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The Dragon’s Heart

A One-Round Multi-Rank Adventure for Heroes of


Rokugan (Champions of the Emerald Empire)

Part Three (Final) of The Hidden Temple

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.

LEGEND OF THE FIVE RINGS is a registered trademark of Alderac Entertainment Group.


Scenario detail copyright 2005 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 Glory and Honor Awards and
this game. The actual playing time should be about three
and a half hours. Penalties
It is a good idea to ask each player to put a name tag This adventure contains suggested Glory and Honor
in front of him or her. The tag should have the player's awards (and penalties) for dealing with the challenges
name at the bottom, and the character's name, race, and presented herein. However, at times the players may
gender at the top. This makes it easier for the players to take extra actions which the GM judges worthy of
keep track of who is playing which character. additional reward – or punishment. The following may
The players are free to use the game rules to learn be considered as guidelines:
about equipment and weapons their characters are • Performing an act of selfless, sacrificial loyalty to
carrying. one’s daimyo or clan: +1 point of Honor.
Some of the text in this scenario is written so that • Abiding by the tenets of bushido when one could
you may present it as written to the players, while other gain an obvious advantage from breaking them: +1
text is for your eyes only. Text for the players will be in point of Honor.
bold italics. It is strongly recommended that you • Betraying or disobeying your duty, Clan, or family:
paraphrase the player text, instead of reading it aloud, as lose 1-10 points of Honor and Glory, depending on
some of the text is general and must be adapted to the the severity of the failure.
specific situation or to actions of the player characters. • Crying out in pain when injured: lose one point
each of Honor and Glory.
• Using sneaky, underhanded, or treacherous
GM's Information methods when at an Honor rank higher than zero:
lose 1-5 points of Honor.
THIS SCENARIO SHOULD NOT BE RUN COLD! • Using poison: lose 1-10 points of Honor,
Please read the scenario thoroughly before attempting depending on the circumstances (there is always an
to run it. Honor loss for using poison).
• Performing a socially acceptable public act of
This adventure is a Multi-Rank adventure. This means extreme courage and skill: +1 point of Glory.
that it has two sets of statistics for NPCs, one for low- • Drunk, insulting, or otherwise ill-mannered in
end parties (Ranks 1, 2, and 3) and one for mid/high- public: lose 1-5 points of Glory.
end parties (Ranks 2 through 5).
• Made ronin: Glory drops to zero.
All bulleted information is just that, pure information.
Feed it to the players through an NPC when Adjusting for Party Strength
appropriate. Sometimes, reading it straight just doesn’t This is a Multi-Rank adventure, and contains two sets
sound right. of statistics for the villains: one for Low-End parties
(School ranks 1-3, average 2) and one for High-End
The world of Rokugan is a cross between feudal Japan parties (School ranks 2-5, average 3.5).
and China. It is set in an age of honorable samurai,
serving their Lords (Daimyos) and Empire. Remember The Skill and Trait roll TNs listed in the module are for
that family names come before personal names. Akodo high-end parties. For a low-end party, reduce the TNs
Toturi is from the Akodo family and his personal name by 5.
is Toturi.
The GM may need to make additional “tweaks” for
A note on female designations: If a samurai has the parties which lie at an extreme end of the power curve.
designation of –ko, then the samurai is a female. For Suggested tweaks are listed below:
example, if you see Samurai-ko, then this denotes a
female samurai. Low End Party (most/all characters Rank One):
• There is no chance of encountering Korekado in
A note on commerce in Rokugan: Samurai are not the Oni’s Eye room.
supposed to care about worldly possessions, especially • Shimura does not have pepper-powder.
money. A samurai pays a commoner as if the money is • The Kolat bushi guarding the Records Hall are
meaningless, a concession to the commoner’s silly normal, not Elite.
needs. Between samurai, the exchange of money and
merchandise is an exchange of “gifts.” High End Party (average party Insight Rank is Four
or higher):

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• Add 1 to the Kenjutsu and Kyujutsu skill ranks of
the Kolat bushi. If none of the PCs have the White Ninja as an Ally,
• The Kolat Assassins are Insight Rank 4, have Fire they cannot play this adventure, since Togashi will not
of 4 and Earth of 4, and know both Techniques. approach them.

Also, PCs who have the cert “Owned by the Kolat”


Adventure Summary and cannot play this adventure. Togashi will not approach
Background them.

Almost two years ago, Mirumoto Hitomi departed her


lands on a quest for vengeance against her sworn Introduction
enemy Hida Yakamo, who slew her older brother The scenario begins with the PCs in the Lion city of
Mirumoto Satsu. Yakamo has never given the duel a Toshi Ranbo. Chronologically, this scenario takes
second thought, but Hitomi has spent all her youth place after Unmaker’s Shadow – if the PCs participated
dreaming and preparing for the day when she could in that adventure, they are most likely now on the way
face Yakamo and kill him. to the Imperial Capital in hope of performing the ritual
to destroy the Shadow. PCs who have not yet played
Others, however, have their own plans for Hitomi. Unmaker’s Shadow are in Toshi Ranbo for their own
Togashi, the lord of the Dragon Clan, realized at her reasons – most likely the recent tentative peace
birth that she was destined to play a vital role in his negotiations between the Dragon, Phoenix, and Lion
own ultimate fate. After her gempukku, he gifted her Clans.
with the Ancestral Swords of the Dragon Clan. He
knows now that when they next meet, it will be the The city of Violence Behind Courtliness is still and
answer to his own riddle, the solution to the one fate he tense in the mid-day autumn sunlight. Lion troops
has never been able to see – his own. stand guard at several points around the city, rigid in
their armor, unmoving even as sweat trickles down
There is another group which also recognizes Hitomi’s their faces. A few weak-looking clouds drift across
importance. The ancient conspiracy known as the the sky, unable to do more than offer brief respite
Kolat has long plotted for a way to eliminate Togashi, from Mother Sun’s blazing heat, as the unseasonable
who they regard as one of their greatest enemies. The drought bakes the moisture out of the land. An aura
clues surrounding Hitomi suggested that she might of tension and fear seems to lie on the small city even
offer the opportunity they had been seeking for so long. more heavily than the heat. Courtiers shelter in the
shadows of the castle walls, fanning themselves
rapidly as they speak in low voices. On the southern
Shortly after Hitomi began her quest, the Kolat horizon, dark smoke smudges the sky – the armies of
kidnapped her. For more than a year and a half she has the Crab have broken through Beiden Pass, crushing
been imprisoned in the dungeons of the Kolat temple, the Scorpion garrison there, and are marching across
suffering torture and brainwashing, as the conspiracy the Plains of Battle.
attempts to remake her into a weapon against Togashi.
The PCs are, for the moment, unable to travel closer to
The lord of the Dragon Clan is, of course, well aware the Imperial capital – the Lion authorities have blocked
of Hitomi’s status, and knows it is tied to his own fate, the roads toward Otosan Uchi. They are also cracking
and to that of the Kolat. Now the time has come for down on travelers from other Clans, so the PCs may be
that fate the reach fruition. Togashi has chosen two facing some difficulties, depending on their
instruments for his decision: the PCs are one, and the background:
other is Matsu Hiroru, the “White Ninja,” scourge of
the Kolat and the Living Darkness alike. • Lion, Phoenix, Crane, and Dragon PCs will be
facing relatively little difficulty (other than the
IMPORTANT NOTE on RUNNING THIS inability to travel on to the capital), since the city
SCENARIO: In order to run this scenario, at least one was, until recently, the site of peace negotiations
of the PCs must have the White Ninja as an Ally. This between those four Clans.
can be acquired in the adventures A Question of Honor
or Fires of Retribution, or the mini-mission “The White • Imperial PCs will be completely unrestricted – the
Ninja” in the interactive Winter Court: Kyuden Lion will respect them, but ask that they wait
Bayushi.

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before traveling to the capital, so that they can be • The other half of the Northern War (the Dragon
escorted in safety. against the Phoenix) seems to be at a standstill. A
few weeks ago, the Dragon daimyo Mirumoto
• Unicorn PCs and Minor Clan PCs will be treated Yukihera was killed in a challenge by his cousin
with greater suspicion, but are still left more-or- Mirumoto Daini, who has assumed the leadership
less free to do what they wish. of the family. Elsewhere, the Dragon Clan has
been driven from the lands of the Unicorn, and has
• Crab and Scorpion PCs will be under great also suffered heavy losses in the Phoenix
scrutiny, due to the actions of Hida Kisada and the Mountains.
current war between the Lion and Scorpion. All
such PCs are watched closely and subjected to • The ronin army of Toturi the Black is reported to
continual harassment, provocations, demands for be marching south through Phoenix lands, moving
travel papers, etc. If any Crab PC is an outspoken toward the Imperial capital at Otosan Uchi. Rumor
supporter or advocate of Kisada, the Lion will has it that Toturi is razing everything in his path,
attempt to arrest that PC as a traitor against the and a few gossips even claim, improbably, that he
Emperor. is now calling himself “Emperor Toturi I.” Lions
dismiss such nonsense, of course, and proclaim
• Ronin PCs will find their lives largely unchanged, that if Toturi is foolish enough to threaten the
other than the general heightened scrutiny of Lion Imperial capital, he will be destroyed.
Clan magistrates in these dangerous times.
• A vast force of Naga have been advancing up the
• Any PCs who acquired the 8-point Bad Reputation Drowned Merchant River. They were previously
from the adventure Faith in My Clan will be battled to a standstill by the one surviving Imperial
treated significantly worse, and will be subjected to Legion, the Fists of the Emperor, but that Legion is
frequent insults and harassment from the Lion now force-marching toward the Imperial Capital to
troops and authorities. deal with the threat from Toturi.

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

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backs as they realize this is the same being. The other and will know that it is a remote and isolated place,
sounds in the room seem to fade out, and the PCs are located on the southwestern side of the Phoenix
unable to look away from the cloaked figure. Mountains. If none of the PCs have played that
adventure, they can roll Lore: Phoenix/Intelligence at
Togashi does not move, but the PCs seem to hear his TN 15, Theology/Intelligence at TN 10, or
voice, deep and powerful, inside their minds. “It is History/Intelligence at TN 20 to recall its location.
time to fulfill destiny. The one who so many seek has (Way of the Land for Phoenix lands will also work.)
been found, and she will solve my riddle. You must
seek her out, and bring her to me, in the city of As a last resort, the PCs can seek out a monk in Toshi
Heibeisu.” Ranbo (even a small city like this will have one or two
monks tending to its shrines). Any monk will know the
It should be obvious from context that Togashi is locations of major shrines such as this one.
referring to Mirumoto Hitomi, who has been missing
for over a year. However, Togashi will not confirm
this directly – if a PC asks for more information, he Part One: The Shrine of
replies only: “You already know who it is you seek.”
the Ki-Rin
Heibeisu is a trade-hub city in the Dragon lands – PCs From Toshi Ranbo, about five days of travel overland
who have played A Walk Through the Mountains have will take the PCs to the steep, jagged, heavily-forested
visited it before. Other PCs can identify it with a roll of western foothills of the Phoenix Mountains. Nestled at
Lore: Dragon/Intelligence at TN 10, the base of an especially imposing peak is a torii arch
Commerce/Intelligence at TN 15, or Simple guarding a path that climbs into the mountains.
Intelligence at TN 25.
The path ascends in a long, winding route that varies
Dragon PCs cannot refuse – the power of their Clan between shaded forest and open rocky ledges. It is
Champion and founding Kami is irresistible. Other mostly a smooth slope but switches to stairs at the
PCs must decide whether to obey Togashi’s command steepest points. Twice, it spans deep gorges on narrow
or not – refusing is possible, but requires an effort of rope-and-plank bridges. The path is narrow – just wide
will (no roll, just a role-played effort). enough for one horse or two men. Cold wind whirls
around the PCs as they ascend, and it seems as though
Assuming at least some of the PCs are willing to obey they hear the vague voices of spirits on the breeze – or
Togashi, he will provide them with some vital perhaps that is just an illusion. Climbing the path takes
additional information: “You must seek the one who about half a day.
wears white, who fights in the Shadows. He is the
key. He awaits you at the Shrine of the Ki-Rin.” After many hours you approach the peak of the
mountain. The path turns and cuts steeply up
PCs who have seen or heard about the White Ninja in between two great boulders. At the top, you pass
the adventures Damning Evidence, A Question of under another large torii arch and emerge onto a wide
Honor, or Fires of Retribution will immediately realize flat space. A couple of acres of open ground are
who Togashi is referring to. If there are any PCs in the covered in grain fields and vegetable gardens, and
group who have played none of those adventures, they close to you are what appear to be a few peasant huts.
call roll Lore: Ninja/Intelligence at TN 20 or Beyond, at the far end of the flats, is a large complex
History/Intelligence at TN 25 to recall stories of a of buildings – clearly a monastery and temple –
“white ninja” over the last few years. nestled against the spiked peaks of the mountain. You
can see a few people in peasant garb working in the
Togashi will not provide any other information, and fields and gardens. The entire scene seems peaceful
immediately after delivering his orders, he seems to and harmonious.
vanish, leaving the chair empty. The noise of the room
returns, and the PCs stir and look around as though The peasants will prostrate themselves and remain
awakening from a deep sleep. bowed while the PCs approach the Shrine. If the PCs
pause to speak with the peasants, they are extremely
respectful and subservient. (If any PCs look for Chu,
Where is the Shrine of the Ki-Rin?
the old man whose daughter was replaced by a bog hag
PCs who have played the adventure Fury of the in Fury of the Elements, they learn that he died of a
Elements have visited the Shrine of the Ki-Rin before, fever last winter. The peasants are philosophical about

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it: “He had lived long, samurai, and the loss of his ki, but the poison is most virulent. It seems to have
daughter left him with nothing.”) damaged him inside, in ways we cannot heal. It is
surprising that he still clings to life at all.”
If any PCs ask about a “White Ninja,” about strangers
visiting the shrine, or anything similar, the peasants all • The injury appeared to be about two days old.
look at each other nervously. “There is a man who “Truly, a man of iron will, to have gone that long
came here yesterday morning. He came out of the with such an injury untreated.”
mountains. Dressed all in white he was, samurai-
sama, but it was all dirty and covered in blood. He • If the PCs ask where the man came from, or refer
was badly hurt, and his hands and feet looked as to the peasants’ mention of his hands and feet, the
though he had been climbing over rocks for days. abbot nods in puzzlement. “It appeared that he had
The monks are caring for him now, I think.” been climbing through the mountains, using
nothing more than hands and feet. His hands were
Visiting the Monks greatly worn and bloody, and his feet were almost
The monks of the shrine will greet the PCs and as bad, despite his sandals.”
welcome them. There are a total of about forty monks,
of both genders and all ages from children to tottering • The man has refused to give his name, claiming
oldsters (although most are in the 20-40 age range). that to do so would endanger the monks. He has
They are followers of the Order of Seven Fortunes, the also refused to explain where he came from or how
branch of the Brotherhood of Shinsei which focuses on he became injured.
revering the Fortunes. Many of them come out to see
the visiting samurai, their expressions openly curious. Visiting Hiroru
Once the PCs explain why they are here, the abbot of If the PCs wish to see the man, Kou will lead them into
the shrine will quickly arrive. the main residence hall of the shrine. One of the
monks’ cells has been converted to an infirmary for the
Kou the Abbot is a slim, middle-aged monk with a unfortunate. (If they wish to see the man’s “strange
kindly, gentle, slightly effeminate personality. He garment” and weapon, those are being kept in the
welcomes the PCs effusively. Once they explain at abbot’s residence, next to the Shrine itself.)
least some of their reason for being here, the abbot’s
face will light up with interest and excitement. He will The wounded man lies on a futon, shuddering and
willingly tell the PCs all he knows, answering their tossing like a kobune riding a storm. His skin is pale
questions eagerly. and gray-tinged, stretched taut over muscle and bone,
and sweat has soaked him and plastered his hair
• A man stumbled into the village yesterday against his scalp. A stick has been tied between his
morning, dressed in a white hakama and gi, teeth with a length of silk, and he bites down on its
“almost like the way ninja are supposed to dress, fiercely as his face distorts in a rictus of pain. Silk
except for the color.” He carried a kusarigama, bandages are wrapped around his hands and feet.
which Kou refers to diplomatically as “a most
unusual weapon.” (It is typically used by pirates Matsu Hiroru will recognize any PC who has him as an
and ninja.) Ally, and will turn toward them, eyes widening, and
struggling weakly to remove the stick-gag from his
• The monks have the garments and weapon in their mouth. He is too weak to untie the gag on his own –
care. “The garment is most remarkable. It seems the PCs will have to help him, or order the monks to
to be made of something other than silk, and remove it. As soon as the gag is removed, Hiroru will
shimmers oddly in the light.” The monk is start trying to explain the situation.
genuinely curious about the clothing, and will be
more than willing to show it to the PCs. Three days ago he finally located what he believes
(correctly) to be the hidden headquarters of the Kolat.
• The man was badly injured, having lost much It is in a concealed valley in the Phoenix Mountains,
blood from a serious puncture wound to the lung, two days travel north of here. Scouting the valley, he
apparently from a dart or a slim arrow. The wound discovered a river that offered underground access to
was poisoned, and the man has been suffering the place. However, soon after finding it, he was
greatly. “We have sought to purify his body, with attacked by a team of Kolat assassins, which had
both herbal treatments and the manipulation of his apparently been tailing him for some time. He

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managed to kill them all, but suffered a hit from a with him further if they miss important information the
poisoned blowgun dart. He fled south, climbing first time.
through the mountains, and wound up here.
Treating Hiroru
Note that Hiroru will not be able to simply recount
A PC who rolls Poison/Intelligence at TN 20,
all of this to the PCs. He is semi-delirious, maddened
Herbalism/Intelligence at TN 20, or Medicine/
by days of a slow, agonizing death, and it will be a
Intelligence at TN 25 can diagnose that Hiroru has
bitter struggle for him to convey this information.
been afflicted with a poison which has damaged or
Often he will be unable to speak more than a couple of
destroyed several of his vital organs, including his
words, as he is convulsed in agony. The PCs will have
kidneys and liver. Consequently, spells which would
to frequently ask questions and guide him back on topic
normally be helpful, such as Hands of Jurojin or
when he lapses into delirium or loses the thread of the
Regrow the Wound, will not repair the damage – it is
conversation.
too extensive. Regrow the Wound or Path to Inner
Peace will, however, ease his pain somewhat, allowing
• He will not name the Kolat directly, referring to it
him to enjoy a short period (a half-hour or so) of peace
as “them” or “the ones we hunt.” If the PCs
and rest, as well as to speak more clearly and
become confused and think he is speaking of the
coherently.
Shadow, he will snarl in impatience. “No..! The
other ones… men!”
Some PCs may have access to more powerful curatives.
The kiho “Chi Projection,” and the Pale Oak Healing
• He describes the headquarters as “tall building… Draught, will have an effect similar to Path to Inner
sloped, four sides, rises to a point. Tall as a Peace (temporary reduction in pain, greater mental
castle.” (A pyramid.) coherence), but for a longer period, several hours.
• He warns that the place is very secure. “Guarded, There is one spell powerful enough to actually heal
many troops. Ronin. Only one gate.” Hiroru and restore him to function: the Rank 6 Water
spell Peace of the Kami. If a shugenja in the party has
• He will eventually remember the entrance he that spell, Hiroru can be saved. Once retrieved from
found. “River. Goes… under the ground. Inside. the brink of death, Hiroru will be eager to go back,
Dark. Saw boats.” avenge his near-death, and try to infiltrate the Hidden
Temple. He will be more than willing to accompany
• If the PCs mention his equipment, his eyes will and guide the PCs.
briefly light up. “Take it. Use it. Protect you…
from shadows, in the dark,” he gasps. Whether temporarily or permanently healed, a more
coherent Hiroru can share some additional information:
Presumably, the PCs will ask him for directions to the
place. Hiruro mutters and fumbles for a while, then • The pyramidal building was located in a large
holds up one pain-twisted, bandaged hand. “Brush,” he valley which also contained a substantial farming
croaks. “Ink.” If the PCs can provide him with brush, community. He estimated that over 300 people
ink, and paper, he will shakily draw out a map to the lived there, not counting whoever lived inside the
Hidden Temple of the Kolat. pyramid.

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

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• He found the valley by searching the mountains
after trailing several Kolat agents into the general Hiroru’s Equipment
area. Unfortunately, he was being followed The white hakama and gi which Hiroru wore when he
himself by an assassin team, which caught up with arrived at the Shrine are being kept at the abbot’s
him shortly after he reached the valley. residence. They shimmer and seem to shift slightly
under light, and are difficult to focus on for long. They
• Prior to his encounter with the assassins, he are clearly made of something other than silk, and feel
noticed that the small river which watered the both smooth and very tough to the touch. The garments
valley emerged from a tunnel close to the pyramid. are actually woven from crystal, a fact which a PC can
He swam up the river a short way, and saw lights ascertain with a Simple Perception roll at TN 20. The
and moored boats ahead, suggesting it could be a garments cannot be worn over (or under) armor,
way into the pyramid. He withdrew to plan for a although they can be worn beneath normal clothing.
more careful visit, but was attacked immediately
thereafter. The weapon which Hiroru carried is a kusarigama –
essentially a kama on a chain, with a heavy weight on
• He is sure that no one alive followed him from the the other end of the chain. The weapon is not used by
valley. (He is also sure nobody was able to follow samurai, but can be recognized with a roll of Lore:
him with magic: “I have protections against such Ninja/Intelligence (or other suitable Lore skill, such as
things.”) Lore: Weapons or Lore: Fighting Styles) at TN 15.
The weapon uses the Ninjutsu skill.
• Hiroru came to the Shrine of the Ki-Rin because it
was the nearest settlement in the area. It took him
a little less than two days to reach the Shrine, Part Two: Through the
although he is not confident of the time – he was
delirious with pain during the latter half of the Mountains
journey. If Matsu Hiroru was able to make a map for the PCs,
they can follow it directly to the hidden valley of the
• Hiroru can share more information on his crystal Kolat. (Needless to say, if the PCs were able to cure
hakama and gi (unless he is completely healed, in him, he will guide them personally.) No rolls will be
which case he simply wants it back). He describes needed to reach their destination, although they will
it as “a legacy of my Clan” and says it can protect still face the hazards of mountain travel (see below).
the wearer against “those who walk in the dark.”
He will identify them as “Goju” if the PCs show If the PCs failed to ask Hiroru for directions, and don’t
any indication of knowing what he is talking about. think to go back and speak with him again, they will
If he has not been cured, he will urge the PCs to have to find a way to backtrack his trail. This will
take the crystal garment with them, to keep it out require four rolls of Hunting/Perception at TN 25 or
of the hands of his enemies. Investigation/Perception at TN 30 (Simple
Perception at TN 35) to follow him all the way back to
• If any of the PCs are Lions, Hiroru will ask to the Valley. Creative use of magic can help, but spirits
speak with them privately. “I was once one of are few and far between once the PCs get away from
you,” he tells them. “My honor was betrayed. the Shrine, so the frequent trick of “cast Commune
Beware, lest yours be so as well. Not all in our every half-hour to track him” won’t work here.
Clan are as they appear to be.” He will not provide Communing with Air or Earth with at least eight Raises
any further information. will invoke a major Wind or Mountain Kami which
will remember Hiroru, and can substitute for one of the
• If Hiroru is not cured and any of the PCs are Matsu four rolls.
with Glory of 4.0 or better, he will give them a
chop marked with the name “Matsu Hiroru” and • A spell or ability which can track people (such as
ask them to give it to his sister. PCs can identify The Horse’s Nose or the Wolf tattoo) can track
the name (Matsu Tsuko’s brother) with a roll of Hiroru’s path successfully. Each casting of The
Lore: Lion/Intelligence at TN 15, Horse’s Nose will substitute for one tracking roll.
Heraldry/Intelligence at TN 20, No rolls are needed for a PC with the Wolf tattoo.
Courtier/Intelligence at TN 20, or History/
Intelligence at TN 20.

The Dragon’s Heart Page 8


• Spells which allow communion with animals (such from the PCs. Each PC will need to roll either
as Nature’s Touch) might, with four or more Mountaineering/Agility at TN 10, Climbing/Agility
Raises, be able to find an eagle or other mountain at TN 10, Athletics/Agility at TN 15, or Simple
animal which saw Hiroru. This will substitute for Agility at TN 20. PCs who are using
two rolls. climbing/mountaineering equipment gain a Free Raise
on the roll, and they can gain an additional Free Raise
• A spell which can reveal hidden things, such as By by roping themselves together.
the Light of Lord Moon, can substitute for a
tracking roll. A PC who fails the roll will suffer a tumbling fall that
inflicts 3k2 damage. (A PC who takes more than 25
It takes two days of travel through the mountains to points of damage suffers a broken bone, either an arm
reach the Hidden Valley. This is not a safe or pleasant or a leg.) If the PCs are roped together, the other PCs
journey, as the PCs clamber up and down the jagged need to make Simple Strength rolls to hold on and
slopes, sometimes pushing through dense trees and prevent their comrade from falling. The TN of these
other times clambering over bare rock. The PCs will rolls is equal to the Water x 5 of the falling PC, but the
need to bring food and water, since there is none to be PCs get a Free Raise for each one of them who is tied
found in these remote peaks. to the same rope. If all of the PCs fail their rolls, all of
them fall.
Hazards of Mountain Travel
Shugenja PCs may be able to find ways to make this
If any of the PCs have the skill Mountaineering, they
descent easier or safer, or to rescue falling PCs before
can make a skill roll (with the Intelligence trait) once
they take damage. The GM must adjudicate such
per day at TN 15 to travel safely through the
efforts – creativity should be rewarded.
mountains. (TN 10 if the PCs make a point of bringing
mountaineering equipment, such as ropes.) Each such
Several hundred feet down the cleft, the PCs finally get
roll will ensure the safe travel of two PCs, plus one per
a clear view of what lies below them:
Raise. If none of the PCs have Mountaineering, they
can substitute Climbing, Athletics, or Hunting as
Peering between the jagged rocks and stunted trees,
Related Skills (no explosions).
you see below you a deep valley, sheltered within the
mountains which rise on all sides. You can see farms
A shugenja PC may be able to come up with creative
and rice fields, and a river winding between them. At
ways of using magic to ensure safe passage through the one end of the valley you can make out what appears
mountains. This should be considered equivalent to to be a very narrow pass, guarded by a small stone
making a Mountaineering roll. tower. Closer to hand, almost directly below you, is a
much larger structure, of a strange and alien design.
If any of the PCs are not protected by Mountaineering It appears to be a great stone building, with four
rolls, they must roll Simple Agility at TN 15 once each triangular sides rising to a point. You can see some
day they are in the mountains. Any PC who fails such sort of gate or entrance in one side of the great
a roll will suffer a fall and injuries resulting in 3k2 structure. As you watch, a group of mounted men
Wounds. A PC who suffers a critical failure (fails the leaves the gate and sets out across the valley,
roll with three 1’s) plummets off a sixty-foot cliff following a well-maintained road toward the distant
(unless roped to another PC) and suffers 6k5 damage. pass.

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 Dragon’s Heart Page 9


The Farms: there are about 300 peasants living in the stony mountain outcrop at one end of the valley. The
valley, growing food to support the Hidden Temple and only entrance is a single gate which passes between two
its garrison. Although these people look and dress like squat two-story towers with gaijin-style crenellated
normal peasants, they are all dedicated life-long battlements. Each tower is manned at all times by five
members of the Kolat. If the PCs are foolish enough to Kolat Bushi, and a Kolat Officer and a Kolat Shugenja
approach them, they will play the role of frightened, are available as immediate reinforcements for the gate
humble peasants while trying to lull the PCs into a area if someone suspicious approaches.
sense of safety. (PCs who are suspicious of the
peasants’ sincerity must make Contested Rolls of their The gate itself is a massive iron portcullis, opened with
Investigation/Perception against the peasants’ a pair of wheels in the two tower-tops (so an attacker
Sincerity/Awareness roll of 4k2.) The peasants will must control both tower-tops to open the portcullis).
not fight, but as soon as they have the chance they will Lifting the portcullis requires an Athletics/Strength
send warnings to the Kolat Bushi at the Guard Tower roll at TN 50 (no more than two people can combine
or the Temple. their efforts on this).

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.

The Kolat Temple: This pyramidal structure is about


as tall as a ten-story Rokugani castle. It sits atop a

The Dragon’s Heart Page 10


Following the River The Underground Bay
Smart PCs will presumably look for the river cave- Once the PCs make their way up the river, they will see
entrance which Hiroru told them about. If Hiroru was lamplight ahead of them. Smart PCs approach
healed and accompanied them back, he can show them cautiously, but there is no need – the Kolat do not keep
the location himself. Otherwise, the PCs will have to any guards here, since they consider it a secure
remember his story and look for it. The cave can be location.
spotted from the foothills of the mountains with a
Simple Perception roll at TN 10. Alternatively, the The river has widened here to a broad underground
PCs can find the cave simply by following the river, pool. A stone ledge runs along one wall of the cave,
although this will make them visible unless they do so about three feet above the water level. A wooden pier
at night. sticks out from the ledge into the water, and three
small boats – about the size of fishing boats, but
If the PCs enter the valley during daylight, they will longer and slimmer in design – are tied up at the pier.
need to roll Stealth/Awareness at TN 20 to avoid A pair of lanterns hanging from posts shed soft light
being spotted. If even one PC fails the roll, they will be on the scene. You can see a dark archway in the wall
noticed, and a squad of ten Kolat Bushi, led by a Kolat between them.
officer and a Kolat shugenja, will be sent out to deal
with them. (This force will also be sent out if the PCs The archway leads to a tunnel hewn through rock and
are reported by the valley’s peasants.) earth, shored up with heavy wooden beams. It ascends
in a series of staircases and ramps to the Temple
If the PCs go into the valley at night, they will be safe Dungeon (see Map #2, the Hidden Temple).
from detection so long as they avoid brandishing lights
or making loud noises (e.g. shouting).
Part Four: Inside the
In order to enter the cave, the PCs will have to swim
the river, or find some way to travel above the water
Hidden Temple
(such as flying magic). The GM should consider PC It is assumed in this adventure that the PCs will be
efforts in light of the following guidelines: entering the Temple’s lower level via the river. A
direct assault on the Temple’s front gates is essentially
• Swimming upstream against the current is difficult, suicidal, given the resources deployed to defend them.
since the river flows swiftly. Two rolls of (See “The Hidden Temple” in Part Three above for
Athletics/Strength at TN 15 will be needed. A details of these defenses.)
failed roll means the PC is swept back downstream
and must start over. A PC who wishes to “tow” or Likewise, PCs who attempt to ascend from the
otherwise assist another PC will need to make two Temple’s dungeons to its upper levels will be entering
Raises on the roll. heavily-trafficked residential areas where it is
impossible to go unnoticed. Reaching the top floors,
• PCs could improvise a raft, log, or other floating where the Masters themselves reside, will be utterly
device to aid themselves in swimming. This will impossible – there is only one central stairwell which
reduce the TN for the Athletics roll to 10. climbs to those levels, and it is strongly guarded.
Over-aggressive PCs who try to explore or invade the
upper Temple should be allowed a chance to see the
• The sides of the cave are sheer (no riverbank or
error of their ways and flee before they are
shallow area), so walking or wading will not be an
overwhelmed by the scores of Kolat bushi defending
option. However, a non-athletic PC could tread
the place.
water and work his/her way along the wall of the
cave by hand. This will be slow, but will require
There are a total of 116 Kolat Bushi, six Officers, eight
only two Simple Strength rolls at TN 5.
Shugenja, and 18 Assassins inside the Temple (not
counting the Masters themselves). A third of the bushi
• Shugenja PCs can get themselves or others into the
and officers are fully armed and equipped at all times,
cave with spells such as Call Upon the Wind,
and will respond to an assault or alarm within a few
Hands of Clay, etc. (Wings of Fire will not work,
minutes. All the rest of the bushi and the shugenja will
since it requires gliding down from a higher
be available within a half-hour (the time it takes to don
elevation.)
light armor).

The Dragon’s Heart Page 11


The 18 Kolat Assassins living in the Temple are not only about eight inches by four inches, and have
officially part of the building’s defenses, but will be several bends along their length (so no light can get
available to hunt down and kill any PCs who are through). The outer ends of these vents are scattered
detected in the Valley (see Part Five: Escaping the around the base of the Temple, positioned to catch the
Valley). prevailing winds which pass through the valley.
Consequently, the lower levels always have fresh air.
The Upper Floors Obviously, these tiny passages cannot be used to enter
or leave the Temple, but a clever party might be able to
In the unlikely event that the PCs are aggressive or come up with some other use for them.
foolish enough to try to explore the upper floors of the
Temple, the GM can use the following information as a Stairs Up: There are two stairwells which lead from
rough guideline to what they find. the dungeon up to the main first level of the Kolat
Temple. At the base of each stairwell is a guard room
The Main Floor: Located above the dungeon, and with two fully-equipped Kolat Bushi standing sentry.
accessed from the front gate. Houses barracks, A pull-rope is located next to the stairs, and if the
facilities, and training dojos for the Kolat bushi and guards are attacked, one of them will try to pull the
their officers. Also contains quarters for the servants rope and sound the alarm. If the alarm is sounded,
who maintain the Temple, and stables for horses. To troops from upstairs will respond within five minutes.
get to the upper floors, the PCs will have to work their
way to the center of this floor, where a heavily-guarded Aside from the guards, these rooms are empty except
staircase (six bushi on duty at all times) leads up. for lanterns on the ceiling. Open archways lead to the
barracks where the guards and their replacements stay
The Second Floor: Home to the Kolat shugenja and (the other guards will respond to noise within five
Kolat Assasins, along with their libraries and dojos. rounds). Doors lead elsewhere in the dungeon – these
are kept closed, but are not locked unless the alarm is
The Third Floor: Guest quarters for higher-ranking sounded.
Kolat members when they visit. Several mid-level
Kolat operatives are staying here at any given time. Guard Barracks: Located next to the Stairs Up, these
Contains guest rooms, baths, dining rooms, etc. A full two chambers each contain four plain futons, chests for
squad of ten elite bushi guards the stairs to the fourth clothing and personal effects, and racks for weapons
floor. and armor. There are two off-duty guards resting in
these rooms at all times, and they will respond to noise
The Fourth Floor: Quarters of the Kolat Masters. within five rounds. A small toilet/washroom is
Presently, only Kage, Korekade, and Al-Hazaad are adjacent to each barracks.
here.
Inner Guard Post: This room controls access to the
The Fifth Floor: A single meeting room, where the most sensitive portions of the dungeon – the records
Masters gather to discuss and plan. rooms and the chamber of the Oni’s Eye. A single
heavy door leads into those areas, and is kept locked.
Construction and Design Two Elite Kolat bushi stand guard by the door at all
The Temple is constructed of stone, with massive times.
oaken beams reinforcing the ceilings. Doors in the
dungeon level, except where otherwise noted, are all of During the day, a noncombatant clerk (with a key to the
reinforced heavy oak, and if locked will require a door) is posted in this room, sitting on a tatami mat
battering ram or several blows with a heavy weapon beside a writing desk. The desk has a writing kit and a
(ono, dai tsuchi) to break down, or a rack of scrolls, some blank and other filled with
Locksmith/Agility roll at TN 25 to pick them. All writing. Everyone who enters the records rooms or the
hallways and stairwells are lit with gaijin metal-and- chamber of the Oni’s Eye is recorded on a scroll, and
glass lanterns, typically spaced about fifty feet apart any documents removed or added to the records are
(leaving shadowy areas in between). Most rooms have likewise recorded.
several such lanterns hanging from iron rings in the
ceiling, offering plentiful light. If the clerk is here, it is possible that clever PCs may be
able to bluff and pretend to be Kolat functionaries sent
There are small air vents located along the edges of the to collect records or information. This will only work
ceilings in the dungeon’s larger rooms. These measure if none of the PCs are wearing armor or openly

The Dragon’s Heart Page 12


carrying battlefield weapons. They will have to role- cornered, but will use vicious and unfair tactics, such as
play convincingly and then roll Sincerity/Awareness at hiding behind a prisoner strapped into a whipping rack.
TN 25 to pull this off. In such circumstances, the PCs
will be allowed to “sign in” and enter the records area. Junior Torturers’ Quarters: These five small rooms
each house one of the five Junior Torturers who work
It is more likely that the PCs will be obvious intruders. under the authority of the Breaker, Shimura. Typically,
In this case, the clerk will try to flee to one of the during the day one of them will be sleeping, while at
“Stairs Up” areas and spread the alarm. The two night four of them are asleep. Each chamber contains a
guards will stay and fight to the death. futon, a chest with personal effects, and a rack of
scrolls in which each Torturer keeps meticulous records
PCs who look through the clerk’s scrolls (which are of his work on the various prisoners. PCs who read any
always here, even at night) can easily deduce that there of these documents will be able to identify dozens of
is some kind of library or records room beyond the individuals around the Empire who have been broken
door. They can also roll Investigation/Intelligence at or brainwashed by the Kolat in recent years.
TN 25 to discover some names in the scrolls that might
seem familiar: Emon, Akae, and Kage. Torture Auxiliary: This room contains supplies,
tools, and other supplementary gear for the Main
Storage Chambers: These four rooms contain stores Torture Chamber. One wall is also completely covered
and supplies, of the sort which could be found in any in packed scroll-shelves – the accumulated records of
Rokugani castle: foodstuffs, barrels of water, bales of hundreds of years of torture and brainwashing. These
silk, spare clothing, lumber, tools, lamp oil, and so scrolls contain a horrifying record of the Kolat’s cruel
forth. The room marked “weapons storage” contains use and abuse of countless individuals throughout
bundles of arrows, racks of spears, swords, and other history.
melee weapons, and suits of light armor.
The small chamber adjacent to this room is a
Creative PCs can potentially make good use of this toilet/washroom.
gear. However, it should be noted that if the PCs are
inside the Temple during the day, servants will Holding Cells: These two areas each contain ten
occasionally come down to this level to get supplies small cells, sealed behind heavy iron doors. (The
from these rooms – this could be unfortunate if the PCs Torturers have the keys.) The cells are cruelly plain
are trying to avoid being noticed. and utilitarian – there are no windows, and they contain
no lights or furnishings, nothing but a stone sleeping-
Main Torture Chamber: This large, low-roofed bench and a chamberpot. The cells of Kyuden Kokai,
chamber is a massive torture complex, with a vast array the Imperial prison, seem luxurious by comparison.
of pain-causing gear, such as racks and frames,
drowning tanks, a large charcoal-fired hearth for the There are currently a total of twelve prisoners held in
heating of branding irons, and so forth. The variety and these cells. Seven of them are commoners, but there
quality of torture gear is both awe-inspiring and are also five samurai: a minor Otomo courtier, a bushi
horrifying, and there is abundant evidence of its from the Phoenix, a Crane artisan, and two Lion bushi.
frequent use (bloodstains, foul odors, etc). All of them are weak, badly hurt, exhausted,
demoralized, and incapable of taking action in their
An alarm rope is located next to each entrance to this own defense unless healed – in game terms, they are all
room, for use in case a prisoner escapes. at the “Down” Wound rank. In addition, three of them
are potentially hazardous to the party:
If the PCs approach this area during the day, three of
the Junior Torturers will be hard at work, inflicting pain • The Phoenix bushi, Shiba Kotetsu, has been driven
and misery on an equal number of prisoners from the psychotic (checking the Torturer’s records will
Holding Cells area (see below). If the PCs come at show that they have given up on him as a
night, only a single Junior Torturer will be at work, “hopeless case”). He will frenziedly attack anyone
applying his expertise against one hapless prisoner. who heals him enough to function.

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

The Dragon’s Heart Page 13


a Kolat Master speaks their trigger-phrases, At night, Shimura the Breaker will be in his quarters,
causing them to turn and attack the party. either sleeping, taking a relaxing bath, or making a few
notations in his personal writing. If attacked, he will
Breaker’s Workroom: A heavy double-door leads try to blind the PCs with his pepper-powder (see his
into this chamber, where Shimura the Breaker, Kolat statistics under “Bad Guy Stats”) and escape.
Master and torturer supreme, works on his most
important subjects. There is torture equipment in this Hall of Records: This large chamber contains
room as well, but most of it is smaller and more numerous floor-to-ceiling shelves, packed with
delicate than the gear in the main torture chamber – thousands of scrolls (as well as a few hundred gaijin
designed to cause a maximum of pain with a minimum books with leather covers). The chamber is very well-
of permanent scarring. The centerpiece of the room is lit, and also has several reading tables.
an elaborate wooden rack, designed to hold a single
prisoner helpless while the Breaker works on their Looking through these scrolls and books is a daunting
nervous system. task – the collective records of a thousand years of
conspiracy. Even figuring out where to start looking
If the PCs arrive in this room during the day, Mirumoto for something would require an hour’s work and a
Hitomi will be strapped into the rack while the Breaker Research/Intelligence roll at TN 30. It is unlikely the
works on her. At night, Hitomi is in her cell and the PCs will have time to learn anything here, although
Breaker is in his quarters, most likely asleep. they can try to take some of the scrolls if they wish.
Clever PCs may think of trying to recover scrolls
Special Cells: These two cells are where the Breaker relating to agents of the Kolat...
keeps those he is giving his special attention. They are
similar to the regular cells (stone bench, chamberpot, Trapped Door: This door leads to the Oni’s Eye, and
no light) but only the Breaker has keys to them. At can only be safely opened with a key carried by the
present, Hitomi is the only prisoner held in this area – Kolat Masters (if the PCs defeated the Breaker, his ring
the Breaker is almost finished with her, but doesn’t of keys will include the key to this door).
have a new “subject” yet.
The door is not actually “locked” – although there is a
The Breaker’s Quarters: The Breaker is the only prominent keyhole in the front, the door can be opened
Kolat Master who lives on this level, rather than in the without unlocking it. However, if the door is opened
upper floors of the Temple pyramid. Shimura’s room is without first turning the correct key in the lock, a
elaborately luxurious, with a large and comfortable pressurized spray of acidic vapor will spray from a set
futon, scandalous high-quality artworks, polished of small holes in the wall above the door. This caustic
wooden furniture, a writing desk with the finest ink, vapor will inflict 3k3 damage immediately, and causes
and so forth. A scroll-shelf covers one wall, and continued burning on exposed skin and membranes,
contains both the Breaker’s personal writings and inflicting an additional 1k1 damage per round for three
meditations on torture and brainwashing, and the more rounds. (Sluicing down all exposed skin with
collective wisdom of past Kolat Masters on the same water will end the damage immediately.) A PC who
topic. (Reading any quantity of this material is an takes 25 or more points of damage from this trap will
extremely unsettling experience, and could potentially be blinded until their eyes can heal, a process requiring
cost Honor. Reading it thoroughly will grant a free about two weeks. (The spells Regrow the Wound and
rank in the Torture skill.) Peace of the Kami will repair vision immediately.)

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

The Dragon’s Heart Page 14


sphere of some sort of crystalline substance, fifteen feet become resistant, then hysterical and violent, to the
in diameter, radiating a soft white glow. point of actually fighting the PCs.

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

The Dragon’s Heart Page 15


Temple and Valley, or even to fight if need be Escaping Through the Mountains
(although her skills have grown rusty).
PCs who wish to retrace their steps back up the cleft
into the mountains will face the same challenge as
Part Five: Escaping the when they came down – each PC will need to roll either
Mountaineering/Agility at TN 10, Climbing/Agility
Valley at TN 10, Athletics/Agility at TN 15, or Simple
Once the PCs have rescued Hitomi, or given up on Agility at TN 20. As before, PCs who are using
trying to enter the Temple, they will face the problem climbing equipment gain a Free Raise on the roll, and
of how to get out of the Hidden Valley without being an additional Free Raise can be gained by roping
hunted down and killed by the Kolat. themselves together. Note that Hitomi will need to roll
as well, and that Wound penalties apply.
If the PCs took actions outside which attracted
attention, such as approaching the peasants or As before, a PC who fails the roll will suffer a tumbling
attacking the front gates, it is unlikely that they ever fall that inflicts 3k2 damage, and suffers a broken bone
made it into the Temple at all. In such a case, their sole if the damage totals 25 points or more. If the PCs are
objective will be to escape alive. Assuming they are roped together, the other PCs need to make Simple
not simply killed by the Kolat bushi, they will soon be Strength rolls to hold on and prevent their comrade
the targets of a team of six Kolat assassins, who will from falling. The TN of these rolls is equal to the
attempt to track them down and slay them. The Water x 5 of the falling PC, but the PCs get a Free
assassins need a roll of Hunting/Perception at TN 20 Raise for each one of them who is tied to the same
to locate the PCs’ trail. If the PCs are trying to conceal rope. If all of the PCs fail their rolls, all of them fall.
their tracks or otherwise evade pursuit, the Assassins
must make Contested Rolls of their Once again, Shugenja PCs may be able to find ways to
Hunting/Perception against the Stealth/Intelligence make this ascent easier or safer, or to rescue falling PCs
of whichever PC is put in charge of covering their before they take damage. The GM must adjudicate
tracks. (A PC may use Hunting as a Related skill for such efforts – creativity should be rewarded.
this roll.)
The ascent will take about three hours, plus an
If, as is more likely, the PCs successfully infiltrated the additional hour for each PC who falls. If the Kolat is
Temple via the underground river, they will have more alerted during this time, the PCs may be spotted.
options, especially if they managed to keep the alarm
from being sounded. • During the day, the PCs will be automatically
spotted unless they are making an effort to conceal
If the Kolat did sound the alarm, and the PCs got themselves, using either Stealth or magic.
out of the Temple, the Kolat will respond aggressively:
• At night, the PCs will not be spotted unless they
• Four patrols of Kolat bushi, numbering six each, are carrying lights, shouting, or otherwise making
will be immediately sent out to search the valley. themselves noticeable.
They will attack any strangers on sight.
Escaping with Magic
• After an hour, a six-man assassin team will be Powerful shugenja may be able to escape the valley by
dispatched to track the PCs as above. flying or otherwise exploiting the power of the Kami.
Exceptionally powerful shugenja may be able to take
If the PCs prevented the Kolat in the dungeon some or all of the party with them. The GM must
from sounding the alarm, they will have some time adjudicate such efforts.
before other Kolat discover what has gone wrong. At
night, it will be at least six hours before the damage is Escaping on the River
discovered. During the day, it will be two hours.
Either way, once the attack is discovered, the Kolat will Smart PCs may realize that the river offers the swiftest
react as above (sending out patrols and an assassin and easiest way to escape the valley.
team).
The three boats which are kept below the Temple can
hold up to eight people (although this puts them
somewhat low in the water). There are two oars on

The Dragon’s Heart Page 16


each boat, but no mast or sail. The PCs can guide the we ensure at least some if this makes it out, rather than
boats easily enough through the valley, and can reach trust it all to the same route,” he argues.
the far end of the valley and enter the mountains within
half an hour. If the PCs agree to Hiroru’s proposal, he will
successfully escape the valley, taking with him
Alternatively, clever or desperate PCs can simply ride whatever the PCs might entrust to him.
on pieces of wood or other improvised floating devices.
Truly desperate PCs can attempt to swim/tread water
and float downstream, but this will require an Part Six: Heibeisu
Athletics/Stamina roll at TN 15 for every half-hour the The city of Heibeisu is located directly across the
PC spends in the river. Dragon Heart Plain from the Phoenix Mountains. The
PCs will have little choice but to strike out across the
• If the PCs travel on the river during daylight, or if plains, since the mountain roads to the north are still
the Kolat has been alerted to them, they will be officially a war zone (albeit one currently free of major
spotted and will come under attack from at least combat, due to the autumn weather and current peace
two patrols of Kolat bushi, who will attempt to talks). The PCs will spend four nerve-racking days
take them out with arrow fire. crossing the Plain, a vast, empty, dry grassland without
major human settlement.
• If the PCs travel at night, they will not be noticed
so long as they avoid lights and loud noises. During this journey, allow each PC to make a Simple
Perception roll at TN 25. PCs with Shadow
Once the PCs pass into the mountains, their Corruption get a Free Raise on the roll. A successful
trip will become more hazardous. The waters are roll notices a region of an acre or two which seems
swift and rough, often turning into white-water rapids. oddly colorless, the grass grayish and brittle. The
Handling boats effectively in the swift current will Shadow is beginning to infest the mortal world,
require two PCs using the oars. One PC (can be an preparing to unravel it like a ball of string.
oarsman or not) will need to roll Sailing/Intelligence at
TN 20, or else both oarsmen will need to roll During this time, the PCs are being scryed by the Kolat,
Athletics/Strength at TN 15, in order to keep the boat probably by Korekado himself (unless the PCs killed
from running aground and capsizing. It will take a total him), and Akodo Kage is racing to reach Togashi ahead
of four successful checks of this sort to navigate of them. PCs with the ability to sense the use of magic
through the mountains, which takes about six hours. in their vicinity (such as Dragon PCs with Elemental
Attunement) may be able to notice this with a Simple
Swimming in these difficult waters, either by choice or Awareness roll at TN 20. Likewise, shugenja PCs can
because of a capsized boat, will require an attempt a Contested Spellcraft/Awareness roll to
Athletics/Stamina roll at TN 15 to reach the shore, or notice the Kolat magic. The Kolat will Counterspell
TN 20 to swim downstream safely. PCs with a piece of any PC attempts to employ similar detection/scrying
wood or other floatation device will get a Free Raise on magic against them.
their rolls. If a PC is swimming downstream, it will
take a total of eight rolls to get safely through the Ahead of you, crouched at the base of the Dragon
mountains (swimming is more difficult than boating). mountains, is a large town – almost a city. This is
PCs who fail a swimming roll will begin to drown, Heibeisu, a major trade hub, where in the past the
taking 1k1 per round until they can succeed in an merchants of Dragon, Phoenix, Lion, and Crane
Athletics/Stamina roll at TN 25. would meet and exchange their wares. Now, however,
the roads leading to the city are empty. The great
The White Ninja Escapes! trade market at the city’s edge stands nearly
abandoned, only a couple of small Scorpion caravans
If Matsu Hiroru accompanied the PCs, he will be in attendance. A dreary autumn rain turns the air
confident of his own ability to escape the Valley for a blue-gray, finally ending the autumn drought which
second time. If the PCs seem uncertain of their own has plagued the northern Empire.
ability to escape, or if they are all taking the riverboats,
Hiroru will suggest that he go his own way, and may When the PCs reach the city gates, the guards will ask
offer to carry some of any of the documents or their travel papers. It is quite possible the PCs will
evidence that the PCs may have retrieved. “Better that have none, in which case the guards bristle with
suspicion. Several of them will stare suspiciously at

The Dragon’s Heart Page 17


Hitomi, who stares back with an unbalanced, slightly
vacant expression while clutching her katana-hilt. • If any of the PCs ask what he means by his “lord,”
he smiles. “Surely you do not need to ask me that,
• It is possible that some PCs may announce samurai-sama. After all, it is by his command that
Hitomi’s name and identity in an effort to secure you are here.”
cooperation. The guards will react with disbelief.
“You expect us to believe this ronin is our • If the PCs ask about the “other guest,” he smiles
daimyo?” Hitomi will not help her cause with her and nods. “Indeed, I have been honored with
own strange behavior. many visitors this day. He arrived but a couple of
hours before you.” He will not say more, except to
Further problems will be circumvented, however, when confirm that the other guest is a well-reputed
a senior Dragon officer steps forward, regarding the samurai.
PCs carefully, and asks their names. Once they answer,
he orders them to visit the residence of Togashi Okuta As the PCs enter the modest rock garden behind the
to the north of the city. “You are expected,” he says, house, they see the following scene:
bowing politely. The other Dragon troops look baffled,
but do not question their superior. A tall, muscular man is seated on a tatami mat laid in
the middle of the garden. He is dressed in a simple
To the House of Togashi Okuta but beautiful hakama and kimono, both green. His
North of Heibeisu are farmlands, watered by small head is shaved bald, like a monk, and the image of a
mountain streams curling down from the jagged slopes mighty dragon coils up his shoulder onto his smooth
above. Here and there are small, stunted patches of scalp. He turns to you with a placid expression, and
his eyes blaze with golden light. You have no doubt
trees, outriders from the thicker woods which cloak the
this is the same person who spoke with you at the Inn
lower slopes of the mountains. Small farming villages,
of the Brooding Tempest – Togashi Yokuni,
housing a hundred people or less, are located at
Champion of the Dragon Clan.
crossroads and near stream-forks. Occasionally, the
PCs pass a samurai’s residence, a fine-quality house
Seated opposite Yokuni, facing him, is a fit, athletic
and grounds surrounded by a low stone wall.
older man, his head shaved down to stubble, and
wearing a beard which has turned mostly white. He is
The house of Togashi Okuta is located about six miles
dressed in a plain, unadorned kimono in the brown-
north of the city walls, near the outer edge of this
and-gold of the Lion Clan. A simple tanto is tucked
farming zone. A modest house compared to others the
under his obi. He looks around at you with an
PCs have seen, it has a thatched roof and looks more
unsurprised expression.
like the dwelling of an especially prosperous commoner
than a proper samurai’s residence. There is no wall
PCs who have played the adventures Satsume’s
surrounding the building, and a humble vegetable
Tournament or Soul of Akodo, or the Chrysanthemum
garden is planted in front. By the time the PCs reach it,
Festival Interactive, recognize the second man as Kage,
the worst of the rain has passed, and intermittent
formerly Akodo Kage, sensei of the Akodo school. As
patches of blue sky are peeking through the cloud
soon as he sees Hitomi with the PCs, Kage will clear
cover.
his throat and speak in a clear voice:
As the PCs walk up the gravel path to the door, a
“Truth’s path is a sword
shaven-headed man in a plain green kimono steps out,
The blade cuts my palms and heels
smiling and holding his hands out in welcome. A tattoo
Still I will not fall”
of a Crow is visible on the side of his head, and his
hands have the rough appearance of someone who has
Hitomi’s eyes suddenly go blank. In a movement
studied both the ways of hand-to-hand combat and of
almost too swift to see, she draws both her swords,
manual labor. “Honored samurai, be welcomed in my
takes two steps forward, and plunges them together
house! I am Togashi Okuta, servant of the Dragon
into Togashi’s chest.
Clan. My Lord awaits you in the rock garden, behind
my house, along with my other guest. Come, come.”
Golden blood spurts out of the wound, glowing with
He ushers them all forward, showing gentle deference
the light of the Heavens. The Dragon Champion
to Hitomi. “This way, honored lady. Watch your step,
lurches to his feet, uttering a long groan. For a
the ground is a bit uneven.”

The Dragon’s Heart Page 18


moment, you do not see a man, but a great Dragon, The Fate of a Kami
writhing in agony.
If any of the PCs remain with Togashi and Hitomi, they
Hitomi drops to her knees, screaming and clutching witness the following scene:
her head. “No, no! What did you do to me?” she
shrieks. Togashi sets one hand on Hitomi’s scarred head.
Golden blood bubbles past his lips as he struggles to
As a parenthetical note, any PC who rolls Lore: smile. “Do not… grieve. You… are the answer… to
Dragon Clan/Intelligence at TN 25, or my riddle.” He turns toward you. “There is… one
Poetry/Intelligence at TN 30, will recognize the poem thing more… which must be done.” He gestures to
which Kage recited as Mirumoto Hitomi’s gempukku the swords still lodged in his body. “Pull these free.”
poem. (All Mirumoto are required to write a poem as
part of their gempukku ceremony.) It is possible that some PCs may try to treat Togashi’s
injuries. Any such efforts, even with high-rank spells,
will fail. Togashi has met his fate. Mortals can change
Fate of a Kolat Master their own destiny, but they cannot change the destiny of
Kage, his mission completed, will turn and flee, a Kami.
running through the trees behind the house. The PCs
must decide immediately whether they are pursuing Pulling out the swords will require a Simple Strength
him or remaining here with Hitomi and Togashi. roll at TN 10. As the blades come free, a great gout of
golden blood spills free from the terrible wound… and
If some of the PCs pursue Kage, they must defeat him mingled with it, a small black scroll. Togashi lifts the
in a Contested Athletics/Agility roll in order to catch scroll with a faltering hand and holds it out to the PCs.
up and have a chance of slaying him. If they lose the “Take it. It will… be needed soon… against my
Contested roll, they catch only a glimpse of his escape: brother.” Whichever PC takes the scroll gains the cert:
“Bearer of the Twelfth Black Scroll.”
You emerge from the trees to see something in the sky,
dwindling quickly into a speck. You cannot be sure, He smiles one last time. “Do not… fear… my children.
but it appears to be two men riding on a piece of Fear is… a sin. The time… of Gods… is ending.
flying cloth. You cannot tell whether one of the men Your time… the time of Man… begins. Embrace it.”
is Kage, but within moments, the strange sight The great Dragon’s eyes drift closed, and a golden light
vanishes into the distance. pulses from his body as his soul slips away.

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

The Dragon’s Heart Page 19


Togashi’s death, they encounter a dusty, weary-looking
Miya courier, riding a pony which looks about to drop
from exhaustion.

The Miya has come from Otosan Uchi, the Imperial


capital. He has fled the arrival of Toturi the Black,
whose ronin army is besieging the city.

Rewards for Completing


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

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

Total Possible Experience: 5 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.”

All PCs who are in the presence of Togashi at the


moment of his death gain the cert “Togashi’s Touch.”

If any PC took Matsu Hiroru’s clothing, that PC gets


the cert for “Matsu Hiroru’s Crystal Outfit.”

The Dragon’s Heart Page 20


Appendix #1: NPCs
Matsu Hiroru, the “White Ninja”
FIRE 4 AIR 4
Reflexes 5

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.

Matsu Gotaru, imprisoned Lion bushi


FIRE 2 AIR 2
Agility 3 Reflexes 3

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.

The Dragon’s Heart Page 21


Shiba Kotetsu, imprisoned Phoenix bushi
FIRE 3 AIR 2
Intelligence 4 Reflexes 3

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.

Mirumoto Hitomi, Doomed Hero


FIRE 4 AIR 3
Intelligence 5

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.)

Kage, Retired Lion Sensei and Kolat Master


FIRE 4 AIR 5
Intelligence 6 Awareness 7

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).

The Dragon’s Heart Page 22


Shimura, the Breaker, Kolat Master
Shimura appears to be a hunched old man, bald with a fringe of long tangled hair around the sides of his head, and
dressed in dark shapeless robes. He was once a Kuni but no longer shows any sign of his former affiliation.
FIRE 3 AIR 3
Agility 4

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.

Junior Kolat Torturers (4)


FIRE 2 AIR 2
Intelligence 3 Awareness 4

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.

Korekado, the Magician, Kolat Master


Korekado is a grizzled, middle-aged man dressed in the tattered robes of a Phoenix shugenja. His face is badly
scarred and one eye blinded by old magical experiments gone awry. He shaves badly, and a scruffy beard covers
his chin. His motor skills are poor, and he carries a cane to help himself walk.
FIRE 2 AIR 4
Intelligence 6

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.

The Dragon’s Heart Page 23


Spells: Sense, Commune, Summon, all Air spells in the L5R Player’s Guide (all Rank One and Rank Two Air spells
are Innate Abilities), all Rank One Fire and Water spells in L5R Player’s Guide.
Advantages/Disadvantages: Higher Purpose, Magic Resistance (two ranks), Major Allies/Compulsion (Oni’s
Eye), Dark Secret (Kolat Master), Lame, Missing Eye.
Equipment: Robes, cane (0k1), scroll satchel.

Al-Hazaad, the Qolat, Kolat Master


Al-Hazaad is a tall, imposing man with brown skin, black hair, and vaguely Arabic features. He wears a carefully
groomed moustache and goatee, and dresses in silken loose-sleeved garments and a turban. He wears a scimitar at
his waist.
FIRE 5 AIR 5

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)

The Dragon’s Heart Page 24


Appendix #2: Low-End Villains
Kolat Assassins (interchangeable)
FIRE 3 AIR 3

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).

Kolat Bushi (interchangeable)


FIRE 2 AIR 2
Agility 3 Reflexes 3

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.

Kolat Elite Bushi (interchangeable)


FIRE 3 AIR 3
Reflexes 4

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.

Kolat Officer (interchangeable)


FIRE 3 AIR 4
Intelligence 4

EARTH 3 WATER 3

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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, Battle 4, Defense 4, Hunting 4, Iaijutsu 4, Investigation 4, Jiujutsu (hand-to-hand) 4, Kenjutsu 5,
Kyujutsu 4, Sincerity 4, Stealth 3.
Advantages/Disadvantages: Dark Secret (Kolat), Social Disadvantage (ronin).
Equipment: Daisho (fine katana, 3k2), light armor, bow and 20 standard arrows.

Kolat shugenja (interchangeable)


FIRE 2 AIR 4
Intelligence 4

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.

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Appendix #3: High-End Villains
Kolat Assassins (interchangeable)
FIRE 3 AIR 4
Agility 4

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).

Kolat Bushi (interchangeable)


FIRE 3 AIR 3

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.

Kolat Elite Bushi (interchangeable)


FIRE 3 AIR 3
Agility 4 Reflexes 4

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.

The Dragon’s Heart Page 27


Kolat Officer (interchangeable)
FIRE 4 AIR 4
Intelligence 5 Reflexes 5

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.

Kolat shugenja (interchangeable)


FIRE 3 AIR 5
Intelligence 4

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 Dragon’s Heart Page 28


Appendix #4: Ancestral Swords of the Dragon
The Ancestral Swords of the Dragon Clan can only be drawn by a member of the Mirumoto family – anyone else
will find they cannot even pull the blades from their saya.

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.

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Map #1: Hidden Valley of the Kolat

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Map #2: The Dungeon of the Hidden Temple

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