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CFS Volume 6
CFS Volume 6
(leaving the Clan helpless against the assault of their rivals) they may
still be able to gather allies to stand with him, or even ride ahead and TABLE 4: WHAT COMPLICATION OCCURS ?
attempt to slay the necromancer that will ambush him. Just remember
that the effects of their actions will not be clear to them until the next time Roll Complication
they slumber. Simple actions can have wide-reaching repercussions, and 1 …has another important mission
a lot can change in a single day. Even more so if the party members find 2 …is in the middle of a week-long cleansing ritual
themselves assigned to the night shift of guard duty. 3 …currently lacks a weapon/kimono/other necessary item
4 …is being targeted by two other NPCs with similar agendas
79. CFS Creation Tools 5 …cannot take direct action against the NPC without offending his
superiors
Editor’s Note: I have to jump in here and just express the awe I’m in at 6 …has temporarily lost his voice/mobility/stamina/sight/etc.
the incredible job the great Isawa Nazomitsu did on this installment. 7 …is being watched for suspicious actions by magistrates
What you’re about to read aren’t so much CFS scenarios unto themselves, 8 …is unable to discover the NPC's identity
but rather they are tools for quickly generating a CFS with your own 9 …is the victim of a case of mistaken identity
input. My hat goes off to you, Nazomitsu-san. This is just brilliant.
10 …has a deeply personal connection to the NPC
Course A: The Random CFS Generator Course B: Challenge–Focus– ___________
First, get a 10-sided die. Roll it four times, and check the results in the (verb)
table below. No need to re-roll 10s. Just fill in the blanks with appropriate words.
CHALLENGE CHALLENGE
Select one or more of the PCs. The PCs are called to a shrine to meet Anaume, a __________________
(adjective)
A(n) _________________________ __________________________ .
[check Table 1] [check Table 2]
___________ from the ___________ Clan. The __________ messenger
(a profession) (an animal) (adjective)
TABLE 1: WHO IS THE NPC? who approaches them is clearly ___________ , but knows nothing more
(an emotion)
Roll NPC
than the message he was told to deliver: "In the name of _____________
1 …influential courtier… (a famous Rokugani person)
2 …powerful shugenja…
please _____________ as soon as possible."
3 …samurai from a rival clan… (verb)
4 …young clansman…
5 …mysterious woman… FOCUS
6 …monk advisor… When the PCs arrive they find Anaume lying in a pool of ____________.
7 …ninja infiltrator… (a liquid)
8 …ronin… The ___________ corpses of _________ ____________ (s) lie on the
9 …maho-tsukai… (adjective) (a number) (a profession)
10 …rich merchant… floor with her. The room is _________ , but undisturbed, and it looks as if
(adjective)
TABLE 2: WHAT DOES THE NPC DO ?
they were in the middle of __________________ when they died.
(verb ending in -ing)
Roll Action
1 …gives the PC a valuable gift Before she dies, Anaume gasps "Sacred ________________ ... stolen.
(noun)
2 …challenges the PC to a duel or contest
3 …attacks the PC unexpectedly _______________ ... in ______________ ... ______________ days."
(an unpleasant event) (a place) (a number)
4 …warns the PC not to trust his sensei
5 …begins following the PC around
6 …asks the PC for a favor STRIKE
7 …offers to reveal useful information to the PC The PCs must somehow track down the _________________ s who killed
(a profession)
8 …invites the PC to dinner
9 …sends the PC on a dangerous mission Anaume and ________ them. On the way, they must also avoid a group
(verb)
10 …tries to tempt/trick/threaten the PC into revealing important
secrets of ____________ s who want to question them, and ________ a horde of
(a profession) (verb)
FOCUS _________ zombies. If they fail, the entire _________ will be plunged
(adjective) (area)
The NPC in question is actually trying to_________________________ .
[check Table 3] into __________________ .
(something scary)
Roll Plot
Course C: Choose Your Own Challenge-Focus-Strike
1 …kill the PC Any manner of making choices will do. Roll a die, flip a coin, pick the choice you
2 …woo the PC like the best, or use any other system to choose your own way through this course.
3 …test the PC P ARAGRAPH 1
4 …dishonor the PC (or the PC's family, or sensei)
SET U P: The governor of the province is building a new fortress, and the
5 …spy on the PC (or the PC's family
PCs have been dispatched to gather workers and resources from the local
6 …distract the PC from a plot against the PC's family (or daimyo,
area. Following a small path from their last campsite, they come to a road
or sensei)
running North and South. A short distance to the North, the road
7 …see the PC indebted to his/her own family
intersects another road running East and West, forming a crossroads.
8 …protect the PC from a curse
• If the PCs want to go North, go to Paragraph 2
9 …manipulate the PC into taking action against someone else
• If the PCs want to go South, go to Paragraph 3
10 …steal something from the PC
• If the PCs want to go East, go to Paragraph 4
• If the PCs want to go West, go to Paragraph 5
• If the PCs want to go back the way they came, go to Paragraph 12
• If the PCs want to wait at the crossroads, go to Paragraph 27
P ARAGRAPH 2 P ARAGRAPH 11
CHALLENGE: Heading North, the PCs arrive at a bustling town on the STRIKE : The man at the front of the crown declares that the men and
banks of a river. Barges from upriver bring bushels of rice here to be women of the village should no longer submit to the governor's rule. He
tallied, taxed, and stored. A sake house near the docks looks like a good accuses the governor of having gained his position through dishonorable
place to find laborers or ronin in need of work. There is also a warehouse means and decries his plans to build a new fortress as nothing more than
where supplies could be requisitioned in the governor's name. wastefulness. The mood turns dark very quickly, and unless the PCs do
• If the PCs want to look for laborers in the sake house, go to Paragraph 6 something to sway the crowd's opinion they may find themselves facing a
• If the PCs want to get supplies from the warehouse, go to Paragraph 33 peasant uprising.
P ARAGRAPH 3 P ARAGRAPH 12
CHALLENGE: Heading South, the PCs follow the road through a heavily RESOLUTION : Heading back the way they came, the PCs eventually reach
wooded area. After some time they reach an ancient temple in the middle the outpost they departed from. The governor's aide is displeased to see
of the forest. The monks who tend the temple do not seem to be around. them return so soon and wastes no time in dressing them down. Failure to
Behind the temple there is a massive rock outcropping with a large crack perform such a simple task as rounding up workers is a grave disgrace
running through it. It looks like the crack might open up into a larger indeed, and the PCs are soon assigned other, less demanding duties.
cave, as there is a large banner to the side. There is also a small path The End. (You can start over from Paragraph 1 if you so wish.)
through the brush, leading to the East.
P ARAGRAPH 13
• If the PCs want to enter the temple, go to Paragraph 22
• If the PCs want to investigate the cave, go to Paragraph 24 STRIKE : The chanting stops as soon as the PCs knock on the temple door,
and a voice beckons them to come inside. Upon entering, they find a
• If the PCs want to follow the small path, go to Paragraph 19
wizened old monk engaged in meditation. The monk tells the PCs that he
P ARAGRAPH 4 has been waiting for them, and offers a riddle: "Which is the true self?
CHALLENGE: Heading East, the PCs reach a small fishing village on the The self of the body, or the self of the mind?" If the PCs can argue for
coast. The port holds a handful of ships, all of which appear to be in a their answer to the monk's satisfaction, they will gain the blessing of the
state of disrepair. Near the gates, a traveling merchant struggles to load a Fortunes, and find that the rest of their mission (and anything else they
heavy box onto a wagon. Inside the village's central courtyard, a number may attempt in the next day or so) goes smoothly.
of peasant fishermen have gathered, engaged in some sort of heated discussion. P ARAGRAPH 14
• If the PCs want to talk to the merchant, go to Paragraph 10
FOCUS ( CONTINUED): The stables are empty. The odor of hay and
• If the PCs want to listen to what the peasants are saying, go to Paragraph 8 horses has long since faded, and all that remains to indicate that this
P ARAGRAPH 5 building was once used are some discarded tools and dried droppings.
CHALLENGE: Heading West, the PCs come to a small village. As they • If the PCs want to enter the manor house, go to Paragraph 30
approach, they notice the fields are empty and silent. By the time they • If the PCs want to look in the artificer's shop, go to Paragraph 26
reach the settlement they can see it has long been abandoned. Most of the P ARAGRAPH 15
buildings stand empty. One large manor house, however, shows signs of
STRIKE : Venturing down the left branch of the cave, the PCs find themselves
recent use. On the other side of the village, the stables are set back away
in a straight, gently sloping passageway. Once they have gone far enough
from the road, and appear to be undamaged. There is also an artificer's
into the cave for the light from the entrance to grow dim, a dark shape
shop tucked behind the remains of what was once the marketplace.
drops down from the ceiling behind them and blocks their escape. It is an
• If the PCs want to enter the manor house, go to Paragraph 30
oni! The foul monster has been terrorizing the area for some time, and
• If the PCs want to check the stables, go to Paragraph 14 eliminating it will make the job of moving workers and supplies through
• If the PCs want to look in the artificer's shop, go to Paragraph 26 the area much easier. But first the PCs must fight their way out of its lair.
P ARAGRAPH 6 P ARAGRAPH 16
FOCUS : As they near the sake house, the PCs can hear commotion STRIKE : Bursting into the sake house with their weapons at the ready, the
coming from within. There are definitely a number of people inside, but it PCs find the establishment full of drunken sailors in the middle of a
sounds like they're in the middle of something intense. boisterous song. They have intruded on an impromptu festival giving
• If the PCs barge in with their weapons ready, go to Paragraph 16 thanks to the Seven Fortunes. Their rude behavior will be forgiven,
• If the PCs open the door and check inside before entering, go to however, if they join in the festivities and perform some sort of art
Paragraph 21 (singing, dancing, poetry) in praise of the Seven Fortunes. If they refuse,
a negative reputation is sure to follow them throughout the area.
P ARAGRAPH 8
FOCUS : Approaching the mob of peasants, the PCs notice that most of the P ARAGRAPH 17
men and women in the group wear severe expressions. Some are even STRIKE : Venturing down the right branch of the cave, the PCs follow the
holding weapons. A man at the front is speaking animatedly, and upon seeing twisting passageway down a steep slope. After several minutes, the
the PCs approach cries out "The only language they understand is violence!" cavern comes to a dead end. The journey is far from fruitless however, as
• If the PCs react with hostility, go to Paragraph 11 a large pile of glittering gold coins lays upon the cave floor. There is
• If the PCs try to find out more about what is going on, go to more than enough money to aid the governor, or do anything else the PCs
Paragraph 25 might wish. Indeed, a creative samurai could find any number of ways to
put that much money to good use....
P ARAGRAPH 9
STRIKE : Slipping in through the back entrance of the warehouse, the PCs P ARAGRAPH 18
hear a loud giggling. As they move among the sacks of rice, the sound STRIKE : Opening the door to the artificer's shop, the PCs find the main
gets louder and louder. Finally, they catch a glimpse of the culprit. A fat room filled with trinkets, fetishes, clockwork devices, and other strange
mujina is gorging itself on uncooked rice, while two others throw handfuls items that demand closer inspection. Once they have ventured past the
of the food around like children. If left to their own devices, the creatures threshold, the door slams shut on its own. A cool breeze blows through
will ruin the area's food stocks, and must be stopped. the room, and an eerie glow comes from the deepest recesses. The shop is
haunted by the ghost of its former owner. Her creations could be put to
P ARAGRAPH 10
good use, but she must first be convinced to depart the world of the living.
FOCUS : The merchant looks up upon hearing the PCs approach and humbly
asks them if they might lend a hand in holding his wagon still while he loads P ARAGRAPH 19
the box upon it. The maneuver only takes a moment with the PCs' help, and RESOLUTION : Making their way down the small path, the PCs find
the smiling merchant thanks them profusely. In return for their help, he offers themselves tramping through a densely overgrown section of the forest.
them their choice of two presents: a medicine box with many small compartments Brambles tear at the hems of their kimonos, and biting insects swarm
filled with various herbs, or an umbrella gilded in silver. He is quite insistent, around their faces. Finally, they manage to break through the underbrush
and will not be satisfied until the PCs accept one of the two items. and emerge onto a well-groomed path.
• If the PCs take the medicine box, go to Paragraph 31
• If the PCs take the umbrella, go to Paragraph 20
It is the path they started on when they first embarked this morning, P ARAGRAPH 28
leading to the crossroads! They've managed to go in a circle and waste an STRIKE : After ringing the gong outside the artificer's shop, the PCs hear a
entire day, gaining nothing for their trouble but tired feet. shuffling sound coming from within. It continues to get louder and louder,
The End. (You can start over from Paragraph 1 if you so wish). until the door of the shop flies open to reveal a gigantic clay soldier. The
automaton will obey any orders it is given, but the deep crack in its head
P ARAGRAPH 20
sometimes causes it difficulty in parsing complex commands. Still, if the PCs
STRIKE : The merchant gives the PCs the silver umbrella and bids them are able to puzzle out some method of using it, it could be an invaluable resource.
farewell. Before long, he has trundled off down the road and is out of sight.
Some time later, the PCs are approached by a big, burly, mountain of P ARAGRAPH 29
a man who accuses them of stealing his family treasure. He seems quite RESOLUTION : Huh? What are you doing here? You must have made
upset, so the PCs will have to come up with an excellent story to explain some kind of mistake. Rocks fall. Everyone dies. The End.
how they came to possess stolen goods.
P ARAGRAPH 30
P ARAGRAPH 21 FOCUS : The front gate to the manor house is only slightly ajar, but it is a
STRIKE : Opening the door to the sake house, the PCs are greeted by the simple matter to push it open completely. Like the other houses in the village,
sight of two gangs, each about a dozen men strong, in the middle of a it is empty and abandoned. Or so it appears at first glance. In a secluded
heated argument. The criminals have their weapons drawn, but remain corner of the courtyard a young man can be found kneeling on the ground,
locked in a standoff, glaring at each other with open hatred. As the PCs facing away from the PCs. He appears to be deep in thought or contemplation.
enter, one of the men cries out "He's got reinforcements! Get 'em!" • If the PCs wish to call out to the man, go to Paragraph 34
Bloodshed is likely to ensue. • If the PCs wish to approach the man more closely before revealing
P ARAGRAPH 22 themselves, go to Paragraph 23
FOCUS : While the temple stands strong, it has seen better days. The red P ARAGRAPH 31
paint is cracked and faded, and the ornamentation is in disrepair. Nonetheless, STRIKE : The medicine box contains several exotic combinations of
as the PCs approach the door, they can hear a low chanting coming from inside. medicinal herbs, with about three doses of each mixture. A note on the
• If the PCs knock, go to Paragraph 13 top of the box boasts such wonders as "enhanced strength," "incredible
• If the PCs open the door and go right on in, go to Paragraph 32 reflexes," "imperviousness to fire," "sleeping medicine," "deadly poison,"
and other strange effects. Unfortunately, the part of the note identifying
P ARAGRAPH 23
which combination provides which effect has been torn off. The only way
STRIKE : The man remains in a kneeling position as the PCs approach, and to determine what the herbs do is to test them through trial and error.
as they come closer they can see tears streaking down his face. If addressed,
he identifies himself as a provincial magistrate named Umikaro. Having P ARAGRAPH 32
failed to find and destroy the mysterious monster that has victimized the STRIKE : The chanting comes to an abrupt stop when the door to the
local peasants, he intends to commit seppuku. The death of such a temple is opened. As light streams into the ancient building, the PCs can
talented man will be a great loss to the entire region, and he would be a see a group of hooded figures gathered in a circle around a family of
great ally if he could be convinced to live. bound and gagged peasants. Their unholy ritual interrupted, the
bloodspeakers turn upon the PCs and prepare to do battle. If the PCs win,
P ARAGRAPH 24
the peasants will sing their praises to the rest of their village. If the PCs
FOCUS : As the PCs climb up the short path to the cave, they can see that lose, they are likely to find themselves being sacrificed as well.
the banner by its entrance is marked with the kanji character for "bravery."
From here, they can see that the crack in the rock is much larger than it P ARAGRAPH 33
appeared from the path, and extends quite some way into the earth. After FOCUS : As they approach the warehouse, the PCs find a large group of
a few feet the cave splits into two branches. The left branch appears to be guards and sentries gathered outside. Everyone's attention seems to be on
smooth and level, while the right branch drops down sharply. the building itself, with their eyes locked on the doors and windows.
• If the PCs want to go down the right branch, go to Paragraph 17 Upon seeing the PCs, one guard calls out to them: "You're agents of the
• If the PCs want to go down the left branch, go to Paragraph 15 governor, right? You've got to help us! There's some crazy monster inside."
• If the PCs want to go in through the front door, go to Paragraph 35
P ARAGRAPH 25
• If the PCs want to go in through the back door, go to Paragraph 9
STRIKE : The man at the front of the group continues to speak, calling out
to the PCs. "Mighty samurai, we are simple folk. We are not skilled in the P ARAGRAPH 34
art of war like you. Please, help us to defeat the pirates who prey upon STRIKE : The man looks up as soon as the PCs call out to him. Rising
our village. We beg you." At these words, every man, woman, and child slowly to his feet, he hobbles towards them. He introduces himself as
in the mob drops to their knees, imploring the PCs for aid. Sunechi, a samurai who was stationed in this village by the former governor.
He explains that he took leave from his post some months ago to visit his
P ARAGRAPH 26
family in a distant land. While he was gone, the village was destroyed by
FOCUS : The artificer's shop appears to be much more secure than the bandits. Since his return, he has spent his days praying for forgiveness.
surrounding buildings. Several wards against evil have been hung on the As heart-rending as this story may sound, it is all a lie. Sunechi is
walls, and the windows are boarded up. Despite these precautions, the chain actually a pennaggolan. Once the PCs have settled in and accepted his
on the front door is not secured by any lock. A gong lies flat on the ground hospitality he will strike. It has been a long time since the last villager
in front of the shop. A faded sign next to it reads "Please ring for service." died at his hand, and he is very, very hungry.
• If the PCs open the door and go right on in, go to Paragraph 18
• If the PCs set up and ring the gong, go to Paragraph 28 P ARAGRAPH 35
STRIKE : Slipping in through the front entrance of the warehouse, the PCs
P ARAGRAPH 27 catch a quick glimpse of three men with painted faces and red kimonos.
FOCUS : The PCs wait at the crossroads for some time, without seeing any Before they can act, however, the intruders dart into the recesses of the
other travelers. At long last, they spot a merchant pulling a wagon down the building with uncanny speed. The three criminals are incredibly skilled
road from the North. He appears to be in a hurry, and in his haste he acrobats, and will use their amazing skills to evade capture as well as they
manages to tip a number of boxes off the back of his cart. At the same time, are able. The PCs will have to be both clever and lucky to catch them.
they also notice a lone man wandering down the road from the West with
his head bowed. Suddenly, he falls to his knees, and makes no move to get up.
• If the PCs want to help the merchant, go to Paragraph 10 Editor’s Note: Paragraph 7 was corrupted by the Shadowlands, and had
• If the PCs want to check on the kneeling man, go to Paragraph 23 to be destroyed.