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A Days Sail

Part One of Shipping Lanes

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

by Jeff Southerland and Rob Hobart

While attending a local festival at Wall Above the Ocean Village, you receive a request for aid from a Crane clan karo.

LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group. Scenario detail copyright 2006 by the author and Alderac Entertainment Group. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without permission.

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

take extra actions, which the GM judges worthy of additional reward or punishment. The following may be considered as guidelines: Performing an act of selfless, sacrificial loyalty to ones daimyo or clan: +1 point of Honor. Abiding by the tenets of bushido when there is no gain in doing so and one could gain an obvious advantage by breaking them: +1 point of Honor. Betraying or disobeying your duty, Clan, or family: lose 1-10 points of Honor and Glory, and possibly Status, depending on the severity of the failure. Gain the same amount of Infamy. Crying out in pain when injured: lose one point each of Honor and Glory. Using sneaky, underhanded, or treacherous methods when at an Honor rank higher than zero: lose 1-5 points of Honor. If caught, also gain 1-5 points of Infamy. Using Low skills: lose a number of points of Honor equal to the Rank of the skill. Note that there are exceptions to this rule, and the GM can lower the penalty for members of inherently dishonorable Clans such as Scorpions. Performing a socially acceptable public act of extreme courage and skill: +1 point of Glory. Drunk, insulting, or otherwise ill-mannered in public: lose 1-5 points of Glory. For extreme abuses, also gain an equivalent amount of Infamy. Playing entire adventure without doing anything of note: lose 1 point of Glory. Made ronin: Status removed.

GM's Information
THIS SCENARIO SHOULD NOT BE RUN COLD! Please read the scenario thoroughly before attempting to run it. This adventure is a low rank adventure, and should only be played by Rank 1 or 2 characters. Characters of Rank 3 or above will be too powerful for the challenges presented here, and should not be allowed to play. All bulleted information is just that, pure information. Feed it to the players through an NPC when appropriate. Sometimes, reading it straight just doesnt sound right. Remember that family names come before personal names. Akodo Toturi is from the Akodo family and his personal name is Toturi. A note on commerce in Rokugan: Samurai are not supposed to care about worldly possessions, especially money. A samurai pays a commoner as if the money is meaningless; a concession to the commoners silly needs. Between samurai, the exchange of money and merchandise is an exchange of gifts.

Adjusting for Party Strength


This is a Low-Rank adventure, and thus can involve parties of widely varying capabilities. The encounters have been optimized for a party of average Rank Two. Although most of the challenges here are role-play oriented and thus not terribly dependent on party strength, a few changes can be made to adjust the adventure difficulty for high-end parties, as follows: Low-End Party (more than half of the PCs are Rank One): Reduce all Skill roll and Trait roll TNs by 5. Zenko has Reflexes 3 and Strength 3. The normal smugglers have weapon skills at Rank 1, instead of Rank 2. There are six normal smugglers instead of eight.

Glory and Honor Awards and Penalties


This adventure contains suggested Glory and Honor awards (and penalties) for dealing with the challenges presented herein. However, at times the players may

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Adventure Summary and Background


This adventure centers on a gang of smugglers who are working in concert with a shipload of Thrane gaijin. The smugglers, a collection of ronin and merchants, are evading the heavy taxes which the Tortoise Clan places on trade with gaijin, and the Thrane ship captain, eager for profit, is more than happy to oblige. They have taken advantage of a supposedly haunted cove near Wall Above the Ocean Village (Yama ue no ho ni Umi Mura) to conduct their criminal activities without interruption. The smugglers maintain one of their number, a man named Kobo, as a spy in the town, to make sure they do not run afoul of the local authorities. They move their goods in and out of the area in normal merchant caravans with forged papers. Recently, however, the smugglers have had a stroke of bad fortune: the two sons of the local daimyo decided to explore the legendary haunted cove. They were being trained in ship-handling by a Mantis ronin, and decided to take their own small boat to the cove, overriding their bodyguards wishes. As a result, they are now prisoners of the smugglers. The criminals are not sure what to do with their unexpected captives, since killing a local daimyos children could lead to their own destruction. At the moment, they are simply holding the prisoners while they debate what to do. Their gaijin friends have moved their ship off-shore in case of trouble, though they have left two of their number behind to keep an eye on things. The PCs are in Wall Above the Ocean Village for the White Lotus Festival, the local seasonal celebration. The karo of the local daimyo, fearful that he will pay a personal price for anything that might happen to his lords sons, will recruit the PCs to track them down. Some of the PCs may have additional motives in this matter, however the Tortoise are concerned about possible smuggling in the area, and the Mantis Clan is interested in discovering this first in order to discredit the Tortoises handling of the Thrane trade. PCs from both Clans will have orders to investigate rumors of smuggling in the area. The PCs can also gain the assistance of a most unusual ally: a gaijin named Daniel Hackerman. Daniel is one of the Kings Hands, agents of the Thranish king who act as independent investigators and trouble-shooters. He has come to Rokugan to investigate a variety of irregularities and suspicious financial patterns in the Thrane trading missions here. Rumors of smuggling,

and of gaijin pirates, have drawn him to Wall Above the Ocean Village at this time.

Players Introduction
The adventure begins with the PCs approaching Wall Above the Ocean Village for the White Lotus Festival. Their journey has taken them up the Peaceful Traveller Way, a major road in southern Crane lands, and past the ill-reputed village of Oni Mura. Supposedly, Oni Mura was cursed long ago, during the Clan War, and those who live within it always sicken or go mad. For almost four centuries now, the peasants have lived outside of the village, afraid to risk the curse, and a ring of houses and buildings now circles the original towns ruins at a distance of about a halfmile. The Peaceful Traveler Way has also been rebuilt to skirt the town, and over many years, tepid grass and shrubs have grown over the road, leaving the ruined town isolated and near-invisible behind a wall of brush and scrub. The heimin who live here believe the village is haunted by an onis ghost or some other evil spirit. PCs can recall the specific story of Oni Mura by rolling Intelligence/Lore: History at TN 15, or Lore: Shadowlands at TN 20. Supposedly, several years before the Clan War a small army of goblins and oni attacked the village. While they were eventually defeated, the village never truly recovered. According to the legend, something had altered the lands spirit, and villagers sickened or went mad; the wise moved away. Bold PCs can visit the town themselves if they wish. There is nothing to be found there except for the ancient, crumbling ruins of buildings, slowly being reclaimed by the wilderness. There is an aura of loss and emptiness about the place, and shugenja PCs will find that the natural spirits here are unusually sparse and weak. Other than that, there is nothing of interest.

Arrival at Wall Above the Ocean


The road is crowded by travelers, heimin and samurai alike, arriving for the White Lotus Festival, as well as merchant caravans coming to and from the port town. You reach the edge of Wall Above the Ocean Village just as evening is coming on. The town appears to a large, prosperous place, with clean, well-swept roads and fine houses. A samurais estate rests on a nearby hilltop, with a fine view of the town and harbor. The setting sun glows orange on the sails of dozens of fishing boats and trade kobune

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moored in that harbor. There is no wall around the town, but a pair of Ashigaru stand watch at the main entry to the village. The ashigaru (peasant spearmen) bow low to the PCs and politely ask to see their travel papers. Their leader, Ito, is a literate man and reasonably well-versed in the law, although he lacks the training to detect forgeries. He reads the papers politely and returns them with a deep bow, thanking the PCs for honoring the village with their presence. Please, enjoy the festival, samurai-samas. I believe the Laughing Ahi Inn still has rooms available, if you are in need of a place to sleep. The ashigaru are currant in the local gossip, and if the PCs speak with them they can share any of the information listed under Local Talk in Part One below. If the PCs specifically ask why they are watching the road, rather than actual samurai, they explain that Lord Doji Tomayuki-sama has only a few bushi, and I believe most of them are on other assignments due to the upcoming festival.

The White Lotus Festival


This is a festival localized to the southern Crane lands. It originated in hundreds of years ago in Wall Above the Ocean Village, and was intended to honor the fortunes Daikoku (Wealth) and Hotei (Contentment), calling their blessings on the village and especially on its sake brewery. Over time, the festival has come to celebrate the sake itself, although the two Fortunes are by no means neglected. The local Crane nobles have worked hard to spread the festivals popularity, and it now draws attendees from all over the Empire. The White Lotus Festival is held three times each year, once each in the middle of spring, summer, and fall. The PCs are attending the autumn festival, so the adventure starts on the first day of the month of the Dog (November). The weather is chilly, but the sky is usually clear the rains of the previous month have ended, and bad winter weather has not yet arrived. The festival attracts entertainers and performers from across the southern Empire. The most prominent such guests this time are the Kabuki theater troupe Mayakashi, sponsored by the Scorpion Clan.

A Note on Crane Customs and Superstitions


The PCs will be spending this adventure in a Crane town during a festival, and as a result, they will probably encounter a number of local customs and beliefs. The GM should use these to add flavor to the various role-play encounters in the adventure. It is considered unlucky in Crane lands to pour your own sake. Any PC who pours his or her own sake will draw a mild look of surprise and unease from those around them, who thereafter will try to hold themselves apart from this unlucky person. Of course, they will be much too polite to actually criticize the unlucky PC. Throwing dried peas into a well or river attracts good fortune. During the festival the PCs will see numerous peasants, as well as the occasional samurai, tossing handfuls of dried peas into the stream or the towns three wells. Foxes are very lucky animals. It is a custom to carry some rice to throw to a fox should you encounter one. Most of the samurai and commoners in the village carry a small pouch of rice for this purpose.

Part One: What to do in Wall Above the Ocean Village


Notwithstanding its designation as a village, Wall Above the Ocean is actually a fairly substantial port settlement, with about 1,800 residents. The town is home to a famous sake brewery, producing the socalled White Lotus Label sake. White Lotus is not quite as famous as the notorious Taka Label Sake produced down the coast at Friendly Traveler Village, but it is still one of the more prominent brands of sake in the Empire, and the growing popularity of the associated Festival is spreading its fame steadily farther. As you walk up the main street, you can see that Wall Above the Ocean Village is indeed a prosperous town, and with the festival eminent it is positively crowded, with hundreds of samurai and commoners flocking in to enjoy a last chance for fun and color before the descent of winter. The main street is packed with people, and light and laughter pour from the doors and windows of the several inns and sake houses you pass. You see at least one geisha house as well, with beautiful ladies waving at you from an upstairs balcony. At the end of the street is a large open-air marketplace, ringed at the edges by shops and small

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restaurants, and despite the deepening twilight the market is still full of activity as well, lanterns glowing like fireflies.

The Laughing Ahi Inn


Located near the docks, this inn is more modest in size, lacking the garden and other elaborate scenery of the Golden Sun, but is still clean and well-kept. Its location next to the docks allows it to specialize in seafood, especially sashimi, and the cook (a portly middle-aged man named Goshi) is the inns pride. The innkeeper Tako, on the other hand, is a relatively young man, in his mid-twenties his father choked to death on a fish-bone, forcing him to take over the business while still a youth. In contrast to the Golden Sun, the Laughing Ahis main room is relatively quiet, with a few merchants and sailors scattered about, two Crabs at a corner table playing a game of go, a table-full of ronin playing some kind of dice game and a brown-haired gaijin, looking outlandish in his outfit of leather and lace, sitting at the same table. The two Crabs, Hida Yohachi and Yasuki Jin, are very typical for their families. Yohachi a big, gruff, brash bushi who is grumpy about getting sent here as a yojimbo. Jin is a small, well-dressed diplomat with smooth manners and a knack for commerce. Their only shared feature is a liking for go, and they will happily accept challenges from any PCs with interest in the game. (Their own skill rolls are 5k2 and 6k4, respectively.) If the PCs speak with either of these two Crab guests for any length of time, they will complain that a ronin named Hideki was pestering them earlier today, asking when the next 20-goblin winter will take place. These ronin, think its so easy to pass that and get into the Crab, Yohachi grumbles. He describes the ronin as a squat, bandy-legged fellow with a missing ear, and says he left about an hour before the PCs arrived.

Visiting the Samurai Estate


Some of the PCs may decide to visit the samurai estate outside the town, in order to pay their respects or simply out of curiosity. The estate is a typical dwelling for an upper-caste samurai: a large, fine-quality house and outbuildings, surrounded by a whitewashed, blue-crenellated wooden wall which seems more a statement of style than any kind of defensive structure. A Crane samurai (with the Doji family mon, if anyone asks) stands guard outside the gate and politely asks the business of any samurai who approach. Assuming the PCs give a valid reason for their visit (such as paying respects to the local lord), they will be admitted to the courtyard. The yard inside the walls contains a large, well-kept garden (including many types of flowers, an unusual choice in a Rokugani garden) and a koi pond. The PCs wil be met here by a household servant who politely explains, Lord Doji Tomayuki is absent on important business. His karo, Doji Nobuo-dono, is currently also very busy preparing for the festival. The servant thanks the PCs on behalf of his lords for their visit, and urges them to visit again after the festival is over and Nobuo-dono will have more time for them.

The Crowded Inns


Going up the towns main street, the PCs will see a total of four inns. The largest and most impressive is the Golden Sun, a fine two-story building with a large garden on one side and a well-apportioned stable in the back. Unfortunately, due to the upcoming festival it is already sold out, full of samurai, merchants, and other visitors. The innkeeper is apologetic, and suggests that the PCs try to Laughing Ahi, closer to the docks. It is a reputable establishment, samurai-samas, if not quite as refined as our own. The other three inns on the main street are also full, and their innkeepers will be similarly regretful. However, Yoma, the master of the Red Crab Inn, will strongly recommend against the PCs visiting the Laughing Ahi, claiming it is a lowly establishment without proper refinement and attracting an undesirable clientele. This is a reference to the presence of Daniel Hackerman, although Yoma will never mention the gaijin directly.

The five ronin are for the most part unremarkable: typical wave-men with well-worn clothing and gear, their manners and language rough. There is one notable figure among them, however: Akuma. Akuma is a lean, hatchet-faced man of indeterminate age he might be 20 or 30. His face is seamed by a vertical scar down the right side, pulling his lip up in a sneer. Despite his menacing appearance (and sinister name), Akuma is actually a sociable man with a sardonic sense of humor. He was a contestant in the Emerald Tournament last spring PCs who did not attend the tournament will recognize his name with a roll of Intelligence/Lore: Heraldry at TN 20. He is mildly

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flattered if anyone remembers his performance there, but deliberately does not make much of it himself I entered it on a throw of chance, as it were, and never expected to make it so far. He makes a point of always downgrading his own skills, recognizing how touchy samurai can be around wave-men. Akuma has found that it is easier to get through life by being selfeffacing and not drawing attention to himself his competition in the Emerald Tournament was a rare exception to that personal rule, and he now somewhat regrets that action. All of the ronin are playing a foreign dice game called Frair, taught to them by Daniel Hatcherman. (He is wisely not playing himself, lest he be accused of cheating them.) They will happily introduce PCs to the game, which involves betting on the chances of certain numbers appearing with the next toss of the dice. Playing the game requires Opposed rolls of either Intelligence/Games: Frair or (if they wish to cheat) Intelligence/Gambling. Daniel Hatcherman is a Caucasian man in his early thirties, with a muscular build, tanned skin, and squintlines around his eyes. He is dressed in strange outfit that includes leather leggings and vest, a loose cotton shirt with lace at the neck and wrists, and leather boots with high floppy tops. He does not carry a firearm (it is illegal to do so in Rokugan), but wears a short, straight blade (a Thranish small-sword) at his belt, and carries concealed knives in his boots and the small of his back. Daniel speaks Rokugani with a heavy, outlandish accent, but has enough knowledge of the Empires basic social rules to avoid any serious errors or insults. He carries a letter authorizing him to travel within the Empire, signed by the Tortoise Clan daimyo, Kasuga Magoro he will readily show it to any samurai who asks. If any PCs ask Hatcherman why he is here, he will claim he is simply attending the festival. This, however, is a lie (his Awareness/Deceit: Lying roll is 7k3+4). He is actually investigating the money trail of a smuggling ring, which he suspects may be connected to the larger problems he is here to root out. He will probe for rumors and gossip while behaving like a tourist, and is especially interested in any rumors of piracy or of strange ships in nearby waters. He will also make a point of speaking with the merchants and fishermen in the room he will use his gaijin ignorance to excuse himself for slumming with such lowly folk.

Come to the Festival!


At some point while the PCs are at the inn, there will be a noise of bells, flutes, and drums outside the room, and a startling masked figure steps through the door. He is dressed up to resemble a stylized kappa (a froglike amphibian humanoid), and wears a wooden full-face Kabuki mask topped by an elaborate headdress resembling a bowl. Bells dangle from his costume and ring merrily as he dances through the room, singing in a high, ululating voice. Two other men (dressed in formfitting black, and wearing oni masks) stand in the doorway and accompany his song with drum and flute. Come to the festival! he sings, twirling through the room. Come to the play! Mayakashi is here, and all will be well! All shall laugh, all shall celebrate! Come to the festival! Come to the play! He tosses out handfuls of origami flowers, scattering them like rain among the guests, then departs again with a rattle of drums. Outside, he continues up the street, maintaining his musical chant and continuing to distribute his origami. If the PCs examine the origami (several of the patrons will do so, including Daniel), they see that the paper has writing on it. Unfolding the flowers reveals an invitation: The honored Kabuki Theater Troupe Mayakashi invites you to enjoy their performance this evening, on the docks at the hour past sunset, announced by a discharge of hanabi. Hanabi are the Dragon Clans famous fireworks. The name Mayakashi translates as Deception. Any PC who rolls Intelligence/Lore: Heraldry at TN 25, or a suitable specialized Lore skill (such as Lore: Acting) at TN 15, will recognize Mayakashi as a well-known and popular traveling theater troupe sponsored by the Scorpion Clan. If the PC who makes the roll has previously encountered the Korede Gokko theater troupe (in the adventures Bloom of the White Orchid or Destiny Has no Secrets), s/he recalls that Mayakashi is said to be a powerful rival to them in popularity.

Part Two: The Festival Begins


True to the word of the origami advertisement, the beginning of the festival is announced an hour after sunset by a loud and colorful display of hanabi (Dragon alchemical fireworks) near the waterfront. Immediately crowds begin to flock down the streets in that direction. Most of the guests in the Laughing Ahi will do likewise, including Daniel Hatcherman. He will

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inquire about the nature of the fireworks (they look much like the ones we use in our land, made from gunpowder) and will be intrigued if any PCs try to explain the difference between gaijin pepper and Dragon alchemy. At the docks, a large rectangular stage has been set up. Poles rise at each corner, with long cords strung between them, and dozens of colored paper lanterns hang from the cords, providing warm and beautiful light. A quartet of musicians sit before the stage with biwa, samisen, taiko drum and flute, playing short pieces of music to warm up the crowd. You suspect the actors themselves are waiting inside the two curtained alcoves to either side of the stage. Merchants circulate through the large and boisterous crowd, selling rice candy, drinks, yakitori, and other snacks, as well as small lanterns with scented candles. You suspect that less reputable fellows may be in this crowd as well, a suspicion confirmed by the sight of a portly merchant exclaiming in outrage as he discovers his money pouch to be missing. In the festive atmosphere, however, those around him seem more inclined to laugh at his discomfiture than to search for the thief. Soon after the PCs arrive, an actor in elaborate fool make-up and costume will prance onto the stage and begin amusing the crowd with various pranks, pratfalls, and humorous mimes, drawing much laughter and applause. This is the warm-up act to get the crowd ready for the main event.

clothing with a ready smile and a great deal of charisma. He has a small wheeled cart containing various props and tools for his street performances (umbrellas, balls, tops, paper for origami, flutes and drums, and so forth). It also contains a small firepot with which he keeps a tray of sugar candy warm. His main trick, and the one which gives him his name, is to spontaneously create small edible sculptures (such as mice, birds, and butterflies) from the wax-like sugar candy and hand them out to the audience. Other performances include juggling, various prestidigitation magic tricks, spontaneous origami, music, etc., all accompanied by an entertaining act and patter. The Candyman is a friendly and personable fellow, but makes a point of being evasive about his past, substituting jokes about how far he has traveled, how sore his feet are, the holes in his sandals, etc., rather than answering any questions up front. In actual fact, the Candyman is an eta who has escaped his caste by adopting the life of a traveling entertainer. Although he will not talk about his own past, the Candyman is very knowledgeable about local events he talks with everyone, after all. If the PCs make a few small donations, he will be happy to answer their questions. See Local Talk below for the information he has.

The Karo Pays a Visit


During the time before the actual play begins, the local karo, Doji (Hanagensai) Nobuo, will arrive and begin circulating through the crowd, introducing himself to any visiting Clan and Imperial samurai (including the PCs) and expressing his hopes for their enjoyment of the festival. He will also introduce himself to any ronin with Glory of 3.0 or better. Nobuos appearance is described in Appendix #1 with his stats. Although his manners are excellent and his appearance impeccable, Nobuo is actually troubled his lords sons have not returned this evening. Any PC who speaks with him can roll Awareness/Courtier at TN 20 to detect that he is anxious and uneasy. If they ask him about this in a subtle or delicate way, he will claim that he is merely concerned that the festival turn out well. (A lie.) If they are blunt or uncouth, he will simply say, You are mistaken, samurai-san, and turn away from them.

Kobo the Storyteller


The PCs may encounter Kobo the storyteller during this time: an older peasant with a bent back, standing in the middle of a circle of women and children and recounting a harrowing ghost story. If the PCs listen for a while, they can hear him tell several different tales, mostly classic Rokugani scary stories about ghosts, demonic possession, and so forth. At least one of these stories will concern the local haunted cove, a few miles north up the coast, where evil spirits supposedly lure fishermen to their doom.

The Candyman
The man who calls himself the Candyman is a street entertainer who travels throughout the southern villages of the Empire, performing to small street-side crowds and sometimes in the common rooms of inns. PCs may have previously encountered him in the adventure Uncertainty. He dresses in a plain and slightly baggy kimono and hakama, but makes up for his mundane

The Play
After the on-stage fool finishes his half-hour warm-up act, the main plays commencement will be announced with a second, louder discharge of hanabi fireworks. Actors in elaborate kabuki costumes and masks glide onto the stage and begin the performance of their play:

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The Virtuous Wife, a comedic story of honor and duty in the scandalous courts of Kyuden Bayushi. The play is designed as a homily on Honor, with the virtuous wife of the title, a rather simple-minded and uneducated young woman named Jun, somehow outmaneuvering all the elaborate tricks and plots of the Scorpion and Crane courtiers around her. The crowd enjoys the play immensely, and there is much laughter and applause as the scheming courtiers (represented with masks carved in scowling and simpering expressions) are thwarted again and again. The play concludes near midnight, with a final display of hanabi to mark the conclusion of the festivals first day. The crowd disperses as people wend their way homeward, although some (samurai and commoners alike) will stay up much later, indulging in sake and other vices.

there will be agreement that these meet the description. If the PCs specifically ask about piracy or missing ships, some of the visiting ronin will mention that theyve heard rumors from sailors of ships disappearing up north, near the Mantis settlement at Broken Wave City. (Daniel Hatcherman will listen to this with interest.) Locally, though, the only problems have been occasional lost fishing boats, the most recent of which was two months ago. If the PCs ask about ghosts, Shadowlands monsters, or other such supernatural problems, they can hear rumors of a haunted cove a few miles to the north which supposedly dooms any fisherman who enters it. If the PCs ask for more information about the haunted cove, they will be directed to the storyteller Kobo. Kobo lost one of his own friends in those waters last year. If the PCs specifically ask whether any boats have gone missing recently, they can learn that a fishing boat was lost two months ago in the waters to the north. No trace of it was ever found. The incident is blamed on the haunted cove.

Local Talk
If the PCs ask around for the local gossip, either at one of the inns or while circulating through the crowds at the festival, they can roll Awareness/Courtier at TN 20 to pick up an interesting tidbit of news from the following list (the GM can choose randomly, or simply present the different pieces of information in their printed order). The Candyman can also provide one piece of information for each monetary donation he receives. Each PC can pick up one piece of gossip. The local lord, Doji Tomayuki, is in Kyuden Doji to participate in the upcoming wedding of the Crane Clan Champion. This is a prestigious achievement for the lord of a relatively small town, and many of the locals are optimistic that this means an even brighter future for Wall Above the Ocean Village. The Karo, Doji Nobuo, is running things in the absence of Lord Tomayuki. Nobuo is actually of the Hanagensai vassal family, and the usual rumors have attached themselves to him as a result, e.g. suggestions that he is overly ambitious or in league with the Scorpion Clan. There are rumors of a strange ship in the local waters. Several fishermen claim to have seen it in the early morning fogs, when they were taking their boats out to seek the days catch. They describe a huge, tall ship with several masts high enough to touch the sky. Nobody locally has ever actually seen a Thrane gaijin ship, but if a PC describes the great Thranish sailing ships from Otosan Uchi,

Part Three: Nobuo Asks for Help


The morning after the performance by Mayakashi, the PCs will be enjoying a pleasant breakfast the Laughing Ahi serves rice, fish, miso soup and pickled plums. During their meal, some of the PCs will receive a visit from a Doji household servant. Doji Nobuo is in a quandary his lords sons have gone missing, right at the start of the great festival, and his own name and position are in great danger. He has decided to try to recruit a few visiting samurai the PCs to solve the problem discreetly, thereby protecting his own reputation while fulfilling his duties. Nobuo will select which PCs to ask based on his meetings with them the previous night in general, he will prefer PCs who are either honorable, discreet, and/or very mercenary. He will deliberately not invite any Shosuro family PCs as a member of the Hanagensai vassal family, he is already under

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obligation to the Shosuro, and has no desire to increase his debt. He will also not invite PCs who seemed overly blunt or indelicate during their previous conversation (e.g. PCs who blurted out, What are you worried about?). The following are guidelines as to which PCs Nobuo will invite: Any ronin PC. Any non-Shosuro Clan/Imperial PC with Honor of 3.0 or better. Any Crane PC. Any PC who showed discretion while inquiring about why he seemed troubled.

yojimbo were skilled sailors, so I am concerned that somethingnon-accidental may have happened to them. However, as you have undoubtedly noticed, I do not have many troops at hand. My lord has taken a full escort to Kyuden Doji to fulfill his duties there he would be dishonored if he had less than a proper escort. Those troops who remain here under me must deal with the demands of the White Lotus Festival. Therefore, I must request a favor from you. He waits expectantly for the PCs to respond in the affirmative before continuing. I request your aid in finding the two boys. I have, in fact, sent out as many men as I can spare to look for them, but there is much territory to search. Your aid will be invaluable. Assuming the PCs agree to help, Nobuo will happily share all the information he has. He has three groups of two bushi each searching the nearby shores, and another two out in fishing boats, searching the bay. They are all to the east and south of the town, which is the area where the two boys normally sailed. He will give a detailed description of the boys and their yojimbo. Senichi, the elder boy, is eleven years old. A fine athletic boy, and hes already started dyeing his hair, looking forward to taking his gempukku next year. His younger brother Gempachi is ten, a smaller boy with dark hair. Very talented as well, of course. Their yojimbo is Doji Takao, trained in the Daidoji school. A capable veteran in his twenties. Gempachi admired him greatly. The boys boat was a well-made small craft, similar to a fishing boat, that could carry six people although one person could sail it easily. He mentions that Lord Tomayuki had the boat carved and painted with images of cranes. The PCs can ask for additional information as they see fit. The following section covers most of the questions they might ask: The boys went sailing regularly, almost every day during good weather, and were always accompanied by their yojimbo. Nobuo last saw the boys yesterday afternoon, when they left with their yojimbo. He was informed they were going to the docks to go sailing. His troops have checked at the docks and confirmed that the boys did, in fact, take their boat out sailing. If the PCs ask whether Lord Tomayuki has any enemies, Nobuo will look indignant.

Each of these PCs will be approached by the Crane servant, who tells them that Doji Nobuo-sama requests their presence at the estate on a matter of some delicacy. He invites them to bring along any other samurai who they trust to be both able and discreet. The PCs can interpret this as they see fit in general, this is an opening for them to bring along any other PCs who were not personally invited.

Inside the Estate


When the PCs arrive at the lords estate, they will find another guard standing watch, looking tired and anxious, although he remains alert. The servant escorting the PCs bows to the guard: These are the samurai Doji Nobuo-dono sent for. The guard nods and waves the PCs inside. The PCs are led into a small receiving hall, empty except for a few low tables bearing high-quality ikebana arrangements. The PCs are left here for a few minutes. If they look around during this time, they can roll Perception/Artisan: Ikebana to notice that the arrangements are two days old and beginning to wilt. Before they have time to do more, however, a door slides open and Doji Nobuo walks into the room. Nobuo clearly looks tired and anxious, but as a true Hanagensai his manners remain perfect. He inquires after the PCs health, asks whether they had a restful night, and generally plays the gracious host for several minutes before getting down to business: A matter of some difficulty has arisen. The two sons of my master, Doji Tomayuki, failed to return from their sailing trip last evening. Both they and their

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Lord Doji Tomayuki-sama is a fine lord, and all acknowledge his wisdom and compassion. If the PCs specifically ask whether Nobuo has any suspects in the disappearance, he will hesitantly mention the ronin Hideki. He was the boys instructor in sailing and shiphandling. Lord Tomayuki felt it wise to have them instructed in the ways of the sea, given the importance of oceanic trade in these times. Now that the boys have mastered the required skills, Lord Tomayuki instructed that the ronin be dismissed from service. Although Hideki seemed a friendly enough man, I cant help wondering at the coincidence that the boys disappeared a week after he was dismissed. Still, I do not think he is skillful enough to defeat Takao. Nobuo describes Hideki as a short man with a missing ear. He does not know where he is now. I think he was staying in one of the Inns in town. If the PCs mention rumors of a strange ship in the area, Nobuo dismisses them as mere gossip and tall-tales. Such tales have circulated for months. No doubt some fisherman caught a glimpse of a passing Thrane vessel last spring and turned it into an endless legend. Although the PCs may suspect deception here, there is none Nobuo is genuinely unaware of the Thrane smuggling activities. If the PCs ask about pirates or other nautical problems, Nobuo can pass along the rumors of pirate attacks to the north, near the Mantis settlement of Broken Wave City. There has been no such trouble near here, though, and he does not think piracy was involved. If any PCs ask about rumors of Shadowlands creatures or other supernatural entities, Nobuo will say firmly there have been no such problems in the region. The village of Onu Mura, nothwithstanding its reputation, has never caused any trouble. If any PC mentions the stories of a haunted cove to the north, he snorts peasant rumor.

peasant ashigaru along with them as a liaison. The ashigaru is a sturdy, obedient man named Aju, who cooperates willingly with the PCs.

Part Four: Searching for the Boys


There are a number of routes that the PCs can take to investigate the boys disappearance. The following sections summarize the main options available. It should be noted that the PCs will be conducting this investigation in the midst of the White Lotus Festival. The streets are crowded with revelers, waving paper banners, listening to music, and drinking the famous White Lotus Sake, cups of which are being handed out from kegs in front of all the major businesses. The actors and performers of the Mayakashi troupe circulate around in full costume, performing short humorous skits and acrobatic tricks. The PCs will have to wind their way through thick crowds of revelers in order to go anywhere in the town.

Hideki the Ronin


Smart PCs will try to follow up on the Mantis ronin Hideki. If the PCs spoke with the two Crab bushi at the Laughing Ahi Inn, they will know that Hideki sometimes visits that place if they go back there this afternoon, they can find him. Alternatively, they can simply ask around for Hideki and roll Awareness/Investigation or Awareness/Underworld at TN 20 a success locates him at a noodle shop, slurping from a bowl of ramen. Hideki is exactly as others have described him to the PCs: a short, bandy-legged man with a missing left ear. Despite this disfigurement, he possesses a certain roguish charm, especially around women, with whom he flirts enthusiastically. He wears a number of tattoos on his arms any Mantis PC will recognize these as tattoos common in the Mantis fleet, and other PCs can do the same by rolling Intelligence/Lore: Mantis at TN 15 or Intelligence/Lore: Heraldry at TN 30. Hideki will speak readily with the PCs. He does not know that the boys are missing, and will be concerned if the PCs tell him. Any PC who rolls Awareness/Investigation at TN 20 can tell that his reaction is genuine. He describes the boys as good students with keen minds. . Hideki says he spent the last night with a charming lady, but will try to avoid naming

Once the PCs have asked all their questions, Nobuo wishes them good fortune, and urges them to find the boys as quickly as possible. If the PCs ask him for further assistance, he will offer to send one of his

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her (she is a local heimin, widow to a dead ronin). If the PCs press him hard on this issue, he will reluctantly name her, but asks the PCs to treat her with respect and discretion. Hideki claims he is not bitter about losing his job with Lord Tomayuki he knew the work would only last until the boys were trained. He is currently looking for new work, and may even offer to help the PCs if they mention going out sailing. If the PCs ask him about rumors of strange ships, pirates, or other nautical threats, he looks disgusted. Nothing but rumors. If you want to hear more of them, you should ask that gaijin Hatchelmanu about those sorts of things, hes been snooping around about them for days. If the PCs ask about supernatural threats, or mention the haunted cove, Hideki frowns. I remember that old storyteller Kobo was talking about that so-called haunted cove the last time I took the boys to the Laughing Ahi after training. The boys thought it was quite the story.

Kobo lost one of his own friends in those waters last year.

Kobo the Storyteller (and Spy)


The PCs can track down Kobo, who is circulating through the festival crowds telling stories and collecting gossip, by rolling Awareness/Investigation at TN 20 or Awareness/Storytelling at TN 30. The old man pauses near the sake barrels and tells ghost tales and other such stories to the passerby. (Alert PCs may notice, however, that while he is often holding a sake cup, he never actually drinks.) Kobo will act very deferentially to samurai, answering any of their questions readily. Of course, he is actually the in-place agent for the smugglers, so he will be lying to the PCs through his teeth, and trying to subtly find out why they are asking him these questions. If he realizes the PCs are planning to go to the haunted cove, he will try to slip away and warn his comrades. Kobo is a middle-aged man, but his thinning gray hair, hunched posture, and slow movements make him appear older. (A PC who specifically shows suspicion about this can roll Perception/Acting at TN 25 to recognize that he is putting himself on as being older and feebler than he actually is.) If the PCs ask Kobo about the haunted cove, he will readily tell them the story of how he and his friend Raizo fell afoul of its sinister nature. He starts the story in a calm voice but becomes more intense and emotional as it continues, finally weeping openly as he speaks the final lines (again, this is acting, and can be detected with the same roll): Raizo and I were both fishing a really good school of Ahi, following them north up the coast. It was a long day of fishing, but we finally filled our baskets and headed back down the coast to return here. Then Raizo spotted a woman waving to us on the shore in a small cove. I thought it strange that a woman would be in that isolated place, but Raizo insisted on going in to shore. He said it would be wrong to leave a person stranded on that remote shore with evening coming on. So I stood off-shore while he took his boat in to her. And that saved my life. Just as Raizos boat entered the cove, the woman disappeared, vanished before my eyes. I started to turn my boat immediately, shouting to Raizo to leave. But his ship lurched and stopped, and I saw legs like those of a spider reaching out of the water and pulling it under. Raizo managed to stay afloat for a few

Checking at the Docks


The PCs may decide to follow up on Nobuos report on the docks, or simply to investigate there for their own reasons. Due to the festival, no trade ships are sailing, and relatively few boats are going out to fish, so the PCs will find it easy to speak with the local fishermen, dockworkers, and sailors. If the PCs ask about the boys, the locals can confirm that they went out sailing almost every day, except in the very worst weather. They are very impressed with the boys dedication and skill some of the fishermen will remark that they wish their own sons were like that. Many of the people at the docks have noticed that the boys boat is absent this morning, and the PCs questions are liable to start some rumors about why. If the PCs ask about any rumors of problems, disappearances, or supernatural incidents, the fishermen will mention that a boat was lost two months ago in the waters to the north. They blame the haunted cove, and say that now no-one sails in those waters. If the PCs ask for more information about the haunted cove, they will be directed to the storyteller Kobo.

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moments and then screamed and went under. The old man shudders. I still hear those screams at night. If the PCs mention that another ship has disappeared in recent months, Kobo looks mournful. I tell this story to all, hoping to save them from Raizos fate, but sometimes I am not believed.

with a roll of Willpower/Deceit (Intimidation) at TN 25. Otherwise, Kobo will be able to slip away in the commotion. If the PCs resort to actual physical violence, the crowd will stampede away from them, resulting in several people being trampled to death. The PCs should probably lose at least 1 or 2 points of Honor for this, more if they are very high in Honor or have Soft-Hearted.

If the PCs ask whether the two Doji heirs heard this story, Kobo will look puzzled, but confirms that they were at the Laughing Ahi Inn one night when he was telling the tale. The young masters seemed to enjoy the tale, I thought. If the PCs say anything to suggest that the boys are missing, Kobo will look shocked and appalled. What have I done? he mutters to himself. This is, again, an act designed to deflect suspicion from himself. Kobo can tell the PCs where the cove is, if they ask, but will only describe reaching it from the sea he leaves out mentioning that there is a landward approach. If the PCs ask him to guide them or accompany them, he will beg not to, pleading that it would be too cruel to make an old man go to such a terrible place. (He is actually trying to get away so that he can send word to the smugglers to prepare for trouble.) If the PCs are absolutely insistent that he guide them, he will reluctantly agree, and offers to sail the PCs there in his fishing boat. It should be remembered that Kobo is a liar and deceiver. Any PC trying to tell if he is lying must defeat his Awareness/Deceit (Lying) of 8k4+4 with their Perception/Investigation (Notice).

If his rabble-rousing tactic does not work, Kobo will attempt to flee, suddenly darting into the crowd with a spryness quite at odds with his earlier appearance as an aged and decrepit man. The PCs can be fast enough to catch him the trick will be to avoid losing him in the crowds. This will require defeating his Agility/Stealth with their Perception/Investigation. If the PCs do succeed in catching Kobo, he will try to pretend that he is an innocent victim. There are pirates there, dangerous pirates, they killed Raizo, and threatened to kill me if I told anyone where they were! Ive been telling those stories to try to keep people away from there. This is another lie, of course, but the PCs will again have to defeat his Awareness/Deceit (Lying) with their Perception/Investigation (Notice) in order to see through it. Since this story is a little closer to the truth, Kobo will get a Free Raise on his roll to trick the PCs. If the PCs still see through him, they can try to break Kobo with either direct physical torture (which will cost them Honor), or psychological intimidation accompanied by a roll of Willpower/Intimidation at TN 20. If he breaks, Kobo will roll on the smuggling gang, confessing everything: Were just smugglers, doing some business with the gaijin. My job is to be their eyes and ears in the town, and to scare people away from the cove. He claims the gaijin are Thrane, and says the gang has been working with them for several years. They set up the haunted cove in order to have a secure location to conduct their smuggling without interruption. He will confess that members of the gang killed his friend Raizo in order to create the legend of the haunted cove. (He does not admit to killing anyone himself, and in fact has never done so.)

Unmasking Kobo
Some PCs may be suspicious of Kobo, especially if they realize that he is lying to them. If they ask about him in the local community, they can roll Awareness/Investigation at TN 20 to learn that he came here two years ago from a smaller village, supposedly after his wife died. If the PCs accuse Kobo of deceiving them, he will at first try to bluff, claiming they are wronging him, and appealing to passerby to vouch for him. My friends, these strange samurai are calling me a liar! This will produce a hostile response from the local crowd, who gather around shouting and accusing the PCs. The PCs can calm the crowd by making a speech and a roll of Awareness/Storytelling at TN 25, or a credible threat

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Kobo knows the boys have been taken prisoner he received word of that this morning and knows that at that time they were unhurt. Kill a daimyos sons? Maybe the Thrane are bold enough, but not we. He does not know if the yojimbo is alive or dead. He will identify the leader of the gang as a man named Zenko, who he describes as clever and skilled, a fearless wave-man. He will say that the Thranish ship is currently waiting off-shore while they figure out what to do with the daimyos boys. The smugglers do not have a boat of their own. If the PCs ask him about the defenses of the cove, he will confess that they keep lookouts. He claims not to know exactly how many smugglers there are right now, since they are constantly moving goods in and out of the area. He will try not to mention the chain hidden under the coves water, but if the PCs detect deception on his part, they can squeeze this out of him as well. (The idea for the chain, he admits, came from the gaijin.) If the PCs ask how he communicates with the smugglers, he says he sails up to the cove and raises different colored sails depending on what message he wants to send. He can signal Danger or All Clear. He will try to lie about the colors, claiming that red is Danger and blue is all clear when in fact the opposite is true.

the PCs have not learned yet of the local rumors about strange ships, missing fishermen, the haunted cove, etc., he will provide this information to them. At the GMs option, he can serve as a clue rickshaw, such as by wondering aloud how the legends of the haunted cove began. Daniel has deduced that something is wrong with the daimyos sons he knows their boat is missing from harbor this morning. If he suspects the PCs are looking into this, he will draw attention to this absence, fishing for more information. If any of the PCs actually mention to him that the boys are missing, he will wonder aloud whether their disappearance could be connected to some of the local rumors. I recall the other night that they were listening rather avidly to one old man telling tales of the local haunted cove or some such tale, he remarks. If the PCs have learned enough to suspect there are smugglers working with gaijin at the haunted cove, Daniel will be quite interested. His mannerisms become much more serious and he questions the PCs carefully about what they know. He will probably suggest that they should investigate the haunted cove, if they have not already decided to do so. If they have actually succeeded in forcing a confession from Kobo, Daniel will become downright agitated, and asks urgently to be allowed to accompany them when they go to the cove. These people are violating the laws of my lord, as well as yours, and it is my duty to bring them to justice, he says.

Magical Investigations
There are relatively few options open for magical investigation. A Void shugenja might use Sense Void to scan the lands around the town for clusters of emotions, and can discover a large clump of emotions at the cove with enough raises to reach that distance (five miles). A PC with the spell Ties That Bind might think of asking the karo for a piece of fabric cut from one of the boys clothing, or asking at the docks for a piece of rope or sail from their boat either option will secure an item whose other portion is with the boys, allowing the spell to trace them to the cove. Shugenja PCs might be able to come up with other clever methods, such as flying high above the haunted cove to scout the area. The GM will have to adjudicate whether such efforts can succeed or not.

If the PCs expose and capture Kobo, but fail to keep him prisoner (perhaps in hope of tailing him back to his allies), he will lie low, waiting to see what happens. The PCs will have to pursue the investigation on their own.

Daniel Hatcherman
It may occur to the PCs to seek help or advice from the towns gaijin visitor, especially if they learn about smugglers or Thranish ships. Hatcherman can be found at the Laughing Ahi Inn, where he spends the day lounging near the entrance and watching the spectacle of the festival. If the PCs take Hidekis advice and ask Daniel about rumors of pirates, gaijin ships, and so forth, he will chat with them pleasantly (as best he can through his thick accent), asking them about local rumors and gossip. If

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Part Five: To the Haunted Cove!


Hopefully, the PCs will accumulate enough information to at least want to go investigate the haunted cove. If they have learned of the presence of smugglers (or if they are paranoid), they will go in full combat gear which will be wise. The most obvious route is by sea. The PCs may end up taking Kobos fishing boat they might decide to take it themselves as camouflage, or if Kobo cannot slip away to warn his fellows, he will try to arrange for the PCs to come on his boat so he can turn on them (and hopefully escape) at a critical moment. Barring that, the PCs can rent a fishing boat for the day this will cost one koku if they dont say where they are going, three koku if they admit they are going to the haunted cove. If the PCs did not catch Kobo, he will try to slip out of town and warn the smugglers that trouble is heading their way. He does this by sailing his boat up to the cove and raising a blue-colored sail. Clever PCs may think of following him at sea, but this will require that whoever is sailing the ship must make a successful Opposed Roll of their Intelligence/Stealth against his Perception/Investigation. If the roll fails, Kobo spots the PCs and simply puts out to sea and spends the day fishing. Alternatively, it may be possible for the PCs to track him magically the GM must adjudicate the success or failure of such efforts. As another option, the PCs can look for a land route to the cove. This will require searching the hills north of Wall Above the Ocean Village and rolling either Intelligence/Navigation at TN 20 or Perception/Hunting at TN 25. (At night, these TNs are increased by 10.) A success locates a narrow path that snakes through the hills toward the cove. Although the path is obscure and hard to locate, any PC who examines it and rolls Intelligence/Hunting at TN 20 can tell that it is regularly used. The other end of it joins onto the main road a couple of miles before Oni Mura.

The PCs may decide to go report to Nobuo themselves, possible asking for help against the smugglers. He will immediately send messengers to retrieve the bushi he has out searching for the boys. However, it will take several hours to assemble them, and Nobuo will be very concerned that something may befall the two boys in the meantime. He will urge the PCs to set out for the cove immediately, promising to send additional help as quickly as he can. He will send the ashigaru Aju along with the PCs as a liaison and ally. Whether or not the PCs report to Nobuo, they may think of trying to hire ronin to supplement their numbers and combat power. This will normally not succeed the ronin in the village are here for the festival, and have no interest in leaving town to risk their lives against smugglers. However, if the GM judges the party to be significantly deficient in combat power (four player table, two or more noncombatant characters, etc), there is one ronin who will be available for work: Akuma. He will want to know exactly what the PCs are hiring him for (he is not an easy man to fool), but if they bargain with him truthfully, he will be willing to undertake the task for 2 koku up front, plus 1 bu for each enemy he defeats. These terms are nonnegotiable Akuma is not a boastful man, but he knows the value of his skills.

The Cove and Surroundings


The haunted cove lies about five miles north of Wall Above the Ocean Village, and about two miles beyond the area of settled, farmed land which supports the town. The lands near the cove are rugged and irregular, full of jagged rocks, steep hills, and small patches of thick woods. The smugglers path winds between the low hills and trees, but for the last quarter-mile it crosses open ground, visible from the top of the oceanside cliffs that ring the cove. The path into the cove descends down through a very narrow rift, almost a tunnel, in the cliffs. PCs descending this path must go single-file, and if they are mounted, they will have to roll Awareness/Horsemanship at TN 20 to convince their horses to move through the narrow passage. The cliffs surrounding the cove are about forty to fifty feet high. Climbing up or down them requires a roll of Agility/Athletics (Climbing) at TN 25. At night or during bad weather, this TN increases by 5. Failure means a fall for 4k4 damage (unless the PCs are tying themselves together with ropes or taking similar precautions).

Assistance from the Karo


If the PCs decide to go look around at the haunted cove, their ashigaru assistant Aju will ask to report back to Doji Nobuo-sama about where they are going. If they have actually gotten a confession from Kobo, he will definitely do so.

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The Winch Cave is the smallest of the three caves. It is open to the ocean along one side, and contains a winch for raising and lowering the chain which stretches across the cove mouth. The Residential Cave comprises two chambers, each containing several damp, tattered tatami mats covered with tangled blankets. A few personal possessions dice, empty bottles, tobacco pipes, etc are scattered around the place. Some of these are gaijin items such as cameos (small pictures inside of metal lockets) or broken eyeglasses. The innermost chamber contains a large fire-pit (evacuated through a natural rock chimney), along with bales of rice, dried fish, and other foodstuffs. At night there is usually a fire here, and most of the gang (except those on watch) will be sitting around talking, playing dice, and generally relaxing. The two gaijin who are staying here, waiting for their ship, will be in this cave as well. The Storage Cave is the largest of the three caves, and the farthest from the water. It divides into two chambers inside. The first chamber, the largest, contains the gaijin goods which the smugglers are preparing to move out, as well as the Rokugani goods which the Thrane will be carrying away as soon as their ship returns. The bales and crates of goods here include Rokugani silks and tea, boxes of fine porcelain plates and cups, many boxes of gaijin spices, and small crates of gaijin manufactured goods (glasses, scissors, toys, etc). A PC who carefully searches through this loot and rolls Perception/Investigation at TN 30 will find two things of interest: a bundle containing a suit of Crane light armor and a daisho set (taken from the dead yojimbo), and a single small wooden keg of gaijin pepper (gunpowder). The back chamber of the Storage Cave is much smaller and damper. The two Doji children are here, bound and gagged. Both of them are bruised and battered as well, with Gempachi in particularly bad shape and only semi-conscious. Members of the smuggler gang check on them every hour or so. Gempachi is seriously injured he tried to fight the smugglers, and was severely beaten. He cannot be safely moved without either a successful Medicine roll, or a successful healing spell.

The Smuggler Gang


There are over two dozen members to the smuggler gang, but at any given time, a majority of them are away, delivering goods and checking in with their contacts among various corrupt merchants. Consequently, at present there are a total of eight smugglers here, plus their leader Zenko and the two gaijin crewmen. One smuggler will always be on sentry duty atop the cliff. During the day, the smugglers will be awake and alert, moving around the cove, although the two gaijin will generally stay out of sight. Zenko will be wearing his armor. At night, if the smugglers are not expecting trouble, Zenko will be without armor and all of the smugglers (except the sentry) will be inside the Residential Cave. If Kobo passed warning to the smugglers to expect trouble, Zenko will still be in armor and the smugglers will have weapons at hand, ready for action. At all times, day and night, the smugglers will check on their prisoners about once per hour.

Approaching by Land
The smugglers always maintain at least one sentry on the cliff-top above the cove. He sits atop a low rock, where he has an excellent view. He normally keeps watch out to sea, but also scans the surrounding lands periodically. During the day, the sentry is fairly alert PCs wishing to approach him undetected will most likely have to use concealing magic. A PC who employs sneaking tactics (low-crawling, using all available cover, etc), can get to about fifty yards away by succeeding in an Opposed Roll of Agility/Stealth against the smugglers Perception/Investigation, but any closer will make it impossible for the PC to remain unnoticed. At night, the sentry is less alert, and is also grumpy at having to stand guard while the rest of the gang is relaxing. PCs can approach him to within melee striking distance by defeating him with the aforementioned Opposed Roll. If Kobo warned the smugglers to expect trouble, they will have two sentries on the cliff at all times, day and night. If PCs are approaching by stealth, the two sentries should roll separately to see if they notice. If a smuggler sentry notices the PCs, or takes damage that does not reduce him to the Out rank, he will shout an alarm, alerting the rest of the gang. If they were

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already expecting trouble (e.g. Kobo warned them), they will react immediately. If not, they will spend the next two rounds grabbing weapons and gear.

ambushes, etc. In this case, they can roll Perception/Investigation or Perception/Battle at TN 20 to notice the chain. The chain can also be detected with the spell By the Light of Lady Moon. If the chain is raised, it will rest right below the surface, and will stop any boat entering the cove. The boat will be immobilized unless the PCs use an oar, tetsubo, or other pole to push the chain down below the boats keel this will require a Raw Strength roll at TN 30.

Approaching by Sea
The PCs can find the cove simply by sailing north up the coast, although it will take them several hours if they do not have a local fisherman (or Kobo) to guide them. However, unless the PCs use magic to conceal their boat, they will be easily spotted by the sentry atop the cliff. The smugglers will be prepared for action. If the PCs somehow manage to approach undetected (e.g. concealed by magic), once they sail into the cove, they will see several men sitting or strolling around the beaches, and a large hand-cart sitting next to one of the three cave entrances. More likely, the PCs were spotted, and they will be approaching a beach empty except for the cart. Alternatively, if the PCs approach aboard Kobos boat (with or without Kobo on board), the smugglers will recognize it and initially assume all is well, so long as they are not flying the blue sail. Clever PCs will keep most of their number hidden below the railings. Unless something happens that obviously tips off the smugglers (e.g. a bunch of armed samurai strutting around), the PCs can potentially sail right into the cove before their enemies realize something is wrong. If Kobo is actually on board with the PCs, he will try to warn his comrades. First, he will try to raise the blue-colored sail to warn them of danger the PCs will need to defeat his Deceit (Lying) skill in order to realize he is telling them the wrong color. When they get closer, unless the PCs are actively controlling Kobo (e.g. holding a weapon to his throat), he will try to shout a warning to his comrades and then dive overboard.

Sea Battle?
If the PCs come by sea and are immobilized by the water chain (which will happen unless they are extremely stealthy or clever), the sentry overhead will immediately begin to fire arrows at the PCs (his shots are at +10 TN penalty, due to the range and awkward angle). The other smugglers will emerge from the caves on round one and begin firing arrows on round two. Due to the range (roughly fifty yards), the TN for archery shots will be at a +5 TN penalty. The smugglers have fifteen arrows apiece, and will continue to fire as long as they have targets. If any of the PCs make it to shore, Zenko and half the smugglers will engage them. The gaijin will hang back and not fight unless at least two PCs get ashore. A PC swimming ashore will have to roll Agility/Athletics (Swimming) at TN 15 to do more than tread water. It will normally take three rounds to reach shore, but a PC who rolls TN 25 or better will shorten that by one round. Remember the TN penalties for PCs in heavy armor. If the PCs boat is free of the chain, they can row it to shore. This will take only two rounds as long as at least two people are rowing. If only one person is rowing, it takes four rounds. If four or more people are rowing and they can make a Combined Roll of Strength/Athletics at TN 25, they can reach shore in only one round. Note that rowers are immobile they cannot use Full Defense and cannot add their Defense skill to their TN to be Hit. The smugglers will fire half their shots at rowers in order to try to slow down the boat. Shugenja PCs, of course, will be able to deal with this problem in other ways, such as flying or walking on water.

The smugglers, on the advice of their Thrane allies, have a chain stretched across the bottom of the cove entrance, ready to be raised to stop any approaching boat. PCs who were warned about this chain by Kobo can roll Raw Perception at TN 15 to notice the ends of the chain snaking out of the water, one snaking into the cave mouth on the left bank while the other is anchored in the stone on the right. If the PCs were not warned about the chain, they will not be able to notice it unless they specifically say they are looking for danger,

Land Battle?
If the smugglers are warned of the PCs approaching by land, Zenko and two of his men will hide on either side of the entrance to the trail, while the remaining

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smugglers and gaijin stand in front and attempt to lure the lead PCs out to fight. Once the first two PCs enter the cove, the three ambushers will come out behind them Zenko will try to drive up the path and kill the remaining PCs, while his two comrades will hit the lead PCs from behind.

Waiting for Help


Some PCs may think of waiting for Doji Nobuos troops to assemble before they come to the cove. Unfortunately, by the time the troops are assembled, it will be nightfall. The soldiers do not know the land route to the cove, and it will not be possible to sail safely at night in late-autumn weather. (No sailors will take the risk.) Unless the PCs can locate the land path in the dark and lead the soldiers there, they will have to wait until morning (or go on their own). If the PCs do manage to get the troops to the cove that night, of course, they will probably be able to overcome the smugglers with little difficulty.

No Warning?
If the PCs managed to approach by land or sea without sounding the alarm, either by stealth or by eliminating the sentry, they will have a much easier time. The smugglers and their gaijin allies will be unprepared for combat, and will react in a confused and incoherent fashion. Zenko will try to bellow them into some kind of fighting order, while the two gaijin will hang back and try to simply stay alive.

Conclusion
Hopefully, the PCs succeed in rescuing the Doji heirs and defeating the smugglers. They will be able to return to Doji Nobuo in triumph and gain his gratitude. However, if the PCs never locate the cove, wait until the next day to go there (for example, if they want the troops to accompany them but couldnt find the path at night), or simply keep the cove under observation and fail to take action, Zenko and the smugglers will finally decide what to do. At first light, Zenko has the two boys throats cut, weights their bodies, and has them dumped in the sea to join their yojimbo. Later that morning, the gaijin ship puts ashore and collects the two crewmen along with its load of goods. The smugglers load up their own hand-cart and head out. The PCs may still be able to arrive in time to catch and defeat the smugglers, but they will not be able to save the boys.

Resolving the Fight


The smugglers are under no illusions they know they have broken Imperial law and their prospects are dim if they surrender. They will fight on as long as Zenko is alive to lead them. If he falls, and the number of standing smugglers is outnumbered by the number of standing (not Down or Out) PCs, they will attempt to flee. If the PCs came by sea, they will flee up the path into the countryside. If the PCs came by land, they will jump into the water and try to swim out of the cove. The two gaijin are more pragmatic: they know they cannot blend into Rokugani society. Given the chance, they will either flee along the coast (hoping to be picked up later by their ship) or surrender and ask to speak with their nations ambassador, Sven Oldarsson. If Daniel Hatcherman is with the PCs, they will try to kill him before they consider surrender they recognize him as a Kings Hand and know they can expect no mercy from him.

The Boys Story


If the PCs do rescue the two Doji boys, Senichi will recount their tale: We had heard the rumors of some terrible thing in the cove, and when Kobo told the story we decided we should come here and kill the evil spider-thing under the water. Our yojimbo didnt really want us to go it, but he couldnt refuse. An expression of guilt briefly crosses the boys face. We sailed into the cove to look for the spider, but there was a huge ship there, and men on shore! Our yojimbo told us to turn the boat around and flee, but then an arrow hit him, so Gempachi and I lay down in the bottom of the boat, and then those men came over in a small boat and dragged us ashore. Gempachi tried to fight them and they beat him horribly. I kept shouting at them to let

Night Attack?
If the PCs took a long time to track down the clues, it may be night by the time they reach the cove. Ruthless or sneaky PCs who find the cove earlier may decide to wait until dark in order to carry out a sneak attack. In general, this will give the PCs a significant edge if they have the skills and abilities to carry it out (especially Stealth). By catching the smugglers unaware, the PCs can probably defeat them with ease. Clever PCs may even be able to locate and rescue the two Doji heirs without a fight.

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us go, our father was Doji Tomayuki and he would see them all hanged, but they just hit me until I stopped. Then they tied us up and put us in that cave.

the situation carefully, he decides to hand the prisoners over to their ambassador.

The Loot
It is of course illegal for the PCs to keep any of the goods and wealth found in the smugglers cave. However, some honorless PCs may decide to do so anyway. Any PC who keeps some of the dead yojimbos gear (light armor, daisho set) loses a number of points of Honor equal to (5 plus 5 per current Rank of Honor), and also gains a full Rank of Infamy. Any PC who takes gaijin pepper or gaijin weapons loses an automatic two full Ranks of Honor and gains three Ranks of Infamy. If the PC is actually caught using gunpowder or firearms, s/he instantly gains ten Ranks of Infamy. PCs who take other wealth or loot from the cave lose 3 points of Honor.

What Happened to the Yojimbo?


If the PCs take any prisoners, they can learn that the yojimbo Doji Takao was killed when the boys were taken prisoner. His body was weighted down and dumped in the sea. His daisho and armor are among the goods in the Storage Cave.

The Gaijin
The two gaijin crewmen are described in Appendix #1, and their weapons in Appendix #2. As mentioned earlier, if Daniel Hatcherman is not around, they will try to surrender, identifying themselves as crew of the free trader Opportunity, and ask (in their crude Rokugani) to be handed over to the Thrane ambassador. If the PCs accuse them of smuggling, they will claim they did not know they were breaking any laws. They also claim they did not know the boys were the children of the local daimyo, and that in any case they had no personal involvement in the attack or the death of the yojimbo. Although they are lying about all of these things, their foreign nature and appearance makes it difficult to tell, giving them three Free Raises on any Deceit rolls against the PCs. If the gaijin prisoners are presented to Daniel Hatcherman, he will immediately assert his authority as a Kings Hand, and takes possession of them, promising that they and their allies on the Opportunity will be brought to full justice under Thranish law. The PCs can, of course, refuse him and keep the prisoners under their own control. He will protest this, explaining that it is his duty to deal with such criminals and that he is far better trained to do so than the PCs. Still, if the PCs are stubborn, he will back down with a sigh he knows enough about Rokugan not to push things too far.

Rewards and Punishments for the PCs


If the PCs successfully rescued the two sons of Doji Tomayuki, the karo will privately meet with them afterward. He promises the PCs his eternal gratitude, but asks them to not speak of the matter in public. Each PC gains +1 Honor, a Favor with the Hanagensai family, and Crane PCs also gain +1 point of Status. However, because the incident is kept private, the PCs do not gain any Glory (which means they probably lose a point of Glory for inactivity). A PC can choose to flout Doji Nobuos request and publicly boast of their deed such PCs gain +2 points of Glory, but lose all other benefits, and gain Doji Nobuo as a 2-point Sworn Enemy. If the PCs hand any gaijin prisoners over to Daniel Hatcherman, they gain him as a 2-point Ally.

Fate of the Prisoners


If any of the PCs are Crane or Emerald Magistrates, they can potentially pass sentence and execute the prisoners (gaijin and otherwise) themselves. More likely, however, is that the PCs hand their prisoners over to the local authority Doji Nobuo. Nobuo will have all smugglers privately tortured in order to learn their contacts and allies, then arrests everyone and has them all hanged. He is more cautious with any gaijin prisoners, however. After considering

Rewards for Completing the Adventure


At the end of the scenario, any PCs with Shadowlands Taint must make a Simple Earth roll with a TN of 5 + (5 x Taint Rank). If the roll is failed, the PC acquires one additional point of Taint.

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Experience Points
Playing through the adventure: Good role-playing: PCs rescue the Doji heirs: Total Possible Experience: 2 XP +1 XP +1 XP 4 XP

Other Awards/Penalties
If the PCs rescue the Doji heirs, but stay quiet about it, they gain +1 Honor, a Favor with the Hanagensai family, and Crane PCs also gain +1 point of Status. A PC can choose to flout Doji Nobuos request and publicly boast of their deed such PCs gain +2 points of Glory, but lose all other benefits, and gain Doji Nobuo as a 2-point Sworn Enemy. If the PCs hand any gaijin prisoners over to Daniel Hatcherman, they gain him as a 2-point Ally.

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Appendix #1: NPCs and Villains


Doji (Hanagensai) Nobuo, Karo of Wall Above the Ocean Village
Nobuo is a handsome but slightly-portly man in his late thirties, with long white hair in a samurai topknot. He has a friendly smile and an open, charming personality, but this is partly a cultivated front like many members of the Hanagensai family, he is actually quite ambitious. Nobuo is generally quite a capable man, but this is the first time he has been left with responsibility for the village during the White Lotus Festival, and the stress and pressure of making sure everything happens perfectly is wearing on him. FIRE 2 AIR 3 Intelligence 3 Awareness 4 EARTH 2 Willpower 3 WATER 2 Perception 3

VOID 3 TN to be Hit: 15 School/Rank: Doji Courtier 2 Rank One: Adds twice his Honor to all Courtier, Etiquette, Heraldry, Oratory, and Sincerity rolls. May call on Favor Table (L5R Rulebook, page 123) 5 times a day. Rank Two: Observe an opponent for one round, spend a Void point, and make an Opposed Awareness roll. If successful, the opponent must reveal one of their Advantages. Any time in the next day that the opponent uses this Advantage in a social situation, he gains 3 Free Raises on any Contested Social rolls against him. (If he already knew the target possessed the Advantage, he gets an additional Free Raise.) Honor/Status/Glory: 2.5/5.0/3.9 Skills: Artisan: Ikebana 3, Commerce 2, Courtier (Gossip, Political Maneuvering) 4, Deceit (Lying) 2, Etiquette (Conversation, Sincerity) 5, Lore: Heraldry 3, Lore: History 3, Investigation 3, Kenjutsu 1, Meditation 2, Storytelling (Poetry) 3, Theology (Shintao) 2. Mastery Abilities: Adds 5 to the total of any Contested social roll made against him. Advantages/Disadvantages: Allies (many), Social Position (karo)/Obligation (Shosuro family). Equipment: Fine kimono, fine daisho set, fan, 15 koku.

Akuma the Ronin


Akuma is a lean, hatchet-faced man of indeterminate age he might be 20 or 30. His face is seamed by a vertical scar down the right side, pulling his lip up in a sneer. Despite his menacing appearance (and sinister name), Akuma is actually a sociable man with a sardonic sense of humor. He was a contestant in the Emerald Tournament last spring, and is slightly flattered if anyone remembers his performance there, but carefully does not make much of it himself I entered it on a throw of chance, as it were, and never expected to make it so far. He makes a point of always downgrading his own skills, recognizing how touchy samurai can be around wave-men. Akuma has found that it is easier to get through life by being self-effacing and not drawing attention to himself his competition in the Emerald Tournament was a rare exception to that personal rule, and he now somewhat regrets that action. FIRE 3 AIR 3 Agility 4 Reflexes 5 EARTH 4 WATER 3

VOID 4 TN to be Hit: 30 (35 with light armor) School/Rank: Ronin Warrior 3/Ronin Duelist 3

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Warrior Rank One: When the declared target of an attack, gains one additional rolled and kept die to attack or damage rolls against that opponent each round. (Must be declared at beginning of round, and may be switched on subsequent rounds.) Warrior Rank Two: If wounded by an opponent, gain an Initiative bonus on the following round equal to the Wounds received. If attacking that specific opponent on that round, roll two extra dice. Warrior Rank Three: Gains an additional attack per round. Duelist Rank One: Adds twice his Agility to the total of all Initiative rolls. Duelist Rank Two: May choose to take no action in order to study an opponent. (This may be done while in Full Defense.) For each round spent doing this, gains an additional rolled die on all attacks made against that opponent for the remainder of the day. Each round spent Focusing in a duel is considered to count for this technique. Duelist Rank Three: Gains an additional attack per round. Honor/Status/Glory: 2.4/na/4.8 Skills: Athletics 3, Commerce 2, Courtier 1, Deceit 2, Defense 5, Etiquette 3, Games (Gambling) 2, Hunting 3, Iaijutsu 6, Investigation 3, Jiujutsu 3, Kenjutsu (Katana) 5, Knives 2, Kyujutsu 2, Lore: Heraldry 2, Lore: Ronin 2, Medicine 3, Meditation 2, Peasant Weapons 3, Spears 2, Stealth 2, Storytelling 2, Underworld 2. Mastery Abilities: Add ranks in Defense to TN to be Hit, may declare Full Defense at start of combat, deducts Kenjutsu skill Rank from Wound Penalties when using katana or wakizashi, may spend an additional Void point on sword damage, add 5 to TN of any social rolls made against him, may focus an additional time in an Iaijutsu duel. Advantages/Disadvantages: Allies (various), Luck (rank one), Multiple Schools, Quick, Strength of the Earth (rank 2)/Social Disadvantage (ronin), Sworn Enemies (various). Equipment: Light armor, clothing, daisho set, tanto, traveling pack, 1 koku in assorted coins.

Daniel Hatcherman, Gaijin, Kings Hand


Daniel is a Caucasian man in his early thirties, with a muscular build, tanned skin, and squint-lines around his eyes. He is dressed in strange outfit that includes leather leggings and vest, a loose cotton shirt with lace at the neck and wrists, and leather boots with high floppy tops. He does not carry a firearm (although he knows how to use them), but wears a short, straight blade (a Thranish small-sword) at his belt, and carries concealed knives in his boots and the small of his back. Daniel speaks Rokugani with a heavy, outlandish accent, but has enough knowledge of the Empires basic social rules to avoid any serious errors or insults. FIRE 3 AIR 3 Intelligence 5 Reflexes 4 EARTH 3 Willpower 4 WATER 3 Perception 4

VOID 0 TN to be Hit: 27 School/Rank: Hand of the King 2 Rank One: The Kings Hands are adept at ferreting out falsehood, and gain Free Raises on all Investigation rolls equal to their School Rank. In addition, by showing their badge of authority to a fellow Thrane, they can gain two kept dice on all Deceit (Intimidation) and Investigation (Interrogation) rolls against that Thrane. Rank Two: The Kings Hands are taught to always be on alert, even when appearing completely relaxed. A Kings Hand cannot be surprised unless he is actually asleep or unconscious. Furthermore, while awake and able to move, he adds his Air Ring to his TN to be Hit. Honor/Status/Glory: n/a Skills: Athletics 3, Commerce 4, Craft (Sailing) 2, Deceit (Lying, Intimidation) 4, Defense 4, Firearms 5, Games (Frair) 3, Investigation (Interrogation) 5, Jiujutsu 3, Lore (Thranish History) 2, Lore (Rokugan) 3, Lore (Trade and Commerce) 3, Medicine 2, Storytelling 1, Sword 3, Underworld 2. Mastery Abilities: Add Defense skill to TN to be Hit. Advantages/Disadvantages: Ally (Tortoise daimyo), Clear Thinker, Social Position (Kings Hand)/Social Disadvantage (gaijin).

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Equipment: Gaijin clothing and boots, Thranish small-sword (2k2), two knives, purse with 10 koku in Rokugani coinage, letter from the Tortoise daimyo, set of dice, badge showing his authority as Kings Hand.

Hideki, Mantis Ronin


Hideki is a squat, bandy-legged man with a missing left ear (it was torn off in a youthful bar brawl). Despite this disfigurement, he possesses a certain roguish charm, especially around women, with whom he flirts enthusiastically. He walks with a rolling sailors gait, and wears Mantis tattoos on his arms. His clothing and gear are clean and wellkept, thanks to his having enjoyed several months of steady employment as a sailing instructor. He is a former Mantis, but like most wave-men, refuses to talk about his former life. FIRE 2 AIR 2 Agility 3 Reflexes 4 EARTH 3 WATER 2 Strength 3

VOID 3 TN to be Hit: 24 School/Rank: Mantis Bushi 2 Rank One: No penalties for off-hand fighting or two-weapon fighting when using a peasant weapon in the off-hand. Uneven terrain penalties less than (School Rank x 5) are negated. Opponents gain no advantage against him for flanking or higher ground. Adds his Water Ring to damage roll totals. Rank Two: May throw his weapon up to 20 per Rank in Strength, gaining one kept die for damage on the hit. In melee, may choose to sacrifice rolled damage dice for kept damage dice (number of dice switched cannot exceed School Rank). Honor/Status/Glory: 1.5/na/2.8 Skills: Athletics 3, Battle 2, Commerce 2, Craft (Sailing) 5, Deceit (Seduction) 2, Defense 4, Etiquette 2, Games (Gambling) 2, Hunting 2, Investigation 1, Kenjutsu 3, Peasant Weapons (Kama) 2, Underworld 2. Mastery Abilities: Add Defense skill rank to TN to be Hit. Advantages/Disadvantages: Dangerous Beauty/Social Disadvantage (Ronin). Equipment: Kimono, daisho set, traveling pack, 2 koku.

Kobo the Spy


Kobo is a smuggler and career criminal with a knack for deception and storytelling. He is very likeable and charismatic, and skilled at putting on a front as an old, stooped fisherman who is a font of ghost stories. Kobo has lived in the village for almost two years, and is fully accepted by the locals as one of them. Despite his apparent age, Kobo is actually a fairly spry man, and is actually only in his late forties. FIRE 2 AIR 3 Awareness 4 EARTH 2 Willpower 3 WATER 1 Perception 3

VOID 2 TN to be Hit: 15 School/Rank: None (Insight Rank 2) Honor//Status/Glory/Infamy: 0.7/0/2.2/2.0 Skills: Acting 3, Athletics 1, Commerce 2, Craft (Fishing) 3, Craft (Sailing) 4, Defense 1, Deceit (Lying) 4, Etiquette 1, Games (Gambling) 1, Hunting 1, Investigation 3, Knives 1, Lore (Ghost Stories) 2, Peasant Weapons 2, Sleight of Hand 2, Staves 1, Stealth 2, Storytelling 4, Underworld 2. Advantages/Disadvantages: Allies (Zenko and his smugglers), Bentens Blessing/Dark Secret (smuggler), Social Disadvantage (heimin). Equipment: Commoner clothing, sandals, aiguchi, fishing boat, 2 zeni.

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Zenko, Smuggler Leader


Zenko is a ruthless and formidable ronin warrior, and the leader of this smuggling operation. He is a healthy, wellbuilt man in his early thirties. His hair is hacked short and he wears a short but shaggy beard. Zenko keeps control of the gang through a mixture of intimidation and charisma, as well as financial success (they have made quite a bit of money). He speaks Thrane crudely but effectively, and spent over a year in Otosan Uchi establishing contacts before setting up this operation. Although he is normally a ruthless and cold-hearted man, he has momentarily balked at killing the daimyos sons it will take him until the next morning to nerve himself into killing them. FIRE 3 AIR 3 Reflexes 4 EARTH 3 WATER 2 Strength 4

VOID 2 TN to be Hit: 23 (28 with light armor) School/Rank: Ronin Warrior 2 Rank One: When the declared target of an attack, gains one additional rolled and kept die to attack or damage rolls against that opponent each round. (Must be declared at beginning of round, and may be switched on subsequent rounds.) Rank Two: If wounded by an opponent, gain an Initiative bonus on the following round equal to the Wounds received. If attacking that specific opponent on that round, roll two extra dice. Honor/Status/Glory/Infamy: 0.3/na/2.0/-4 Skills: Athletics 3, Craft (Sailing) 2, Commerce 4, Deceit (Lying, Intimidation) 4, Defense 3, Etiquette 1, Hunting 2, Iaijutsu 2, Kenjutsu 3, Kyujutsu 2, Knives 2, Navigation 2, Peasant Weapons 2, Sleight of Hand 2, Stealth 2, Storytelling (Oratory) 2, Underworld 3. Mastery Abilities: Add ranks in Defense to TN to be Hit. Advantages/Disadvantages: Allies (smuggling gang, Kobo, gaijin of the ship Opportunity), Heartless/Social Disadvantage (heimin). Equipment: Light armor, clothing, katana, bow (yumi) quiver with 15 standard arrows, traveling pack, 2 koku in coins.

Smugglers (Interchangeable)
FIRE 1 Agility 2 EARTH 2 AIR 1 Reflexes 2 WATER 1 Strength 2

VOID 1 TN to be Hit: 10 School/Rank: None (Insight rank 1) Honor/Status/Glory/Infamy: 0/0/0/-3 Skills: Athletics 1, Craft (sailing) 1, Defense 1, Etiquette 1, Games (Gambling) 1-2, Investigation 1, Jiujutsu 1, Kyujutsu 2, Knives 2, Peasant Weapons 2, Staves 2, Stealth 1, Underworld 2. Advantages/Disadvantages: Allies (Zenko)/Bad Reputation (smuggler), Social Disadvantage (heimin). Many also suffer from Compulsions (gambling, sake, opium, etc). Equipment: Clothing, bow (yumi), quiver with 15 standard arrows, peasant weapon (knife, tonfa, or kama), traveling pack, 2 bu in coins.

Gaijin Officer, Jahn Corrack


The younger of the two gaijin waiting on shore with the smugglers, Jahn is the second mate on the ship Opportunity. He is a tall, athletic man in his mid-twenties, with blue eyes and a thick head of dark blonde hair, held

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back in a greasy ponytail. Like most gaijin he is not especially clean, a fact made more noticeable by his unwashed garments a loose-fitting cotton shirt, woolen leggings, wide-brimmed hat, and leather boots. He carries a flintlock pistol thrust through his belt, and a cutlass on his hip. He also has a hold-out knife in his right boot. Jahn knows enough Rokugani to get by, helped by his good looks and charm, but his accent is very thick. As an officer, he is careful not to drink or otherwise lose control of himself. FIRE 2 AIR 3 Intelligence 3 Reflexes 4 EARTH 2 Willpower 4 WATER 2 Perception 3 VOID 0 TN to be Hit: 24 School/Rank: Gaijin sailor (Insight Rank 2) Honor/Status/Glory: n/a Skills: Athletics 2, Commerce 3, Craft (Sailing) 5, Cutlass 3, Deceit (Intimidation) 3, Defense 4, Firearms 3, Games (gaijin card games) 2, Jiujutsu 2, Lore (Sailing) 3, Medicine 2, Storytelling (Oratory) 2, Underworld 1. Mastery Abilities: Add Defense skill to TN to be Hit. Advantages/Disadvantages: Social Disadvantage (gaijin). Equipment: Gaijin clothing and boots, cutlass (3k2), flintlock pistol (3k2) with ammunition, knife, purse with miscellaneous foreign coinage (equivalent to 2 koku in value).

Gaijin Sailor, Mathom


Mathom is an old salt, a crusty and wind-burned man in his forties, with thinning gray-brown hair and a mouthful of crooked brown teeth. He dresses in similar garb to Jahn, but his is considerably more greasy and grubby, and he wears a kerchief over his balding pate rather than a hat. Like Jahn, he is armed with pistol and cutlass. He enjoys drinking, even the pig swill that he calls sake, and is usually slightly tipsy while on shore. He speaks only a dozen or so words of Rokugani, mostly concerned with food, drink, and fornication. FIRE 2 AIR 2 Reflexes 3 EARTH 2 WATER 2 Perception 3

VOID 0 TN to be Hit: 15 School/Rank: Gaijin sailor (Insight Rank 1) Honor/Status/Glory: 0.3/0/0.5 Skills: Athletics 2, Commerce 1, Craft (Sailing) 3, Cutlass 2, Deceit 2, Defense 2, Firearms 2, Games (gaijin gambling) 2, Stealth 2, Underworld 1. Advantages/Disadvantages: Social Disadvantage (gaijin). Equipment: Gaijin clothing and boots, cutlass (3k2), flintlock pistol (3k2) with ammunition, purse with miscellaneous foreign coinage (equivalent to 2 bu in value).

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Appendix #2: Gaijin Weaponry


The two gaijin crewmen, Jahn and Mathom, each carry flintlock pistols. Thanks to developments in the Thrane kingdoms, these are considerably more advanced than the crude weapons that assailed Rokugan in the sixth century they are rifled, firing hollow-based bullets, and loaded from pre-made paper cartridges. Each crewman carries a small pouch containing fifteen of these cartridges, as well as a small powder horn for priming the flintlock. The weapons are fired using Intelligence/Firearms. Their base range is ten feet, with a +5 TN penalty for each additional ten feet. These pistols ignore armor, calculating their targets TN based solely on Reflexes and the Defense skill. The Full Defense maneuver does not work against firearms. Reloading these weapons requires three full rounds, during which the loader is considered to be in the Standard Attack posture for purposes of determining their movement capability and TN to be Hit. PCs who try to use these weapons unskilled are liable to injure themselves. A failed Attack roll with one or more 1s on the dice results is a misfire, destroying the weapon and inflicting 3k2 damage on the PC. If the PC suffers 20 or more Wounds, s/he loses an eye (gaining the Missing Eye disadvantage).

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GMs Map: The Haunted Cove

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