Tumgik
#friendship with shadowlands over now Adventure Time is my new best friend
serenums · 7 months
Text
— the journey back home (home is where the heart is)
A few years have passed since the Shadowlands adventures. Anduin is back, though this time, not as king. He’s got a couple more important things to do besides ruling the Alliance, and that includes: having fun! With his best friend, of course.
Or, what if Anduin and Wrathion became the true protectors of the Dragon Isles?
thinking on whether to expand this idea or not! i have this whole plot in my mind of how anduin and wrathion met again in the dragon isles and how their friendship (and possibly relationship…) would blossom again with time. i think they'd have so much fun together, going on adventures, just like they would in pandaria… but you can't help but ask yourself… for how much longer would anduin be able to enjoy his royal break? and how does wrathion marry his current life (as a black dragonflight diplomat, and possibly leader) to his old life (carefree in some ways, but just as exciting, especially with his friend once again by his side?)…?
i don't know, i'm just freeballing here! but i will say, writing about wranduin in the dragon isles is so much fun!!!! might just write a whole bunch of one-shots if i can't quite put my plot ideas together. let me know of any suggestions you might have!!!
p.s.: this time, i've proofread myself over and over again lol. no more mistakes!!
p.p.s.: read this on ao3!
It was a sunny morning in the Waking Shores.
The sky was as blue and vast as the ocean. Ohn’aran eagles were singing and welcoming the new day, and a pleasant breeze swept what little grass remained in that rocky landscape. Deer and their fawn were rising from their sleep, looking for some fresh food. Nature was waking from her slumber as she should, and nothing was out of place.
Except for that ginormous fire-breathing hornswog trying to turn Anduin into a crisp.
He jumped out of the way from its spit, only to fall from trying to dodge another surprise fireball attack.
‘Wrathion! Maybe not the best idea to use fire spells right now?!’
His battle companion huffed in response but drew out his scimitar and launched at the hornswog, nimbly blocking out its tongue when it darted toward him in defense. He slashed the hornswog’s belly, and it jumped back in pain.
He offered his hand to Anduin.
‘And let that beast fry you instead of me? I think not,’ Wrathion smirked.
Anduin groaned, but Wrathion could see his smirk. They clasped their hands, Anduin got up, and off to battle they went.
————————————————————————
‘Stop moving.’
‘It hurts.’
‘Yeah, well, suck it up, pretty boy. You’re the one who insisted on using fire spells, even though I specifically told you not to.’
Wrathion sucked in his breath. Who knew paladin healing spells could sting this bad?
‘And I told you to mind your aiming! Why would you cast a stun spell even though I was so near you?!’
‘I can’t babysit you while we fight! How could I know it’d scare you so bad your fireball would explode in your hand?!’
‘I wasn’t scared, I was merely distracted by your incompetence—’
‘You know I can just stop healing you if that’s what you prefer—’
The two kept on bickering, Anduin’s hand still glowing yellow over Wrathion’s wounds. Toddy walked up to Naleidea, with whom she was buying some supplies for the Dragonscale Expedition camp at the Artisan’s Market, and whispered.
‘Oi Naleidea, do you think the two lads are okay? I mean… why is the Black Prince yelling at King— uh, Anduin like that? It’s not like them to fight.’
Naleidea laughed as she thanked the cheese merchant, eyes bright as ever. ‘Are you kidding me? It’d be a miracle for them not to bicker every time they come back from a mission. It’s become their ritual at this point. Have you never noticed?’
‘I guess you do spend more time at camp… I’m just confused, I guess,’ Toddy sighed. ‘I can’t believe Anduin would join us on the Dragon Isles. Not even as king, but… as an adventurer? I wonder what happened for him to abdicate…’
Naleidea’s face darkened. A moment of silence filled the space between them, despite the bustling streets, and Anduin and Wrathion’s loud voices. ‘Have you not heard? About what happened to Anduin a while ago?’
Toddy’s own face fell in response. ‘Well… I guess I would also want a break from… everything… if something like that happened to me…’
Toddy trailed off, and the two girls got lost in their thoughts. A moment passed, and Toddy cleared her throat, not letting the mood turn sour. After all, their friend was here with them, not lost in another dimension anymore.
‘I have to say I don’t even remember a time when Anduin and Wrathion weren’t a part of the expedition!’ Toddy laughed. ‘Those lads sure brighten up the whole camp, and they’ve been such a great help in taking care of the isles.’
‘I remember,’ the elf smiled fondly. ‘I remember it all like it was yesterday.’ Toddy gazed at her, confused, as Naledeia turned to the human and his dragon friend, now right in front of them, sat down at the stairs leading up to the Seat of the Aspects. ‘Alright, friends. We’re all set to go! Wrathion, are you feeling okay?’
‘I’d feel better if Anduin here would stop trying to use his paladin powers to further injure me,’ he grumbled, though there was no bite to it, only exhaustion from a long fight. Anduin chose to mock-imitate him behind his back, and Toddy sighed, while Wrathion transformed into his dragon form.
‘Well hop on, folks. The day’s barely started, and we’ve got things to do!’ The dragon’s voice boomed.
And away they flew. Naleidea smiled, still reminiscing on that one day it all started. And it went like this…
17 notes · View notes
trulyevilbob · 7 years
Text
L5R Adventure Flowers on Black Soil
Flowers on Black Soil by TrulyEvilBob RPG adventure for Legend of the Five Rings 4th Edition (may be used with other editions with a little effort).  The only other book necessary for this adventure besides the core rules is “Enemies of the Empire” which contains a few of the threats.
Premise: The Seppun have lost contact with one of their revered sensei and the PCs are tasked with finding out what has happened to him.  During the adventure they find a secluded town where a kenku kills humans, a besieged mountain guardian (O-Fuuro), and corruption from within. Era: This adventure is meant to be used in any era, but works best in the contemporary setting and less so in divergent settings like the 1k Years of Darkness. PCs: This is for starting PCs.  Player may make their own characters for this adventure but there are 4 pre-generated characters that work wonderfully for the story that I recommend using.  Here are their character sheets: Akodo Toya Akodo Bushi 1
Armor TN: 20 (5 from armor); Reduction: 3
Rings:
Fire: 2; Agility: 3 Air: 2 Earth: 3 Water: 2; Perception: 3 Void: 2
Skills: Athletics 1; Battle 1 (Mass Combat); Defense 3; Horsemanship 1; Kenjutsu 3 Kyujutsu 1; Investigation 1 (Notice); Lore: History 1; Lore: Law 1; Sincerity 1; Tea Ceremony 1
Honor: 6.5; Glory 1.0 ; Status 1.0
Advantages: Absolute Direction 1 You always know where north is. Irreproachable 2 You gain +1k0 against temptation rolls.
Disadvantages: Driven 2 Prove Self You will sacrifice your friends, family and honor in pursuit of your goal. No roll.
Techniques: The Way of the Lion Either ignore Armor TN from Armor or +1FR when attacking. +1k0 to first melee attack against an opponent in a skirmish or an opponent who declared a Raise against you since last turn.
Outfit: Light Armor, Sturdy Clothing, Daisho, Bow with 10 arrows, 5 Koku
Traveling Pack: Bottle of Water, 6 Candles, Daisho Stand, Fan, Flint and Tinder, Small Tent, Cloak, Week's Rations, Wicker Umbrella, Whetstone
Akodo Toya has been traveling with Bayushi Kotone for far too long for her tastes. Appointed as a yojimbo (bodyguard) to the Scorpion for no fault of her own but because of a falling out her family suffered with their liege lord, Toya has served the courtier grudgingly ever since. She tries to be honorable to a fault, as if that could compensate in some way for the many breaches of the code her charge commits on a daily basis. She is quite good with a sword, although the constant service at different courts has driven her slightly rusty of late. Toya is getting steadily fed up with her charge's attitude, and is trying to do everything in her power to gain enough recognition to hopefully be assigned to a different posting.  Her one joy is the friendship she has forged with Kotone’s spiritual advisor, Isawa Shuu whose conversations about bushido and philosophy have given Toya a bit of peace in this troubled time.
Relation to other characters:
Bayushi Kotone: Your charge
Isawa Shuu: Friend and moral compass
Kitsuki Zukoku: Your charge's assistant Bayushi Kotone
Bayushi Courtier 1
Armor TN: 15
Rings:
Fire: 3 Air: 2; Awareness: 3 Earth: 2 Water: 2; Perception: 3 Void: 2
Skills: Calligraphy 1; Courtier 3 (Gossip); Etiquette 3; Investigation 1; Lore: Law 1; Sincerity 3 (Deceit); Temptation 2; Knives 1
Honor: 2.5; Glory 1.0; Status 2.0
Advantages: Crafty 2 If you make an unskilled Low Skill check, you act as if you have a 1 in the skill Social Advantage: Magistrate 6
Disadvantages: Failure of Bushido 3 Compassion You must spend a void to act on behalf of someone of lower status or social position than yourself.
Techniques:
Weakness is My Strength When making a Contested Social Skill roll, gain a FR every 3 points of Social or Mental Disadvantages the target possesses. +1FR when spreading gossip and need not Raise to hide the source of gossip.
Outfit: Extravagant Clothing, Wakizashi, Jitte, Calligraphy Set, 5 Koku
Traveling Pack: Bottle of Sake, Fan, Lantern, Mask, Pillow Book, Sake Cup, Set of Dice, Small Hand Mirror, Cloak, Wicker Umbrella
Bayushi Kotone has seen many a court in his short career, and has been appointed to a prominent position as Emerald Magistrate just a little while ago. He understands the game of the courts, and has had a personal experience with the seedier elements of Rokugani society. Practical and realistic, Kotone has climbed the social ladder both in the name of his clan and to ensure personal stability. A nice hefty wage that is sent back to his family is also quite nice. He likes to think of himself as the typical Scorpion the other Clans might imagine, although in reality he is perhaps a bit too lazy to maintain a good image of the scheming powerhouse that he'd like to appear to others.
Relation to other characters:
Akodo Toya: Your bodyguard
Isawa Shuu: Spiritual Adviser
Kitsuki Zukoku: Your assistant Isawa Shuu
School: Isawa Shugenja 1
Armor TN: 15
Rings:
Fire: 2; Intelligence: 3 Air: 2 Earth: 2; Willpower: 3 Water: 3 Void: 2
Skills:
Calligraphy 1 (Cipher); Lore: Theology 2; Lore: Spirits 2; Medicine 1; Meditation 2; Spellcraft 2; Divination 2; Staves 2; Etiquette 1
Honor: 4.5; Glory: 1.0, Status 1.0
Advantages:
Sage 4 When making an unskilled lore check you act as if you have a 1 in it.
Touch of Tengoku 5 +2k0 to resist Shadowlands taint
Disadvantages: Fascination 1 You have an unhealthy fascination with spirits that may lead you to foolish acts
Gullible 4 Opponents gain +1k1 when using Deceit against you
Phobia 1 When confronted by spiders all your TNs are increased by +5
Techniques:
Affinity: Water Spells
Isawa's Gift: FR on all Spells in your affinity
Spells:
Sense: Choose an element. You can sense if anything is wrong with spirits of that element in the area
Commune: Choose an element. You can ask spirits of that element a question for every raise you make
Summon: Choose an element. You can summon 1 foot square of that element. It hovers until you lose concentration and then it falls to the ground.
Bo of Water (water): You create a staff made of water. It is better than a normal staff. Only the person the spell is cast on may use the staff. If that person loses the staff it disappears. It disappears after 5 minutes.
Path to Inner Peace (water): You heal a person a number of wounds equal to your spell casting roll -15.
Reflections of Pan Ku (water): You can understand the powers and abilities of an item.
Envious Flames (fire): You shoot a fire bolt that does 2k2 damage.
Extinguish (fire): You put out all flames in 100 foot radius of you.
Courage of the Seven Thunders (earth): You can target a single person to give them +5k0 if of a clan or +3k0 if not to fear checks.
Blessed Wind (Air): You increase your Armor TN against arrows and other non-magical ranged attacks by +15.
Outfit: Robes, Wakizashi, Jo, Scroll Satchel, 5 Koku
Traveling Pack: Bottle of water, Divination Kit (coins), Fan, Incense brazier, Lantern, Flint and Tinder, Wide-brimmed hat, Tatami Mat, Sweets, Parchment and Charcoal (10)
Isawa Shuu was born under a lucky star and given the blessings of the dragons in his life. He became a very studious priest focusing on the spirits that give him his blessing so he may better understand his destiny. His background has afforded him some advantages in his life, but has found he still must prove himself from time to time. Working in concert with magistrates is one of those times. When investigators find their way blocked by spiritual or magical means Shuu has been called on to consult. Bayushi Kotone is one of those that call on his skill the most. Since his time with Kotone, he has become great friends with his bodyguard, Akodo Toya, and they spend much of their free time together talking about philosophy like bushido.
Relation to other characters:
Akodo Toya: Your good friend
Bayushi Kotone: Your work partner
Kitsuki Zukoku: Your scholarly peer
Kitsuki Zukoku
School: Kitsuki Investigator 1
Armor TN: 18
Rings:
Fire: 2; Intelligence: 3 Air: 2; Awareness: 3 Earth: 2 Water: 2; Perception: 3 Void: 3
Skills: Courtier 2; Etiquette 2 (Courtesy); Investigation 3 (Interrogation); Kenjutsu 2; Medicine 1; Meditation 1; Sincerity 1; Lore: Law 1
Honor: 5.5; Glory 1.0; Status 1.0
Advantages:
Clear Thinker 2
Higher Purpose 3 Solve Crimes
Disadvantages: Contrary 3 - Must roll to resist getting involved in arguments or solving tense situations Can't Lie 2 - Cannot Lie or hide the truth. Must roll to resist correcting someone who is lying Techniques: Kitsuki's Method +1FR to all Investigation Skill rolls. +Perception to Armor TN.
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraphy Set, 4 koku
Traveling Pack: Blanket, Bottle of Water, Chopsticks, Fan, Lantern, Pillow Book, Cloak, Walking Stick, Week's Rations, Wide-Brimmed Straw Hat
Kitsuki Zukoku is a young and over-eager scion of the Kitsuki family and Dragon Clan. Since he was a kid, he's been dreaming of one day following the footsteps of Kitsuki Kaagi, his great great great uncle. He finally began that journey a little while ago when he was assigned a yoriki (deputy) to the Magistrate Bayushi Kotone. Elated by the many possibilities this assignment opened to him, Zukoku was quick to cause much displeasure to his new superior, especially since his particular manner of carrying on investigations often comes head to head with the more relaxed and politically correct ways in which Kotone likes to handle magistrate duties. Nevertheless, Zukoku keeps dreaming of fame and fortune, and sees every new assignment as an opportunity to demonstrate time and time again exactly how superior the Kitsuki Method is to the old ways.
Relation to other characters:
Akodo Toya: Your boss's bodyguard
Isawa Shuu: Your scholarly peer
Bayushi Kotone: Your boss
Now that your players have their characters you may introduce them to the story.
Set-up: The details of the adventure set-up can be done in game for a bit of flair, or the characters can begin in the mountains with a preamble given to them. Seppun Kazuhiro has long been one of the great sensei of the Imperial Families.  He has taught students for generations but in his late years decided to break from the Imperial dojo to live a more reclusive life away from the politics of the capital.  Deep within the mountains he started his own dojo, Bright Rock Dojo, where he chooses his own students.  With a man of Kazuhiro’s stature in the area, a small village sprang up around the dojo both to support it and as a way for the Seppun family to keep an eye on Kazuhiro. The Village of Pleasant Fortune at the base of Fuurosanyama time to both protect him from their enemies and make sure he does not stray too far from the Seppun ideals. In recent months, all communication from both Kazuhiro and Pleasant Fortune’s Village Governor, Kasuga Nanao, have stopped.  The PCs have been tasked with traveling through the mountains to the village to deliver a scroll to Kazuhiro and return with a report or letter from both the village and the dojo.
The mountains (the mountain range can be anywhere in the empire) are dangerous to travel without the right guide, so the PCs were able to hire Tatu, a local man who is not only an expert hunter and survivalist but a very spiritual and superstitious man.  He hunts both by skill and by watching for “signs” from the kami.  Tatu knows exactly where Fuuroyama and Pleasant Village is but, a few hours from the village, Tatu finds a most disturbing omen. Tatu: No school. All rings at 2.  Skills: Medicine 1, Athletics 2 (climbing), Hunting 3, Knives 1, Kyujutsu 2, Craft: Cooking 1, Craft: Tanner 1, Commerce 1, Stealth 2 Honor: 2.5 Part 1 Setting: The standing stone, somewhere in the mountains, hours from Fuuroyama A strange stone about a meter tall sits obviously on the road as a marker.  The standing stone has a flat surface cut in a single stroke and foreign, unreadable characters carved into the face.  There are pretty, pink geraniums growing at its base. These characters carved into the stone are Kenku, but the PCs have no way of knowing so without Lore: Kenku or a spell.  To them it just looks like scratches, but it is a warning telling them to turn around, and that evil is ahead.  Tatu, while he doesn’t know how to read the characters, knows that the stone is a warning and that those who ignore these stones wind up dead.  He believes whole heartedly that there is nothing but evil and death ahead and will not continue.  If the PCs insist (which they should), Tatu tells them they are very close and should follow the road they are on for a few hours until they arrive at the village (by late afternoon).  If the PCs threaten Tatu to continue he will be resolved, saying that at least he will not die on unhallowed ground where his soul might be corrupted, but if given any opportunity will simply slip away from the samurai who obviously are crazy.
Part 2 Setting: Forested ridge an hour from Fuuroyama
As they travel closer to the village they find more patches of beautiful, pink geraniums.  When they crest a ridge they will be able to see Fuuroyama in all its glory, covered in green forests, pink and red from the flowers in bloom, with a white snow cap. Soon they have a feeling of eyes on them and notice a shadow flit overhead.  An investigation (spot) check TN 15 will tell them something impossibly large and black just flew over. Any raises made will give them the information that a kenku (humanoid bird creature) has just passed overhead and landed in a tree 10 meters ahead. When the PCs approach (within 7 meters) he drops down from the tree canopy to greet them, ready for any trouble if the PCs want to fight.  He introduces himself as Hakuryu and gives them as honorable a warning as he can, telling them to turn back now because he has quarantined the village.  He explains there is a great evil on the mountain and is attempting to keep it contained.  Anyone who leaves the village is suspected of harboring the evil and therefore their life is forfeit, but as long as they stay there he will attempt to root out the evil and destroy it.  He warns the PCs that if they proceed any further they won’t be allowed to leave, as he will not know if the evil has crept inside them. He will not accept help from the PCs, saying he does not trust them and works alone.  He will not reveal his tactics to the PCs, saying that if they are corrupted his plan will be revealed to the enemy, nor will he trust them. If Hakuryu is attacked, he will straight up murder the PCs the best he can, and has more than enough power and skill to do it.  If threatened he will demonstrate his skill by slicing a boulder in half the same way the standing stone was created, in one skillful stroke.  The GM should make a show of it by rolling lots of hidden dice so the PCs feel in way over their heads.  Should the PCs not take the Kenku’s advice, or if they are somehow able to recruit the Kenku (which should be immensely difficult since he is distrustful of humans, is being hunted by the villagers, and believes any of them could be corrupted) use the statistic block from Kenku Swordsman, Enemies of the Empire page 179.
Hakuryu will leave after his point is made, answering only a few questions.  Persistent questions will make him frustrated with ‘stupid humans’ and will leave, telling them one last time that they have been warned. Part 3 Setting: The heroes arrive at the Village of Pleasant Fortune At the base of Fuuroyama (mountain) is the Village of Pleasant Fortune.  The village is not walled and it is easy to walk right in.  The outskirts have a few herding farms and small gardens.  The farmers will be very respectful and pleasant to the PCs, as will the peasants on the streets of the village.  Many of them will even be happy to see samurai and will ask if they have been sent to protect them from the Kenku that has been killing people. The information of the peasants is as follows (and can be earned through role-play or with etiquette (conversation) rolls TN 10 for a piece of information with raises going towards extra information): - The evil kenku has been killing off anyone that leaves the mountain and is the source of their troubles ever since he killed magistrate Kasuga Somasu.
- The Kenku has killed 5 villagers, 3 children, a Monk (Dairou, a name which the peasant may or may not know,) and magistrate Kasuga Somasu. - The Kenku has unleashed an evil spirit that eats children in the dead of night.  The three children in the information above can also be attributed to this spirit.  Only children have seen this spirit, so adults will be hesitant to speak of it.  If asked what it looks like, the children will give wild stories such as a glowing bat, a swarm of fireflies, or other such nonsense.  The only clues will be that it glows with a green light and flies. The villagers are hopeful that the samurai have arrived to save them, but if told they are not here to stop the Kenku, or rather won’t, the villagers will quickly abandon the samurai, disillusioned. Part 4 Setting: Rising tension at the Kasuga Manor The largest building in Pleasant Fortune is the governor’s two story home.  This is the home of Governor Kasuga Nanao and her husband Kasuga Yuu.  It isn’t hard to find, and any villager can point it out.  It is decorated with large banners of the Tortoise clan, who are the servants of the Imperial Families.  The grounds have a garden and a shed, which are locked and gated.  The main door has a gong to announce visitors. When the PCs use the gong, Kasuga Yuu will answer dressed in common samurai clothes of the Tortoise.  He will be pleasant and invite them in for tea while the governor is summoned.  The place seems dark and smells of mildew, but Yuu will act as if nothing is wrong.  If the smell is pointed out in any way, the offending PC will lose honor for a minor breach of etiquette.  Yuu will brew tea for the PCs personally while a servant fetches the governor and will act as if he is willing to answer any question the PCs pose, but he will instead turn his answer to the story of how his son, Kasuga Somasu the Magistrate was killed by the Kenku.  After the first messenger was killed, Somasu said he would deliver messages himself and kill the kenku if it got in his way.  Somasu was killed, which Yuu will describe as a murder.  Once the story is told, the governor will enter the room with her guard (two samurai). The governor is dressed in fine silks of her station.  She will formally welcome the PCs and ask if she may join them for tea.  She will accept any message from the PCs and will tell them she shall prepare a message for them to take back, which will be ready the next day, plenty of time for them to visit the dojo and return.  She will confirm that every messenger sent out has been slain by the Kenku and asks how the PCs will deal with him if they are to return.  She will scoff at any mention of “evil” saying she has not seen any sign of it, and if the PCs insist, she will demand more proof than the word of a creature that killed her son.  She will correct the record on Dairou the monk, stating that he went missing and is presumed dead, and she will have some information about O-Fuuro Shrine (for example that it is before the dojo on the mountain and the other monk is Toshi) and that O-Fuuro is the spirit of the mountain that the people revere. If Seppun Kazuhiro or the Bright Rock Dojo is brought up in any other manner than having to travel there to deliver a message she will become unhappy.  She dislikes the fact that the “old man” has no courage or resolve to help the town in its time of need.  She says their students could easily dispatch the Kenku, but they refuse.  She will ask if the PCs will convince Kazuhiro to take action but will not press the issue.  She says the dojo itself is still ahead of them up on the mountainside and that they should arrive by evening. Once the meeting is over, she thanks them for visiting and will expect them tomorrow so they may pick up her correspondence. Kasuga Yuu Stats found in Part 12
Kasuga Nanao Kasuga Smuggler 2
Air 3
Earth 3
Fire 2
Water 3
Void 2
Initiative 5k2
Attack: Knife 4k2+2
Damage: Knife 4k1
Armor TN: 20
Wounds: 15 +3, 21 +5, 27 +10, 33 +15, 39 +20, 45 +40, 51 Out, 56 Dead
Honor: 4.4; Glory 2.7; Status 2.5
Skills: Commerce 2, Etiquette 3, Investigation (Notice) 2, Lore: Underworld 1, Sincerity (Deceit) 3, Stealth 3, Theology 2, Knives 2, Tea Ceremony 2 Kasuga House Guard
No school Air 2 Earth 3
Fire 2; Agility 3 Water 3 Void 2 Initiative 5k2 Attack Katana 5k3
Damage 6k2 Armor TN: 25; Reduction 3
Wounds: 15 +3, 21 +5, 27 +10, 33 +15, 39 +20, 45 +40, 51 Out, 56 Dead
Honor: 2.0; Glory 1.0; Status 1.0
Skills: Kenjustu 2, Athletics 2, Etiquette 2 Part 5 Setting: Traveling Up the Mountain The PCs pass the blacksmith on their way out of town, as it is the last building.  Make sure they hear the pounding of hammer on steel as they continue up the mountain. As they travel up the mountain, they will encounter their first patch of tainted flowers.  The soil will turn black as pitch and the flowers that grow from it will turn from pink to blood red.  They will get a unsettling feeling from the flowers, as if they can detect their presence or perhaps someone is using them to spy on passing people.  If picked, the flowers will bleed human blood.  Magical attempts to detect what they are will open the user up to kansen (Willpower vs TN 10 to resist taint) unless they immediately stop their attempt. Reflections of Pan Ku will allow the user to see the goddess of the mountain, a woman in a pink kimono with a halo around her head.  She sits still like the mountain, but slowly her fingers begin to bleed. A pool of her own blood forms below her, but she does not move.
Part 6
Setting: O-Furro Shrine During their travel up the mountain towards the dojo, they will encounter the Shrine to O-Fuuro and meet the monk Toshi.  The shrine is devoid of any taint and has peaceful ponds and statues devoted to O-Furro, the Earth Dragon and Benten.  The monk will explain that he knows about the taint and has been doing cleansing rituals on as many of these tainted areas as he can, but his partner Dairou went missing a few days ago.  He does not believe the Kenku is behind it, but is trying to help, though he cannot convince anyone other than Seppun Kazuhiro of it.  He does believe the children who say there is some monster lurking on the mountain, but he does not believe it to be a ghost because he cannot detect a ghostly spirit.  He has been very busy, especially since Dairou has disappeared, trying to stop the spread of taint onto Fuurosan to keep his goddess safe. Toshi Thousand Fortunes Monk 1 Air 2 Earth 3 Fire 2 Water 2 Void 3 Honor: 5.0; Glory 1.0; Status N/A
Skills: Athletics 2, Jiujutsu 1, Lore: Theology 2 (Shinto), Lore: Elements 1, Meditation 1, Medicine 2, Etiquette 1
Advantages: Spirit Sense: May sense ghost and spirits in the area with a TN 10 void check. Kiho: Earthen Fist, Earth Needs No Eyes, Cleansing Spirit Part 7 Setting: Bright Rock Dojo The PCs finally reach Bright Rock Dojo at the end of the day.  As they enter, they interrupt a ceremony in progress.  Yasuki Dai, a young crab samurai, is being honored for his excellence at the dojo with a new sword.  It is very elegant and bejeweled.  After the ceremony, Kazuhiro will speak with the PCs.  He is dressed in a simple kimono, which he wears casually, and does not stand on ceremony and honor.  He offers them food and board.  He seems fine and reports there have been no incidents at the dojo, but he is concerned about what is happening in the village.  He has no idea what is really happening, but the villagers insist on attacking the Kenku. He is against this, and so he has withdrawn his help until the focus changes.  If the PCs ask for help in investigating, he will only agree if they do not want to harm the Kenku.  He offers the service of his students, but such investigations will have to wait until the morning.  He invites the PCs to stay the night and gives them two small rooms next to his.  He will deliver his report to the Seppun family in the morning so they can take it back to the Imperial City. Seppun Kazuhiro Seppun Guardsman 5, Heaven’s Kiss 1 (a technique created by Kazuhiro) Any roll Kazuhiro needs to make assume is 7k4, except Kenjutsu which is 10k5. Honor 6.5; Glory 6.2; Status 3.0
The GM may make up any story or description of Heaven’s Kiss they wish.  Consider it an Advance School with only one rank.  If the PCs wish to find and take scrolls about the technique later the GM can create the details as the PC grows and learns more about the mysterious school. Students
Kazuhiro has 5 students, and they can all be interacted with.  The GM can give them as much prominence or as little as he wants.  As a quick and dirty rule, whenever they have to make a roll give them 4k2 or 5k3 when they have to make a roll. Miya Miko (Rank 1 Seppun Guardsman) A no-nonsense woman who likes to control others.  She has a strong sense of duty. Seppun Chikasa (Rank 0 Samurai) A kid who has a great deal of potential and a natural talent with a sword if only he’d apply himself more. Seppun Yuuki (Rank 1 Seppun Guardsman) Yuuki doesn’t seem to notice things around him.  He always looks inward rather than outward as if he has inner demons that he never wants to talk about.  Otherwise he is polite but quiet. Otomo Tomoyo (Rank 0 Samurai) She always seems like she has something to prove.  She will take insult very easily saying things like “You don’t think an Otomo woman can fight?”
Yasuki Dai (Seppun Bushi 2) Dai is charismatic and will try to charm the pants off any female samurai.  He is very skilled and proudly shows off his new sword to anyone that asks.  He has a full stat block found in Part 8.  Dai’s sword is engraved with a crab emblem and has silver and ruby in the hilt.  The blacksmith’s mark is also featured prominently, and PCs can remember it is the same mark as the smith in town.  Spells can show its true, sinister purpose if they are cast upon the blade. Part 8 Setting: Bright Rock Dojo Night
Yasuki Dai has killed everyone in the night.  The PCs may make a raw perception roll, as they should all be asleep.  The PC that rolls the highest, or any PC that rolls over a 15, wakes.  They will hear a scuffle happening in the training hall.  If they go to Kazuhiro first they find he is dead in his room, killed while sleeping.  The students are not in their room.  As the PCs enter the dark training room they will see two shadows dueling and one fall dead.  As lantern light flashes across his face, the PC can identify him as Yasuki Dai surrounded by the bodies of his fellow students, their blood soaking into the floor.  High above in the rafters cackles Ken’ichi the Nukekubi. Dai will attack the PCs relentlessly while saying dark things like “I serve my new master now, the steel!  It will show you the truth, come closer so you can hear my master’s words.”  Ken’ichi will attack from the celling to aid Dai, bantering and calling the PCs “Delicious Morsels.”  “I can taste your fear, and it gives me power.”  “Soon you will be in my master’s thrall.” Ken’ichi will not be hurt much, as he has the invulnerable ability, but as soon as Dai falls, Ken’ichi will retreat.  Remember to use his Fear ability the first round he is spotted. Yasuki Dai’s sword is a work of art.  It not only has rubies in it, but it is also engraved with the crab mon and the stamp of the blacksmith from Pleasant Fortune.  If Reflections of Pan Ku is cast on the blade, it will evoke kansen (willpower TN 15 or gain taint) unless they let go of the spell immediately.  If the PC continues, he will see the sword being hammered out on an anvil and then being cooled in a basin filled with blood.  If, as a GM, you want to be graphic, you can explain that the blood being used is that of the missing children.  Either of these clues should give the PCs the hint to seek out the blacksmith.
Yasuki Dai Seppun Bushi 2
Air 3
Earth 2
Fire 2
Water 3
Void 2
Initiative 5k3
Attack: Katana 5k2+5 (reroll 1s)
Damage: Katana 6k2
Armor TN: 20
Wounds: 10 +3, 14 +5, 18 +10, 22 +15, 26 +20, 30 +40, 34 Out, 36 Dead
Honor: 3.5
Tech: Roll additional dice equal to school rank against social rolls to stop you from your duty. +1k1 against ambush. Spend void to add honor to attack and damage for the turn.   Ken’ichi
Weak Nukekubi (Description - Enemies of the Empire pg 271)
Air 1
-Ref 2
Earth 2
Fire 1
-Agility 2
Water 2
Initiative 3k3
Attack: Fist 3k3 or sword (complex while in body), or bite 4k3 (complex)
Damage: Fist 3k1, sword 5k2, or bite 3k2
Armor TN: 15
Wounds: 36; dead
Taint Rank: 3
Special Abilities:
Fear: 3
Swift 2 (+2 water for movement)
Flying Head: Can attach and detach as a simple action. If detached during the day it dies.
Invulnerable head only
Part 9 Setting: Returning to Town At this point the PCs have many options.  They can spend the night in the bloody dojo filled with the dead.  If they do they can regain their void but lose honor equal to half of their honor rank rounded down.  They can also travel to the Shrine of O-Fuuro, which isn’t far.  If they wake Toshi, the monk will tend to their wounds the best he can, and they can stay the night so they can regain void.  If they go back to town as soon as they can (which should be encouraged, as any leads at the smith may grow cold) they must make a hunting roll to safely traverse the mountainside in the darkness.  The TN is 15 and those that fail take 1k1 points of damage.  PCs can make a raise to help one another, effectively giving them a +5 to their roll. Part 10 Setting: The Blacksmith
If at night: They find the blacksmith’s shop and home cold and dark.  No one is there, and no one is sleeping in the bed.  If the PCs make investigation checks, in the middle of their investigation, Ken’ichi’s head attacks.  During the first round, any PC that made the investigation check (TN 15) finds that there is a hatch under the anvil, and they have to get the anvil off of it.  Every round, the PCs may make an Athletics check to move the anvil.  Every roll moves the anvil slightly; the GM should add up every roll made.  If all the rolls made together reach 50, the anvil is successful moved off the hatch. Under the hatch is a coffin with Ken’ichi’s body.  Only killing the body will destroy the head.
If during the day: The smith will be empty, as Ken’ichi has gone to warn Yuu of Dai’s failure.  The PCs can investigate the area and find the hatch and coffin, but no body will be inside of it. In both instances, inside the coffin will be a note from Kasuga Yuu detailing the construction of the cursed blade as described in Part 8.
Part 11 Setting: Kasuga Manor At this point, the PCs will probably go to Kasuga Manor to confront Yuu.  This will be an extremely delicate mission that can go wrong very quickly.  If the PCs assume that the Governor herself is in league, they may attempt to attack the Manor. If they do so, they may lose an ally.  The PCs should be allow to take this route, but when they find out they are in error they should lose honor for being duped into committing a criminal act. If they confront the Kasuga, Nanao will be the only one home and will state that Yuu is working in the shed.  If Nanao is told about the events that have happened she will disbelieve unless a sincerity (honesty) check is made TN10.  Even with the check made, she will never believe Yuu is behind the act unless she is given the note.  Once she reads the note, Nanao will break into furious anger and tears.  She will help the PCs in any way and employ them to hunt her husband down.  If the PCs ask to use her guard, she will be hesitant, saying if Yuu were to return she would be defenseless, but she can be persuaded with a courtier (manipulation) roll TN20 to release one, or both with a raise. If the PCs check the manor’s shed, they will notice the blood red geraniums growing around it, but when they enter they find it is just a workshop where one can make clay or work wood.  If they make an investigation (search) roll TN15 they can find a hatch that leads to a secret basement.  Inside there are shackles riveted to the wall and a bowl of old food.  On the wall near the shackles is a strange script scratched into the wall that a shugenja can read warning of a plan to taint the shrine and that the spirit O-Fuuro is in grave danger.  The monk Dairou was being held here until Yuu could complete his plan, but the arrival of the PCs has accelerated things. The PCs should be getting the full picture of what has happened here: Kasuga Yuu is a Maho Tsukai and the blacksmith was his ally in darkness.  He plans to taint the spirit of the mountain in order to gain a powerful ally, but he need to destroy the largest threat to his dominion here, Seppun Kazuhiro.  Now he is at the Shrine of O-Fuuro to finish things. The PCs should get a sense of real urgency that they must stop Yuu.  Any sort of detour will result in a ‘bad end’ to the adventure.  (For example, tracking down the Kenku for help). Part 12 Setting: Shrine to O-Fuuro Between the PCs and Kasuga Yuu lie the peaceful ponds and statues of the shrine.  Both monks of the shrine, Dairou and Toshi are hung upside down and bound from the arms of the statue of O-Fuuro. Blood from their wounds drips down onto the pink geraniums below while Kasuga Yuu wields a knife that he uses to cut into them ceremonially. Yuu has four peasant warriors with him, two at the entrance that use spears to engage the PCs, two with bows that are closer to him to protect him personally.  If the PCs failed to dispatch Ken’ichi he will be here in his human form and will fight to protect the ritual.  When the PCs arrive, Yuu will only spare a moment to banter saying, “I cannot abide this interference.  Take care of them,” before his minions attack.  
His minions will also monologue creepily saying things like: “The dreams, the nightmares!  If I feed them enough blood they will stop!  Make them stop!”  and “The flowers need me.  I will tend to them until I die.  So pretty.  I will feed them your blood.”  Yuu will cast spells, slashing the monks to cast, or himself as a last resort. Kasuga Yuu Kasuga Smuggler 2
Air 3
Earth 3
Fire 2
Water 3
Void 2
Initiative 5k2
Attack: Knife 4k2+2 or by spell
Damage: Knife 4k1
Armor TN: 20
Wounds: 15 +3, 21 +5, 27 +10, 33 +15, 39 +20, 45 +40, 51 Out, 56 Dead
Honor: 1.1; Glory 1.0, Status 1.0; Taint Rank: 2
Skills: Commerce 2, Etiquette 3, Investigation (Notice) 2, Lore: Underworld 1, Sincerity (Deceit) 3, Stealth 3, Lore: Maho 3, Spellcraft 1, Theology 2, Knives 2
Special Abilities: Spells:
Blood Rite (Earth 1) - Heal 1k1, +1 To any trait for 10 mins, target gains +1k1 taint
Disrupt the Limb (Water 1) - +15 TN when using a limb range 50' for 10 rounds
Inspire Fear (Air 1) - Target gains a phobia 3 of caster's choice for 1 hour.
Spreading the Darkness (Earth 2) - Transfers taint from one person to another
Tech: Gain +1 Lang for the advantage, +2k0 with peasants, do not lose honor or glory with low skills in service to their clan, any clan samurai who slanders them or physically attacks them without provocation loses 4 honor.
Peasant Warrior
No School
Air 2
Earth 2
Fire 2
Water 2
Void 2
Initiative 2k2
Attack: Spear 3k2 or Arrows 3k2
Damage: Spear 4k2 or Arrows 4k2
Armor TN: 20
Wounds: 10 +3, 14 +5, 18 +10, 22 +15, 26 +20, 30 +40, 34 Out, 36 Dead
Honor: 0; Taint Rank: 2 Part 13 The End If the PCs defeat Kasuga Yuu then they will be able to finish their mission.  They save both monks, and because of this they will spread word of your heroic deeds to the people.  All PCs will gain 3 glory. Kasuga Nanao will be saddened by events but will thank the PCs for their efforts in helping her bring order to their land.  If they agree to be gentle in their report of the failure of the Kasuga she will make sure the Kasuga see them as allies.  Any PC can use the advantage Kasuga Contacts 2 points: When using Lore: Underworld skill to gain information in any port city gain one free raise. The Kenku, Hakuryu appears to the PCs as they leave the village area.  He thanks them for stopping the plot he couldn’t, apologizes for underestimating them, and gives them a special Kenku fan that shows they are a friend to the bird folk.  With that the PCs set off into the sunset or sunrise.
Bad End If the PCs fail, O-Fuuro becomes a powerful tainted spirit known as a Hannya (Enemies of the Empire pg. 248).  This may lead to an entirely new adventure in which they must stop the Hannya from winning the hearts and minds of the people and corrupting the village fully. Other Rewards Other glory gains: 1 glory for every fight won.  -1 glory for every PC killed. -1 glory for every fight lost. 2 glory for a successfully completed mission by their employer. XP:  Depends on how fast you want your PCs to progress and grow Slow progression: 3 XP Medium progression: 6 XP Fast progression: 9 XP
0 notes