Professional Documents
Culture Documents
by Rob Hobart
A command from Togashi Yokuni places you on the trail of a missing daimyo from the Dragon Clan.
Standing against you: a thousand-year conspiracy.
The Inn of the Brooding Tempest • Rumors are circulating of a horde of Dark Moto
sweeping up toward the Unicorn lands.
Since most of the PCs are travelers, they will likely be
staying at the Inn of the Brooding Tempest, which is
• A Shadowlands force is loose in the central
the only Inn in Toshi Ranbo (it is a quite small city,
Empire, and recently devastated both Shiro Kitsuki
more of an oversized fortress, with an internal
and Shiro Sano Kakita. Many blame the Crab
population of less than 500). The Inn is quite crowded,
Clan’s civil war and military ambitions for
due to the closure of the roads, with a couple of dozen
allowing these dark creatures to invade the Empire,
non-Lion samurai and the same number of merchants
and the rumors of Hida Kisada allying with the
and other wealthy commoners. The PCs, as recently
Shadowlands have gained new currency.
arrived travelers, will quickly become a focus of
attention, as the stranded guests press them for the
latest news and information. In turn, they will share A Kami’s Voice
whatever news they have on the state of the Empire: As the PCs absorb the news (and perhaps share some of
their own), they become aware of a lone samurai sitting
• The number one topic is the Crab advance through in the far corner of the Inn. Despite the crowd, nobody
Beiden Pass. The Scorpion have occupied the Pass is sitting close to him, and the other guests do not seem
for weeks, as part of their war against the Lion, but to notice his presence. Even the Inn staff avoids him
the Crab were able to force it easily. There are without realizing they are doing it.
rumors that the Scorpion army there may actually
have joined the Crab, or at least failed to offer Once the PCs realize the stranger is here, they cannot
more than token resistance. seem to look away. He appears to be a tall, powerfully-
built man, wrapped in a heavy dark green cloak and
• The Lion have abandoned their efforts to relieve hood. He is looking directly at the PCs, and they catch
the Scorpion siege of Kenson Gakka (now entering glimpses of golden eyes that seem to flash with an awe-
its fourth month) and are moving much of their inspiring inner power. If any of the PCs are Ise Zumi,
remaining strength to block the Crab advance. or have met Togashi before (in the adventure A Walk
Through the Mountains), they feel a chill run up their
Hiroru will also try to tell the PCs his name. “Hiroru,” • There was only one entrance to the valley, a
he whispers, urgently. “Matsu. Tell… sister. Warn narrow mountain path guarded by many bushi.
her. And say… died with Honor.” PCs can roll Lore: Other bushi guarded the single gate which led into
Lion/Intelligence at TN 15 or Heraldry/Intelligence the pyramid.
or Courtier/Intelligence at TN 20 to recall stories of
Matsu Tsuko’s younger brother, who disappeared • Hiroru judged the bushi who defended the valley
mysteriously over ten years ago. He was said to be one to be tough, well-trained, and well-equipped. He
of the finest students of Akodo Kage, and vanished saw at least fifty, and assumes many more were
after a confrontation with his sensei that left Kage with garrisoned inside the pyramid. He will strongly
a severe slash to his arm. recommend against a direct assault.
Hiroru will not die right away – he will linger for
several more agonizing days – and the PCs can speak
Part Three: The Hidden In order to reach the valley floor, the PCs will have to
descend for another hour, working their way down
Valley of the Kolat through the cleft to ground level. So long as they do
not actively draw attention to themselves (such as by
Regardless of whether they follow Hiroru’s map or
casting flashy spells or shouting), the PCs will go
managed to find his trail, the PCs will eventually find
undetected – the Kolat Bushi in the valley have been
their way to the Valley of the Kolat. The White Ninja’s
conditioned by a thousand years of safety to believe
path leads across the saddle between two mountains
themselves completely safe.
and then down a steep, narrow cleft rimmed with
jagged rocks, twisted and stunted trees, and small tufts
The layout of the valley is shown on Map #1, The
of grass clinging to the cracks in the stone. The descent
Hidden Valley.
is steep and nerve-wracking, requiring care and effort
The Road: A well-maintained road, covered in Beyond the portcullis is a twenty-foot corridor of bare
crushed white gravel, runs from the Temple to the stone, with murder holes in the roof (accessible from
narrow pass which exits the valley. Couriers ride in the two gatehouse towers). At the end of the corridor is
and out on this road a couple of times a day. Anyone a double-valved oaken door, reinforced with steel
who travels on the road will be clearly visible, even at bands, and blocked from the inside with an iron
night, due to the pale color of the stone. crossbar. Getting through this door would require ten
rounds with a battering ram (minimum 8 combined
The Pass: The only way out of the valley, other than Strength to carry it).
climbing through the mountains or floating on the river.
The pass is extremely narrow (single-file only), but In the event of an assault on the gates, massive
smooth and well-maintained, making it safe for reinforcements will be available from inside the
mounted travel. It takes a total of five days to follow Temple. There are a total of 116 Kolat Bushi, six
the road through the mountains to the Dragon Heart Officers, eight Shugenja, and 18 Kolat Asassins inside
Plain, where it emerges into a small, innocuous, empty the Temple (not counting the Masters themselves). A
valley. Well-stocked roadhouses are located third of the bushi and officers are fully armed and
approximately ten hours’ travel apart on the road. Each equipped at all times, and will respond to an assault
roadhouse is garrisoned by a squad of five Kolat Bushi, within a few minutes. All the rest of the bushi, as well
who will attack anyone who cannot correctly answer as the shugenja, will be available within a half-hour
their challenge. (The PCs will have no way of learning (the time it takes to don light armor).
the correct passwords.)
Smart PCs will realize the futility of attacking a fortress
Guard Tower: Positioned to control access to the on their own, and will investigate the river instead.
Kolat valley, this three-story stone tower is topped with
a gaijin-type crenellated battlement, giving those The River: A narrow but deep stream, about thirty feet
standing watch cover against any missile fire from wide and ten to twenty feet deep, with a powerful
below (three extra Raises to hit them). There is only current. The river emerges from a low cave opening
single entrance to the tower, a heavy wooden door (roof about six feet above the water level) in the side of
barred from the inside. The road passes directly below the rocky hill where the Temple perches. Downstream
the tower before plunging into the pass. from the Temple, several small streams have been
diverted from the river to water the rice fields.
The tower has a garrison of 18 standard Kolat Bushi, of
whom six are on duty at any given time. Six others are Beyond the rice fields, the river plunges between steep
off-duty but awake, and can be ready for action (but not crags, becoming a white-water torrent which forges
in armor) in five rounds, while the remaining six are through the mountains and eventually emerges into the
sleeping. The tower is commanded by a Kolat officer Valley of the Two Generals, where it wends its way
named Itsuhara, a grimly competent man with shaggy southward to eventually merge with the Drowned
hair and a bristly goatee beard. Merchant River.
In either case, the Torturers are cowards and will try to • One of the peasants and one of the Lion bushi,
sound the alarm and flee out whichever corridor the Matsu Gotaru, are near-completed “sleeper
PCs did not use to enter the area. They fight only if agents.” They will help the PCs until a Torturer or
A weapons rack in the room has a very impressive PCs who examine the door beforehand can roll Simple
daisho set whose sheaths are lacquered in Dragon Perception at TN 25 to notice the small circular vents
green-and-gold. These are the ancestral blades of the above the door. A roll of Traps/Intelligence at TN 15
Dragon Clan, and can be recognized with a roll of or Engineering/Intelligence at TN 20 can deduce that
Lore: Relics (or similar) with Intelligence at TN 15, the door contains some kind of trigger device. Actually
Lore: Dragon/Intelligence at TN 20, or disarming the trap will require a roll of
History/Intelligence at TN 25. The blades cannot be Locksmith/Agility at TN 30.
drawn by anyone who is not of the Mirumoto family.
Chamber of the Eye: Beyond the trapped door, a
The adjacent room is a toilet and washroom, and long staircase descends to a rough-hewn cavern
contains a luxurious marble tub for soaking. containing the legendary Oni’s Eye – a gigantic perfect
Anyone who looks into the Oni’s Eye for at least ten If the PCs have not yet located the swords, Hitomi will
minutes can roll Meditation/Willpower at TN 25 to continue to insist “they are here” and “he has them, the
get a real-time vision of a location somewhere in the one who brings pain,” which may be a hint to search
Empire (the GM should choose something recognizable the Breaker’s quarters. A shugenja who is (or used to
to the PCs). Actually controlling what they see will not be) part of the Dragon Clan can roll Simple
be possible – it requires weeks of focus and study to Intelligence at TN 20 to know enough about the
master the Oni’s Eye to that extent. swords to locate them with The Tie That Binds.
If the PCs come here during the day, there is a 50% If the PCs bring her the swords, Hitomi clutches them
chance that Korekado, the Kolat Master shugenja, is desperately, like a drowning victim reaching for air.
here looking into the Oni’s Eye with an avid Slowly she calms, and a measure of focus and intellect
expression. Although he is fascinated by the Eye’s returns to her haggard face. “I remember… I remember
visions, he will still notice intruders unless all the PCs my brother. Daini-kun? Is he well?”
who enter the room make Stealth/Agility rolls at TN
25. Once she has the swords back, Hitomi will be
functional enough to speak with the PCs in a coherent
Mirumoto Hitomi fashion:
The daimyo of the Mirumoto family is pale and thin,
her eyes sunken and rimmed with shadows. The scars • Her last clear memories are of setting out to
of torture cover her skin, and her hair has been crudely confront Hida Yakamo and avenge her brother
shaved, leaving an ugly stubble across her scalp. Satsu. “He murdered my brother, smashed his face
Nevertheless, any PC can recognize her for who she is with a tetsubo in what should have been an
by rolling Lore: Dragon/Intelligence at TN 10, honorable duel.” She will deliver a slightly
unhinged glare at any Crab PCs.
Heraldry/Intelligence at TN 15, or
Courtier/Intelligence at TN 20.
• Hitomi was drugged while stopping at an Inn for
Hitomi is in very bad mental condition. Over a year of the night. She remembers eating dinner, feeling
torture has all but broken her, and she barely strange and dizzy, and then waking up in the
remembers anything of herself. Initially, she will dungeon here.
confuse the PCs with her tormenters and shrink away
from them, muttering and whimpering (especially if • She does not realize how much time has passed,
they arrive while she is strapped onto the rack in the and will be shocked to learn that the year is now
Breaker’s workroom). “No more, no more,” she 1124 of the Imperial calendar. “So… so long?”
whispers. “Make it stop, please.” An expression of horror and disbelief crosses her
face. “He said I would never leave. He said I
• If a PC speaks her name or otherwise identifies would be here forever…” If the body of the
her, she will go very still. “Yes,” she whispers. Breaker is anywhere nearby, she spits on it.
“Hitomi. I was Hitomi.” Her voice rises with an
edge of hysteria. “I don’t know anymore. They • If the PCs share with her some of the recent events
won’t let me be Hitomi. Won’t let me!” in the Dragon Clan (the rise and fall of Mirumoto
Yukihera, and the departure of the Agasha
• Hitomi will not be capable of any other coherent dissidents), Hitomi will clench her fist around the
speech except to plead for her swords (see below). hilt of her sword. “My fault,” she mutters. “All
my fault. I must return.”
Hitomi and the Swords • If the PCs mention that Togashi sent them, or that
Hitomi clings to one thing: she must have her swords. she is expected to return to him, Hitomi turns pale.
“He gave them to me,” she whispers. “They are here. “I dreamed of him…” she shudders violently. She
He gave them to me. I cannot lose them. They are will agree to go to him at once.
here. He has them, the hurting man, he has them.” If
the PCs attempt to remove her from the Temple without Once she has her swords back, Hitomi will be
retrieving the Dragon Ancestral Swords, she will functional enough to assist the PCs in escaping the
If the PCs beat Kage on the Contested roll, however, All the PCs who remained behind are bathed briefly in
they see the following: the light of Togashi’s soul. In order to accept its power
into their bodies, they must roll Simple Void at TN 25.
You emerge from the trees to see a remarkable sight. Those who succeed gain the cert for “Togashi’s
Just ahead of you, Kage is climbing onto what Touch.”
appears to be a thick, exotically-colored tatami mat,
floating a few feet off the ground! Another man, a Hitomi’s Fate
gaijin in strange clothing, is already seated on the
mat, and at a shouted command from him the floating Mirumoto Hitomi, touched by Togashi’s soul, finally
cloth turns and begins to travel swiftly away. calms. She has regained her own mind, and will
immediately begin to prepare for seppuku. “I have
The gaijin master of the flying carpet is Al-Hazaad, one slain my lord,” she says quietly. “I am a samurai.
of the Kolat Masters. The PCs will have a total of three There is no other path for me.” If any of the PCs are
actions before the flying carpet is out of sight. During Dragon, she will ask one of them to be her second.
the first action, it is only about twenty yards away, and Otherwise, she performs the ceremony alone – and
PCs who make a running jump can roll flawlessly. She asks the PCs only one boon: to take her
Athletics/Agility at TN 25 to catch hold of the carpet swords to her brother, Daini. “He will need them. Tell
(this may prove unwise if they cannot hold on, though). him what has happened. And tell him… not to fear.”
On the second action, the carpet is 100 yards away.
On the third action, it is 250 yards away. After that it is
out of range.
Epilogue
After the adventure is over, one final event takes place.
As the PCs are traveling away from the scene of
Experience Points
Playing through the adventure: 2 XP
Good role-playing: +1 XP
PCs find the Hidden Valley: +1 XP
PCs rescue Mirumoto Hitomi: +1 XP
Honor
All PCs who witness the final deaths of Togashi and
Hitomi receive +1 Honor. Dragon PCs gain +2 Honor.
PCs who have the Kolat as an enemy gain +1 Honor if
they manage to retrieve documents or other evidence
from the Hidden Temple.
Glory
None intrinsically awarded for this adventure.
Other Awards/Penalties
The PC who takes the Black Scroll gains the cert
“Bearer of the Twelfth Black Scroll.”
EARTH 3 WATER 3
Willpower 4 Perception 5
VOID 3
TN to be Hit: 25 (+15 when wearing White Ninja outfit)
School/Rank: Matsu Bushi 4
Honor/Glory: 1.2/1.5
Skills: Athletics 4, Defense 4, Etiquette 1, Forgery 3, Hunting 6, Iaijutsu 2, Investigation 4, Jiujutsu (Kaze-do) 7,
Kenjutsu 6, Kyujutsu 7, Locksmith 5, Lore (Kolat) 3, Lore (Ninja) 6, Manipulation 7, Mimic 6, Ninjutsu 7, Oratory
3, Poison 2, Seduction 3, Sincerity 6, Sleight of Hand 3, Stealth 5, Tantojutsu 4.
Advantages/Disadvantages: Blackmail (several), Crafty, Quick/Dark Secrets (many), Major Enemies (many).
Equipment: If Hiroru wears his crystal “White Ninja” outfit, it grants the following benefits: +15 to TN to be hit,
+10 to rolls to resist Shadow Corruption, cannot be seen by anyone with 3 or more points of Shadow Corruption
unless he wishes to be, and can spend a Void point to “go chameleon” and fade into the landscape. He carries an
excellent kusarigama (kama on a weighted chain) which does 2k3 damage and can also entangle an opponent.
EARTH 2 WATER 2
Strength 3
VOID 2
TN to be Hit: 15
School/Rank: Matsu Bushi 1
Rank 1: The Lion’s Roar. When in Full Attack, creates Fear equal to School Rank +1.
Honor/Glory: 3.5/1.0
Skills: Athletics 3, Battle 2, Defense 2, Iaijutsu 2, Kenjutsu 4, Kyujutsu (Archery) 3.
Advantages/Disadvantages: Death Trance/Brash
Equipment: None.
Imprisoned Peasant
FIRE 1 AIR 1
Agility 2 Reflexes 2
EARTH 1 WATER 1
Stamina 2 Strength 2
VOID 1
TN to be Hit: 10
School/Rank: None
Honor/Glory: 1.3/0
Skills: Athletics 2, Craft (farming) 4, Hunting 1, Nofujutsu (peasant weapons) 2, Stealth 2
Advantages/Disadvantages: Social Disadvantage (heimin)
Equipment: None.
EARTH 2 WATER 2
VOID 3
TN to be Hit: 15
School/Rank: Shiba Bushi 1
Honor/Glory: 2.5/1.3
Skills: Archery 3, Defense 2, Etiquette 1, Iaijutsu 2, Kenjutsu 4, Meditation 2, Naginata 3, Shintao 2, Sincerity 1,
Tea Ceremony 1.
Equipment: None.
EARTH 4 WATER 3
Perception 4
VOID 4
TN to be Hit: 15 (25 when armed, 45 when using the Dragon Ancestral wakizashi)
School/Rank: Mirumoto Bushi 4
Honor/Glory: 2.2/8.0
Skills: Athletics 4, Battle 4, Defense 5, Heraldry 3, History 4, Horsemanship 3, Jiujutsu 5, Iaijutsu 5, Kenjutsu 7,
Kyujutsu 3, Law 3, Lore (Crab Clan) 3, Lore (Shugenja) 2, Meditation 1, Shintao 3, Wrestling 4, Yarijutsu 3.
Advantages/Disadvantages: Ambidextrous, Benten’s Blessing, Death Trance/Dark Fate, Dark Secret (Kolat
brainwashing), Driven (to kill Hida Yakamo), Unluck.
Equipment: None while in the Kolat dungeon. Her swords are kept in the Breaker’s quarters. (See Appendix #4
for details of her daisho’s abilities.)
EARTH 6 WATER 4
Perception 6
VOID 3
TN to be Hit: 25
School/Rank: Akodo Bushi 5
Honor/Glory: 4.2 (0.5)/6.2
Skills: Acting 8, Athletics 6, Battle 8, Commerce 7, Courtier 4, Defense 8, Etiquette 4, Intimidation 4, Investigation
4, Jiujutsu (hand-to-hand) 10, Kenjutsu 10, Law 3, Lore (bushido) 4, Manipulation 10, Oratory 3, Shintao 5,
Sincerity 6.
Advantages/Disadvantages: Apparent Honor (4), Blackmail (many), Crafty, Major Allies (many), Natural
Leader/Dark Secret (Kolat Master), Proud, Sworn Enemies (too many to count).
Equipment: Kimono, fine tanto (2k2).
EARTH 2 WATER 2
Willpower 5 Perception 6
VOID 2
TN to be Hit: 15
School/Rank: None, but treat as Insight Rank 4 for resisting magic.
Honor/Glory: 0/0
Skills: Calligraphy 3, Herbalism 8, History 7, Intimidation 9, Investigation 9, Knife 5, Medicine 9, Poison 8,
Research 5, Torture 10.
Advantages/Disadvantages: Ambidextrous, Clear Thinker, Higher Purpose, Major Allies, Voice/Dark Secret
(Kolat Master), Insensitive, Social Disadvantage (when outside the Hidden Temple).
Equipment: Robes, sharp knife (0k2 damage), pouch of pepper-powder. This powder will puff out in a fine cloud
ten feet in diameter – those inside, if they do not immediately close their eyes and hold their breath, will be choking
and blinded for 1-10 rounds, effectively helpless.
EARTH 2 WATER 2
Willpower 3 Perception 3
VOID 1
TN to be Hit: 10
School/Rank: None
Honor/Glory: 0/0
Skills: Athletics 2, Herbalism 3, Intimidation 5, Investigation 4, Knife 3, Medicine 3, Poison 3, Research 3,
Sincerity 4, Torture 6
Advantages/Disadvantages: Dark Secret
Equipment: Knife (2k1), clothing.
EARTH 2 WATER 3
Willpower 5 Perception 6
VOID 5
TN to be Hit: 20
School/Rank: Isawa Shugenja (Air) 5.
Honor/Glory: 2.5/4.3
Skills: Bojutsu (cane) 3, Calligraphy 7, Defense 2, History 10, Investigation 9, Lore (Forbidden Knowledge) 10,
Medicine 3, Meditation 6, Research 10, Shintao 4, Sincerity 3, Spell Research 6, Stealth 3, Theology 8.
EARTH 4 WATER 3
Perception 4
VOID 3
TN to be Hit: 34
School/Rank: Senpet Warrior 4
Rank 1: When armed, add weapon skill to TN to be Hit.
Rank 2: Two attacks per round with scimitar.
Rank 3: Adds School Rank to TN of any hostile magic directed against him.
Rank 4: May make one attack on a round when he is in Full Defense, but it must be against the foe he is
defending against.
Honor/Glory: n/a
Skills: Acting 5, Athletics 8, Bard 5, Calligraphy 9, Commerce 3, Defense 6, Forgery 8, History (Burning Sands) 8,
Horsemanship 5, Investigation 10, Kenjutsu 4, Lore (Burning Sands) 10, Medicine 5, Sincerity 6, Scimitar
(specialized weapon skill) 9, Stealth 5, Yomanri 7.
Advantages/Disadvantages: Absolute Direction, Major Allies (Qolat), Clear Thinker, Higher Purpose, Perfect
Balance/Black Sheep (gaijin), Dark Secret, Obligation (to Rokugani Kolat).
Equipment: Clothing, scimitar (2k2 weapon), flying carpet. The carpet obeys his mental commands and travels at
incredible speeds (about fifty miles an hour)
EARTH 3 WATER 2
Perception 3
VOID 3
TN to be Hit: 15
School/Rank: Kolat Assassin (Insight Rank Two).
Honor/Glory: 0/0
Skills: Acting 5, Athletics 4, Cipher 4, Defense 4, Hunting 3, Investigation 3, Jiujutsu 4, Kenjutsu 4, Meditation 4,
Sincerity 4, Stealth 5, Tantojutsu 4.
Advantages/Disadvantages: Dark Secret (Kolat).
Equipment: Clothing (“ninja” outfit), ninja-to, tanto, garrote (0k2, uses Jiujutsu).
EARTH 2 WATER 2
VOID 2
TN to be Hit: 15 (20 in light armor)
School/Rank: None (treat as Insight Rank 1 for resisting magic).
Honor/Glory: 0/0.5
Skills: Athletics 3, Defense 3, Hunting 3, Iaijutsu 2, Jiujutsu (hand-to-hand) 3, Kenjutsu 3, Kyujutsu 3, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho, light armor, bow and 20 standard arrows.
EARTH 3 WATER 2
Strength 3
VOID 3
TN to be Hit: 20 (25 in light armor)
School/Rank: None (treat as Insight Rank 2 for resisting magic).
Honor/Glory: 0/0.5
Skills: Athletics 3, Defense 4, Hunting 3, Iaijutsu 3, Jiujutsu (hand-to-hand) 4, Kenjutsu 4, Kyujutsu 4, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho, light armor.
EARTH 3 WATER 3
EARTH 3 WATER 3
Willpower 4 Perception 4
VOID 3
TN to be Hit: 20
School/Rank: Ronin Shugenja 3
Honor/Glory: 0/0
Skills: Acting 3, Calligraphy 2, Defense 3, Etiquette 3, Investigation 4, Law 3, Meditation 3, Sincerity 3, Spellcraft
5, Stealth 4, Tantojutsu 3.
Spells: (Air 1) Cloak of Night, Quiescence of Air, Way of Deception, Wind-Born Slumbers, (Air 2) Call Upon the
Wind, Mists of Illusion, Whispering Wind, (Air 3) Essence of Air, Forgotten Murmurs, (Water 1) Path to Inner
Peace, Reversal of Fortunes, (Water 2) Reflective Pool, (Earth 1) Earth’s Stagnation, Force of Will.
Advantages/Disadvantages: Innate Abilities (Earth’s Stagnation, Wind-Born Slumbers)/Dark Secret (Kolat),
Social Disadvantage (ronin).
Equipment: Kimono, scroll satchel, tanto.
EARTH 3 WATER 3
Willpower 4
VOID 3
TN to be Hit: 20
School/Rank: Kolat Assassin (Insight Rank Three) – Choose one of the following two techniques:
Tiger’s Claw technique: May make an extra attack each round against an unaware opponent, and gains a
Free Raise on any attack against an unaware opponent.
Steal the Light technique: May take two Raises on an attack roll to deliver an attack (with a weapon or
hand-to-hand) which keeps only one die of damage, but leaves the opponent either deaf, dumb, or
mute for a number of minutes equal to the assassin’s Water ring.
Honor/Glory: 0/0
Skills: Acting 5, Athletics 5, Cipher 4, Defense 4, Hunting 4, Investigation 4, Jiujutsu 4, Kenjutsu 5, Meditation 4,
Sincerity 4, Stealth 5, Tantojutsu 5.
Advantages/Disadvantages: Quick/Dark Secret (Kolat).
Equipment: Clothing (“ninja” outfit), ninja-to, tanto, garrote (0k2, uses Jiujutsu).
EARTH 3 WATER 2
Strength 3
VOID 2
TN to be Hit: 15 (20 in light armor)
School/Rank: None (treat as Insight Rank 2 for resisting magic).
Honor/Glory: 0/0.5
Skills: Athletics 3, Defense 3, Hunting 3, Iaijutsu 2, Jiujutsu (hand-to-hand) 4, Kenjutsu 4, Kyujutsu 4, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho, light armor, bow and 20 standard arrows.
EARTH 4 WATER 2
Strength 3
VOID 3
TN to be Hit: 20 (25 in light armor)
School/Rank: None (treat as Insight Rank 3 for resisting magic).
Honor/Glory: 0/0.5
Skills: Athletics 3, Defense 4, Hunting 3, Iaijutsu 4, Jiujutsu (hand-to-hand) 5, Kenjutsu 6, Kyujutsu 4, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho, light armor.
EARTH 4 WATER 3
Strength 4
VOID 3
TN to be Hit: 25 (30 in light armor)
School/Rank: None (treat as Insight Rank 4 for resisting magic).
Honor/Glory: 0/0.5
Skills: Athletics 3, Battle 4, Defense 5, Hunting 4, Iaijutsu 5, Investigation 4, Jiujutsu (hand-to-hand) 5, Kenjutsu 6,
Kyujutsu 5, Sincerity 4, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho (fine katana, 3k2), light armor, bow and 20 standard arrows.
EARTH 4 WATER 4
Perception 5
VOID 3
TN to be Hit: 25
School/Rank: Ronin Shugenja 4
Honor/Glory: 0/0
Skills: Acting 3, Calligraphy 2, Defense 3, Etiquette 3, Investigation 4, Law 3, Meditation 3, Sincerity 3, Spellcraft
6, Stealth 5, Tantojutsu 3.
Spells: (Air 1) Cloak of Night, Quiescence of Air, Way of Deception, Wind-Born Slumbers, (Air 2) Call Upon the
Wind, Mists of Illusion, Whispering Wind, (Air 3) Essence of Air, Forgotten Murmurs, (Air 4) Call Upon the Wind,
Dominate the Mind, (Water 1) Path to Inner Peace, Reversal of Fortunes, (Water 2) Reflective Pool, (Water 3) Path
of the Scorpion, (Earth 1) Earth’s Stagnation, Force of Will, (Earth 2) Tremor.
Advantages/Disadvantages: Innate Abilities – Earth’s Stagnation, Wind-Born Slumbers/Dark Secret (Kolat),
Social Disadvantage (ronin).
Equipment: Kimono, scroll satchel, tanto.
The wielder of either or both blades will instantly know the School and Rank of any opponent.
The katana is a normal 2k2 weapon, but grants wielders an additional 1k1 damage for each rank they hold in the
Mirumoto Bushi or Mirumoto Swordmaster school.
The wakizashi is a normal 1k2 weapon, but grants wielders an additional 5 to their TN to be hit for each Mirumoto
School rank they have.