approach him and ask. Yoshiko might be less than cordial towards Scorpion and Lion PCs, demanding more in exchange for her help, or even refusing to ally with them at all. A possible twist you can add is to introduce hidden elements about which guests would be willing to become allies of the PCs, or what conditions must be met in order for them to consider such an agreement. Toshiro may seem friendly enough, but a little bit of investigation reveals that he hates honorable samurai. Yuu has a history of accepting payment and then failing to live up to her end of the bargain. Hiroko might only help those who agree to further the spread of Shinseism in the Empire, while Maiko could demand that those who seek her support stand with her against her enemies. It is even possible for individual NPCs to make decisions based on personal quirks. Michie may not like being considered second best, and could reject PCs who approach others with offers of alliance before talking to her. Kikuchiyo might be willing to help anyone who joins him for a drink of shochu. The individual outlooks of each of the NPCs has been left up to the GM to determine according to the political climate of his or her individual campaign, but it is something that bears careful consideration in any type of negotiations such as these.
Imperial Challenges by Isawa Nazomitsu
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Location: Yukibana Rikyuu - Snowflake Villa
Basic Information
Name:
Yukibana Rikyuu - Snowflake Villa
Stewards:
The Imperial Families
Suggested Location:
Somewhere in Miya lands, although any territory held by one of the main Imperial Families will work. In a pinch, it can also be placed in Crane or Lion lands, with the villa itself being a special holding of the Imperial Families.
Yukibana Rikyuu - Snowflake Villa
Stewards:
The Imperial Families
Suggested Location:
Somewhere in Miya lands, although any territory held by one of the main Imperial Families will work. In a pinch, it can also be placed in Crane or Lion lands, with the villa itself being a special holding of the Imperial Families.
Background
Everyone knows about the Imperial Winter Court. The eyes and ears of all citizens of the Empire turn there to pay witness as the most influential figures of the Clans gather to pay respect to the rightful ruler of the Empire. It is the center of all social and political activity for the winter season. Equally famous, if not as prestigious, are the winter courts held at Kyuden Seppun and Kyuden Otomo, which also garner a great deal of attention from onlookers. There are those among the Imperial Families, however, who are not up to the rigors of such high-profile winter courts. For them, the Miya maintain Yukibana Rikyuu, the Snowflake Villa, where honored Imperials may spend the winter months in peace and tranquility.
The villa was originally constructed for a niece of the reigning Emperor generations ago. Suffering from poor nerves, she found the demands of court too taxing and retreated to her room for most of the winter each year. Her uncle commanded that a private sanctuary be built so that she could spend the winter season in comfort and peace. The result was a marvelous estate, complete with a breathtakingly beautiful garden, truly worthy of a relative of the Emperor. Indeed, the prestige of the place was such that the spending the winter with the Emperor’s niece at Snowflake Villa became almost as coveted an honor as attending the Emperor’s Winter Court.
Over the years, Snowflake Villa has continued to serve as winter home for influential figures seeking a brief respite from the pressures of politics. It is especially common for members of the Otomo and Seppun families who are about to retire to go to Snowflake Villa rather than take part in Winter Court. On the other hand, younger Imperials are also fond of visiting, simply so that they can say they have done so. Although it is not a glamorous or exciting place, the Miya maintain it to be as comfortable and inviting as a true palace.
Guests from other Clans are a rarity at Snowflake Villa. It is normally closed to all but the Imperial Families and their personal servants, and outsiders are expected to respect the Imperials’ privacy. However, it is possible for samurai to be personally invited as guests of an Imperial personage. This is a great honor, as not many are allowed to enter the private sanctum of the Imperial Families, and those who are asked to join an Imperial who travels to Snowflake Villa for the winter are often the subject of a great deal of envy and admiration.
The villa was originally constructed for a niece of the reigning Emperor generations ago. Suffering from poor nerves, she found the demands of court too taxing and retreated to her room for most of the winter each year. Her uncle commanded that a private sanctuary be built so that she could spend the winter season in comfort and peace. The result was a marvelous estate, complete with a breathtakingly beautiful garden, truly worthy of a relative of the Emperor. Indeed, the prestige of the place was such that the spending the winter with the Emperor’s niece at Snowflake Villa became almost as coveted an honor as attending the Emperor’s Winter Court.
Over the years, Snowflake Villa has continued to serve as winter home for influential figures seeking a brief respite from the pressures of politics. It is especially common for members of the Otomo and Seppun families who are about to retire to go to Snowflake Villa rather than take part in Winter Court. On the other hand, younger Imperials are also fond of visiting, simply so that they can say they have done so. Although it is not a glamorous or exciting place, the Miya maintain it to be as comfortable and inviting as a true palace.
Guests from other Clans are a rarity at Snowflake Villa. It is normally closed to all but the Imperial Families and their personal servants, and outsiders are expected to respect the Imperials’ privacy. However, it is possible for samurai to be personally invited as guests of an Imperial personage. This is a great honor, as not many are allowed to enter the private sanctum of the Imperial Families, and those who are asked to join an Imperial who travels to Snowflake Villa for the winter are often the subject of a great deal of envy and admiration.
Features
Major Features:
In many ways Snowflake Villa appears to be similar to other estates used by important nobles, but there are three features which set it apart. The first is recognizable in its design. Because it functions primarily as a winter retreat, it has been groomed so as to appear most beautiful in the snow. While its garden would look quite plain in any other season, in winter it is truly a thing of wonder. Trees, shrubs, and stones create an entirely new landscape when shrouded in white. Paths through the garden are kept groomed, but areas of pristine untouched snow are also maintained. The result is a garden that is at once both tranquil and enchanting.
Another point about Snowflake Villa is the care that has been taken to create a winter home that can be enjoyed in comfort. Each room has a recessed area in the floor which is used to hold an earthen pot full of charcoal. The warmth this heating system provides is such that those nearby can easily forget the cold weather outside. Prayers to air kami keep cold drafts outside, and the main chamber of the estate is enchanted so that those within can look out on the snow-covered garden without becoming chilled. There is even a hot spring on the grounds, so that dignitaries can enjoy a warm bath any time they wish.
The final unique feature is the scarcity of servants on the estate grounds. While some may believe (whether accurately or not), that Imperials prefer to be waited on hand and foot, the servants at Snowflake Villa have been instructed by the Miya to stay out of sight unless called upon to do otherwise. They perform their normal duties without fail, but largely leave guests to enjoy the peace and solitude that is all too rare in an Imperial’s life. Even the sentries keep their distance, patrolling the area from outside the estate grounds. They, like the servants, can be found if they are needed, but do their best not to encroach on their masters’ privacy.
Because Snowflake Villa is intended for use in the winter, the amount of water used in its landscaping is reduced. Instead of large bodies of water like those in the pictures above, it features more paths, open areas, and low trees and shrubs that look attractive when covered with snow. On the whole, however, it generally resembles the type of complex shown in the above pictures.
You can, of course, add other features that you think would be appropriate or interesting.
In many ways Snowflake Villa appears to be similar to other estates used by important nobles, but there are three features which set it apart. The first is recognizable in its design. Because it functions primarily as a winter retreat, it has been groomed so as to appear most beautiful in the snow. While its garden would look quite plain in any other season, in winter it is truly a thing of wonder. Trees, shrubs, and stones create an entirely new landscape when shrouded in white. Paths through the garden are kept groomed, but areas of pristine untouched snow are also maintained. The result is a garden that is at once both tranquil and enchanting.
Another point about Snowflake Villa is the care that has been taken to create a winter home that can be enjoyed in comfort. Each room has a recessed area in the floor which is used to hold an earthen pot full of charcoal. The warmth this heating system provides is such that those nearby can easily forget the cold weather outside. Prayers to air kami keep cold drafts outside, and the main chamber of the estate is enchanted so that those within can look out on the snow-covered garden without becoming chilled. There is even a hot spring on the grounds, so that dignitaries can enjoy a warm bath any time they wish.
The final unique feature is the scarcity of servants on the estate grounds. While some may believe (whether accurately or not), that Imperials prefer to be waited on hand and foot, the servants at Snowflake Villa have been instructed by the Miya to stay out of sight unless called upon to do otherwise. They perform their normal duties without fail, but largely leave guests to enjoy the peace and solitude that is all too rare in an Imperial’s life. Even the sentries keep their distance, patrolling the area from outside the estate grounds. They, like the servants, can be found if they are needed, but do their best not to encroach on their masters’ privacy.
Because Snowflake Villa is intended for use in the winter, the amount of water used in its landscaping is reduced. Instead of large bodies of water like those in the pictures above, it features more paths, open areas, and low trees and shrubs that look attractive when covered with snow. On the whole, however, it generally resembles the type of complex shown in the above pictures.
You can, of course, add other features that you think would be appropriate or interesting.
NPCs
NPCs:
The current resident of Snowflake Villa is a dignitary named Morisato. He is widely regarded as an influential functionary from one of the Imperial Families, although his status is largely ceremonial. Most people afford him a good deal of respect, and he has a fair amount of influence in political matters. Recently, though, he has turned his attention to more spiritual concerns. Rather than spend the winter engaging in the social games of the court, he has come to Snowflake Villa to meditate in solitude and reflect upon the world and his place in it.
Morisato’s family name is left up to individual GMs to determine as appropriate for the political situations in their own campaigns. He could be an Otomo or Seppun, a Miya, or even a close relative of the Emperor or Empress.
Accompanying Morisato are his three daughters. Renowned for their beauty, charm, and grace, they are called “the three goddesses” by some, and are admired by many. Despite their high social standing, they are generally polite and approachable, even to the point where one can forget that they are high-born members of the Imperial Family. Though they maintain proper decorum befitting their station, they do not go out of their way to remind people of their status. This is one of the factors that accounts for much of their popularity whenever they appear in court, besides their obvious attractiveness, of course.
His oldest daughter is named Kako. Trained as a bushi, she is very impulsive and headstrong, often speaking or acting before she thinks about the consequences. She is also fond of meddling in other people’s affairs, and has a habit of gossiping and poking her nose into the business of others. If left to her own devices at Snowflake Villa, Kako will attempt to pass the time reading pillow books and sipping plum wine, but is likely to become bored quickly. Once this happens she will not hesitate to let others know her displeasure, either directly or indirectly.
Morisato’s second daughter is Ariyo. Although she is a skilled courtier, she has a dislike of conflict and does her best to avoid argument. Somewhat more mature and responsible than Kako and Mirai, she is exceptionally sensitive to others’ emotions. Ariyo sincerely cares about others and tries to do what is best for everyone, even at her own expense. She will try not to be a bother during her stay, but being the perfect daughter all the time is difficult, especially if she has to watch over Kako and Mirai, and she may need someone to lend her emotional support.
His youngest daughter, Mirai, is much more idealistic than her sisters. While young, she has developed some skill as a shugenja, and is also interested in studying the world around her. The idea that the impossible might be made possible appeals to her, and she spends a lot of time dreaming of things that she will one day create with her magic. Mirai has yet to stretch her wings as an individual. She spends a lot of time following after her sisters, and can appear immature at times. She is also slightly insecure and becomes lonely quite easily if left all alone.
The three sisters sometimes refer to one another by the names they held before they reached adulthood. Kako was called Chi, Ariyo went by the name Ren, and Mirai was known as Ten. Although they do not use such familiar names in formal situations, they can forget themselves when the setting is more relaxed. It is worth noting that anyone outside the family who used one of these names to refer to one of the sisters would be assuming a very high level of familiarity. Depending on the situation this might be endearing, awkward, or even scandalous.
You can, of course, let the PCs encounter other NPCs at Snowflake Villa as well. There are not usually a large number of guests, Imperial or otherwise, in attendance at any one time, but you can always make an exception if it suits your campaign to bring others there.
The current resident of Snowflake Villa is a dignitary named Morisato. He is widely regarded as an influential functionary from one of the Imperial Families, although his status is largely ceremonial. Most people afford him a good deal of respect, and he has a fair amount of influence in political matters. Recently, though, he has turned his attention to more spiritual concerns. Rather than spend the winter engaging in the social games of the court, he has come to Snowflake Villa to meditate in solitude and reflect upon the world and his place in it.
Morisato’s family name is left up to individual GMs to determine as appropriate for the political situations in their own campaigns. He could be an Otomo or Seppun, a Miya, or even a close relative of the Emperor or Empress.
Accompanying Morisato are his three daughters. Renowned for their beauty, charm, and grace, they are called “the three goddesses” by some, and are admired by many. Despite their high social standing, they are generally polite and approachable, even to the point where one can forget that they are high-born members of the Imperial Family. Though they maintain proper decorum befitting their station, they do not go out of their way to remind people of their status. This is one of the factors that accounts for much of their popularity whenever they appear in court, besides their obvious attractiveness, of course.
His oldest daughter is named Kako. Trained as a bushi, she is very impulsive and headstrong, often speaking or acting before she thinks about the consequences. She is also fond of meddling in other people’s affairs, and has a habit of gossiping and poking her nose into the business of others. If left to her own devices at Snowflake Villa, Kako will attempt to pass the time reading pillow books and sipping plum wine, but is likely to become bored quickly. Once this happens she will not hesitate to let others know her displeasure, either directly or indirectly.
Morisato’s second daughter is Ariyo. Although she is a skilled courtier, she has a dislike of conflict and does her best to avoid argument. Somewhat more mature and responsible than Kako and Mirai, she is exceptionally sensitive to others’ emotions. Ariyo sincerely cares about others and tries to do what is best for everyone, even at her own expense. She will try not to be a bother during her stay, but being the perfect daughter all the time is difficult, especially if she has to watch over Kako and Mirai, and she may need someone to lend her emotional support.
His youngest daughter, Mirai, is much more idealistic than her sisters. While young, she has developed some skill as a shugenja, and is also interested in studying the world around her. The idea that the impossible might be made possible appeals to her, and she spends a lot of time dreaming of things that she will one day create with her magic. Mirai has yet to stretch her wings as an individual. She spends a lot of time following after her sisters, and can appear immature at times. She is also slightly insecure and becomes lonely quite easily if left all alone.
The three sisters sometimes refer to one another by the names they held before they reached adulthood. Kako was called Chi, Ariyo went by the name Ren, and Mirai was known as Ten. Although they do not use such familiar names in formal situations, they can forget themselves when the setting is more relaxed. It is worth noting that anyone outside the family who used one of these names to refer to one of the sisters would be assuming a very high level of familiarity. Depending on the situation this might be endearing, awkward, or even scandalous.
You can, of course, let the PCs encounter other NPCs at Snowflake Villa as well. There are not usually a large number of guests, Imperial or otherwise, in attendance at any one time, but you can always make an exception if it suits your campaign to bring others there.
Themes
Atmosphere:
Snowflake Villa is a place of incredible beauty and great comfort, but it is also a simple place. It is palatial, but not overly ostentatious or extravagant, offering nobles who visit the opportunity to refresh their minds, bodies, and spirits. Spending the winter at Snowflake Villa is not the same as attending Winter Court. There are no outside sources of excitement, nor any big events to take part in. It is a quiet and tranquil place, free from both the demands of daily life and the hustle and bustle of politics.
The theme for the adventures at Snowflake Villa is family. Though the PCs are not part of the family, they can very easily become embroiled in the the affairs of Morisato and his daughters, and will have to be especially diplomatic about how they deal with the issues that arise. If the PCs handle themselves well the relationship they forge with the three girls may even be as close as that between true siblings. Before they can get to that level, however, they will need to deal with a number of family-related concerns.
Snowflake Villa is a place of incredible beauty and great comfort, but it is also a simple place. It is palatial, but not overly ostentatious or extravagant, offering nobles who visit the opportunity to refresh their minds, bodies, and spirits. Spending the winter at Snowflake Villa is not the same as attending Winter Court. There are no outside sources of excitement, nor any big events to take part in. It is a quiet and tranquil place, free from both the demands of daily life and the hustle and bustle of politics.
The theme for the adventures at Snowflake Villa is family. Though the PCs are not part of the family, they can very easily become embroiled in the the affairs of Morisato and his daughters, and will have to be especially diplomatic about how they deal with the issues that arise. If the PCs handle themselves well the relationship they forge with the three girls may even be as close as that between true siblings. Before they can get to that level, however, they will need to deal with a number of family-related concerns.
Getting There
Getting There:
There are a number of ways you can bring your players to Snowflake Villa.
If they belong to one of the Imperial Families you can simply have them or one of their immediate relatives decide to make use of the estate for the winter season and insist on bringing the PCs along. When they arrive, they happen to discover that Morisato and his family are also in attendance. Although it is uncommon for multiple groups to spend the winter at Snowflake Villa at the same time it is not unheard of, and because both of them have a right to use the facilities there is no reason why either of them should object to the presence of the other.
This same approach can be used if the PCs have a close ally who is a member of the Imperial Families, although as specially invited guests they will have to be more careful about how they handle themselves. Should they do anything to displease Morisato, his daughters, or their Imperial patron they may find themselves ejected from the Villa and forced to trudge home through the cold and snow.
If your PCs are not members of the Imperial Family and have no close connection to someone who is, there is little chance that they would be allowed to use Snowflake Villa for themselves. In this case, the easiest way to have them visit Snowflake Villa is by invitation.
One easy solution is for Morisato himself to be the one to invite the PCs. This requires a little advance planning, as he would be unlikely to invite strangers that he has just met. If you have a chance to introduce Morisato in advance and let the PCs interact with him the invitation will be much more believable. Once he gets to know them and can witness their integrity and prowess for himself, it would not be inconceivable for him to ask them to accompany him and his daughters.
If your PCs have not met Morisato before and you do not have a chance to set up a series of social encounters with him before using these scenarios, it is possible for another member of the Imperial Families who has met the PCs to introduce them to him and speak to their qualifications as reliable samurai. In this case, the PCs will have to try even harder to satisfy and impress Morisato and his daughters, lest they make their supporter look bad.
Even if the PCs have no allies in high places, they may still be selected to join Morisato at Snowflake Villa for the winter. The leaders of the Great Clans are always eager to curry favor with the Imperials, and may offer the services of their samurai in an effort to gain future political allies. The PCs may be selected by the heads of their families for such a duty and sent to serve Morisato in the hopes that they can influence him favorably. Again, this would mean that the actions of the PCs would reflect not only on themselves but also on their superiors. If they do well it may mean great things for them and their families, but failure would have dire consequences.
There are a number of ways you can bring your players to Snowflake Villa.
If they belong to one of the Imperial Families you can simply have them or one of their immediate relatives decide to make use of the estate for the winter season and insist on bringing the PCs along. When they arrive, they happen to discover that Morisato and his family are also in attendance. Although it is uncommon for multiple groups to spend the winter at Snowflake Villa at the same time it is not unheard of, and because both of them have a right to use the facilities there is no reason why either of them should object to the presence of the other.
This same approach can be used if the PCs have a close ally who is a member of the Imperial Families, although as specially invited guests they will have to be more careful about how they handle themselves. Should they do anything to displease Morisato, his daughters, or their Imperial patron they may find themselves ejected from the Villa and forced to trudge home through the cold and snow.
If your PCs are not members of the Imperial Family and have no close connection to someone who is, there is little chance that they would be allowed to use Snowflake Villa for themselves. In this case, the easiest way to have them visit Snowflake Villa is by invitation.
One easy solution is for Morisato himself to be the one to invite the PCs. This requires a little advance planning, as he would be unlikely to invite strangers that he has just met. If you have a chance to introduce Morisato in advance and let the PCs interact with him the invitation will be much more believable. Once he gets to know them and can witness their integrity and prowess for himself, it would not be inconceivable for him to ask them to accompany him and his daughters.
If your PCs have not met Morisato before and you do not have a chance to set up a series of social encounters with him before using these scenarios, it is possible for another member of the Imperial Families who has met the PCs to introduce them to him and speak to their qualifications as reliable samurai. In this case, the PCs will have to try even harder to satisfy and impress Morisato and his daughters, lest they make their supporter look bad.
Even if the PCs have no allies in high places, they may still be selected to join Morisato at Snowflake Villa for the winter. The leaders of the Great Clans are always eager to curry favor with the Imperials, and may offer the services of their samurai in an effort to gain future political allies. The PCs may be selected by the heads of their families for such a duty and sent to serve Morisato in the hopes that they can influence him favorably. Again, this would mean that the actions of the PCs would reflect not only on themselves but also on their superiors. If they do well it may mean great things for them and their families, but failure would have dire consequences.
Challenge / Focus / Strikes
Three Sisters
Challenge:
Morisato asks the PCs to spend the winter with him and his three daughters at Yukibana Rikyuu. While he is looking forward to a few months of quiet contemplation, meditation, and relaxation to clear his mind and refresh his spirit, he worries that his daughters will find such an uneventful winter boring and tedious. Thus, he would like the PCs to keep his daughters engaged and entertained.
If the PCs have never met Morisato before, you can use some of the suggestions provided above to get them into a situation where he would be able to make such a request.
Focus:
It takes some time for Morisato’s daughters to warm up to the PCs. Kako resents outsiders invading her privacy, and may even accuse the PCs of spying on her at her father’s behest. Ariyo worries that the PCs are serving her father because they have some hidden political agenda and are trying to influence him, so she tries to spend very little time with them, becoming distant and aloof. Mirai is initially friendly, but after a few days she begins to suspect that the PCs are only spending time with her because her father requested it and do not actually consider her a friend.
Strike:
If the PCs are to fulfill their mission of keeping Morisato’s daughters happy they will first have to find some way of winning them over. There is little chance that they will be able to keep the three girls from becoming bored and unhappy if they are unable to reach some sort of positive relationship with them. Only after they convince the sisters that they truly do mean well will they be able to make any headway. Even once they do so, however, they will still need to work at entertaining them during the long, lonely winter months.
If you want to give your PCs some encouragement you can have a servant or ally mention to them that the three girls are quite well-mannered and friendly once they are suitably acquianted with someone. The PCs simply have to get past the obstacle of winning them over and they will be able to get along without trouble. Alternately, you can make getting on the girls’ good side much more difficult. They might take quite some time to trust the PCs, and the issues that prevent them from opening up might be much less apparent. The degree of challenge that making a good impression presents is completely up to you to decide.
There are some other reasons you can use to explain why Morisato’s daughters may react badly to the PCs’ presence. One possibility is that they find the PCs boring. The girls’ favorite pastime may be gossiping, painting pictures of the snow-covered trees, or playing hanafuda (a type of card game). If the PCs do not have any skill in these areas, the girls are likely to dismiss them as “just another group of dullards.” For characters that have few skills outside fighting and making war entertaining young ladies could prove to be a huge challenge.
The PCs might have the misfortune to belong to a family or Clan that is not in favor, causing them to be viewed in a negative light. While it may seem unfair to us to be judged by the words or actions of another, Rokugani have no qualms about letting one person’s dishonor spread to their whole family. The PCs may need to prove their worth as individuals before they have a chance at gaining the girls’ esteem.
Or, the problem might arise from the girls themselves. Perhaps they are used to deference from Clan samurai and expect the PCs to do whatever they say. They do have the social standing to order the party around, and if they are spoiled or pushy the PCs might find themselves stuck in a very difficult situation.
If you want to take a cue from several anime or manga stories, one of the PCs might walk in on one of the girls when she is less than fully dressed, earning him a reputation as a pervert. If played seriously this turn of events would have extremely drastic consequences, but if you want to take a more comedic approach it can lead to a number of interesting and funny misunderstandings in the future.
One of the main challenges in this scenario comes from the fact that the PCs may not know exactly which social rules apply in their interactions with Kako, Ariyo, and Mirai. The girls are members of the Imperial Family, and would likely be their superiors in normal circumstances. However, that may or may not have been what Morisato intended when he asked the PCs to accompany him. If he asked the PCs to serve as chaperones in his stead, their status would effectively be increased to the point where they could potentially give the girls orders. On the other hand, if he wanted the PCs to attend to his daughters’ wishes, the party could find themselves being treated more like servants than samurai. The girls and the PCs may both spend some time trying to determine exactly what to expect from one another.
Perhaps the most difficult social situation to navigate is building a friendship with Morisato’s daughters. The PCs could potentially reach a point where they are able to feel at ease being informal with the three girls, speaking frankly, calling them by their childhood names, making jokes at their expense, and even spending time alone together unsupervised. This type of behavior might be overlooked in the isolation of Snowflake Villa, but were it witnessed by anyone else it could cause a great scandal. Will the PCs remember their station, or will they forget themselves? What if Kako, Ariyo, and Mirai dearly want to have that kind of friendship with the PCs? Can people truly be friends if their social standings are so unequal?
Finally, don’t forget the challenge of finding ways to keep the three girls entertained. Winter can be long and boring, and if the PCs do not find some way to fill the time they may find other problems presenting themselves…
All friendships start with the risk of rejection. Only a few involve the risk of causing a political catastrophe.
Morisato asks the PCs to spend the winter with him and his three daughters at Yukibana Rikyuu. While he is looking forward to a few months of quiet contemplation, meditation, and relaxation to clear his mind and refresh his spirit, he worries that his daughters will find such an uneventful winter boring and tedious. Thus, he would like the PCs to keep his daughters engaged and entertained.
If the PCs have never met Morisato before, you can use some of the suggestions provided above to get them into a situation where he would be able to make such a request.
Focus:
It takes some time for Morisato’s daughters to warm up to the PCs. Kako resents outsiders invading her privacy, and may even accuse the PCs of spying on her at her father’s behest. Ariyo worries that the PCs are serving her father because they have some hidden political agenda and are trying to influence him, so she tries to spend very little time with them, becoming distant and aloof. Mirai is initially friendly, but after a few days she begins to suspect that the PCs are only spending time with her because her father requested it and do not actually consider her a friend.
Strike:
If the PCs are to fulfill their mission of keeping Morisato’s daughters happy they will first have to find some way of winning them over. There is little chance that they will be able to keep the three girls from becoming bored and unhappy if they are unable to reach some sort of positive relationship with them. Only after they convince the sisters that they truly do mean well will they be able to make any headway. Even once they do so, however, they will still need to work at entertaining them during the long, lonely winter months.
If you want to give your PCs some encouragement you can have a servant or ally mention to them that the three girls are quite well-mannered and friendly once they are suitably acquianted with someone. The PCs simply have to get past the obstacle of winning them over and they will be able to get along without trouble. Alternately, you can make getting on the girls’ good side much more difficult. They might take quite some time to trust the PCs, and the issues that prevent them from opening up might be much less apparent. The degree of challenge that making a good impression presents is completely up to you to decide.
There are some other reasons you can use to explain why Morisato’s daughters may react badly to the PCs’ presence. One possibility is that they find the PCs boring. The girls’ favorite pastime may be gossiping, painting pictures of the snow-covered trees, or playing hanafuda (a type of card game). If the PCs do not have any skill in these areas, the girls are likely to dismiss them as “just another group of dullards.” For characters that have few skills outside fighting and making war entertaining young ladies could prove to be a huge challenge.
The PCs might have the misfortune to belong to a family or Clan that is not in favor, causing them to be viewed in a negative light. While it may seem unfair to us to be judged by the words or actions of another, Rokugani have no qualms about letting one person’s dishonor spread to their whole family. The PCs may need to prove their worth as individuals before they have a chance at gaining the girls’ esteem.
Or, the problem might arise from the girls themselves. Perhaps they are used to deference from Clan samurai and expect the PCs to do whatever they say. They do have the social standing to order the party around, and if they are spoiled or pushy the PCs might find themselves stuck in a very difficult situation.
If you want to take a cue from several anime or manga stories, one of the PCs might walk in on one of the girls when she is less than fully dressed, earning him a reputation as a pervert. If played seriously this turn of events would have extremely drastic consequences, but if you want to take a more comedic approach it can lead to a number of interesting and funny misunderstandings in the future.
One of the main challenges in this scenario comes from the fact that the PCs may not know exactly which social rules apply in their interactions with Kako, Ariyo, and Mirai. The girls are members of the Imperial Family, and would likely be their superiors in normal circumstances. However, that may or may not have been what Morisato intended when he asked the PCs to accompany him. If he asked the PCs to serve as chaperones in his stead, their status would effectively be increased to the point where they could potentially give the girls orders. On the other hand, if he wanted the PCs to attend to his daughters’ wishes, the party could find themselves being treated more like servants than samurai. The girls and the PCs may both spend some time trying to determine exactly what to expect from one another.
Perhaps the most difficult social situation to navigate is building a friendship with Morisato’s daughters. The PCs could potentially reach a point where they are able to feel at ease being informal with the three girls, speaking frankly, calling them by their childhood names, making jokes at their expense, and even spending time alone together unsupervised. This type of behavior might be overlooked in the isolation of Snowflake Villa, but were it witnessed by anyone else it could cause a great scandal. Will the PCs remember their station, or will they forget themselves? What if Kako, Ariyo, and Mirai dearly want to have that kind of friendship with the PCs? Can people truly be friends if their social standings are so unequal?
Finally, don’t forget the challenge of finding ways to keep the three girls entertained. Winter can be long and boring, and if the PCs do not find some way to fill the time they may find other problems presenting themselves…
All friendships start with the risk of rejection. Only a few involve the risk of causing a political catastrophe.
Falling Out
Challenge:
The normally tranquil atmosphere of Snowflake Villa is shattered by a disagreement between two of Morisato’s daughters. The girls have had a falling out over some matter and want nothing to do with one another. Snowflake Villa is not that large, however, and they are not really able to get away from each other.
The nature of the argument and the two girls that become involved are up to individual GMs to decide, although some sugggestions are given below.
Focus:
At first the two girls merely ignore each other, but as their anger grows they begin to take more direct action. First they slight one another when they cross paths. Then they escalate to making hurtful remarks. If nothing is done, they eventually take to making outright insults and may even engage in a very unladylike and shameful shouting match.
Strike:
If things get to the point where Morisato’s quiet contemplation is disturbed, he will voice his anger at the entire household. The PCs would do well to find some way to settle the conflict, or at least manage it, before that happens. If they can restore peace to Snowflake Villa they will prevent a terrible scene and make life a lot more pleasant for everyone.
There are any number of reasons why different sisters could have a falling out. Feel free to choose from the possibilities described here, or choose two sisters and imagine a reason for them to fight on your own. With a small number of people cooped up together for days on end in the middle of winter there's sure to be something that will cause them to get peeved at one another.
Although she is the eldest, Kako has trouble acting responsibly, and even more trouble apologizing when she does something wrong. It is certainly possible for her to say or do something that rubs Ariyo or Mirai the wrong way and then be too stubborn to make amends. On the other hand, she might feel that having her younger sisters around prevents her from having real fun and resent their interference in her life.
Ariyo tries her best to avoid conflict, but she can be judgmental, especially in regards to her family. She is also strong willed. It is entirely possible for her to make a critical comment about either of her sisters and refuse to apologize for what she sees as an innocent and completely justified remark. Alternately, she may feel that she is unfairly burdened with responsibilities, and that Kako and Mirai do not appreciate her.
For the most part, Mirai idolizes her sisters, but being the youngest sometimes makes it difficult to relate to them as equals. She could object to her sisters treating her like a child. This may be a legitimate complaint, or she might just be overreacting. Or, she could lapse into a stint of immature behavior, teasing either Kako or Ariyo just a little too much and causing them to lose their temper.
Numerous other causes for argument exist as well, as readers who grew up with brothers or sisters will certainly know. One sister may break or damage an item that belongs to another. Careless words may have more of an impact than intended. Maybe two sisters have feelings for the same man. This could be an especially big problem if the object of their affections is one of the PCs, who must then decide who he will spurn and whose feelings (if anyone) he will reciprocate.
Some PCs may believe that it is not their place to get involved in such a matter. They are not members of the family and have no business sticking their noses where they do not belong. While this is technically true, the very fact that they are present to witness the argument, as well as insults and outbursts that may occur, makes them involved. Should Morisato become aware of what has transpired or have to intervene himself, it will cause him to suffer a loss of face in front of the PCs. This would be a very uncomfortable situation for everyone involved. Settling the argument without any major incident would benefit not only the girls and Morisato, but it would ultimately save the PCs from having to go through future unpleasantness as well.
Another way to get reluctant PCs involved is to have one of the sisters ask them to intervene. Not only does she fear the consequences her father may impose, but she truly cares for her sisters. If she is not one of the two who are involved in the quarrel she could ask the PCs to bring the others to their senses and get them to stop fighting. If she is one of the squabbling sisters she may recruit the PCs in order to convince the others that she is right. Either way, once the PCs are approached they will have a hard time keeping themselves from being drawn into the fight. Even if they try to stay neutral, they may find themselves being accused of favoritism.
In addition to the personal aspect of the quarrel, you can introduce a political angle as well. All three sisters are members of the Imperial Families, and stand to hold significant power in the future. Different PCs may be inclined (or ordered) to gain the favor of one sister or another in the hopes that they can count her as an ally down the road. How they go about this goal at a time like this can have a big impact on how the daughter they choose to support, as well as her sisters, view them in the future. Will they be unfailingly loyal, honest in laying blame, or underhanded and vengeful? Is it really worth winning political favor when the cost may be the love between two sisters?
If you really want to make things difficult for the PCs you can have them be involved in the conflict from the start. Maybe one of them says or does something that draws the ire of one of the sisters and she begins to fight with the PCs. Or maybe the matter begins as an argument between two sisters but grows to engulf the entire household as sides are taken and battle lines are drawn. It’s even possible that the argument could begin because of something one of the PCs says. Some of the most terrible wars in history have been started simply by a man declaring one woman more charming than another…
You only hurt the ones you love. If they love you back, though, they’ll be sure to return the favor.
The normally tranquil atmosphere of Snowflake Villa is shattered by a disagreement between two of Morisato’s daughters. The girls have had a falling out over some matter and want nothing to do with one another. Snowflake Villa is not that large, however, and they are not really able to get away from each other.
The nature of the argument and the two girls that become involved are up to individual GMs to decide, although some sugggestions are given below.
Focus:
At first the two girls merely ignore each other, but as their anger grows they begin to take more direct action. First they slight one another when they cross paths. Then they escalate to making hurtful remarks. If nothing is done, they eventually take to making outright insults and may even engage in a very unladylike and shameful shouting match.
Strike:
If things get to the point where Morisato’s quiet contemplation is disturbed, he will voice his anger at the entire household. The PCs would do well to find some way to settle the conflict, or at least manage it, before that happens. If they can restore peace to Snowflake Villa they will prevent a terrible scene and make life a lot more pleasant for everyone.
There are any number of reasons why different sisters could have a falling out. Feel free to choose from the possibilities described here, or choose two sisters and imagine a reason for them to fight on your own. With a small number of people cooped up together for days on end in the middle of winter there's sure to be something that will cause them to get peeved at one another.
Although she is the eldest, Kako has trouble acting responsibly, and even more trouble apologizing when she does something wrong. It is certainly possible for her to say or do something that rubs Ariyo or Mirai the wrong way and then be too stubborn to make amends. On the other hand, she might feel that having her younger sisters around prevents her from having real fun and resent their interference in her life.
Ariyo tries her best to avoid conflict, but she can be judgmental, especially in regards to her family. She is also strong willed. It is entirely possible for her to make a critical comment about either of her sisters and refuse to apologize for what she sees as an innocent and completely justified remark. Alternately, she may feel that she is unfairly burdened with responsibilities, and that Kako and Mirai do not appreciate her.
For the most part, Mirai idolizes her sisters, but being the youngest sometimes makes it difficult to relate to them as equals. She could object to her sisters treating her like a child. This may be a legitimate complaint, or she might just be overreacting. Or, she could lapse into a stint of immature behavior, teasing either Kako or Ariyo just a little too much and causing them to lose their temper.
Numerous other causes for argument exist as well, as readers who grew up with brothers or sisters will certainly know. One sister may break or damage an item that belongs to another. Careless words may have more of an impact than intended. Maybe two sisters have feelings for the same man. This could be an especially big problem if the object of their affections is one of the PCs, who must then decide who he will spurn and whose feelings (if anyone) he will reciprocate.
Some PCs may believe that it is not their place to get involved in such a matter. They are not members of the family and have no business sticking their noses where they do not belong. While this is technically true, the very fact that they are present to witness the argument, as well as insults and outbursts that may occur, makes them involved. Should Morisato become aware of what has transpired or have to intervene himself, it will cause him to suffer a loss of face in front of the PCs. This would be a very uncomfortable situation for everyone involved. Settling the argument without any major incident would benefit not only the girls and Morisato, but it would ultimately save the PCs from having to go through future unpleasantness as well.
Another way to get reluctant PCs involved is to have one of the sisters ask them to intervene. Not only does she fear the consequences her father may impose, but she truly cares for her sisters. If she is not one of the two who are involved in the quarrel she could ask the PCs to bring the others to their senses and get them to stop fighting. If she is one of the squabbling sisters she may recruit the PCs in order to convince the others that she is right. Either way, once the PCs are approached they will have a hard time keeping themselves from being drawn into the fight. Even if they try to stay neutral, they may find themselves being accused of favoritism.
In addition to the personal aspect of the quarrel, you can introduce a political angle as well. All three sisters are members of the Imperial Families, and stand to hold significant power in the future. Different PCs may be inclined (or ordered) to gain the favor of one sister or another in the hopes that they can count her as an ally down the road. How they go about this goal at a time like this can have a big impact on how the daughter they choose to support, as well as her sisters, view them in the future. Will they be unfailingly loyal, honest in laying blame, or underhanded and vengeful? Is it really worth winning political favor when the cost may be the love between two sisters?
If you really want to make things difficult for the PCs you can have them be involved in the conflict from the start. Maybe one of them says or does something that draws the ire of one of the sisters and she begins to fight with the PCs. Or maybe the matter begins as an argument between two sisters but grows to engulf the entire household as sides are taken and battle lines are drawn. It’s even possible that the argument could begin because of something one of the PCs says. Some of the most terrible wars in history have been started simply by a man declaring one woman more charming than another…
You only hurt the ones you love. If they love you back, though, they’ll be sure to return the favor.
Party Crashers
Challenge:
Three young men arrive at Snowflake Villa in the middle of the afternoon, completely unannounced. They wear the mon of one of the Imperial Families, and the fact that they were able to prove their identities to the sentries outside the estate makes it unlikely that they pose any sort of threat. Still, their sudden arrival is certainly unorthodox.
Focus:
Kikazaru, Mizaru, and Iwazaru are indeed members of the Seppun family. They report that they decided to come to Snowflake Villa on the spur of the moment and had no idea that anyone was in attendance. The truth is that the three brothers heard a rumor that Morisato’s three beautiful daughters were spending the winter sequestered away at Snowflake Villa and decided to pay a visit. Although they do not harbor any ill intentions, neither are they particularly refined.
Strike:
Although the three young men do not deliberately cause trouble, their presence gradually becomes more and more disruptive. Having so many young people in the same place leads to high levels of excitement, and it is easy to forget oneself in such an unstructured environment. Unless the PCs intervene before things get out of hand Morisato’s paternal wrath will fall on everyone. will have to face Morisato’s paternal wrath.
Having three bored young men and three attractive young women cooped up in the same building for an extended period of time is a recipe for trouble. Even if nothing inappropriate occurs, having more people around means that there will be more noise and activity to disturb Morisato’s meditation. The three brothers might organize a kemari match to show off their athletic prowess, or encourage the girls to stay up late drinking sake and singing songs. They might even try to get the party members to join in the fun. While the chance to unwind and have a good time may be appealing, if the PCs get too carried away they just might forget the fact that Morisato is trying to relax in the next room.
If you think your players might be overly suspicious of three nobles who wander in out of the snow without warning, an alternate approach can be used. The three young men arrive with their mother, Seppun Jinta, who is an old friend of Morisato’s. While Jinta and Morisato play shogi, drink tea, and reminisce about the good old days, the PCs are tasked with watching over their sons and daughters. Of course, making the three brothers official guests rather than just travelers who stopped by means that the PCs will have to watch what they say and do. Even if the PCs are placed in a position of authority, Kikazaru, Mizaru, and Iwazaru are still members of the Imperial Family, and will not react well to being ordered around.
Like Kako, Ariyo, and Mirai, the three brothers also sometimes refer to each other by their childhood names. Kikazaru, the oldest, is called Ilho by his brothers. Mizaru wears a patch over one eye, and is also known as Yiho. The youngest, Iwazaru, is nicknamed Samho, and covers the lower half of his face in the fashion of the Scorpion Clan. Depending on the level of familiarity and the situation, the girls or even the PCs might be allowed to use these nicknames as well. This can give the PCs an insight into how different sisters feel about given brothers, and even how well the three brothers are getting along. As with the three sisters, though, using these names lightly is not advised for those who are not on close terms.
The family that Kikazaru, Mizaru, and Iwazaru belong to can be changed as needed to provide more interesting interactions between them and Kako, Ariyo, and Mirai. If they come from different families there is the chance that romance may bloom between two (or possibly more) of them at some point, and the PCs may be called upon to act as either chaperones or secret confidants. On the other hand, if the two sets of siblings come from the same family there is the possibility that they met at some point while they were growing up. Did the girls get along well with their cousins, or are there still some old grudges left to settle? In either case, emotions are sure to run high.
If the PCs have been getting along well with the three sisters you can have the three brothers serve as rivals for the girls’ attention, and possibly their affections as well. If the PCs have been making progress in winning the girls over as political allies they may find themselves at a setback when the three brothers begin making the party the subject of ridicule. Or maybe the brothers manage to make a better impression on Morisato’s daughters and the PCs are left in their shadows. If the PCs have romantic designs on any of the girls, the three brothers might attempt to outdo them in any number of ways. Not only are they likely to have the advantages of wealth and station, but they might even be able to challenge the PCs in other areas as well. A PC who tries to use poetry to win Ariyo’s heart may find that Mizaru is just as skilled, or even better, at composing romantic verses. The rivalry might even escalate to the point where a “friendly sparring match” between rivals for a girl’s heart turns ugly. Love can make people do strange things, and the two desperate men may risk disturbing Morisato and drawing his ire as well as potentially suffering a serious injury. Which of these two is the worse fate is left to individual GMs to decide.
Even if the PCs are not romantically inclined towards any of Morisato’s daughters, the arrival of the three brothers could still spark trouble. It could turn out that two different brothers fall for the same girl, or perhaps two of the sisters develop feelings for the same guy. Not only will the PCs have to decide what to do in order to keep things from turning ugly, but they may be asked to get involved directly. If Kako asks the PCs to arrange things so that she can have some time alone with Kikazaru, will they agree to help? What if Mirai also makes the exact same request? Will the PCs help even if they know that Ariyo does not approve of such a relationship? The PCs may find themselves serving as intermediaries, or as stern chaperones, and have their work cut out for them either way.
If the PCs manage to keep everyone happy, prevent any serious incidents, avoid angering both sets of siblings, and maintain a low enough level of chaos so as not to disturb Morisato they may find themselves in a position to gain some important and influential allies. Even if the party doesn’t hit it off too well with Kikazaru, Mizaru, and Iwazaru, they will certainly respect anyone who has the guts to go toe to toe with them. The next time they meet it may even be on more friendly terms. Time has a way of changing one’s perceptions, and both the sisters and brothers may eventually come to thank the PCs for being the ones who helped them have such a magnificent time the year that they all met at Snowflake Villa.
Three young men arrive at Snowflake Villa in the middle of the afternoon, completely unannounced. They wear the mon of one of the Imperial Families, and the fact that they were able to prove their identities to the sentries outside the estate makes it unlikely that they pose any sort of threat. Still, their sudden arrival is certainly unorthodox.
Focus:
Kikazaru, Mizaru, and Iwazaru are indeed members of the Seppun family. They report that they decided to come to Snowflake Villa on the spur of the moment and had no idea that anyone was in attendance. The truth is that the three brothers heard a rumor that Morisato’s three beautiful daughters were spending the winter sequestered away at Snowflake Villa and decided to pay a visit. Although they do not harbor any ill intentions, neither are they particularly refined.
Strike:
Although the three young men do not deliberately cause trouble, their presence gradually becomes more and more disruptive. Having so many young people in the same place leads to high levels of excitement, and it is easy to forget oneself in such an unstructured environment. Unless the PCs intervene before things get out of hand Morisato’s paternal wrath will fall on everyone. will have to face Morisato’s paternal wrath.
Having three bored young men and three attractive young women cooped up in the same building for an extended period of time is a recipe for trouble. Even if nothing inappropriate occurs, having more people around means that there will be more noise and activity to disturb Morisato’s meditation. The three brothers might organize a kemari match to show off their athletic prowess, or encourage the girls to stay up late drinking sake and singing songs. They might even try to get the party members to join in the fun. While the chance to unwind and have a good time may be appealing, if the PCs get too carried away they just might forget the fact that Morisato is trying to relax in the next room.
If you think your players might be overly suspicious of three nobles who wander in out of the snow without warning, an alternate approach can be used. The three young men arrive with their mother, Seppun Jinta, who is an old friend of Morisato’s. While Jinta and Morisato play shogi, drink tea, and reminisce about the good old days, the PCs are tasked with watching over their sons and daughters. Of course, making the three brothers official guests rather than just travelers who stopped by means that the PCs will have to watch what they say and do. Even if the PCs are placed in a position of authority, Kikazaru, Mizaru, and Iwazaru are still members of the Imperial Family, and will not react well to being ordered around.
Like Kako, Ariyo, and Mirai, the three brothers also sometimes refer to each other by their childhood names. Kikazaru, the oldest, is called Ilho by his brothers. Mizaru wears a patch over one eye, and is also known as Yiho. The youngest, Iwazaru, is nicknamed Samho, and covers the lower half of his face in the fashion of the Scorpion Clan. Depending on the level of familiarity and the situation, the girls or even the PCs might be allowed to use these nicknames as well. This can give the PCs an insight into how different sisters feel about given brothers, and even how well the three brothers are getting along. As with the three sisters, though, using these names lightly is not advised for those who are not on close terms.
The family that Kikazaru, Mizaru, and Iwazaru belong to can be changed as needed to provide more interesting interactions between them and Kako, Ariyo, and Mirai. If they come from different families there is the chance that romance may bloom between two (or possibly more) of them at some point, and the PCs may be called upon to act as either chaperones or secret confidants. On the other hand, if the two sets of siblings come from the same family there is the possibility that they met at some point while they were growing up. Did the girls get along well with their cousins, or are there still some old grudges left to settle? In either case, emotions are sure to run high.
If the PCs have been getting along well with the three sisters you can have the three brothers serve as rivals for the girls’ attention, and possibly their affections as well. If the PCs have been making progress in winning the girls over as political allies they may find themselves at a setback when the three brothers begin making the party the subject of ridicule. Or maybe the brothers manage to make a better impression on Morisato’s daughters and the PCs are left in their shadows. If the PCs have romantic designs on any of the girls, the three brothers might attempt to outdo them in any number of ways. Not only are they likely to have the advantages of wealth and station, but they might even be able to challenge the PCs in other areas as well. A PC who tries to use poetry to win Ariyo’s heart may find that Mizaru is just as skilled, or even better, at composing romantic verses. The rivalry might even escalate to the point where a “friendly sparring match” between rivals for a girl’s heart turns ugly. Love can make people do strange things, and the two desperate men may risk disturbing Morisato and drawing his ire as well as potentially suffering a serious injury. Which of these two is the worse fate is left to individual GMs to decide.
Even if the PCs are not romantically inclined towards any of Morisato’s daughters, the arrival of the three brothers could still spark trouble. It could turn out that two different brothers fall for the same girl, or perhaps two of the sisters develop feelings for the same guy. Not only will the PCs have to decide what to do in order to keep things from turning ugly, but they may be asked to get involved directly. If Kako asks the PCs to arrange things so that she can have some time alone with Kikazaru, will they agree to help? What if Mirai also makes the exact same request? Will the PCs help even if they know that Ariyo does not approve of such a relationship? The PCs may find themselves serving as intermediaries, or as stern chaperones, and have their work cut out for them either way.
If the PCs manage to keep everyone happy, prevent any serious incidents, avoid angering both sets of siblings, and maintain a low enough level of chaos so as not to disturb Morisato they may find themselves in a position to gain some important and influential allies. Even if the party doesn’t hit it off too well with Kikazaru, Mizaru, and Iwazaru, they will certainly respect anyone who has the guts to go toe to toe with them. The next time they meet it may even be on more friendly terms. Time has a way of changing one’s perceptions, and both the sisters and brothers may eventually come to thank the PCs for being the ones who helped them have such a magnificent time the year that they all met at Snowflake Villa.
Secret Diary
Challenge:
One of Morisato’s daughters becomes anxious and distressed, especially around her father. At times it even seems as if she is going out of her way to avoid him. Morisato does not seem to notice, but others have no trouble picking up on her strange behavior. Eventually she or one of her sisters approaches the PCs for help. Although the cause of her gloominess is a family matter, there is no one else to turn to.
You can choose any sister you like to fulfill this role, but I personally recommend selecting one that has not had a lot of trouble in previous adventure scenarios.
Focus:
Morisato keeps a set of scrolls with him that contains his late wife’s diaries. Some time ago he forbid his daughters to read them, swearing to severely punish any of them who disobeyed his orders. Last week, one of the three sisters opened one of the scrolls and looked inside. When she did so, however, she damaged the ribbon used to tie the scroll shut. It is only a matter of time until Morisato notices, and when he does he will surely discover the intrusion. That is the cause of her nervousness and why she is turning to the PCs for help.
Strike:
Morisato already knows the truth. He does not actually want to punish any of his daughters, but he is trapped by his oath. He cannot go back on his word, and while his daughter is seeking some way to avoid punishment he is trying to think of a suitable course of action. If the PCs can somehow fix this difficult family conflict they will find themselves enjoying the gratitude, favor, and admiration of all involved.
This is another situation where the PCs’ first instinct may be to avoid getting involved. They are not members of the family, and really have no business interfering. By virtue of being present to witness all that occurs, however, they are already involved. They may try to ignore the events that unfold, but ultimately someone will turn to them and issue an order or offer an apology for the shameful display. Once things reach this point trying to stay out of the entire affair will no longer be an option.
It may be useful to explain the problem Morisato faces in a little more detail if you want the PCs to be a little more sympathetic to his situation. As a samurai (and as a parent), he is expected to keep his word, no matter what. Should he go back on his oath now it would mean a loss of honor and a loss of face. No matter how much he may want to overlook the incident, he may have trouble rationalizing such a course of action. If the PCs can give him a way to save face, or even convince him that no such loss will be incurred, he will be very grateful. Of course, the girl they have helped will be just as grateful too, if not more so.
Of course, the PCs may face an ethical dilemma here as well. If they lie to Morisato or espouse a course of action they do not truly believe in they are sacrificing their own honor to protect the girls. On one hand it is good to protect those of higher social standing from dishonor, but it is also improper to lie to a person of higher standing. The PCs may have to decide who they owe greater allegiance to, and even then there may be some difficulty in rationalizing their actions. A lie may not seem like a lie when it is spoken, but if the PCs do not truly believe in what they say they may find that their honor has already left them.
Depending on how strict and frightening you wish to make Morisato, he may be reasonable or unbending when it comes to enforcing his rules on those who are not part of the family. If the PCs themselves were never told that the scrolls were not to be handled (and are able to give a good explanation for why they were looking at them in the first place), Morisato may be willing to let them off with a warning that the scrolls are to be left alone in the future. After all, if he did not let the PCs know his wishes beforehand it would not be right of him to punish them. Alternately, you could have him lose control and threaten to punish anyone and everyone. It is not the wisest course of action, but he is a member of the Imperial Family and the PCs are guests in his domain. Should they resist there will be repercussions.
One possible twist on this scenario is to make the entire affair a test. Perhaps the girl in question wishes to see how loyal the PC she has asked to help her really is, or maybe she hopes to test his honor. This could have either positive or negative consequences in either case. A PC who is loyal and dependable will be likely to enjoy much favor from a future princess of the Imperial Family. If he is too unquestioning in his loyalty, though, he might find himself being put in an unpleasant position when he is asked to make a sacrifice for her sake. Alternately, an honorable man is also someone the Imperials would like to have at their service, but being unwilling to put aside one’s honor for the greater good may mark the PC as uncooperative. Depending on how idealistic or ruthless the girl in question is, the nature of the test can change quite a bit.
You could even have Morisato engineer the entire thing himself. He approaches the PCs and tells them the situation, explaining the quandary that his honor and his personal feelings have gotten him stuck in. He asks one of the PCs to step forward and take the blame, publicly accepting punishment in front of the entire household. What he has in mind, however, is actually to judge whether or not the PC would be a loyal ally. He would like the PCs to continue to protect his daughters in the future, but before he can ask that he must be sure that they will be willing to place the honor of the girls before their own. Again, the right thing to do may differ depending on Morisato’s priorities, but if the PC is able to make a good impression it will be sure to lead to good things in his future.
Another question you could explore is exactly what is written in the scrolls and why Morisato does not want anyone else to read them. They could be no more than a memento that he keeps out of sentimentality, such as romantic poems or a letter of love. It’s also possible that the scrolls hide some secret that he does not want his daughters to know. Dire prophecies, dark secrets in their family’s past, plans for arranged marriages in the girls’ futures, confidential information kept secret by Imperial order, or hints about how their mother really died are all things that Morisato might want to keep his daughters from reading. Perhaps his threats were meant to keep the girls from learning something that they would be better off not knowing.
You could also take Morisato’s motivation away entirely. The decision to keep the contents of the scrolls secret was never his to make, and neither is the authority to waive any punishment. Instead of his wife’s diary, the scroll actually contains some secret information, which he was commanded to keep safe. When his failure to do so is discovered his superiors will want to make sure that whoever stuck his or her nose into their business is suitably punished. There is no avoiding the consequences. The only question is who will suffer them, and perhaps if those who stand by and do nothing can live with themselves afterward.
Next time you peek at your presents a little early, remember that your parents are well within their rights to ask for your seppuku.
One of Morisato’s daughters becomes anxious and distressed, especially around her father. At times it even seems as if she is going out of her way to avoid him. Morisato does not seem to notice, but others have no trouble picking up on her strange behavior. Eventually she or one of her sisters approaches the PCs for help. Although the cause of her gloominess is a family matter, there is no one else to turn to.
You can choose any sister you like to fulfill this role, but I personally recommend selecting one that has not had a lot of trouble in previous adventure scenarios.
Focus:
Morisato keeps a set of scrolls with him that contains his late wife’s diaries. Some time ago he forbid his daughters to read them, swearing to severely punish any of them who disobeyed his orders. Last week, one of the three sisters opened one of the scrolls and looked inside. When she did so, however, she damaged the ribbon used to tie the scroll shut. It is only a matter of time until Morisato notices, and when he does he will surely discover the intrusion. That is the cause of her nervousness and why she is turning to the PCs for help.
Strike:
Morisato already knows the truth. He does not actually want to punish any of his daughters, but he is trapped by his oath. He cannot go back on his word, and while his daughter is seeking some way to avoid punishment he is trying to think of a suitable course of action. If the PCs can somehow fix this difficult family conflict they will find themselves enjoying the gratitude, favor, and admiration of all involved.
This is another situation where the PCs’ first instinct may be to avoid getting involved. They are not members of the family, and really have no business interfering. By virtue of being present to witness all that occurs, however, they are already involved. They may try to ignore the events that unfold, but ultimately someone will turn to them and issue an order or offer an apology for the shameful display. Once things reach this point trying to stay out of the entire affair will no longer be an option.
It may be useful to explain the problem Morisato faces in a little more detail if you want the PCs to be a little more sympathetic to his situation. As a samurai (and as a parent), he is expected to keep his word, no matter what. Should he go back on his oath now it would mean a loss of honor and a loss of face. No matter how much he may want to overlook the incident, he may have trouble rationalizing such a course of action. If the PCs can give him a way to save face, or even convince him that no such loss will be incurred, he will be very grateful. Of course, the girl they have helped will be just as grateful too, if not more so.
Of course, the PCs may face an ethical dilemma here as well. If they lie to Morisato or espouse a course of action they do not truly believe in they are sacrificing their own honor to protect the girls. On one hand it is good to protect those of higher social standing from dishonor, but it is also improper to lie to a person of higher standing. The PCs may have to decide who they owe greater allegiance to, and even then there may be some difficulty in rationalizing their actions. A lie may not seem like a lie when it is spoken, but if the PCs do not truly believe in what they say they may find that their honor has already left them.
Depending on how strict and frightening you wish to make Morisato, he may be reasonable or unbending when it comes to enforcing his rules on those who are not part of the family. If the PCs themselves were never told that the scrolls were not to be handled (and are able to give a good explanation for why they were looking at them in the first place), Morisato may be willing to let them off with a warning that the scrolls are to be left alone in the future. After all, if he did not let the PCs know his wishes beforehand it would not be right of him to punish them. Alternately, you could have him lose control and threaten to punish anyone and everyone. It is not the wisest course of action, but he is a member of the Imperial Family and the PCs are guests in his domain. Should they resist there will be repercussions.
One possible twist on this scenario is to make the entire affair a test. Perhaps the girl in question wishes to see how loyal the PC she has asked to help her really is, or maybe she hopes to test his honor. This could have either positive or negative consequences in either case. A PC who is loyal and dependable will be likely to enjoy much favor from a future princess of the Imperial Family. If he is too unquestioning in his loyalty, though, he might find himself being put in an unpleasant position when he is asked to make a sacrifice for her sake. Alternately, an honorable man is also someone the Imperials would like to have at their service, but being unwilling to put aside one’s honor for the greater good may mark the PC as uncooperative. Depending on how idealistic or ruthless the girl in question is, the nature of the test can change quite a bit.
You could even have Morisato engineer the entire thing himself. He approaches the PCs and tells them the situation, explaining the quandary that his honor and his personal feelings have gotten him stuck in. He asks one of the PCs to step forward and take the blame, publicly accepting punishment in front of the entire household. What he has in mind, however, is actually to judge whether or not the PC would be a loyal ally. He would like the PCs to continue to protect his daughters in the future, but before he can ask that he must be sure that they will be willing to place the honor of the girls before their own. Again, the right thing to do may differ depending on Morisato’s priorities, but if the PC is able to make a good impression it will be sure to lead to good things in his future.
Another question you could explore is exactly what is written in the scrolls and why Morisato does not want anyone else to read them. They could be no more than a memento that he keeps out of sentimentality, such as romantic poems or a letter of love. It’s also possible that the scrolls hide some secret that he does not want his daughters to know. Dire prophecies, dark secrets in their family’s past, plans for arranged marriages in the girls’ futures, confidential information kept secret by Imperial order, or hints about how their mother really died are all things that Morisato might want to keep his daughters from reading. Perhaps his threats were meant to keep the girls from learning something that they would be better off not knowing.
You could also take Morisato’s motivation away entirely. The decision to keep the contents of the scrolls secret was never his to make, and neither is the authority to waive any punishment. Instead of his wife’s diary, the scroll actually contains some secret information, which he was commanded to keep safe. When his failure to do so is discovered his superiors will want to make sure that whoever stuck his or her nose into their business is suitably punished. There is no avoiding the consequences. The only question is who will suffer them, and perhaps if those who stand by and do nothing can live with themselves afterward.
Next time you peek at your presents a little early, remember that your parents are well within their rights to ask for your seppuku.
Additional Ideas
Additional Ideas:
Here are some other events you can have happen at Snowflake Villa.
-The girls catch glimpses of a ghost that is said to roam the halls of the estate and attempt to make contact with it. However, no one is sure whether it is a malevolent spirit or an honored ancestor.
-Kako begins flirting with one (or more) of the male PCs out of boredom. She intends it as nothing more than a joke, but her sisters take her words at face value, and others might as well. Unless he clears up the misunderstanding, the PC in question may find himself called to give answers about his true intentions.
-The enchantment that holds out the cold air becomes reversed when Mirai tampers with it, making the inside of the estate just as cold as the outside. Unless something is done to fix the problem things will become very unpleasant once night falls.
-An old acquaintance of Ariyo comes for a brief visit. While the two were previously close, they have since become political rivals. Ariyo is honor bound to provide hospitality, but there is a great deal of underlying tension between them. Ariyo suspects that the woman is just trying to dig up useful information. Ariyo asks the PCs to help entertain the guest and keep her from prying into the family’s secrets.
-Iwazaru, Kikazaru, and Mizaru ask the girls and the PCs to accompany them on a short hunting trip in the woods nearby. Unfortunately, they are not as competent outdoorsmen as they let on, and things soon start to go wrong.
-The leader of the guards informs the PCs that he has reason to believe a spy or thief has gained entrance into the main building. He would like to handle the matter without alerting Morisato’s family, and asks the PCs to help him, either by catching the intruder or keeping the girls from suspecting that anything is wrong.
-One (or more) of the girls goes missing, and no one seems to know where she might be. The PCs will have to locate the wayward maiden and bring her back to the Villa. To make matters worse, a severe snowstorm approaches.
Here are some other events you can have happen at Snowflake Villa.
-The girls catch glimpses of a ghost that is said to roam the halls of the estate and attempt to make contact with it. However, no one is sure whether it is a malevolent spirit or an honored ancestor.
-Kako begins flirting with one (or more) of the male PCs out of boredom. She intends it as nothing more than a joke, but her sisters take her words at face value, and others might as well. Unless he clears up the misunderstanding, the PC in question may find himself called to give answers about his true intentions.
-The enchantment that holds out the cold air becomes reversed when Mirai tampers with it, making the inside of the estate just as cold as the outside. Unless something is done to fix the problem things will become very unpleasant once night falls.
-An old acquaintance of Ariyo comes for a brief visit. While the two were previously close, they have since become political rivals. Ariyo is honor bound to provide hospitality, but there is a great deal of underlying tension between them. Ariyo suspects that the woman is just trying to dig up useful information. Ariyo asks the PCs to help entertain the guest and keep her from prying into the family’s secrets.
-Iwazaru, Kikazaru, and Mizaru ask the girls and the PCs to accompany them on a short hunting trip in the woods nearby. Unfortunately, they are not as competent outdoorsmen as they let on, and things soon start to go wrong.
-The leader of the guards informs the PCs that he has reason to believe a spy or thief has gained entrance into the main building. He would like to handle the matter without alerting Morisato’s family, and asks the PCs to help him, either by catching the intruder or keeping the girls from suspecting that anything is wrong.
-One (or more) of the girls goes missing, and no one seems to know where she might be. The PCs will have to locate the wayward maiden and bring her back to the Villa. To make matters worse, a severe snowstorm approaches.
Crane Challenges by Isawa Nazomitsu
challenge_focus_strike_-_crane_-_161-164.pdf | |
File Size: | 202 kb |
File Type: |
Location: Bijutsu Toshi – The City of Art
Basic Information
Name:
Bijutsu Toshi – The City of Art
Stewards:
The Crane Clan
Suggested Location:
In Kakita or Doji Lands, relatively near a prominent palace or settlement. If necessary, you can establish the “City of Art” as a district within a larger city.
Bijutsu Toshi – The City of Art
Stewards:
The Crane Clan
Suggested Location:
In Kakita or Doji Lands, relatively near a prominent palace or settlement. If necessary, you can establish the “City of Art” as a district within a larger city.
Background
Background:
Bijutsu Toshi was established as a major holding during a period when the Crane were often favored with visits from the Emperor. In order to display their culture and refinement, the Crane set about constructing a guest estate of unparalleled splendor. Then, in typical Crane fashion, they built an incredible garden all around it. Finally, they set up a small city around that where artisans and craftsmen could continue to produce things of beauty for the Emperor to enjoy. It took years to complete, but the Crane were successful in dazzling the Emperor with their pursuit of perfection.
At the end of his reign, the Emperor returned stewardship of the city to the Crane, on the condition that they maintained it as a permanent home for the many works of art he had collected over the years. The Crane agreed, and in the years since then they have added to the majesty of the city significantly. Today, the City of Art is rivaled only by the Imperial Palace and the Kakita Artisan Academy as the greatest collection of art in the whole of the Empire. Because of that great reputation, it has attracted a number of artisans and noble patrons, who serve to increase the beauty and splendor of the city.
Even in times of war, Bijutsu Toshi has been spared from devastation. This is largely due to its lack of tactical significance, but the fact that other Clans are reluctant to damage the property of the Emperor is also a large factor. Although there have been times when the city was threatened, it has never seen full scale warfare and its beauty remains unspoiled. Because of this, many of the older buildings in the city are also considered works of art, demonstrating styles of architecture that date back several centuries.
It would not be accurate to say, however, that the City of Art has never seen conflict. Several decades ago there was a schism at the Kakita Artisan Academy between the older, more traditional sensei and a number of younger artists who wished to experiment with new styles. While this movement was largely unsuccessful in changing attitudes at the main branch of the Kakita Artisan Academy, it did manage to find some support in Bijutsu Toshi, and the spirit of unbridled innovation continues to this day. This has led to a somewhat discordant atmosphere, with the traditional influences of the Conservatory occasionally clashing with the more unorthodox styles of some teachers and students at the Bijutsu Academy. While these two views seem to have come into balance in recent years it remains to be seen whether the City of Art will ever manage to fully reconcile them.
Bijutsu Toshi was established as a major holding during a period when the Crane were often favored with visits from the Emperor. In order to display their culture and refinement, the Crane set about constructing a guest estate of unparalleled splendor. Then, in typical Crane fashion, they built an incredible garden all around it. Finally, they set up a small city around that where artisans and craftsmen could continue to produce things of beauty for the Emperor to enjoy. It took years to complete, but the Crane were successful in dazzling the Emperor with their pursuit of perfection.
At the end of his reign, the Emperor returned stewardship of the city to the Crane, on the condition that they maintained it as a permanent home for the many works of art he had collected over the years. The Crane agreed, and in the years since then they have added to the majesty of the city significantly. Today, the City of Art is rivaled only by the Imperial Palace and the Kakita Artisan Academy as the greatest collection of art in the whole of the Empire. Because of that great reputation, it has attracted a number of artisans and noble patrons, who serve to increase the beauty and splendor of the city.
Even in times of war, Bijutsu Toshi has been spared from devastation. This is largely due to its lack of tactical significance, but the fact that other Clans are reluctant to damage the property of the Emperor is also a large factor. Although there have been times when the city was threatened, it has never seen full scale warfare and its beauty remains unspoiled. Because of this, many of the older buildings in the city are also considered works of art, demonstrating styles of architecture that date back several centuries.
It would not be accurate to say, however, that the City of Art has never seen conflict. Several decades ago there was a schism at the Kakita Artisan Academy between the older, more traditional sensei and a number of younger artists who wished to experiment with new styles. While this movement was largely unsuccessful in changing attitudes at the main branch of the Kakita Artisan Academy, it did manage to find some support in Bijutsu Toshi, and the spirit of unbridled innovation continues to this day. This has led to a somewhat discordant atmosphere, with the traditional influences of the Conservatory occasionally clashing with the more unorthodox styles of some teachers and students at the Bijutsu Academy. While these two views seem to have come into balance in recent years it remains to be seen whether the City of Art will ever manage to fully reconcile them.
Features
Major Features:
The heart of the city is the Imperial Conservatory, which once served as the Emperor’s estate. It is here that the artistic treasures of the Imperial Family are maintained.
The inner chambers of the Conservatory are restricted, but the room that once served as the Emperor’s audience chamber has been converted into a gallery, and members of the Crane Clan routinely select pieces from the Emperor’s collection to be displayed for visitors to admire. On occasion, pieces by contemporary artists are shown in the gallery as well, and to have one’s work displayed in the main hall is regarded as one of the highest honors an artist can achieve.
Adjacent to the Conservatory, in the buildings that once housed the Emperor’s staff and guests, are the various Bijutsu Academies, a branch of the Kakita Artisan Academy. While not as prestigious as the main Kakita school, they are still widely known for training a number of great artists. The steward of the Conservatory also officially presides over all the Academy, although the actual teaching and most of the day to day operation are left to the sensei to manage. The work is typically split among the teachers according to rank and seniority, but when an instructor is called upon to undertake a special project (either by the steward of the Conservatory or a daimyo of the Crane Clan) they are excused from their normal duties. Thus, there is a tremendous amount of competition among the sensei to gain a noble patron’s attention so that they may have more time to work on their own artistic pursuits.
The garden that surrounds the Conservatory and the Academy is known as Fugetsu Koen, or Cool Breeze and Bright Moon Park. While some have compared it to the Fantastic Gardens of Kyuden Doji, it is quite different in both character and design. Instead of numerous amenities and luxuries, Fugetsu Koen offers only beauty and art, both in the form of sculptures and garden arrangements. The staff and students of the Bijutsu Academy are responsible for its maintenance, and they go to great lengths to make it every bit as refined as the Conservatory itself.
The city itself offers all the commodities and conveniences that one could wish for in a settlement of its size, and it also boasts a large number of independent craftsmen and artisans. Some have come to seek patronage from the noble families of the Crane, while others are simply interested in hawking their wares to travelers that visit the city. Indeed, many courtiers visit the city to find interesting and unique gifts that can be presented to their allies. Although it is not necessarily true that all items that come from Bijutsu Toshi are of sufficient quality to please the Emperor, many samurai still have the idea that works of art from the city’s artisans are somehow superior to others.
You can, of course, add other features that you think would be appropriate or interesting. Over the years a number of artists have left their mark on the city in various ways, so even if an element seems out of place you can justify it as having been the pet project of a past master.
The heart of the city is the Imperial Conservatory, which once served as the Emperor’s estate. It is here that the artistic treasures of the Imperial Family are maintained.
The inner chambers of the Conservatory are restricted, but the room that once served as the Emperor’s audience chamber has been converted into a gallery, and members of the Crane Clan routinely select pieces from the Emperor’s collection to be displayed for visitors to admire. On occasion, pieces by contemporary artists are shown in the gallery as well, and to have one’s work displayed in the main hall is regarded as one of the highest honors an artist can achieve.
Adjacent to the Conservatory, in the buildings that once housed the Emperor’s staff and guests, are the various Bijutsu Academies, a branch of the Kakita Artisan Academy. While not as prestigious as the main Kakita school, they are still widely known for training a number of great artists. The steward of the Conservatory also officially presides over all the Academy, although the actual teaching and most of the day to day operation are left to the sensei to manage. The work is typically split among the teachers according to rank and seniority, but when an instructor is called upon to undertake a special project (either by the steward of the Conservatory or a daimyo of the Crane Clan) they are excused from their normal duties. Thus, there is a tremendous amount of competition among the sensei to gain a noble patron’s attention so that they may have more time to work on their own artistic pursuits.
The garden that surrounds the Conservatory and the Academy is known as Fugetsu Koen, or Cool Breeze and Bright Moon Park. While some have compared it to the Fantastic Gardens of Kyuden Doji, it is quite different in both character and design. Instead of numerous amenities and luxuries, Fugetsu Koen offers only beauty and art, both in the form of sculptures and garden arrangements. The staff and students of the Bijutsu Academy are responsible for its maintenance, and they go to great lengths to make it every bit as refined as the Conservatory itself.
The city itself offers all the commodities and conveniences that one could wish for in a settlement of its size, and it also boasts a large number of independent craftsmen and artisans. Some have come to seek patronage from the noble families of the Crane, while others are simply interested in hawking their wares to travelers that visit the city. Indeed, many courtiers visit the city to find interesting and unique gifts that can be presented to their allies. Although it is not necessarily true that all items that come from Bijutsu Toshi are of sufficient quality to please the Emperor, many samurai still have the idea that works of art from the city’s artisans are somehow superior to others.
You can, of course, add other features that you think would be appropriate or interesting. Over the years a number of artists have left their mark on the city in various ways, so even if an element seems out of place you can justify it as having been the pet project of a past master.
NPCs
NPCs:
The current Steward of the Conservatory is Kakita Den’yu, who was promoted to the rank only recently. He is younger and less experienced than many of the sensei at the Academy, but he shows great promise as an artist and is constantly creating new works as well as organizing exhibitions in the halls of the Conservatory. His medium of choice is ikebana, but he is also known to compose poems and dabble in bunraku puppetry. He is also quite skilled as a scholar of art, possessing an almost encyclopedic knowledge of art history. When it comes to interpreting the meaning behind works of art (or indeed, behind many things in life), however, he has a tendency to be somewhat non-conformist and read deep messages into a piece that may not actually be the ones the artist intended.
Since coming to Bijutsu Toshi, Den’yu has hired two retainers. One is a bushi named Sudou. Despite his martial training and a love for tales of heroism, Sudou is clearly not suited for the life of a soldier. He is given to flights of fancy, and can even be immature at times. If it were not for his skilled hands and gift in crafting complex origami he would likely have ended up a failure. At Bijutsu Toshi, however, his eccentricities are easily overlooked, and he has more than enough time to pursue his frivolous interests. He can often be found setting up scenes from famous battles with origami soldiers and painstakingly detailed models of castles.
The other is a young girl named Niko. Although she is only fourteen years old and completed her gempukku only recently, she has a maturity and intellect beyond her years. Indeed, she is often the one to remind Sudou to be more practical. Although she is a talented shugenja, she has another unique skill. Beloved by the Air kami, Niko is gifted with preternaturally acute hearing and a talent for mimicry. In addition to being able to hear a whispered conversation from across a courtyard, she can also imitate almost any voice she hears, male or female, with uncanny accuracy. This skill is often useful during dramatic performances, and Den’yu sometimes calls upon her to mimic famous persons for the purpose of adding realism to a play.
Den’yu’s fiancée, Doji Mizuho, is also staying in the city. A romantic at heart, Mizuho dreams of the day when she and Den’yu are married and live together and her main reason for coming to Bijutsu Toshi was to spend time with Den’yu. Unfortunately, his duties often prevent her from seeing him. She has taken up painting in an attempt to fill her idle hours. The masters in attendance at the Academy are happy to have such an eager student, so they let her spend as much time there as she wishes. While she is by no means uncomfortable, her current life is not the one she envisioned when she came to the city, and there are times when she feels very frustrated and neglected.
You can, of course, let the PCs encounter other NPCs at Bijutsu Toshi as well. Students, teachers, and patrons of the arts, no matter what their Clan background, spend quite a bit of time in the City of Art, and dignitaries and travelers often visit the city to relax or conduct courtly business.
The current Steward of the Conservatory is Kakita Den’yu, who was promoted to the rank only recently. He is younger and less experienced than many of the sensei at the Academy, but he shows great promise as an artist and is constantly creating new works as well as organizing exhibitions in the halls of the Conservatory. His medium of choice is ikebana, but he is also known to compose poems and dabble in bunraku puppetry. He is also quite skilled as a scholar of art, possessing an almost encyclopedic knowledge of art history. When it comes to interpreting the meaning behind works of art (or indeed, behind many things in life), however, he has a tendency to be somewhat non-conformist and read deep messages into a piece that may not actually be the ones the artist intended.
Since coming to Bijutsu Toshi, Den’yu has hired two retainers. One is a bushi named Sudou. Despite his martial training and a love for tales of heroism, Sudou is clearly not suited for the life of a soldier. He is given to flights of fancy, and can even be immature at times. If it were not for his skilled hands and gift in crafting complex origami he would likely have ended up a failure. At Bijutsu Toshi, however, his eccentricities are easily overlooked, and he has more than enough time to pursue his frivolous interests. He can often be found setting up scenes from famous battles with origami soldiers and painstakingly detailed models of castles.
The other is a young girl named Niko. Although she is only fourteen years old and completed her gempukku only recently, she has a maturity and intellect beyond her years. Indeed, she is often the one to remind Sudou to be more practical. Although she is a talented shugenja, she has another unique skill. Beloved by the Air kami, Niko is gifted with preternaturally acute hearing and a talent for mimicry. In addition to being able to hear a whispered conversation from across a courtyard, she can also imitate almost any voice she hears, male or female, with uncanny accuracy. This skill is often useful during dramatic performances, and Den’yu sometimes calls upon her to mimic famous persons for the purpose of adding realism to a play.
Den’yu’s fiancée, Doji Mizuho, is also staying in the city. A romantic at heart, Mizuho dreams of the day when she and Den’yu are married and live together and her main reason for coming to Bijutsu Toshi was to spend time with Den’yu. Unfortunately, his duties often prevent her from seeing him. She has taken up painting in an attempt to fill her idle hours. The masters in attendance at the Academy are happy to have such an eager student, so they let her spend as much time there as she wishes. While she is by no means uncomfortable, her current life is not the one she envisioned when she came to the city, and there are times when she feels very frustrated and neglected.
You can, of course, let the PCs encounter other NPCs at Bijutsu Toshi as well. Students, teachers, and patrons of the arts, no matter what their Clan background, spend quite a bit of time in the City of Art, and dignitaries and travelers often visit the city to relax or conduct courtly business.
Themes
Atmosphere:
Bijutsu Toshi may appear at first to be no more than a giant art museum, but with so many masters and students of the arts within its walls it is also a place of intense creative spirit. There are those who create works of art in an attempt to convey some deep message or to inspire others to examine their own values and beliefs. There are others who wish to achieve immortality by leaving a legacy that will last throughout the ages. Still others seek recognition, craving the fame and fortune that being the next artistic sensation will bring. The idealism, dedication, fervor, ambition and competitive spirit that these souls bring to their work is contagious, filling the whole of the city with anticipation over what great masterpieces will emerge next.
The theme of these adventures is the role that art and artistic endeavors play within Rokugani society. Although the Clans pay a great deal of attention to martial or political pursuits, the creation and appreciation of things of beauty is also a significant part of samurai culture. The PCs may not practice any forms of art themselves, but during their stay they will witness the passions that drive artists in their craft and the results, both good and bad, that come from such dedication to the ideals of beauty and perfection. They will also have to learn how to handle themselves in an environment where image and style are as important as one’s inner character.
Bijutsu Toshi may appear at first to be no more than a giant art museum, but with so many masters and students of the arts within its walls it is also a place of intense creative spirit. There are those who create works of art in an attempt to convey some deep message or to inspire others to examine their own values and beliefs. There are others who wish to achieve immortality by leaving a legacy that will last throughout the ages. Still others seek recognition, craving the fame and fortune that being the next artistic sensation will bring. The idealism, dedication, fervor, ambition and competitive spirit that these souls bring to their work is contagious, filling the whole of the city with anticipation over what great masterpieces will emerge next.
The theme of these adventures is the role that art and artistic endeavors play within Rokugani society. Although the Clans pay a great deal of attention to martial or political pursuits, the creation and appreciation of things of beauty is also a significant part of samurai culture. The PCs may not practice any forms of art themselves, but during their stay they will witness the passions that drive artists in their craft and the results, both good and bad, that come from such dedication to the ideals of beauty and perfection. They will also have to learn how to handle themselves in an environment where image and style are as important as one’s inner character.
Getting There
Getting There:
There are a number of ways you can get your players to visit Bijutsu Toshi.
If they belong to the Crane Clan, you can have them assigned to the city as part of any number of duties. Bushi and yojimbo are needed to guard the treasures of the city and also to protect the teachers and craftsmen that are its living treasures. Courtiers might entertain guests and arrange alliances. Shugenja and other practitioners of the mystic arts would also be needed in such an environment to maintain harmony and balance. The city is an important center of culture for the Crane, and all sorts of samurai are needed to ensure that it runs smoothly.
If your player characters all come from Clans that have friendly or neutral relationships with the Crane you can have them stationed at Bijutsu Toshi in a diplomatic role. While not one of the major courts of the Crane, the City of Art does see a good deal of politicking, and several members of other Clans maintain homes there so that they can meet with Crane courtiers. The PCs may be sent to Bijutsu Toshi as guards or aides to a diplomat. Alternately, they could be send on behalf of their respective Clans to serve as emissaries themselves.
If there are any characters in the party that belong to Artisan schools or have ranks in Artisan or Craft skills, you can have their teachers send them to Bijutsu Toshi as part of their training. The Crane are not the only artists in the city, and masters of numerous art forms from families and Clans all across the Empire go there to study, share their knowledge, and show off their achievements. The PCs might visit the City of Art to learn from great masters or to gain prestige and glory for their Clans. If none of the PCs have a high enough rank in an suitable skill they could also serve in the honor guard of a prominent artist from their family.
Even if your player characters have no connection to the Crane Clan or any sort of artistic endeavors at all it is still possible to have them visit Bijutsu Toshi. The city is a frequent stop for travelers, with merchants, pilgrims, messengers, and dignitaries passing through every day. If the PCs are traveling with an NPC, he or she could visit Bijutsu Toshi either on business or for pleasure. Additionally, the Imperial Conservatory is still considered a holding of the Imperial Family, and all Clans are expected to make some contribution to its upkeep and security. While being sent to protect the City of Art is not as impressive as being in the Imperial Legions, it is still an honored duty, and the PCs would still have a hard time refusing such an assignment.
There are a number of ways you can get your players to visit Bijutsu Toshi.
If they belong to the Crane Clan, you can have them assigned to the city as part of any number of duties. Bushi and yojimbo are needed to guard the treasures of the city and also to protect the teachers and craftsmen that are its living treasures. Courtiers might entertain guests and arrange alliances. Shugenja and other practitioners of the mystic arts would also be needed in such an environment to maintain harmony and balance. The city is an important center of culture for the Crane, and all sorts of samurai are needed to ensure that it runs smoothly.
If your player characters all come from Clans that have friendly or neutral relationships with the Crane you can have them stationed at Bijutsu Toshi in a diplomatic role. While not one of the major courts of the Crane, the City of Art does see a good deal of politicking, and several members of other Clans maintain homes there so that they can meet with Crane courtiers. The PCs may be sent to Bijutsu Toshi as guards or aides to a diplomat. Alternately, they could be send on behalf of their respective Clans to serve as emissaries themselves.
If there are any characters in the party that belong to Artisan schools or have ranks in Artisan or Craft skills, you can have their teachers send them to Bijutsu Toshi as part of their training. The Crane are not the only artists in the city, and masters of numerous art forms from families and Clans all across the Empire go there to study, share their knowledge, and show off their achievements. The PCs might visit the City of Art to learn from great masters or to gain prestige and glory for their Clans. If none of the PCs have a high enough rank in an suitable skill they could also serve in the honor guard of a prominent artist from their family.
Even if your player characters have no connection to the Crane Clan or any sort of artistic endeavors at all it is still possible to have them visit Bijutsu Toshi. The city is a frequent stop for travelers, with merchants, pilgrims, messengers, and dignitaries passing through every day. If the PCs are traveling with an NPC, he or she could visit Bijutsu Toshi either on business or for pleasure. Additionally, the Imperial Conservatory is still considered a holding of the Imperial Family, and all Clans are expected to make some contribution to its upkeep and security. While being sent to protect the City of Art is not as impressive as being in the Imperial Legions, it is still an honored duty, and the PCs would still have a hard time refusing such an assignment.
The Great Danjiri Race Mini-Game
The Great Danjiri Race Mini-Game
The following rules can be used to let your players race their danjiri though the streets of Bijutsu Toshi at completely unsafe speeds with little or no regard for personal safety!
A Danjiri Team Sheet for use with these rules can be found here: http://pics.livejournal.com/cfsoftheweek/pic/00006xda
Warning: These rules have yet to be completely play-tested. Some modification may be necessary.
In any case, have fun!
Attributes
Because of the massive numbers of people involved in moving a danjiri float, it would be extremely time consuming to make skill rolls for each individual. Instead, the Team of people moving the danjiri are treated as a single entity, with each member contributing a small part of the full total.
A Danjiri Team has two attributes: Team Strength and Team Stamina.
Team Strength and Team Stamina are calculated in a way that is similar to how Honor, Glory, and Status are tracked. Each member of the team contributes a number of points of Team Strength equal to his or her own Strength score. Every 10 points of Team Strength equals 1 rank of Team Strength. Team Stamina is calculated in exactly the same way.
For example, Ichi, Ni, and San are members of a Danjiri Team. Ichi and Ni both have Strength ranks of 6, and San’s Strength rank is 7. This adds up to 19 total points of Team Strength, giving their danjiri a Team Strength rank of 1.
In Stamina, Ichi has a Stamina rank of 7, Ni has a Stamina rank of 6, and San has a Stamina rank of 8. They contribute a total of 21 points of Team Stamina, giving their danjiri a Team Stamina rank of 2. Even though they are a very small team, they just might have a chance (albeit a slim one) of completing the race.
When the Danjiri Team needs to make a Strength roll it uses its Team Strength rank. When the Danjiri Team needs to make a Stamina roll it uses its Team Stamina rank.
Optional Rule:
If you would like to reduce the amount of bookkeeping involved in the danjiri race, you can rule that each Team member contributes only 1 point of Team Strength and 1 point of Team Stamina, regardless of that character’s actual Strength and Stamina scores. This eliminates the need to keep track of each member’s attributes, letting players focus simply on how many active Team members they have left. However, it also means that a team of burly Hida or Akodo samurai is no more effective in the race than an equal number of peasant laborers.
Maneuvering
Any time the Danjiri Team attempts to move the danjiri they must make a Team Strength check. The TN for this check is based on the type of maneuver the team wishes to execute, and is further modified by the speed the danjiri is moving at (see below). Turning a stationary float is fairly easy, although it can be more difficult in tight quarters where there is not enough room for the float to pivot. Turning a float while it is in motion is more complex, and a float moving at high speeds can be almost impossible for an inexperienced Danjiri Team to control.
Only one maneuver can be attempted per turn.
For example, Ichi, Ni, and San attempt to turn their danjiri while moving at Medium Speed. The base TN for turning is 20, which is further increased by the +15TN speed modifier, for a total TN of 35. Their danjiri Team Strength rank is 1, so they roll 1k1. The result is 17 - they got lucky, but not lucky enough! They have an accident and suffer 18 points of damage, as explained below.
Maneuver TNs: wrote:Move Straight (at current speed rank): TN10.
Fine Maneuvers: TN10. This maneuver can only be attempted when the danjiri is Stopped or moving Very Slow. Making such slight adjustments to the danjiri’s course is usually not needed, but it can be useful in some cases.
Turn: TN20. Sharp turns may have higher TNs at GM’s discretion.
Increase Speed: TN15 to increase speed by 1 rank (such as from Very Slow to Slow). Apply speed modifiers for the float’s current speed.
Decrease Speed: TN20 to decrease speed 1 rank (such as from Fast to Medium). Apply speed modifiers for the float’s current speed.
Attack/Evade: If one Danjiri Team wishes to use its float to cause damage to another Team’s float, the two teams make a Contested Team Strength roll. Each team may apply its speed modifier as a BONUS to the total result of its roll (as moving faster makes it easier to interfere with or escape from another float). The Team that wins this roll suffers no damage. The Team that loses suffers damage equal to the difference between the two Teams’ rolls. A Danjiri Team can only attempt an attack on a float that is in the same immediate area. Note that this attack does not involve actually striking the rival float (as that would be dishonorable), but coming close enough to them to cause them difficulty in maneuvering.
Speed
There are six speeds a danjiri may move at: Stopped, Very Slow, Slow, Medium, Fast, and Very Fast.
A Stopped danjiri does not move at all. Unless it is acted upon by outside forces (such as another danjiri crashing into it), there is no way for a Stopped danjiri to have any sort of accident, but it may not make any maneuvers and will not get any closer to the finish line.
A danjiri moving at Very Slow speeds moves Team Strength Rank x 5 feet per round. Keeping up such a pace is fairly easy, and maneuvering the danjiri presents no special challenge in such conditions. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +5.
A danjiri moving at Slow speed moves Team Strength Rank x 10 feet per round. This speed is a little more difficult for the team, but not very much so. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +10.
A danjiri moving at Medium speed moves Team Strength Rank x 15 feet per round. It is increasingly difficult for the team to control the danjiri and keep this speed for extended periods of time. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +15.
A danjiri moving at Fast speeds moves Team Strength Rank x 20 feet per round. Controlling the danjiri at this speed is very difficult and the team will either quickly become tired or lose control of the float. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +20.
A danjiri moving at Very Fast speeds moves Team Strength Rank x 25 feet per round. It is very likely that a danjiri moving at this speed will careen out of control and crash into something, topple over, or even escape from its handlers (who may not be able to move quickly enough to keep up at this speed). The TN for any Team Strength and Team Stamina checks made at this speed are increased by +25.
Exhaustion
The GM may, at certain intervals, call for a Danjiri Team to make a Team Stamina check to resist exhaustion. The base TN for this roll is 10 plus speed modifiers, but it may also be affected by factors such as terrain, morale, and whether or not the team has been maintaining a strenuous pace without any rest. If the Danjiri Team has been moving at higher speeds the GM may choose to call for Team Stamina checks more frequently.
Each time a Danjiri Team passes a Team Stamina check they manage to press on, but the TN for the next such check is increased by +5.
If the Danjiri Team fails a Team Stamina check, it suffers an amount of Attrition Damage (see below) equal to the amount by which it failed the roll. So if a Danjiri Team fails a Team Stamina check by 12 points, it suffers 12 points of Attrition Damage.
You may notice that the longer the race continues the more likely a Danjiri Team is to suffer Attrition Damage from exhaustion, losing members, lowering its Team Strength rank, and therefore making it more likely that it will have an accident. This is a deliberate design choice. Crashes and near misses are much more interesting than an uneventful race where everything goes smoothly.
Optional Rule: Terrain
While it is possible to assume that all streets in the city are even, some GMs may wish to incorporate different types of terrain into the race. Here are modifiers for traversing different types of terrain while pushing a danjiri.
Terrain Modifiers wrote:Level Ground: No modifiers.
Uphill: Danjiri automatically slows down 1 speed rank per round. Team must make a Team Stamina roll each round they attempt to move the danjiri uphill. If the Danjiri Team suffers an accident while moving uphill, the danjiri may begin to move downhill, going in the opposite direction as intended.
Downhill: Danjiri automatically speeds up 1 speed rank per round. All TNs to control the danjiri are increased by +5. This penalty can be increased (at the GM’s discretion) for particularly steep hills.
Damage
If a danjiri float fails a Team Strength check, it suffers an accident and takes damage.
The amount of damage suffered is equal to the amount by which the danjiri failed the Team Strength check. So if a Danjiri Team fails a Team Strength check by 9 points, it suffers 9 points of Attrition Damage.
There are four types of damage that a danjiri float and its team can suffer: Collateral Damage, Cosmetic Damage, Structural Damage, and Attrition Damage.
Collateral Damage has no bearing on the danjiri float itself, but reflects the damage inflicted on buildings, items, and bystanders in the area. See the section on Collateral Damage below.
Cosmetic Damage affects the danjiri float’s Decoration and makes it appear less aesthetically pleasing. See the section on Cosmetic Damage below.
Structural Damage reduces the danjiri float’s Wear and may result in the destruction of the float itself. See the section on Structural Damage below.
Attrition Damage reflects injury to members of the Danjiri Team and may result in some members being unable to continue in the race. See the section on Attrition Damage below.
When a danjiri float is in an accident the GM should roll on the Damage Table to determine what kind of damage is suffered. Whenever a danjiri suffers more than one type of damage, the amount of damage suffered is the same for each type. So if a danjiri takes 9 points of damage and it is then determined that the accident resulted in both Collateral and Cosmetic damage the danjiri would suffer 9 points of each type of damage.
Damage Table: wrote:Roll 2k2. Dice may explode on this roll. Some examples of possible accidents are given, but the GM can provide alternate scenarios as well.
2-3 = Float knocks over a merchant’s sign. Suffer Collateral Damage.
4-5 = Decorations get caught on an awning. Suffer Cosmetic Damage.
6 = Float scrapes against a building. Suffer Collateral and Cosmetic Damage.
7 = Float breaks through a fence. Suffer Collateral and Structural Damage.
8 = Float strikes a building. Suffer Cosmetic and Structural Damage.
9-10 = Float strikes a tree. Suffer Structural Damage.
11 = Team member trips over a bucket. Suffer Collateral and Attrition Damage.
12 = Team falls and pulls off a piece of the float. Suffer Cosmetic and Attrition Damage.
13-14 = Team members are injured keeping float upright. Suffer Attrition Damage.
15 = Float strikes wall, injuring team members. Suffer Structural and Attrition Damage.
16 = Float crashes into wall. Suffer Collateral, Cosmetic, and Structural Damage.
17 = Sides of float clipped by house. Suffer Collateral, Cosmetic, and Attrition Damage.
18 = Float tips over. Suffer Cosmetic, Structural, and Attrition Damage.
19 = Float hits noodle stand. Suffer Collateral, Structural, and Attrition Damage.
20+ = Float suffers a catastrophic accident! Apply all types of damage.
For example, in the situation above, Ichi, Ni, and San failed their Team Strength check by 18 points. The GM rolls 2k2 on the Damage Table and gets a result of 7. The danjiri goes crashing through a fence. The team suffers 18 points of Collateral Damage (which is added to their previous total) and 18 points of Structural Damage (which is subtracted from their float’s Wear).
Optional Rule:
If you don’t want to track all the different types of damage, you can eliminate Collateral Damage, Cosmetic Damage, and Decoration points from the game and focus simply on the Danjiri Team and the damage done to the float itself.
If you want a very simple game you can rule that the danjiri float itself is too solid and sturdy to be destroyed by any mundane means and keep track of Attrition Damage only. Alternately, you can keep track of Structural Damage only and assume that the number of members on each team is so large that there will always be someone available to push or pull the float.
Collateral Damage
A danjiri float begins with 0 points of Collateral Damage. Any time a danjiri takes collateral damage this number goes up. Unlike the other types of damage, there is no limit to how much Collateral Damage a danjiri team can accumulate. Most teams cause at least a small amount of incidental destruction, but devastating accidents can also occur. (In modern times people who live or work near the parade route often take out danjiri insurance.)
Any Collateral Damage the PCs’ danjiri causes will have to be compensated once the race is finished. The exact form this compensation takes and the cost required is up to the GM to determine, but 1 koku per each full rank of Collateral Damage is usually the minimum payment expected.
Cosmetic Damage
A danjiri float begins with 50 points of Decoration. Any time a danjiri takes Cosmetic Damage it loses an amount of Decoration. If a danjiri float reaches 0 points of Decoration it may still be functional but has lost all of its majesty and is no more than a wooden cart. Finishing the race with a danjiri with no remaining Decoration is commonly considered a disgrace.
Cosmetic Damage can also be inflicted through unarmed or melee weapon attacks, with each Wound inflicted counting as a point of Decoration lost. Although defacing a danjiri deliberately is frowned upon, some participants do tear ribbons or break small pieces off of rival floats.
Structural Damage
A danjiri float begins with 100 points of Wear. Any time a danjiri takes Structural Damage, it loses an amount of Wear. If a danjiri float reaches 0 points of Wear is is completely demolished and can no longer be used in the festival.
Structural Damage can also be inflicted through melee weapon attacks, with each Wound inflicted counting as a point of Wear lost. It should be noted that attacking a danjiri in this way is extremely dishonorable and will draw the wrath of the Fortunes.
Attrition Damage
The total number of members on a given Danjiri Team may vary. Some Teams have a very large number of members, while others make use of a smaller number of more physically fit individuals. The Danjiri Team can be considered to have a number of Wounds equal to the total number of Stamina ranks among its members. An easy way to think of this is to picture the Danjiri Team as having a number of Wound Ranks equal to the number of members on the Team, with each of those Wound Ranks containing a number of wounds equal to that individual member’s Stamina.
Any time a danjiri takes Attrition Damage, that damage is divided among the Danjiri Team members in any way the team leader desires. Each point of damage a Team member suffers reduces their Stamina by an equal amount. This reduction also lowers the total amount of Stamina shared by the Team, and may even result in a lowered Team Stamina rank.
For example, Ichi, Ni, and San have another accident and suffer 8 points of Attrition Damage. Ichi (the leader) decides to apply 3 points of damage each to himself and San, and 2 points to Ni. Ichi’s Stamina is reduced from 7 to 4, Ni’s Stamina is reduced from 6 to 4, and San’s Stamina is reduced from 8 to 5. They now have only 13 total points of Stamina, which lowers their Team Stamina rank from 2 to 1.
If a Team member’s Stamina reaches 0 (for any reason), they are no longer able to participate in the race, and no longer contribute any Stamina or Strength to the Team.
It takes a minimum of 10 cumulative ranks of Strength (or 1 rank of Team Strength) to move a danjiri float. As such, losing too many members may mean that the team is no longer able to compete.
Optional Rule:
If you do not wish to track each member’s current Stamina each time the Danjiri Team suffers Attrition Damage, you can simply subtract the damage from the team’s total Stamina and reduce the team’s Team Stamina appropriately. This removes an element of tactics from the game, but makes bookkeeping much easier. It also means that the number of members on the Team will remain relatively unchanged no matter how much Attrition Damage is suffered. In this case, the GM will have to determine the exact effects (if any) of losing a rank of Team Stamina on the Danjiri Team’s Team Strength rank.
Optional Rule: Encouragement
Some daring individuals ride on top of danjiri floats, cheering and shouting encouragement to their teammates. Not only does this add to the excitement of the race, but it also helps the members of the Danjiri Team to focus every ounce of their energy on the task at hand.
Anyone riding on top of a danjiri float may spend a Void Point to increase the number of dice rolled on any Team Strength or Team Stamina roll the Danjiri Team makes by +1k1 per Void Point spent. Up to three people can ride on the top of a danjiri float at the same time, and all three may spend a Void Point to increase the same Team Strength or Team Stamina roll.
Staying upright on a moving danjiri float requires an Agility check at TN15 each round. This roll is increased by the appropriate speed modifiers. Characters who fail this roll may, at the GM’s discretion, be allowed to make another Agility roll at the same TN to avoid falling off the float completely. The GM may also require riders to make an Agility roll to avoid falling off whenever the danjiri suffers damage.
The effects of falling off a moving danjiri or being thrown from the danjiri in the event of a crash are up to the GM to determine.
Charting a Course
There are a number of ways to keep track of which danjiri is in the lead and how far each danjiri has left to go.
One method is to plan out a course, determining how long the route is and when turns are required. For example, one very simple route might look like this:
Sample Race Route wrote:Total Length: 1000 feet.
Straight stretch from start
250 feet from start: Right turn
325 feet from start: Left turn
650 feet from start: Left turn
850 feet from start: Right turn
Straight stretch until finish line
The various teams can all progress through this route at whatever speeds they wish, making maneuver rolls when necessary and competing to be the first to complete the race.
You can simplify this even further by simply determining how far each Danjiri Team has to go to reach the finish line and calling for Turns at random intervals. Again, teams can choose their speeds as they wish and the first to complete the required distance is the winner.
My favorite method is to let players choose their own route from start to finish. A map of Bijutsu Toshi can be found here: http://pics.livejournal.com/cfsoftheweek/pic/00005h89.
Cool Breeze and Bright Moon Park is in the upper middle, surrounding the building just left of the 東 (East) symbol. The other five locations can be placed wherever you wish. The scale is also left to individual GMs to determine for themselves. This approach lets players choose and adjust their route as they move their danjiri through the streets on the map. It can be a little more complex, but the tactical choices involved in this style of racing can add a great deal of excitement and drama.
Winning (and Losing) the Race
The first Danjiri Team to visit all five locations participating in the festival and return to the starting location in the center of Cool Breeze and Bright Moon Park is officially recognized as the “Bearers of Fortune” and rewarded with glory, adulation, free sake, and countless invitations to dinner from nobles and merchants alike.
Other Danjiri Teams are also awarded titles according to their performance.
The Danjiri Team with the most remaining Decorations on their float is named “Doji’s Majesty.” This is also a title that brings the team much glory.
The Danjiri Team with the least remaining Decorations on their float is called “Wagon Peddlers.” This title is mildly insulting, but is used only in jest.
The Danjiri Team that causes the least amount of Collateral Damage is awarded the title “Protectors of the City.” This team is commonly forgiven for any Collateral Damage it incurs during the race and does not need to help clean up after the festival.
The Danjiri Team that causes the most Collateral Damage is known as “Seppun’s Terror,” and are expected to do the most work to repair and clean up after everything is over. Failure to do so carries a very heavy social stigma.
The Danjiri Team with the most remaining Wear is awarded the title “Iron Racers.” This title does not carry as much public recognition, but those who respect strength hold it in particular esteem.
The Danjiri Team with the least remaining Wear is named “Drunken Goblins.” This is another mocking title that is used in good-natured jest.
The last Danjiri Team to complete the race is named “Stale Rice,” implying that everyone’s dinner has gone cold while they were waiting for the team to finish.
While it is not official, any Danjiri Team that fails to complete the course due to Structural Damage or Attrition Damage may find themselves being referred to as “Wayward Fortune.” Because the destruction of a danjiri float or injury of so many team members can be a sad event this title is rarely (but sometimes) used to address the team directly.
GMs are encouraged to make up titles for other achievements, such as taking the longest route to visit all five sites, causing the most damage to rival Danjiri Teams, having the most accidents, losing the most members to Attrition Damage and still managing to complete the race, or keeping the longest sustained burst of speed.
Have fun and enjoy the race!
The following rules can be used to let your players race their danjiri though the streets of Bijutsu Toshi at completely unsafe speeds with little or no regard for personal safety!
A Danjiri Team Sheet for use with these rules can be found here: http://pics.livejournal.com/cfsoftheweek/pic/00006xda
Warning: These rules have yet to be completely play-tested. Some modification may be necessary.
In any case, have fun!
Attributes
Because of the massive numbers of people involved in moving a danjiri float, it would be extremely time consuming to make skill rolls for each individual. Instead, the Team of people moving the danjiri are treated as a single entity, with each member contributing a small part of the full total.
A Danjiri Team has two attributes: Team Strength and Team Stamina.
Team Strength and Team Stamina are calculated in a way that is similar to how Honor, Glory, and Status are tracked. Each member of the team contributes a number of points of Team Strength equal to his or her own Strength score. Every 10 points of Team Strength equals 1 rank of Team Strength. Team Stamina is calculated in exactly the same way.
For example, Ichi, Ni, and San are members of a Danjiri Team. Ichi and Ni both have Strength ranks of 6, and San’s Strength rank is 7. This adds up to 19 total points of Team Strength, giving their danjiri a Team Strength rank of 1.
In Stamina, Ichi has a Stamina rank of 7, Ni has a Stamina rank of 6, and San has a Stamina rank of 8. They contribute a total of 21 points of Team Stamina, giving their danjiri a Team Stamina rank of 2. Even though they are a very small team, they just might have a chance (albeit a slim one) of completing the race.
When the Danjiri Team needs to make a Strength roll it uses its Team Strength rank. When the Danjiri Team needs to make a Stamina roll it uses its Team Stamina rank.
Optional Rule:
If you would like to reduce the amount of bookkeeping involved in the danjiri race, you can rule that each Team member contributes only 1 point of Team Strength and 1 point of Team Stamina, regardless of that character’s actual Strength and Stamina scores. This eliminates the need to keep track of each member’s attributes, letting players focus simply on how many active Team members they have left. However, it also means that a team of burly Hida or Akodo samurai is no more effective in the race than an equal number of peasant laborers.
Maneuvering
Any time the Danjiri Team attempts to move the danjiri they must make a Team Strength check. The TN for this check is based on the type of maneuver the team wishes to execute, and is further modified by the speed the danjiri is moving at (see below). Turning a stationary float is fairly easy, although it can be more difficult in tight quarters where there is not enough room for the float to pivot. Turning a float while it is in motion is more complex, and a float moving at high speeds can be almost impossible for an inexperienced Danjiri Team to control.
Only one maneuver can be attempted per turn.
For example, Ichi, Ni, and San attempt to turn their danjiri while moving at Medium Speed. The base TN for turning is 20, which is further increased by the +15TN speed modifier, for a total TN of 35. Their danjiri Team Strength rank is 1, so they roll 1k1. The result is 17 - they got lucky, but not lucky enough! They have an accident and suffer 18 points of damage, as explained below.
Maneuver TNs: wrote:Move Straight (at current speed rank): TN10.
Fine Maneuvers: TN10. This maneuver can only be attempted when the danjiri is Stopped or moving Very Slow. Making such slight adjustments to the danjiri’s course is usually not needed, but it can be useful in some cases.
Turn: TN20. Sharp turns may have higher TNs at GM’s discretion.
Increase Speed: TN15 to increase speed by 1 rank (such as from Very Slow to Slow). Apply speed modifiers for the float’s current speed.
Decrease Speed: TN20 to decrease speed 1 rank (such as from Fast to Medium). Apply speed modifiers for the float’s current speed.
Attack/Evade: If one Danjiri Team wishes to use its float to cause damage to another Team’s float, the two teams make a Contested Team Strength roll. Each team may apply its speed modifier as a BONUS to the total result of its roll (as moving faster makes it easier to interfere with or escape from another float). The Team that wins this roll suffers no damage. The Team that loses suffers damage equal to the difference between the two Teams’ rolls. A Danjiri Team can only attempt an attack on a float that is in the same immediate area. Note that this attack does not involve actually striking the rival float (as that would be dishonorable), but coming close enough to them to cause them difficulty in maneuvering.
Speed
There are six speeds a danjiri may move at: Stopped, Very Slow, Slow, Medium, Fast, and Very Fast.
A Stopped danjiri does not move at all. Unless it is acted upon by outside forces (such as another danjiri crashing into it), there is no way for a Stopped danjiri to have any sort of accident, but it may not make any maneuvers and will not get any closer to the finish line.
A danjiri moving at Very Slow speeds moves Team Strength Rank x 5 feet per round. Keeping up such a pace is fairly easy, and maneuvering the danjiri presents no special challenge in such conditions. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +5.
A danjiri moving at Slow speed moves Team Strength Rank x 10 feet per round. This speed is a little more difficult for the team, but not very much so. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +10.
A danjiri moving at Medium speed moves Team Strength Rank x 15 feet per round. It is increasingly difficult for the team to control the danjiri and keep this speed for extended periods of time. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +15.
A danjiri moving at Fast speeds moves Team Strength Rank x 20 feet per round. Controlling the danjiri at this speed is very difficult and the team will either quickly become tired or lose control of the float. The TN for any Team Strength and Team Stamina checks made at this speed are increased by +20.
A danjiri moving at Very Fast speeds moves Team Strength Rank x 25 feet per round. It is very likely that a danjiri moving at this speed will careen out of control and crash into something, topple over, or even escape from its handlers (who may not be able to move quickly enough to keep up at this speed). The TN for any Team Strength and Team Stamina checks made at this speed are increased by +25.
Exhaustion
The GM may, at certain intervals, call for a Danjiri Team to make a Team Stamina check to resist exhaustion. The base TN for this roll is 10 plus speed modifiers, but it may also be affected by factors such as terrain, morale, and whether or not the team has been maintaining a strenuous pace without any rest. If the Danjiri Team has been moving at higher speeds the GM may choose to call for Team Stamina checks more frequently.
Each time a Danjiri Team passes a Team Stamina check they manage to press on, but the TN for the next such check is increased by +5.
If the Danjiri Team fails a Team Stamina check, it suffers an amount of Attrition Damage (see below) equal to the amount by which it failed the roll. So if a Danjiri Team fails a Team Stamina check by 12 points, it suffers 12 points of Attrition Damage.
You may notice that the longer the race continues the more likely a Danjiri Team is to suffer Attrition Damage from exhaustion, losing members, lowering its Team Strength rank, and therefore making it more likely that it will have an accident. This is a deliberate design choice. Crashes and near misses are much more interesting than an uneventful race where everything goes smoothly.
Optional Rule: Terrain
While it is possible to assume that all streets in the city are even, some GMs may wish to incorporate different types of terrain into the race. Here are modifiers for traversing different types of terrain while pushing a danjiri.
Terrain Modifiers wrote:Level Ground: No modifiers.
Uphill: Danjiri automatically slows down 1 speed rank per round. Team must make a Team Stamina roll each round they attempt to move the danjiri uphill. If the Danjiri Team suffers an accident while moving uphill, the danjiri may begin to move downhill, going in the opposite direction as intended.
Downhill: Danjiri automatically speeds up 1 speed rank per round. All TNs to control the danjiri are increased by +5. This penalty can be increased (at the GM’s discretion) for particularly steep hills.
Damage
If a danjiri float fails a Team Strength check, it suffers an accident and takes damage.
The amount of damage suffered is equal to the amount by which the danjiri failed the Team Strength check. So if a Danjiri Team fails a Team Strength check by 9 points, it suffers 9 points of Attrition Damage.
There are four types of damage that a danjiri float and its team can suffer: Collateral Damage, Cosmetic Damage, Structural Damage, and Attrition Damage.
Collateral Damage has no bearing on the danjiri float itself, but reflects the damage inflicted on buildings, items, and bystanders in the area. See the section on Collateral Damage below.
Cosmetic Damage affects the danjiri float’s Decoration and makes it appear less aesthetically pleasing. See the section on Cosmetic Damage below.
Structural Damage reduces the danjiri float’s Wear and may result in the destruction of the float itself. See the section on Structural Damage below.
Attrition Damage reflects injury to members of the Danjiri Team and may result in some members being unable to continue in the race. See the section on Attrition Damage below.
When a danjiri float is in an accident the GM should roll on the Damage Table to determine what kind of damage is suffered. Whenever a danjiri suffers more than one type of damage, the amount of damage suffered is the same for each type. So if a danjiri takes 9 points of damage and it is then determined that the accident resulted in both Collateral and Cosmetic damage the danjiri would suffer 9 points of each type of damage.
Damage Table: wrote:Roll 2k2. Dice may explode on this roll. Some examples of possible accidents are given, but the GM can provide alternate scenarios as well.
2-3 = Float knocks over a merchant’s sign. Suffer Collateral Damage.
4-5 = Decorations get caught on an awning. Suffer Cosmetic Damage.
6 = Float scrapes against a building. Suffer Collateral and Cosmetic Damage.
7 = Float breaks through a fence. Suffer Collateral and Structural Damage.
8 = Float strikes a building. Suffer Cosmetic and Structural Damage.
9-10 = Float strikes a tree. Suffer Structural Damage.
11 = Team member trips over a bucket. Suffer Collateral and Attrition Damage.
12 = Team falls and pulls off a piece of the float. Suffer Cosmetic and Attrition Damage.
13-14 = Team members are injured keeping float upright. Suffer Attrition Damage.
15 = Float strikes wall, injuring team members. Suffer Structural and Attrition Damage.
16 = Float crashes into wall. Suffer Collateral, Cosmetic, and Structural Damage.
17 = Sides of float clipped by house. Suffer Collateral, Cosmetic, and Attrition Damage.
18 = Float tips over. Suffer Cosmetic, Structural, and Attrition Damage.
19 = Float hits noodle stand. Suffer Collateral, Structural, and Attrition Damage.
20+ = Float suffers a catastrophic accident! Apply all types of damage.
For example, in the situation above, Ichi, Ni, and San failed their Team Strength check by 18 points. The GM rolls 2k2 on the Damage Table and gets a result of 7. The danjiri goes crashing through a fence. The team suffers 18 points of Collateral Damage (which is added to their previous total) and 18 points of Structural Damage (which is subtracted from their float’s Wear).
Optional Rule:
If you don’t want to track all the different types of damage, you can eliminate Collateral Damage, Cosmetic Damage, and Decoration points from the game and focus simply on the Danjiri Team and the damage done to the float itself.
If you want a very simple game you can rule that the danjiri float itself is too solid and sturdy to be destroyed by any mundane means and keep track of Attrition Damage only. Alternately, you can keep track of Structural Damage only and assume that the number of members on each team is so large that there will always be someone available to push or pull the float.
Collateral Damage
A danjiri float begins with 0 points of Collateral Damage. Any time a danjiri takes collateral damage this number goes up. Unlike the other types of damage, there is no limit to how much Collateral Damage a danjiri team can accumulate. Most teams cause at least a small amount of incidental destruction, but devastating accidents can also occur. (In modern times people who live or work near the parade route often take out danjiri insurance.)
Any Collateral Damage the PCs’ danjiri causes will have to be compensated once the race is finished. The exact form this compensation takes and the cost required is up to the GM to determine, but 1 koku per each full rank of Collateral Damage is usually the minimum payment expected.
Cosmetic Damage
A danjiri float begins with 50 points of Decoration. Any time a danjiri takes Cosmetic Damage it loses an amount of Decoration. If a danjiri float reaches 0 points of Decoration it may still be functional but has lost all of its majesty and is no more than a wooden cart. Finishing the race with a danjiri with no remaining Decoration is commonly considered a disgrace.
Cosmetic Damage can also be inflicted through unarmed or melee weapon attacks, with each Wound inflicted counting as a point of Decoration lost. Although defacing a danjiri deliberately is frowned upon, some participants do tear ribbons or break small pieces off of rival floats.
Structural Damage
A danjiri float begins with 100 points of Wear. Any time a danjiri takes Structural Damage, it loses an amount of Wear. If a danjiri float reaches 0 points of Wear is is completely demolished and can no longer be used in the festival.
Structural Damage can also be inflicted through melee weapon attacks, with each Wound inflicted counting as a point of Wear lost. It should be noted that attacking a danjiri in this way is extremely dishonorable and will draw the wrath of the Fortunes.
Attrition Damage
The total number of members on a given Danjiri Team may vary. Some Teams have a very large number of members, while others make use of a smaller number of more physically fit individuals. The Danjiri Team can be considered to have a number of Wounds equal to the total number of Stamina ranks among its members. An easy way to think of this is to picture the Danjiri Team as having a number of Wound Ranks equal to the number of members on the Team, with each of those Wound Ranks containing a number of wounds equal to that individual member’s Stamina.
Any time a danjiri takes Attrition Damage, that damage is divided among the Danjiri Team members in any way the team leader desires. Each point of damage a Team member suffers reduces their Stamina by an equal amount. This reduction also lowers the total amount of Stamina shared by the Team, and may even result in a lowered Team Stamina rank.
For example, Ichi, Ni, and San have another accident and suffer 8 points of Attrition Damage. Ichi (the leader) decides to apply 3 points of damage each to himself and San, and 2 points to Ni. Ichi’s Stamina is reduced from 7 to 4, Ni’s Stamina is reduced from 6 to 4, and San’s Stamina is reduced from 8 to 5. They now have only 13 total points of Stamina, which lowers their Team Stamina rank from 2 to 1.
If a Team member’s Stamina reaches 0 (for any reason), they are no longer able to participate in the race, and no longer contribute any Stamina or Strength to the Team.
It takes a minimum of 10 cumulative ranks of Strength (or 1 rank of Team Strength) to move a danjiri float. As such, losing too many members may mean that the team is no longer able to compete.
Optional Rule:
If you do not wish to track each member’s current Stamina each time the Danjiri Team suffers Attrition Damage, you can simply subtract the damage from the team’s total Stamina and reduce the team’s Team Stamina appropriately. This removes an element of tactics from the game, but makes bookkeeping much easier. It also means that the number of members on the Team will remain relatively unchanged no matter how much Attrition Damage is suffered. In this case, the GM will have to determine the exact effects (if any) of losing a rank of Team Stamina on the Danjiri Team’s Team Strength rank.
Optional Rule: Encouragement
Some daring individuals ride on top of danjiri floats, cheering and shouting encouragement to their teammates. Not only does this add to the excitement of the race, but it also helps the members of the Danjiri Team to focus every ounce of their energy on the task at hand.
Anyone riding on top of a danjiri float may spend a Void Point to increase the number of dice rolled on any Team Strength or Team Stamina roll the Danjiri Team makes by +1k1 per Void Point spent. Up to three people can ride on the top of a danjiri float at the same time, and all three may spend a Void Point to increase the same Team Strength or Team Stamina roll.
Staying upright on a moving danjiri float requires an Agility check at TN15 each round. This roll is increased by the appropriate speed modifiers. Characters who fail this roll may, at the GM’s discretion, be allowed to make another Agility roll at the same TN to avoid falling off the float completely. The GM may also require riders to make an Agility roll to avoid falling off whenever the danjiri suffers damage.
The effects of falling off a moving danjiri or being thrown from the danjiri in the event of a crash are up to the GM to determine.
Charting a Course
There are a number of ways to keep track of which danjiri is in the lead and how far each danjiri has left to go.
One method is to plan out a course, determining how long the route is and when turns are required. For example, one very simple route might look like this:
Sample Race Route wrote:Total Length: 1000 feet.
Straight stretch from start
250 feet from start: Right turn
325 feet from start: Left turn
650 feet from start: Left turn
850 feet from start: Right turn
Straight stretch until finish line
The various teams can all progress through this route at whatever speeds they wish, making maneuver rolls when necessary and competing to be the first to complete the race.
You can simplify this even further by simply determining how far each Danjiri Team has to go to reach the finish line and calling for Turns at random intervals. Again, teams can choose their speeds as they wish and the first to complete the required distance is the winner.
My favorite method is to let players choose their own route from start to finish. A map of Bijutsu Toshi can be found here: http://pics.livejournal.com/cfsoftheweek/pic/00005h89.
Cool Breeze and Bright Moon Park is in the upper middle, surrounding the building just left of the 東 (East) symbol. The other five locations can be placed wherever you wish. The scale is also left to individual GMs to determine for themselves. This approach lets players choose and adjust their route as they move their danjiri through the streets on the map. It can be a little more complex, but the tactical choices involved in this style of racing can add a great deal of excitement and drama.
Winning (and Losing) the Race
The first Danjiri Team to visit all five locations participating in the festival and return to the starting location in the center of Cool Breeze and Bright Moon Park is officially recognized as the “Bearers of Fortune” and rewarded with glory, adulation, free sake, and countless invitations to dinner from nobles and merchants alike.
Other Danjiri Teams are also awarded titles according to their performance.
The Danjiri Team with the most remaining Decorations on their float is named “Doji’s Majesty.” This is also a title that brings the team much glory.
The Danjiri Team with the least remaining Decorations on their float is called “Wagon Peddlers.” This title is mildly insulting, but is used only in jest.
The Danjiri Team that causes the least amount of Collateral Damage is awarded the title “Protectors of the City.” This team is commonly forgiven for any Collateral Damage it incurs during the race and does not need to help clean up after the festival.
The Danjiri Team that causes the most Collateral Damage is known as “Seppun’s Terror,” and are expected to do the most work to repair and clean up after everything is over. Failure to do so carries a very heavy social stigma.
The Danjiri Team with the most remaining Wear is awarded the title “Iron Racers.” This title does not carry as much public recognition, but those who respect strength hold it in particular esteem.
The Danjiri Team with the least remaining Wear is named “Drunken Goblins.” This is another mocking title that is used in good-natured jest.
The last Danjiri Team to complete the race is named “Stale Rice,” implying that everyone’s dinner has gone cold while they were waiting for the team to finish.
While it is not official, any Danjiri Team that fails to complete the course due to Structural Damage or Attrition Damage may find themselves being referred to as “Wayward Fortune.” Because the destruction of a danjiri float or injury of so many team members can be a sad event this title is rarely (but sometimes) used to address the team directly.
GMs are encouraged to make up titles for other achievements, such as taking the longest route to visit all five sites, causing the most damage to rival Danjiri Teams, having the most accidents, losing the most members to Attrition Damage and still managing to complete the race, or keeping the longest sustained burst of speed.
Have fun and enjoy the race!
Challenge / Focus / Strike
Art is Subjective
Challenge:
When the PCs arrive in Bijutsu Toshi they are met by Sudou and Niko, who tell them that Kakita Den’yu wishes to meet with them at their soonest possible convenience. They can provide no other details beyond saying that Den’yu was quite direct about his wish to have them come to his studio in the Conservatory once they have settled in.
Focus:
When the PCs go to meet Den’yu he is visibly harried but still manages to greet the PCs warmly. After introductions and an initial exchange of pleasantries he asks the player characters if they would be willing to help him out of a difficult position. As part of his duties as Steward of the Conservatory he is expected to select a promising graduate from the Bijutsu Academy and provide sponsorship that will enable the young artist to fulfill his or her full potential. This year, however, there are a number of outstanding artists and he is finding it quite difficult to make a final decision. If the PCs could help him they would have his deepest gratitude.
Strike:
Den’yu has narrowed the field of candidates down to six or seven students, and all of them have their own workshops in the city. Visiting each student and seeing their work should present no problem to the party. Making a decision, however, is not something to be done lightly. By choosing one candidate to support the player characters are also making a statement, whether intentionally or otherwise, about they believe art is and what it should be. In a city full of artists this can be a very controversial thing indeed, and the PCs may find themselves facing a number of offended citizens if they are not careful.
Because tastes in art are subjective it may be helpful to have the students under consideration give the PCs some information about the aims, philosophy, and ideals they take into consideration while working on a project. Simply showing the players seven different pictures and asking them to choose which one their characters would prefer is quite simple, but asking them to examine the values of the artists and choose one to throw their support behind involves much more thought and potential for character interaction. To this end, seven possible NPCs for use in this scenario are listed below, along with short descriptions of their outlooks and views towards art. Family names, backgrounds, and personalities have been left open for you to develop as desired. If an NPC (or PC) in your campaign has any artistic skills you could even add them as candidate as well.
Akai says that his work seeks to capture the true spirit of the Empire, render it timeless, and preserve it for posterity.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/334/334.35.jpg
Daidai feels that the primary aim of art should be to explore the world of imagination, as only art can show people the realm of the unreal.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/436/436.01.jpg
Kii believes that art should express beauty above all else, for beauty will stir people’s hearts and give them hope for better things.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/331/331.09.jpg
Midori presents an unflinchingly realistic view of the world in her art, as she hopes her portrayals of vice will inspire people to better themselves.
One possible piece you can use for her work is here:
http://www.yoshitoshi.net/images/183/183.03.jpg
Aoki’s art centers around traditional themes and is meant to reflect high culture, showing people the kind of life they should aspire to.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/88/88.01.jpg
Aiko believes that art is the truest form of self-expression, as it allows one to share emotions with others without ever meeting or exchanging words.
One possible piece you can use for her work is here:
http://www.fujiarts.com/japanese-prints/k114/202k114f.jpg
Murasaki’s work is influenced heavily by popular opinion. She holds that art should bring people pleasure, and as such she aims to create art that will entertain the masses.
One possible piece you can use for her work is here:
http://www.yoshitoshi.net/images/223/223.52.jpg
Note that all of these pictures are by the great ukiyo-e artist Tsukioka Yoshitoshi. This has been done in order to minimize the effect that artistic quality and style may have on the player’s judgment. Since they were all done by the same artist the only major difference should be the subject they present. You can, of course, use other works of art if you so wish. A quick Google image search can turn up a wide variety of images that would be suitable for this adventure.
No matter which candidate the PCs choose there are bound to be people who disagree with them. Master artisans who agree with one student’s view or style of art may demand to know why the PCs selected another. This could even be the reason why Den’yu asked them to help in the first place. By putting the responsibility for the decision in the PCs’ hands he can avoid upsetting anyone himself. Even if the player characters do not have any strong views on the meaning of art one way or the other, they may find themselves being vilified by artists who feel that the PCs are biased against them. At the very least they will have to put up with people accusing them of having horrible taste.
You can, of course, add a political dimension to this challenge if you so wish. Friends and family members of the students may come forward and try to influence the PCs’ decision with gifts or promises of support. Perhaps a sensei from the Academy hopes to see his protégé gain fame and glory. Or maybe he wants to ensure a rival sensei’s students do not see success. If some of the students come from different Clans or families the PCs may have their own loyalties called into question. Can they really make an impartial decision when one of the candidates is from their own Clan? What if one of the students under consideration is related to a rival of one of the player characters? Being honest is a virtue, but so is loyalty to one’s family and superiors. Even if the right choice seems clear based on the students’ work, outside factors may make the process much more difficult.
One possible complication in this scenario involves the students making emotional appeals to the PCs. Perhaps one student comes from a wealthy family, and while he does not require any monetary support or patronage from the Conservatory in order to continue his career he still desires the fame that being selected as the top student of the year will bring. On the other hand, another student may have fallen on hard times, leaving her without enough money to even buy new brushes or paint. A third might have had to overcome tremendous personal hardship in order to be admitted to the Academy, where another, more skilled candidate managed to get in simply by virtue of personal connections. With so many people trying to tug at their heartstrings how will the PCs make a fair assessment of the students’ true skill. And what if one of the sob stories that moves them turns out to be nothing more than a clever fabrication?
Another way to play on the PCs’ sympathies is to alter the nature of the decision somewhat. Instead of giving one student an award, Den’yu might be forced to select one or two students to leave the Academy. In the final year of their training students work one on one with a master artisan in order to refine their skills. Unfortunately, this year there are more gifted candidates than the number of available teachers, so not everyone will be able to advance. It is a painful decision, so he turns to the PCs for help. Of course, they might find it just as difficult as he does.
In both of these cases one interesting twist can be to make all the students either deserving or unpleasant in some way. If the PCs find themselves sympathizing with (or disliking) all of the candidates their decision may become much more difficult.
If the PCs have no trouble making their decision and you find yourself with time left to fill you can also add some controversy after the fact. The PCs might be accused of accepting a bribe or giving in to political pressure. Alternately, the student they selected could come under suspicion of having copied the winning piece from another artist and an investigation launched. Maybe the disgraced student really is innocent and she asks one of the PCs to champion her cause. Perhaps the winner mysteriously disappears after the decision is announced. Did he drink too much while celebrating and forget to let his teacher know he was going home to inform his parents of the news, or is there foul play afoot? In any situation where there is fame and fortune at stake there will always be someone who is unhappy with the results, and dealing with their fury can be a formidable task indeed. What if that fury is directed towards the PCs themselves?
Art may be beautiful, but that doesn’t stop arguments about it from turning ugly from time to time.
Another idea to make this little choice interesting would be to have an artist representing each traditional art: painting, ikebana, origami, calligraphy, sculpture, gardening, puppetry, poetry, architecture and music, for instance. So instead of just going for a choice of taste and statement, it would also automatically become political: if they chose Ikebana, they will be suspect of favoring the master rather than going for the true masterpiece. But if they chose the music piece, won't all plastic artists feel threatened or slighted?
When the PCs arrive in Bijutsu Toshi they are met by Sudou and Niko, who tell them that Kakita Den’yu wishes to meet with them at their soonest possible convenience. They can provide no other details beyond saying that Den’yu was quite direct about his wish to have them come to his studio in the Conservatory once they have settled in.
Focus:
When the PCs go to meet Den’yu he is visibly harried but still manages to greet the PCs warmly. After introductions and an initial exchange of pleasantries he asks the player characters if they would be willing to help him out of a difficult position. As part of his duties as Steward of the Conservatory he is expected to select a promising graduate from the Bijutsu Academy and provide sponsorship that will enable the young artist to fulfill his or her full potential. This year, however, there are a number of outstanding artists and he is finding it quite difficult to make a final decision. If the PCs could help him they would have his deepest gratitude.
Strike:
Den’yu has narrowed the field of candidates down to six or seven students, and all of them have their own workshops in the city. Visiting each student and seeing their work should present no problem to the party. Making a decision, however, is not something to be done lightly. By choosing one candidate to support the player characters are also making a statement, whether intentionally or otherwise, about they believe art is and what it should be. In a city full of artists this can be a very controversial thing indeed, and the PCs may find themselves facing a number of offended citizens if they are not careful.
Because tastes in art are subjective it may be helpful to have the students under consideration give the PCs some information about the aims, philosophy, and ideals they take into consideration while working on a project. Simply showing the players seven different pictures and asking them to choose which one their characters would prefer is quite simple, but asking them to examine the values of the artists and choose one to throw their support behind involves much more thought and potential for character interaction. To this end, seven possible NPCs for use in this scenario are listed below, along with short descriptions of their outlooks and views towards art. Family names, backgrounds, and personalities have been left open for you to develop as desired. If an NPC (or PC) in your campaign has any artistic skills you could even add them as candidate as well.
Akai says that his work seeks to capture the true spirit of the Empire, render it timeless, and preserve it for posterity.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/334/334.35.jpg
Daidai feels that the primary aim of art should be to explore the world of imagination, as only art can show people the realm of the unreal.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/436/436.01.jpg
Kii believes that art should express beauty above all else, for beauty will stir people’s hearts and give them hope for better things.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/331/331.09.jpg
Midori presents an unflinchingly realistic view of the world in her art, as she hopes her portrayals of vice will inspire people to better themselves.
One possible piece you can use for her work is here:
http://www.yoshitoshi.net/images/183/183.03.jpg
Aoki’s art centers around traditional themes and is meant to reflect high culture, showing people the kind of life they should aspire to.
One possible piece you can use for his work is here:
http://www.yoshitoshi.net/images/88/88.01.jpg
Aiko believes that art is the truest form of self-expression, as it allows one to share emotions with others without ever meeting or exchanging words.
One possible piece you can use for her work is here:
http://www.fujiarts.com/japanese-prints/k114/202k114f.jpg
Murasaki’s work is influenced heavily by popular opinion. She holds that art should bring people pleasure, and as such she aims to create art that will entertain the masses.
One possible piece you can use for her work is here:
http://www.yoshitoshi.net/images/223/223.52.jpg
Note that all of these pictures are by the great ukiyo-e artist Tsukioka Yoshitoshi. This has been done in order to minimize the effect that artistic quality and style may have on the player’s judgment. Since they were all done by the same artist the only major difference should be the subject they present. You can, of course, use other works of art if you so wish. A quick Google image search can turn up a wide variety of images that would be suitable for this adventure.
No matter which candidate the PCs choose there are bound to be people who disagree with them. Master artisans who agree with one student’s view or style of art may demand to know why the PCs selected another. This could even be the reason why Den’yu asked them to help in the first place. By putting the responsibility for the decision in the PCs’ hands he can avoid upsetting anyone himself. Even if the player characters do not have any strong views on the meaning of art one way or the other, they may find themselves being vilified by artists who feel that the PCs are biased against them. At the very least they will have to put up with people accusing them of having horrible taste.
You can, of course, add a political dimension to this challenge if you so wish. Friends and family members of the students may come forward and try to influence the PCs’ decision with gifts or promises of support. Perhaps a sensei from the Academy hopes to see his protégé gain fame and glory. Or maybe he wants to ensure a rival sensei’s students do not see success. If some of the students come from different Clans or families the PCs may have their own loyalties called into question. Can they really make an impartial decision when one of the candidates is from their own Clan? What if one of the students under consideration is related to a rival of one of the player characters? Being honest is a virtue, but so is loyalty to one’s family and superiors. Even if the right choice seems clear based on the students’ work, outside factors may make the process much more difficult.
One possible complication in this scenario involves the students making emotional appeals to the PCs. Perhaps one student comes from a wealthy family, and while he does not require any monetary support or patronage from the Conservatory in order to continue his career he still desires the fame that being selected as the top student of the year will bring. On the other hand, another student may have fallen on hard times, leaving her without enough money to even buy new brushes or paint. A third might have had to overcome tremendous personal hardship in order to be admitted to the Academy, where another, more skilled candidate managed to get in simply by virtue of personal connections. With so many people trying to tug at their heartstrings how will the PCs make a fair assessment of the students’ true skill. And what if one of the sob stories that moves them turns out to be nothing more than a clever fabrication?
Another way to play on the PCs’ sympathies is to alter the nature of the decision somewhat. Instead of giving one student an award, Den’yu might be forced to select one or two students to leave the Academy. In the final year of their training students work one on one with a master artisan in order to refine their skills. Unfortunately, this year there are more gifted candidates than the number of available teachers, so not everyone will be able to advance. It is a painful decision, so he turns to the PCs for help. Of course, they might find it just as difficult as he does.
In both of these cases one interesting twist can be to make all the students either deserving or unpleasant in some way. If the PCs find themselves sympathizing with (or disliking) all of the candidates their decision may become much more difficult.
If the PCs have no trouble making their decision and you find yourself with time left to fill you can also add some controversy after the fact. The PCs might be accused of accepting a bribe or giving in to political pressure. Alternately, the student they selected could come under suspicion of having copied the winning piece from another artist and an investigation launched. Maybe the disgraced student really is innocent and she asks one of the PCs to champion her cause. Perhaps the winner mysteriously disappears after the decision is announced. Did he drink too much while celebrating and forget to let his teacher know he was going home to inform his parents of the news, or is there foul play afoot? In any situation where there is fame and fortune at stake there will always be someone who is unhappy with the results, and dealing with their fury can be a formidable task indeed. What if that fury is directed towards the PCs themselves?
Art may be beautiful, but that doesn’t stop arguments about it from turning ugly from time to time.
Another idea to make this little choice interesting would be to have an artist representing each traditional art: painting, ikebana, origami, calligraphy, sculpture, gardening, puppetry, poetry, architecture and music, for instance. So instead of just going for a choice of taste and statement, it would also automatically become political: if they chose Ikebana, they will be suspect of favoring the master rather than going for the true masterpiece. But if they chose the music piece, won't all plastic artists feel threatened or slighted?
The Vandal
Challenge:
To commemorate the visit of a renowned painter of the Unicorn Clan, Den’yu has gathered several original copies of the artist’s work to display in the main hall of the Conservatory. The paintings show places that Ide Hikaraku visited in his youth while traveling around the Empire. That journey took place over thirty years ago, and many of the beautiful locales portrayed in the pictures have since been ravaged by war, devastated by flood or fire, or irrevocably changed by the construction of roads and farms. This makes Hikaraku’s work an important piece of Rokugan’s historical legacy.
Focus:
Not long after Den’yu has the paintings put on display a terrible crime is committed. During the night someone sneaks into the Conservatory and defaces one of Hikaraku’s paintings, smearing it with black ink. The next night another painting is destroyed in a similar manner. When the vandal strikes again on the following evening, Den’yu swears that he shall have vengeance.
Sudou and Niko ask the PCs to help them find and apprehend the culprit. Whoever the vandal is, he or she seems to have extensive knowledge of the Conservatory and is able to move about unseen. They do not want to scare the vandal away by posting guards, but hope that having more people to help them patrol the Conservatory will enable them to apprehend whoever is behind this travesty.
Strike:
It may take a few nights to catch the miscreant, but eventually the PCs should be able to do so. When they unmask the vandal, however, they are in for a surprise, for it is none other than Hikaraku himself. As unusual as it is for an artist to deface his own work, his reasons for doing so are even stranger. Hikaraku claims that his changes to the paintings are an artistic statement. By denying future generations the chance to look on his works as they originally were he hopes to cause viewers to reflect on how unfortunate it is that the passage of time brings ruin to all things and the need to protect things of beauty.
Depending on the type of adventure you want to present, catching Hikaraku in the act may be rather easy or quite difficult. If your players prefer talking things over and exploring political issues, Hikaraku may be nothing more than a simple artist and catching him may be as simple as having enough people to cover all the entrances and exits. If your players enjoy investigation and the thrill of playing cat and mouse, Hikaraku could be a former scout trained in stealth, able to run like the wind and move without making a sound. If your players are interested in combat, Hikaraku might be a skilled bushi who is able to trade blows with pursuers before giving them the slip. He might even have a number of accomplices helping him if you think the PCs will not find a single adversary to be challenging enough. While one of his helpers draws the PCs’ attention, Hikaraku can slip into the Conservatory, do his dirty work, and make his escape.
You may want to stress the point that Den’yu is absolutely against bloodshed in the Conservatory and would like the culprit to be captured alive. If the PCs ignore this warning and strike down a respected artist then they have only themselves to blame.
If you think your players will not appreciate the political undertones of Hikaraku’s intentions, you can change things by having another person vandalize the artwork in Hikaraku’s place.
-Someone who harbors a grudge against Hikaraku or the Unicorn Clan might object to the exhibition and attempt to disrupt it.
-An enemy of Den’yu or the Crane Clan could be trying to cause his rival(s) disgrace by destroying the valuable artwork in the Conservatory’s care.
-Someone could be trying to create political tension between the Ide and Kakita families. Defacing the artwork is simply a means to an end.
-The culprit could be someone who hates the Imperial Family and is taking this opportunity to destroy their property. Hikaraku’s work was targeted first simply because it was displayed in the main hall and was the most visible target.
-A rival artist may disagree with Hikaraku’s views, technique, or artistic philosophy and seek to ruin his most beloved masterpieces.
-Hikaraku might have died and left orders with a family member or student to destroy all of his work, either as part of an artistic statement, out of protest, or simply because he did not feel they were good enough to serve as part of his legacy.
-Alternately, a family member or student of Hikaraku may be trying to garner publicity for Hikaraku by sparking a scandal.
-A merchant who deals in art has copies of some of Hikaraku’s less famous paintings and is trying to raise their value by removing any other pieces from the market.
-A gang of thieves is stealing the original artwork and replacing them with forgeries. The forgeries are then defaced, leaving Den’yu to believe that they were the originals. The gang members then go on to sell the originals to unscrupulous art collectors.
-A madman could have become obsessed with Hikaraku’s work, lashing out at the paintings for a reason only he can comprehend.
-There might be those who find the art offensive or heretical in some way and seek to destroy it. They could portray a Clan or honored figure in a negative or scandalous manner. Or maybe the paintings contain hidden clues that can lead to the discovery of another family’s dishonor.
-Perhaps the culprits are official agents of the Imperial Family and the art portrays some dark secret that is best left undiscovered. Close examination reveals that the woman in one picture bears a striking resemblance to the Seppun daimyo’s wife, but the man holding her hand is not the daimyo.
-The paintings could have been affected by a ritual that bound a spirit (either malicious or benevolent) within them, with someone now trying to free the spirit once more.
-Or maybe the culprit is a maho-tsukai who has cast a spell on the pictures linking them to the places they portray, and is now inflicting devastation upon various locales across the Empire as he destroys Hikaraku’s artwork.
You can also use this scenario to explore the concept of ownership as it applies to works of art. If a noble commissions a painting from Hikaraku, who owns the resulting work? Does it belong to the noble who paid for it, or is it still the property of the artist? If it does belong to the noble, how far does that ownership extend? May Hikaraku make changes to that painting later? May the noble, or the steward of the museum it was entrusted to do so? Do any of them have the right to definitively interpret the painting’s meaning? If things get very intense the PCs may have to intervene in an argument between Den’yu and Hikaraku. Which side will they take, and how far will they go to defend that stance?
Great artists have been known to die for the sake of their craft. Hopefully the PCs won’t have to be the ones to kill them.
Here are a few other guests who might attend the exhibition and draw suspicion:
-A Crane artist who is jealous of Hikaraku and asks Den'yu why his works are not also being displayed in the main hall of the Conservatory.
-Another Crane artist. This one idolizes Hikaraku and asks to be taken on as a student, but Hikaraku informs him that he is no longer working on any new paintings and so he has nothing to teach.
-A Lion samurai who was humiliated by Hikaraku in the past. He still holds a grudge, and the fact that he's here now could either be bad timing or deliberate malice on his part.
-A Scorpion infiltrator who spends a lot of time skulking around the Conservatory. He's trying to find a secret message that was left there, but it has nothing to do with the current problems.
-A Dragon monk who is rumored to be insane. Like the Scorpion, he acts in a manner that draws suspicion. However, he has no motives or connections to the crime.
-A Mantis courtier who once owned two of the paintings in the collection. They were given to the Conservatory as gifts, and the Mantis resents the fact that so far the Kakita have given his family nothing in return.
A number of other figures from different factions could be included as well. The exhibition is very similar to a courtly event, so various figures might be in attendance. The more people there are the more involved the hunt can become. Having multiple suspects can also give the PCs something to investigate during the daylight hours as well. Red herrings often travel in large groups, after all...
To commemorate the visit of a renowned painter of the Unicorn Clan, Den’yu has gathered several original copies of the artist’s work to display in the main hall of the Conservatory. The paintings show places that Ide Hikaraku visited in his youth while traveling around the Empire. That journey took place over thirty years ago, and many of the beautiful locales portrayed in the pictures have since been ravaged by war, devastated by flood or fire, or irrevocably changed by the construction of roads and farms. This makes Hikaraku’s work an important piece of Rokugan’s historical legacy.
Focus:
Not long after Den’yu has the paintings put on display a terrible crime is committed. During the night someone sneaks into the Conservatory and defaces one of Hikaraku’s paintings, smearing it with black ink. The next night another painting is destroyed in a similar manner. When the vandal strikes again on the following evening, Den’yu swears that he shall have vengeance.
Sudou and Niko ask the PCs to help them find and apprehend the culprit. Whoever the vandal is, he or she seems to have extensive knowledge of the Conservatory and is able to move about unseen. They do not want to scare the vandal away by posting guards, but hope that having more people to help them patrol the Conservatory will enable them to apprehend whoever is behind this travesty.
Strike:
It may take a few nights to catch the miscreant, but eventually the PCs should be able to do so. When they unmask the vandal, however, they are in for a surprise, for it is none other than Hikaraku himself. As unusual as it is for an artist to deface his own work, his reasons for doing so are even stranger. Hikaraku claims that his changes to the paintings are an artistic statement. By denying future generations the chance to look on his works as they originally were he hopes to cause viewers to reflect on how unfortunate it is that the passage of time brings ruin to all things and the need to protect things of beauty.
Depending on the type of adventure you want to present, catching Hikaraku in the act may be rather easy or quite difficult. If your players prefer talking things over and exploring political issues, Hikaraku may be nothing more than a simple artist and catching him may be as simple as having enough people to cover all the entrances and exits. If your players enjoy investigation and the thrill of playing cat and mouse, Hikaraku could be a former scout trained in stealth, able to run like the wind and move without making a sound. If your players are interested in combat, Hikaraku might be a skilled bushi who is able to trade blows with pursuers before giving them the slip. He might even have a number of accomplices helping him if you think the PCs will not find a single adversary to be challenging enough. While one of his helpers draws the PCs’ attention, Hikaraku can slip into the Conservatory, do his dirty work, and make his escape.
You may want to stress the point that Den’yu is absolutely against bloodshed in the Conservatory and would like the culprit to be captured alive. If the PCs ignore this warning and strike down a respected artist then they have only themselves to blame.
If you think your players will not appreciate the political undertones of Hikaraku’s intentions, you can change things by having another person vandalize the artwork in Hikaraku’s place.
-Someone who harbors a grudge against Hikaraku or the Unicorn Clan might object to the exhibition and attempt to disrupt it.
-An enemy of Den’yu or the Crane Clan could be trying to cause his rival(s) disgrace by destroying the valuable artwork in the Conservatory’s care.
-Someone could be trying to create political tension between the Ide and Kakita families. Defacing the artwork is simply a means to an end.
-The culprit could be someone who hates the Imperial Family and is taking this opportunity to destroy their property. Hikaraku’s work was targeted first simply because it was displayed in the main hall and was the most visible target.
-A rival artist may disagree with Hikaraku’s views, technique, or artistic philosophy and seek to ruin his most beloved masterpieces.
-Hikaraku might have died and left orders with a family member or student to destroy all of his work, either as part of an artistic statement, out of protest, or simply because he did not feel they were good enough to serve as part of his legacy.
-Alternately, a family member or student of Hikaraku may be trying to garner publicity for Hikaraku by sparking a scandal.
-A merchant who deals in art has copies of some of Hikaraku’s less famous paintings and is trying to raise their value by removing any other pieces from the market.
-A gang of thieves is stealing the original artwork and replacing them with forgeries. The forgeries are then defaced, leaving Den’yu to believe that they were the originals. The gang members then go on to sell the originals to unscrupulous art collectors.
-A madman could have become obsessed with Hikaraku’s work, lashing out at the paintings for a reason only he can comprehend.
-There might be those who find the art offensive or heretical in some way and seek to destroy it. They could portray a Clan or honored figure in a negative or scandalous manner. Or maybe the paintings contain hidden clues that can lead to the discovery of another family’s dishonor.
-Perhaps the culprits are official agents of the Imperial Family and the art portrays some dark secret that is best left undiscovered. Close examination reveals that the woman in one picture bears a striking resemblance to the Seppun daimyo’s wife, but the man holding her hand is not the daimyo.
-The paintings could have been affected by a ritual that bound a spirit (either malicious or benevolent) within them, with someone now trying to free the spirit once more.
-Or maybe the culprit is a maho-tsukai who has cast a spell on the pictures linking them to the places they portray, and is now inflicting devastation upon various locales across the Empire as he destroys Hikaraku’s artwork.
You can also use this scenario to explore the concept of ownership as it applies to works of art. If a noble commissions a painting from Hikaraku, who owns the resulting work? Does it belong to the noble who paid for it, or is it still the property of the artist? If it does belong to the noble, how far does that ownership extend? May Hikaraku make changes to that painting later? May the noble, or the steward of the museum it was entrusted to do so? Do any of them have the right to definitively interpret the painting’s meaning? If things get very intense the PCs may have to intervene in an argument between Den’yu and Hikaraku. Which side will they take, and how far will they go to defend that stance?
Great artists have been known to die for the sake of their craft. Hopefully the PCs won’t have to be the ones to kill them.
Here are a few other guests who might attend the exhibition and draw suspicion:
-A Crane artist who is jealous of Hikaraku and asks Den'yu why his works are not also being displayed in the main hall of the Conservatory.
-Another Crane artist. This one idolizes Hikaraku and asks to be taken on as a student, but Hikaraku informs him that he is no longer working on any new paintings and so he has nothing to teach.
-A Lion samurai who was humiliated by Hikaraku in the past. He still holds a grudge, and the fact that he's here now could either be bad timing or deliberate malice on his part.
-A Scorpion infiltrator who spends a lot of time skulking around the Conservatory. He's trying to find a secret message that was left there, but it has nothing to do with the current problems.
-A Dragon monk who is rumored to be insane. Like the Scorpion, he acts in a manner that draws suspicion. However, he has no motives or connections to the crime.
-A Mantis courtier who once owned two of the paintings in the collection. They were given to the Conservatory as gifts, and the Mantis resents the fact that so far the Kakita have given his family nothing in return.
A number of other figures from different factions could be included as well. The exhibition is very similar to a courtly event, so various figures might be in attendance. The more people there are the more involved the hunt can become. Having multiple suspects can also give the PCs something to investigate during the daylight hours as well. Red herrings often travel in large groups, after all...
A Romantic Gesture
Challenge:
The PCs notice that Mizuho seems sullen and out of sorts. If the PCs investigate they may learn (either through gossiping with Niko and Sudou or by talking to Mizuho herself) that she feels Den’yu has been ignoring her. Before he became steward of the Conservatory they spent a lot more time together, but now it is common for several days to pass without her seeing him at all. She is no longer content living a solitary life in Bijutsu Toshi and is considering leaving.
If the PCs helped Mizuho earlier (way back in CFS of the Week #17) they may recall that her relationship with Den’yu is based on love and not on politics. If they are unaware of this fact you can have another NPC fill them in. For Mizuho to give up on marrying Den’yu now must mean that something is very wrong indeed.
Focus:
When Den’yu learns of Mizuho’s unhappiness he admits that he has been neglecting her and vows to change his ways. She is his inspiration, and were it not for her support he would not be able to function as an artist. Thus, he becomes determined to show Mizuho just how deep his feelings for her truly are and recapture her heart.
Of course, being a consummate artist, Den’yu is not content to demonstrate his feelings for Mizuho in any simple manner. Instead, he plans an elaborate spectacle that will use the entire city as a canvas upon which to present his message of love.
Strike:
As a samurai, it would be scandalous for Den’yu to declare his love for Mizuho outright. Instead, he plans to place clues as to his own identity and that of the object of his affection in public displays of art. For example, he will have dancers parade through the streets of Bijutsu Toshi on a route that spells out the words “Den’yu loves Mizuho.” He will commission sculptures and paintings that, when viewed from the right angle in the right light, portray the two of them together. He will recite poems that contain references to her beauty but stop just short of revealing her identity. And he will organize a dramatic performance that mirrors the events of the early stages of their courtship but uses different names for the main characters.
Of course, all of this is meaningless if Mizuho does not see the displays he organizes on her behalf. To that end, Den’yu asks the PCs to help make sure that she is in the right place at the right time. As a man driven by love, he has no qualms about promising to do anything he can to repay the PCs for their efforts, and the party will surely enjoy his undying gratitude. If everything goes according to plan, that is.
Organizing a massive show is a difficult undertaking, and there are many things that could go wrong. The dancers might find their way blocked by arguing merchants. A drunken samurai could take offense at Den’yu’s poetry recital and try to start a fight. Another woman may claim (either mistakenly or maliciously) that she is the one portrayed in the paintings that spring up around town. Some of the participants in the dramatic performance may fall ill at the last minute, leaving no one available to replace them. There are many, many difficulties that might need to be overcome, and you can introduce any problems that you think would be challenging, engaging, or interesting for your player characters during the course the adventure.
Sudou and Niko could certainly be recruited to help in this endeavor if the player characters think to ask them. Sudou’s attention to detail and keenly analytical mind would help ensure that every step of the operation goes according to plan, while Niko’s mystic gifts might be useful in dealing with unexpected complications. Despite their skills, however, they would have trouble organizing and carrying out the scheme by themselves. The same holds true for just about any other servants or subordinates the PCs could recruit to aid them. They can offer help, but there are many things they cannot do. Success should require the PCs themselves to take an active hand.
Other possible complications include Mizuho developing feelings for another man in the time it takes Den’yu to make preparations, a rival of Den’yu’s trying to interfere with the process, Mizuho failing to pick up on the hints that Den’yu has hidden in his art, or just plain bad luck. Mizuho might have other plans for her day and need convincing in order to go along with the PCs, or other matters that require immediate attention might arise. What if Den’yu has to deal with a sudden, unrelated crisis? Or Mizuho? Or one of the PCs? Can the plan be salvaged, or will it need to be abandoned completely? Even if the plan goes perfectly, there is no guarantee that Mizuho will react in the way Den’yu hopes. Sometimes the heart follows its own path.
If your players are not interested in romance or you feel they will not be willing to help an NPC with such a personal matter, you can change the background to make things more political. Den’yu must convince an emissary from another Clan to continue participating in an alliance with the Crane. The emissary feels that the Crane look down on her Clan, and the displays Den’yu orchestrates are meant to convince her that he has nothing but the greatest esteem for her family and kin. Again, he calls upon the PCs to help him prove his sincerity before the emissary.
You could also take the adventure in a much darker direction. The Champion of the Crane Clan (or a member of the Champion’s family, or even a member of the reigning Imperial Family) pays a visit to Bijutsu Toshi during an auspicious occasion (such as the anniversary of a great victory, the month before the guest’s upcoming marriage, or another significant event). Den’yu is ordered by the daimyo of the Kakita to arrange a “spontaneous outpouring of adoration” for the visitor. All available resources in the city are to be put towards making the spectacle the grandest in history, and participation is mandatory for all citizens. Of course, there are bound to be some who do not believe the “honored guest” is not worthy of such worship and try to disrupt the proceedings. How will the PCs react to such a conflict, and what will they do if they find themselves agreeing with the instigators?
Do any of the PCs have wives, fiancées, or romantic interests who are fond of pillow books or romantic literature? If so, it is possible that they might become jealous of Mizuho upon seeing the lengths Den’yu goes to in attempting to make her happy. What has the PC done for them recently? An ikebana arrangement or heartfelt poem might placate an angry lover for a short while, but the fires of love need to be stoked from time to time lest they grow cold. Alternately, if any of the PCs has someone they would like to start a relationship with they could undertake a similar operation for their own sake.
Art may be a labor of love for some, but it can also be a labor for the sake of love for others.
The PCs notice that Mizuho seems sullen and out of sorts. If the PCs investigate they may learn (either through gossiping with Niko and Sudou or by talking to Mizuho herself) that she feels Den’yu has been ignoring her. Before he became steward of the Conservatory they spent a lot more time together, but now it is common for several days to pass without her seeing him at all. She is no longer content living a solitary life in Bijutsu Toshi and is considering leaving.
If the PCs helped Mizuho earlier (way back in CFS of the Week #17) they may recall that her relationship with Den’yu is based on love and not on politics. If they are unaware of this fact you can have another NPC fill them in. For Mizuho to give up on marrying Den’yu now must mean that something is very wrong indeed.
Focus:
When Den’yu learns of Mizuho’s unhappiness he admits that he has been neglecting her and vows to change his ways. She is his inspiration, and were it not for her support he would not be able to function as an artist. Thus, he becomes determined to show Mizuho just how deep his feelings for her truly are and recapture her heart.
Of course, being a consummate artist, Den’yu is not content to demonstrate his feelings for Mizuho in any simple manner. Instead, he plans an elaborate spectacle that will use the entire city as a canvas upon which to present his message of love.
Strike:
As a samurai, it would be scandalous for Den’yu to declare his love for Mizuho outright. Instead, he plans to place clues as to his own identity and that of the object of his affection in public displays of art. For example, he will have dancers parade through the streets of Bijutsu Toshi on a route that spells out the words “Den’yu loves Mizuho.” He will commission sculptures and paintings that, when viewed from the right angle in the right light, portray the two of them together. He will recite poems that contain references to her beauty but stop just short of revealing her identity. And he will organize a dramatic performance that mirrors the events of the early stages of their courtship but uses different names for the main characters.
Of course, all of this is meaningless if Mizuho does not see the displays he organizes on her behalf. To that end, Den’yu asks the PCs to help make sure that she is in the right place at the right time. As a man driven by love, he has no qualms about promising to do anything he can to repay the PCs for their efforts, and the party will surely enjoy his undying gratitude. If everything goes according to plan, that is.
Organizing a massive show is a difficult undertaking, and there are many things that could go wrong. The dancers might find their way blocked by arguing merchants. A drunken samurai could take offense at Den’yu’s poetry recital and try to start a fight. Another woman may claim (either mistakenly or maliciously) that she is the one portrayed in the paintings that spring up around town. Some of the participants in the dramatic performance may fall ill at the last minute, leaving no one available to replace them. There are many, many difficulties that might need to be overcome, and you can introduce any problems that you think would be challenging, engaging, or interesting for your player characters during the course the adventure.
Sudou and Niko could certainly be recruited to help in this endeavor if the player characters think to ask them. Sudou’s attention to detail and keenly analytical mind would help ensure that every step of the operation goes according to plan, while Niko’s mystic gifts might be useful in dealing with unexpected complications. Despite their skills, however, they would have trouble organizing and carrying out the scheme by themselves. The same holds true for just about any other servants or subordinates the PCs could recruit to aid them. They can offer help, but there are many things they cannot do. Success should require the PCs themselves to take an active hand.
Other possible complications include Mizuho developing feelings for another man in the time it takes Den’yu to make preparations, a rival of Den’yu’s trying to interfere with the process, Mizuho failing to pick up on the hints that Den’yu has hidden in his art, or just plain bad luck. Mizuho might have other plans for her day and need convincing in order to go along with the PCs, or other matters that require immediate attention might arise. What if Den’yu has to deal with a sudden, unrelated crisis? Or Mizuho? Or one of the PCs? Can the plan be salvaged, or will it need to be abandoned completely? Even if the plan goes perfectly, there is no guarantee that Mizuho will react in the way Den’yu hopes. Sometimes the heart follows its own path.
If your players are not interested in romance or you feel they will not be willing to help an NPC with such a personal matter, you can change the background to make things more political. Den’yu must convince an emissary from another Clan to continue participating in an alliance with the Crane. The emissary feels that the Crane look down on her Clan, and the displays Den’yu orchestrates are meant to convince her that he has nothing but the greatest esteem for her family and kin. Again, he calls upon the PCs to help him prove his sincerity before the emissary.
You could also take the adventure in a much darker direction. The Champion of the Crane Clan (or a member of the Champion’s family, or even a member of the reigning Imperial Family) pays a visit to Bijutsu Toshi during an auspicious occasion (such as the anniversary of a great victory, the month before the guest’s upcoming marriage, or another significant event). Den’yu is ordered by the daimyo of the Kakita to arrange a “spontaneous outpouring of adoration” for the visitor. All available resources in the city are to be put towards making the spectacle the grandest in history, and participation is mandatory for all citizens. Of course, there are bound to be some who do not believe the “honored guest” is not worthy of such worship and try to disrupt the proceedings. How will the PCs react to such a conflict, and what will they do if they find themselves agreeing with the instigators?
Do any of the PCs have wives, fiancées, or romantic interests who are fond of pillow books or romantic literature? If so, it is possible that they might become jealous of Mizuho upon seeing the lengths Den’yu goes to in attempting to make her happy. What has the PC done for them recently? An ikebana arrangement or heartfelt poem might placate an angry lover for a short while, but the fires of love need to be stoked from time to time lest they grow cold. Alternately, if any of the PCs has someone they would like to start a relationship with they could undertake a similar operation for their own sake.
Art may be a labor of love for some, but it can also be a labor for the sake of love for others.
The Danjiri Festival
Challenge:
The summer season brings the Danjiri Festival, a signature event of Bijutsu Toshi and a chance for various groups to show their wealth, power, and spiritual devotion. All of the major art schools, local shrines, and important families throughout the city present a danjiri float to the Imperial Conservatory. Then, the floats are paraded through the town, visiting five sites of religious significance before returning to the center of Cool Breeze and Bright Moon Park. The first float to complete the pilgrimage is said to enjoy the favor of the Fortunes.
Focus:
Unless another team (or teams) approaches them first, Den’yu attempts to convince the PCs to help with the Conservatory’s danjiri float. Each of the sensei teaching at the Academy will be leading students in organizing a float, and he wants to show them that the Conservatory is just as much a part of the celebration.
Mizuho, Sudou, Niko, and any other NPCs the party have met at Bijutsu Toshi will also encourage them to take part in the festival, as it is an important local cultural tradition.
Strike:
Negotiating a two-story, multi-ton portable shrine through narrow streets is no easy feat. Neither is attempting to ride it as it races along at high speeds. The PCs will have to do their best to complete the course while avoiding any accidents and property damage. In addition, there is no guarantee that competing teams may not be above playing dirty or simply get carried away in the excitement. The festival could very easily end in tragedy if the party members are not careful.
The Danjiri Festival is a real event in Japan and is truly a thrill to watch. One of the most famous Danjiri Festivals is held every year in the town of Kishiwada. Seeing these giant floats going through the streets at great speeds makes one appreciate the devotion to tradition evident in Japanese culture.
You can find the explanation from the official Kishiwada city website here, while this site gives a fantastic explanation of the logistics of pulling the float.
You can find pictures of danjiri floats without any riders here, here, and here. A google image search for “danjiri” will turn up many more images of the floats being pulled by teams of people.
You can also find a number of videos of the Kishiwada Danjiri festival online. This one in particular shows how wild the festival can get.
Of course, things are bound to be a little different in Rokugan, and there are a number of different twists you can make on the festival.
One option is to use mikoshi shrines without wheels. These would certainly be easier to control, but carrying them for a long period of time would be quite tiring. The PCs might need to work on rounding up a number of helpers and convincing them to join Den’yu’s team in order to even have a chance at completing the festival.
You could also use larger and more ornate hoko or yama floats that are seen in Kyoto’s Gion festival. While they do not move anywhere near as fast as the floats in the danjiri festival, preparing and operating these magnificent structures requires a lot of courtly knowledge and refinement. The party would have to make sure everything was arranged just properly and maintain that level of decorum for the entire length of the festival.
If you want to make things really interesting you can replace the human teams pulling the danjiri float with horses or oxen, turning the festival into something more like a chariot race. Even if Rokugani generals do not use chariots, ancient Chinese armies did, and there is no reason why a similar vehicle could not play a ceremonial function.
Of course, as the video above shows, the danjiri festival can be quite dangerous. The PCs will have to worry about the safety of the float (which can be quite expensive), themselves, their fellow team members, onlookers, structures along the parade route, and other danjiri teams. Disaster could strike at any moment, so they had best stay sharp and be on their toes! After all, if the PCs let some kind of crisis occur they might not be invited back next year. That is the worst thing that could possibly happen to them, right?
The summer season brings the Danjiri Festival, a signature event of Bijutsu Toshi and a chance for various groups to show their wealth, power, and spiritual devotion. All of the major art schools, local shrines, and important families throughout the city present a danjiri float to the Imperial Conservatory. Then, the floats are paraded through the town, visiting five sites of religious significance before returning to the center of Cool Breeze and Bright Moon Park. The first float to complete the pilgrimage is said to enjoy the favor of the Fortunes.
Focus:
Unless another team (or teams) approaches them first, Den’yu attempts to convince the PCs to help with the Conservatory’s danjiri float. Each of the sensei teaching at the Academy will be leading students in organizing a float, and he wants to show them that the Conservatory is just as much a part of the celebration.
Mizuho, Sudou, Niko, and any other NPCs the party have met at Bijutsu Toshi will also encourage them to take part in the festival, as it is an important local cultural tradition.
Strike:
Negotiating a two-story, multi-ton portable shrine through narrow streets is no easy feat. Neither is attempting to ride it as it races along at high speeds. The PCs will have to do their best to complete the course while avoiding any accidents and property damage. In addition, there is no guarantee that competing teams may not be above playing dirty or simply get carried away in the excitement. The festival could very easily end in tragedy if the party members are not careful.
The Danjiri Festival is a real event in Japan and is truly a thrill to watch. One of the most famous Danjiri Festivals is held every year in the town of Kishiwada. Seeing these giant floats going through the streets at great speeds makes one appreciate the devotion to tradition evident in Japanese culture.
You can find the explanation from the official Kishiwada city website here, while this site gives a fantastic explanation of the logistics of pulling the float.
You can find pictures of danjiri floats without any riders here, here, and here. A google image search for “danjiri” will turn up many more images of the floats being pulled by teams of people.
You can also find a number of videos of the Kishiwada Danjiri festival online. This one in particular shows how wild the festival can get.
Of course, things are bound to be a little different in Rokugan, and there are a number of different twists you can make on the festival.
One option is to use mikoshi shrines without wheels. These would certainly be easier to control, but carrying them for a long period of time would be quite tiring. The PCs might need to work on rounding up a number of helpers and convincing them to join Den’yu’s team in order to even have a chance at completing the festival.
You could also use larger and more ornate hoko or yama floats that are seen in Kyoto’s Gion festival. While they do not move anywhere near as fast as the floats in the danjiri festival, preparing and operating these magnificent structures requires a lot of courtly knowledge and refinement. The party would have to make sure everything was arranged just properly and maintain that level of decorum for the entire length of the festival.
If you want to make things really interesting you can replace the human teams pulling the danjiri float with horses or oxen, turning the festival into something more like a chariot race. Even if Rokugani generals do not use chariots, ancient Chinese armies did, and there is no reason why a similar vehicle could not play a ceremonial function.
Of course, as the video above shows, the danjiri festival can be quite dangerous. The PCs will have to worry about the safety of the float (which can be quite expensive), themselves, their fellow team members, onlookers, structures along the parade route, and other danjiri teams. Disaster could strike at any moment, so they had best stay sharp and be on their toes! After all, if the PCs let some kind of crisis occur they might not be invited back next year. That is the worst thing that could possibly happen to them, right?
Additional Ideas
Additional Ideas:
Here are some other events you can have happen at Bijutsu Toshi.
-An army appears in the vicinity of the city. It could be an invasion by a rival clan, a group of Shadowlands monsters, or bandits intent on looting the Imperial Conservatory. A defense plan will have to be implemented.
-A group of mujina manage to somehow inhabit a sculpture. They ride their new body through the streets, causing panic and chaos. Some way to stop them will have to be found. To make things worse, Den’yu insists that the sculpture not be harmed.
-An artist is found murdered in his ransacked workshop. He did not have any enemies, but he was said to have been working on a masterpiece to present to the Emerald Champion. The piece will have to be found and the killer brought to justice.
-One of the player characters is asked to serve as a model for a piece of art by a local artist. However, several people express doubt over whether the finished product will actually be suitable for presentation, and the PC must decide what to do.
-A traveling artisan holds a tournament, offering a set of ten origami mythical creatures to the winner. Sudou asks one or more of the PCs to help him win the prize. But the contests the artisan selects are quite unusual, like eating massive amounts of noodles, being the first to find and purchase a pair of green slippers, and catching a fish with one’s bare hands.
-Niko believes that a friend of hers is being blackmailed. Although she didn’t mean to eavesdrop, her sharp hearing let her catch snippets of a conversation that sounded like her friend was being coerced into hurting someone. She asks the PCs to help her save her friend and uncover the truth.
-Den’yu begins experimenting with new styles of art, but the results are quite jarring and unsettling to look at. Mizuho, fearing that he may have gone mad, asks the PCs to investigate and intervene if necessary.
Here are some other events you can have happen at Bijutsu Toshi.
-An army appears in the vicinity of the city. It could be an invasion by a rival clan, a group of Shadowlands monsters, or bandits intent on looting the Imperial Conservatory. A defense plan will have to be implemented.
-A group of mujina manage to somehow inhabit a sculpture. They ride their new body through the streets, causing panic and chaos. Some way to stop them will have to be found. To make things worse, Den’yu insists that the sculpture not be harmed.
-An artist is found murdered in his ransacked workshop. He did not have any enemies, but he was said to have been working on a masterpiece to present to the Emerald Champion. The piece will have to be found and the killer brought to justice.
-One of the player characters is asked to serve as a model for a piece of art by a local artist. However, several people express doubt over whether the finished product will actually be suitable for presentation, and the PC must decide what to do.
-A traveling artisan holds a tournament, offering a set of ten origami mythical creatures to the winner. Sudou asks one or more of the PCs to help him win the prize. But the contests the artisan selects are quite unusual, like eating massive amounts of noodles, being the first to find and purchase a pair of green slippers, and catching a fish with one’s bare hands.
-Niko believes that a friend of hers is being blackmailed. Although she didn’t mean to eavesdrop, her sharp hearing let her catch snippets of a conversation that sounded like her friend was being coerced into hurting someone. She asks the PCs to help her save her friend and uncover the truth.
-Den’yu begins experimenting with new styles of art, but the results are quite jarring and unsettling to look at. Mizuho, fearing that he may have gone mad, asks the PCs to investigate and intervene if necessary.