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A One-Round Low-Rank Adventure for Heroes of Rokugan (Champions of the Sapphire Throne)
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.
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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.
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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.
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restaurants, and despite the deepening twilight the market is still full of activity as well, lanterns glowing like fireflies.
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.
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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 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,
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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.
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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.
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.
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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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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.
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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.
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.
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.
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.
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.
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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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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.
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.
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.
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.
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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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.
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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).
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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