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Delirious

by Allen Sy

Note: For some reason, I kept having weird dreams when I was delirious with
fever. When I regained a coherent state of mind, I pieced some of them together.
They resulted with this thing.

Challenge:

The PCs come across a caravan being overrun by bandits (5-10 of them) it has
been sacked and the guards, killed. All but one. But before that, the PC's must
fight off the remaining bandits...

Focus:

The remaining guard tells his story. The caravan carried a famous persona (in my
dream, it was a sort of idol singer, but if you really want the PCs to help, make it
a VIP from their clan(s).) and the bandits have kidnapped her. It was a well-
organized attack, complete with stall, sneak attack and shugenja support,
allowing the small force to beat the 20 guardsmen. The bandit base is atop a
mountain to the West, and is nearly imprevious to attack.

Strike:

The 'bandits' are but a cell of an organization of conspirators. Kidnapping the


VIP is but the first step in the grand plan. The local governor is also in with them,
thus, the lack of action taken against the 'bandits'. The PCs won't know this until
they infiltrate the bandit hideout.

Notes: This could tie in to a number of momoentous events. Maybe the SCC, or
even the rise of the K- *Wham, Pummel, Thwack, Smite*

Introductory CFS
by Allen Sy
Phoenix Clan Wandering Mage

Note: Here's the current adventure my newbie group is in. I was forced to use it due to
their lack of knowledge about how Emerald Magistrates behave and work.

Challenge:

The (starting) PCs receive invitations to the Annual Imperial Magistrates training school.
It's a prestigious school, sponsored by the Emperor and refusing the offer will cause the
PCs to gain the Bad Reputation: "Bleethereeng Stoopeed Eedeeot". (^_^)
Focus:

The school works like the Topaz Championship, where the players are introduced to the
way an Emerald Magistrate works, how far his authority reaches, what he can and cannot
do, etc.

As a twist, you might have the PCs join (as plants, as in Kolat... Ah, never mind...) to
unmask a certain teacher who has been working on a tidy black market sideline (such as
selling school equipment, citing breakdown and other 'accidental' incidents.) and bring
him to justice.

Strike:

For the Newbie PCs, this is a place to get them acquainted to the subtleties of Rokugan,
and the thankless (well, sorta.) job of the Emerald Magistrate.

For the alternate plot, the PCs could get in deeper trouble than they thought. Maybe
stumble into the secret organization known as the Kolat. Maybe you could have a
Phoenix teacher (Named Shiba Toma ^_^) be the head of said organization, at least this
wing of it...

The Price of Innovation


by Allen Sy

Challenge:

Some murders have taken place in a city full of shugenja (I used the Isawa Woodlands).
The murders took place with 2-5 day intervals in between. All of the victims were killed
by internal burning. The burning seems to be less severe with each succeeding murder.

Focus:

The aforementioned shugenja is developing a new spell which revolutionizes heating


technology. To cut a long explanation short, he uses Air/Fire magic to heat water (and
vapor) particles. This innovation would make winter heating a lot easier... But it can
easily be adapted to superheating a person's blood...

Strike:

First, the PCs must find out who is behind these murders. When they discover the
aforementioned shugenja's experiments, they have a few choices...

1. Congratulate him on his invention and wish him luck.


2. Report him to his superiors, who will nod gravely and promise to speak to the
Masters... Then mysteriously lose the report in a mess of bureaucratic red tape...
3. Confront him outright.
4. Turn a blind eye to what's going on.

Yeah, I know. Another 'Test of Honor' type of story, no-da...

Poltergeist Report
by Allen Sy

Challenge:

One of the PCs gets killed, by accident. (Have a carriage hit them as they dive to get the
child out of the way of said carriage)

Focus:

Play in two parts for this scene, or find a way to play both together. Here's how I did it...

[Dead PC's part] A girl with blue hair, wearing a pink kimono and riding a rice paddle
appears to the PC, to take him off to the spirit world. She asks for his name, then checks
the register. Apparently, said PC wasn't supposed to die yet, and he has a chance to get
restored to his original condition.

[The rest of the PCs] If there is a Kitsu shugenja (Ancestor magic type) in the party, he
notices the recently deceased PC's spirit floating above them, with a Blue-haired, pink
kimono-clad girl (named Botan). He can speak with them and find out how to reunite the
deceased's body and spirit. (If there is no Kitsu Shugenja in the party, an NPC would
notice and notify them of the situation.)

[Merge both parts, go to Strike]

Strike:

Botan, (who is a minor fortune) can create a portal that can transport the PCs' spirits into
Jigoku (Spirit world, not Hell. Personally, I think that the spirit world should be called
'Reikai' which literally means 'World of Souls') for a short while. (Say an hour or so.) The
PCs must find the 'Spirit Link' needed to restore the deceased PC's body and soul within
that time, or they will be trapped in that plane until the time for their next reincarnation...

Remember that all souls are brought here to await their next reincarnation, and some
kharmic enemies might be waiting here...

Some suggestions for encounters:

 A sworn enemy who had just died recently


 An ancestral spirit who is just a little peeved with you...
 Some kansen disguised as kami to sow discord in Reikai...
 A recently deceased sensei, to give the last lesson he failed to teach while he was
still alive...
 A PC's parents/friends/loved ones, who were murdered and are yet unavenged...
(It was that Scorpion guy you're hanging out with! He killed us!)
 Rogue oni who strayed into Reikai without being noticed by the kami...

And of course, the Spirit Link. It is a blue specter in the form of the deceased PC, and it
is quite reluctant to return... Good luck making plans for this encounter...

Indecent Proposal
by Isawa Keiichi

Challenge:

The PCs arrive in a nearby town after completing a rather famous mission. Some
townsfolk recognize them and invite them to PARTY! in the sake house. Invite them in
such a way that they can't refuse. (Eat all you can for 4 Bu/Head, with geisha
accompaniment, anyone?)

Focus:

One of the PCs, severely drunk, starts proposing marriage to a rather comely geisha
shortly before passing out. He wakes up in a strange room, wearing fine silks and stuff.
Shortly after waking up, a woman, whose name is the same as the geisha, comes in and
gives her 'iinazuke' (Fiance) a fierce bearhug.

Strike:

The PC has accidentally proposed to the wrong person, and ends up being engaged to a...
big, fierce woman (A Matsu) (Broadzilla, with emphasis on the 'broad', as in huge, part...)
and the wedding set for a week away. Anyway, make it so that marriage is not an option
said PC wants to take.

The mission? The PCs must do all they can to delay the wedding as long as possible.
Wreck the dress, steal the jewels, spike the food, heck, do all you can to delay things!
When our group played the campaign, it was a riot! (Spike the food at Shinjo Huwang-
Fei-Hong and Lee-Xiao-Long's store, steal the gems and beat themselves up and claim
that they were mugged, get thrown in jail for causing a ruckus, etc.)

There are three ways to end this.

1. The bride's father gets tired of all the accidents, or thinks the wedding is jinxed,
and calls it off.
2. The PCs get thrown in jail, then when the bride's father comes to bail them out,
they tell the truth about the matter. (If they tell the truth before this point, have
their explanations fall on deaf ears)
3. The PC gets married! May he rest in peace...

Additional Comments by John D and Ron Prins

The catch being - if the PC actually does do the 'honorable' thing and marry the girl, she
turns out to be a pretty good wife. Lots of strong kids, well managed household, happy
relationship (after a brief period of adjustment, of course), can lead troops if necessary
(heh). Make the PC feel like a dirty dog for _trying_ to get out of marrying this woman!
Have the empire praise this woman of the embodiment of marital virtue! Make the other
PC's jealous (and give them personable, beautiful, talented fiancees who turn out to be
awful wives)!
Arrows from the Woods
by Bayushi Chimizu

Challenge:

After a particularly humbling turn of the PCs' adventures, they are given the
thankless task of working for the Imperial Cartographers, and are sent to
thoroughly explore such places as the Shinomen Forests and the Kuni Wastes. As
the job is boring and long, the PCs can expect little glory or honor from the
mission.

Focus:

Investigating the Shinomen Forest proves more difficult than thought. During
the day, mysterious sounds are heard from the distances and from above,
distracting the party. At night, equipment goes missing, only to be found the
following day broken and useless. At week's end, no one can agree even on the
size of the land they've surveyed.

Strike:

When the PCs investigate at night, they find something wholly unexpected: a
mujina has stalked them since the moment they stepped into the forest. It looks
terrified, but before it can speak, unseen archers riddle its body with arrows and
then vanish. Finding and exposing this nest of killers may redeem the PCs in the
eyes of their lords...

A Fallen Monk
by Chris Burns

Challenge:

The province the PCs live is barraged by a series of ever-strengthening storms, their fury
quickly building enough to flood some of the lower villages. After a few days, a monk
from a nearby branch of Osano-Wo arrives, imploring the PCs' aid. His right arm is a
blackened crisp, and has not long to live. He tells the PCs that one of his masters has
fallen to the Shadowlands taint, and this blasphemy is what angers Osano-Wo.

Focus:

When the PCs attack the fallen monk, a number of things are readily apparent: that the
monk himself is only slightly older than gempukku age, that there are no visible marks of
the taint, and that he has just laid waste to a large family of farmers. He turns to the PCs
with a smile, and lightning flickers between his teeth as he readies his stance.
Strike:

The fallen monk's mind has left him, and he has bartered his soul for youth and power.
As a monk of Osano-Wo, he is more than capable of defeating anyone who challenges
him to close combat, and will easily humiliate those foolish enough to try. Particularly
stupid, warlike PCs will find their weapons (even family or ancestral katanas) caught and
broken. Intelligent PCs will realize that Osano-Wo wants to help them, if only they
pray...

Hedging Bets
by Chris Burns

Challenge:

The PCs are assigned to judge a tournament before the Day of Thunder, to witness who
among the local town would best be suited to serve as an Emerald Magistrate. It is easy,
simple work, but it is also a show of favor to the town.

Focus:

During the iaijutsu duels, several of those who seemed promising lose, their practice-
blades not even clearing their sayas. More than one come to the PCs, claiming treachery.

Strike:

Close examination of the sayas reveal small, magical wards on them. Investigating, the
PCs find that a Yogo shugenja is cheating on his bets with the Yasuki, and arranged for
the swords to be handed out to the Yasuki's favored. The Yogo is much richer than the
Yasuki, and has several minor nemuranai he is also willing to part with. He also knows a
few secrets, both about the PCs and some of their rivals.

Oh No! I've Been Kissed!


by Chris Burns

Challenge:

Following an especially brilliant turn of the PCs' careers, an Emerald Magistrate


arrives with a scroll for them, bearing the chop of the Emperor. He wishes them
to come to Otosan Uchi immediately, and hints that he himself desires an
audience with them.

Focus:
Upon arriving at Otosan Uchi, the heralds tell the PCs that they have heard of no
such request, and that while the letter looks authentic, the PCs must wait while
the heralds investigate.

Strike:

The letter is a forgery. The PCs have crossed one of Kachiko's plots, and she has
framed them for treason. The PCs must find a way out of their situation, and
since accusing Kachiko is tantamount to suicide, perhaps the Emerald Magistrate
who gave them the letter is involved. Then again, that might be what Kachiko
wants them to do...
The Bigger They Are
by djd (SirCallin)

Challenge:

A tiger runs rampant through a city. It kills several innocents until it comes across the
players, whereupon, hopefully, they will dispatch it.

Focus:

Over the course of time more creatures appear, causing chaos. They are all giant versions
of simpler animals, such as beetles and rats. Finally a giant man appears killing many.
The players will recognize him, or a bystander notices who the person was. He was a
bodyguard for a well-known shugenja.

Strike:

A shugenja is casting a spell that makes things grow. Unfortunately it causes the recipient
to go berserk. Depending on how the players approach him he may or not be receptive.

The Invisible Man


by djd (SirCallin)

Challenge:

The player finds himself missing a minor item of clothing one morning. Ten days later he
wakes as normal, but everything gets wierd thereafter. Throughout the rest of the day
(and hereafter) he will be ignored by everyone. No matter what he does he will be
ignored. Things only get worse when he begins to lose honor and glory for failing in his
assigned tasks; if he is a magistrate he will miss important meetings, if a bushi he will
miss that duel he was to fight in this afternoon, etc.

Focus:

The player is invisible and insubstantial. He can see everything and everyone, but they
can not see, hear or touch him. He can touch anything he wants, but he can not touch a
living being or any possession they are touching.

Strike:

The player has been put under a special curse, by someone he has crossed paths with
before (or the mage that person has hired). The curse can only be lifted by the mage or by
killing the mage. There are three resolutions to this challenge: his friends worry about his
disappearance and do some real nifty investigating (the missing item is a good lead) and
track down the mage; the affected player can still see and interact with the mage who
cursed him, but the mage will avoid the player; or third the mage can release the spell at
some really inappropriate time, like when the player starts to like this ability and sneaks
into the daimyo's chamber and steals some important document.

Secrets Revealed
by djd (SirCallin)

Note: This works best after the players have been adventuring for some time.

Challenge:

A member of the group receives an urgent letter from his father. Apparently, the player
has been getting too close to some great conspiracy and they have begun attacking his
parent's holdings. It should be obvious this is a ploy to draw the group away from their
activities, but duty and family honor demand they resolve the attacks.

Focus:

Upon reaching his parent's lands, it will be outlined how the conspirators have been
attacking his family. Three of the family's buildings have been burned to the ground on
three separate nights. Various animals have been found killed. Two days ago the player's
uncle was killed as he slept. The father has been doing some research and has discovered
that a group called the Kolat is behind these attacks. He also knows where their base
hideaway is. It is deep within local woods. He has gathered some of his men and was just
waiting for the son to come home before he mounted an attack.

Strike:

The leader of the local attacks and conspiracy is the player's father, a ranking member of
the Kolat. He has learned that his son is a thorn in the side of the Kolat and he has been
assigned the task of killing his son and his friends. He has lured the group out into a
desolate area, where he and his men will attempt to kill the group. Once at the location,
the father will reveal his affiliations and then order an attack. The group should be
outnumbered and their wisest course of action would be to flee. The rest of the night can
be a harrowing chase and run through the dark, menacing woods.

Not to make matters worse, we won't even mention how the poor son's mother is
involved (or the oni either).

Spies
by djd (SirCallin)

Challenge:
The PCs are approached by the Imperial Magistrate from the city they are staying in. As
an Imperial Magistrate he needs to provide the Emerald Champion with all types of
information and asks the PCs to be his eyes and ears. All they need to do is provide him
whatever information they come across. He is even willing to pay up to 5 Koku a month
for their services.

Focus:

Things will go quietly for some time. After a few months the Magistrate will begin to
hand them a questionnaire to fill out, asking specific questions about specific people and
incidents. This will occur for some time.

Strike:

Several complications can arise. Perhaps the Magistrate is an imposter. Perhaps the
Magistrate is selling the information to the Scorpion Clan. Perhaps the Magistrate is
legitimate, but some Scorpions discover that the PCs are spies for the Magistrate and
threaten to expose them as dishonorable spies.

Stressed
by djd (SirCallin)

Note: by the way-this is based on a real story from Japanese history.

Challenge:

A woman is found dead in her husband's bed, she has been decapitated. The
players are asked to investigate.

Focus:

The husband has no alibi. His story is that a message arrived which required him
to visit a temple outside the village where he lives. However, the temple denies
sending the message. Now the husband stands accused of killing his wife.

Strike:

Another man wanted the wife for himself. He informed her that she would be his
after that night when he would kill her husband as he slept. She could not tell
anyone of his plans for he is of a higher station and she would only bring
dishonor to her family if she were to accuse him. Instead she sent a false note to
her husband from the temple, thus luring her husband away. She then took his
place in his bed. The other suitor then stole into the room and cut off her head
believing it was the husband.
Thespians
by djd (SirCallin)

Challenge:

A player is hired, or requested by his lord, to act as a bodyguard to a troupe of


actors.

Focus:

A troupe of Crane Artisans are working together to produce the play Mercy (as
outlined in the story in the Scorpion Clan Book). They know it will cause
problems, but feel it is "high art".

Strike:

The descendant of the Lion who killed the original cast has heard of the troupe's
plan and is out to stop it, even if he must kill them all. (Something he really
doesn't want to do, because for a Lion he is actually rather peaceful.)

The Orange
by djd (SirCallin)

Challenge:

Before a major tournament or duel, one of the players, a participant, is asked by a


merchant to cut a few oranges as they are tossed into the air.

Focus:

During the first fight in the tournament or duel, the player gains an extra die of
damage to roll and keep. If he successfully hits his opponent also begins to suffer
great pain and loses one die from all his rolls. After the encounter, the player
character will be accused of using poison and sure enough there is poison upon
his blade.

Strike:

The orange that was used for the demonstration of the player's skill with a sword
was laced with poison. When his katana cut the orange, the poison got all over
the blade. Now the player, or his friends, must find out where the poison came
from, who put it there and why. They must do this before his Honor is
completely ruined.
A Painting is Worth a Thousand Words
by djd (SirCallin)

Challenge:

A Crane Kakita is found dead of self-inflicted wounds. The players are asked to
investigate since his lord is miffed that the person committed seppuku without asking.

Focus:

The Crane was an Artisan specializing in the Painting School who had created a painting
of Iuchiban. Voices coming from the painting drove him slowly mad until he killed
himself.

Strike:

If Iuchiban is really dead then whose voice was it? Are the players foolish enough to try
to use the painting?

Good Eatin'
by djd (SirCallin)

Challenge:

The players have been asked to investigate a noble's cook. Rumors have been spreading
that the cook is disloyal and will soon betray his lord.

Focus:

Investigation will provide no conclusive proof, but lots of circumstantial proof that
implicates the cook's guilt.

Strike:

The cook's assistant is really in the employ of the Scorpion, and this is all a plot to place
him into the position of cook to the lord.

The Future
by djd (SirCallin)

Challenge:

News starts to spread of a mystic shugenja who is able to foretell personalized accounts
of the future. Many nobles are flocking to the woman.
Focus:

It seems almost all the fortunes foretold are of imminent disaster to the recipient of the
fortune. She claims that she can placate the agitated spirits, but it will cost much koku. So
far all those nobles who have not paid have met with the exact fate she foretold.

Strike:

The shugenja is a sham and if a person does not pay her fee to avert a "disaster" she will
cause the disaster to occur. She has a wide selection of spells to aid her in her "disasters"
as well as a few brutish thugs. If discovered she will take all the money she has swindled
so far and flee, only to set up shop in another city far away.

Ghosts
by djd (SirCallin)

Challenge:

The PCs are witness to an early morning execution of a bandit. There is a small crowd,
but it does not display much interest. The Yoriki makes a quick speech then cuts the body
in half.

Focus:

Some time after they witness the execution, one of the PCs will see the ghost of the
executed bandit in the crowd of a market. If approached by the PC the ghost will attempt
to flee; if cornered it will fight and if killed it can be determined that the ghost was really
only a man.

Strike:

The Yoriki is corrupt and has set up a sideline business. He is willing to sell captured
bandits and criminals back to their compatriots. After being paid, he fakes their death at
the early morning executions (less of a crowd in the early hours) and then allows them to
leave.

Ghost Story
by djd (SirCallin)

Challenge:

After a drunken night of passion with a geisha a samurai wakes to find that he
must have killed the geisha by strangling her. Even if convinced that he could
never commit such an act, even when drunk, the perception will be that he
committed the deed.
Focus:

The samurai did not really kill the geisha. The Scorpions were the culprits in a
plot to gain control over the samurai; either now or at some future time.

Strike:

The geisha was a Scorpion agent and was not really killed. At some future time
the samurai may see the "dead" geisha at a distance and will naturally assume he
is seeing a ghost.

Going House
by djd

Note: This works really well in the City of Lies, even better if they are the new
magistrates.

Challenge:

A Yasuki will approach the players and explain that she can help them. It seems
their house (or where they are staying) was built improperly, the feng shui is all
wrong and this promotes ill will among the spirits, causing all types of calamity.
She then presents Kuni Shinsui, a shugenja well versed in feng shui. He then
explains that the front door is black and square and the windows facing west
need to be removed. Nobuko then offers to arrange to have the repairs done at
cost by her carpenters. (The cost is 30 koku-they need to redo several walls).

Focus:

If the players refuse her offer, several things will go wrong. A small fire breaks
out in one room, damaging some furniture. The roof leaks during the next
rainstorm and important documents are destroyed. Food in storage goes bad,
even though it should have been good for another month.

Strike:

How the GM wishes to continue is up to him. Perhaps the offer is legitimate and
the Yasuki only wants to gain a favorable opinion from the players. Perhaps a
secret door is actually being installed so they may enter at any time they desire.
Maybe they are "casing" the home and plan on robbing it later.
Ambushing Daikoru
by Doug Pirko

Note: An extended C/f/s (I hate 'em, they make me very uncomfortable. But I'm a bad
person (see below)) designed to wrench your characters around, which follows the time
honored tradition of "lie, lie, tell the truth." (If you don't know, ask, it's too complex to
explain here). Daikoru was a yojimbo in our game, an NPC with skills few ronin should
have. He saved Sado's life more times then Sado could count, and then tore Sado's life
down around him. What follows is a C/f/s for those GMs who should be imprisoned with
Iuchiban.

>From the real story: His village burned and he stood helpless. His followers, his family,
and his infant son destroyed by the band of samurai. He drew the tip of a knife across his
palm, and clenching it as it bled onto the fire scarred rice-field.

"I do not know who you are, samurai, but I will find you. I will protect you, guard your
back, and watch over your every step. And when your first-born son is one I will take
him from you, as you took mine, and you will know that the vengeance of the ninja is
complete."

Daikoru wrapped his hand in a piece of cloth, adjust his swords, and set out to find the
samurai responsible...

Challenge:

(Aim: To insert Daikoru (or whomever) as a trusted vassal of a somewhat experienced,


mid-glory samurai). Most PCs have enemies. And the enemies sometimes attempt to have
the PCs killed. Who know who sent these three scruffy ronin, but the peasants are
scattering back as they approach, swords drawn. It's as if they knew the PC'd be here
alone. Three to one odds don't look good....

Shing! The sound of a sword-blade drawn beside you. The ronin steps from the crowd.
He is obviously poor, yet he keeps himself clean, his hair hangs long and wet, as if he has
just bathed.

"This evens the odds, neh?" A quick bow before adopting a stance that portrays
competence if not mastery.

The fight should be should be short, the scruffy ronin are out of practice and have poor
weapons. Two should attack the PC while Daikoru kills the other. Regardless, they fight
to the death. (They are ninja who have been ordered by Daikoru to attack using only
katana. They do not recognize him). One should tag the PC (even if you have to cheat).

Afterwords Daikoru is humble, friendly, and subservient, as befitting a ronin talking to a


samurai of a great clan. He will ask if the PC needs the wound tended to, and will
indicate that the scruffy ronin did not have clean blades.
At this point the PC must test versus the toxin on the blades. (A potent mixture of a mild
toxin, it causes numbness near the wound if a Stamina test is passed, and increasing
numbness and dizziness spells if it isn't). Daikoru will order peasants into getting a
doctor, herbalist, or shugenja with trained authority and little bluster.

In short, Daikoru is the perfect retainer. Calm, skilled, humble, and clean. Most GMs
shouldn't have to push Daikoru onto the PC, but a hint that he'd make a good yojimbo,
and that samurai of certain status levels can be expected to travel with such may be in
order. Be subtle though.

Focus 1:

Daikoru is the perfect retainer. He only talks when spoken to, he is industrious, loyal, and
brave. He stays at the samurai's left side, becoming almost a ghost. Let months go past
with Daikoru fulfilling his role quietly and efficiently. Build trust.

Focus 2:

Have Daikoru "Iaijutsu" kill a servant from the kneeling position. He leaps to his feet,
bends over the corpse, and produces a poison blade. "Ninja!" He looks at the corpse with
distain, his face twisted by hatred. "They killed my master." He'll offer nothing more.
Building more trust, and awareness that Daikoru isn't just a "mook" ronin. Besides,
everyone loves Ginawa.

Focus 3:

The staff in the inn report finding four dead ninja (black PJs and a variety of sharp
objects) in the morning. Daikoru can be found, bleeding badly, cleaning his weapon. (He
has cut himself). "It was nothing, lord." He'll take the brow-beating humbly,
apologetically. If the PC doesn't trust Daikoru with his life by now....

Strike!:

On the eve of the PC's child's first birthday Daikoru sneaks past the guards (etc) and takes
the child. And sets fire to the building. (Fire is a great tool. Cedar burns like all get-out
and everybody panics). And feeds the horses rotten grain. Better hope you have a
shugenja.

Shout!
(Something that interferes with focusing!)

Any Scorpion Clan PCs get a very uneasy feeling around Daikoru. It's like he's always
staring at them, seems to be following them, greets them coldly. They may attribute it to
bad Scorpion rep, but it's really psychological warfare focused against the one type of
Samurai likely to see through Daikoru's Big Plan.
Needless to say the mother is likely to be upset. The quest to find Daikoru and return the
child can take months or years.

Man of Straw
by Doug Pirko

Note: Almost every group has a duelist, and this little piece of sausage is for them. The
characters sometimes gain reputations. Often earned, these are occasionally fostered by
those with an agenda. In Rokugan Glory is a potent political tool. But Glory is formed by
what people have heard about you... This CFS (and I hate 'em, but the doctor says this is
very therapeutic) is more of a door-way to intrigue then an adventure, as such. Once
again I will break format and include a "Shout."

"Man of Straw" (An iaijutsu or archery practice dummy, and a song by Single Gun
Theory. I never apologize for my inspirations).

Challenge:

A distinguished visitor has arrived to see the group's best duelist. (He doesn't ask, he
already knows who that is). He introduces himself as Shosuro Yojin, Hatamoto of Ikoma
Takota (the names are unimportant). He is dressed well, has two Lion yojimbo, and two
servants. If pressed it is with regards to a matter of discretion.

Focus:

(Yes, this is very disjointed. Yojin is speaking volumes between the words, what he is
asking is unthinkable). "I understand that you have won many duels." "My Lord, Ikoma
Takota, wishes me to offer you these two paintings by the incomparable Yitishoko. They
are quite sublime, don't you think?" (The refusal game) "Do you know of Tsuruchi, so-
called Daimyo?" "My Daimyo will no doubt wish to meet with you in the future." He
departs.

Shout:

The samurai may "twig" to the fact that he has been paid to assassinate Ashinagabachi
Tsuruchi. He may be upset. If so, Yojin will sense it immediately and become very
apologetic. He's a Hatamoto, and he's paid to wear it on his face when things go wrong.
"Please forgive my rude behaviour. My lord indicated... a thousand apologies noble
friend. This is all my fault, I have misinterpreted the words of my Daimyo."

Strike1:

Some-one has been spreading rumors around the Imperial Court that the character in
question is little more than an assassin, a duelist-for-hire. Not at all the glorious deeds
you want your descendants to recite. Takota-sama _does_ want Tsuruchi dead however.
This isn't Blackmail material as Takota will merely state that he intended no such
proposition, knew nothing of it, and it was all his Hatamoto's doing.

Strike2:

Takota-sama wouldn't mind if Tsuruchi ends up dead, but he'd rather use the character as
a cat's paw against a mutual enemy in the Imperial Court. And if the character figures out
that it was his enemy (how unlike a Shosuro Hatamoto to plant rumors, or even
impersonate courtiers) and goes charging in like a bull in a tea-house and challenges the
enemy? Well Takota did pay the character two Yitishoko paintings.

Strike3:

The character could take (or refuse) the paintings and do nothing. In which case the
rumor swells and gathers speed. Magistrates start watching him. And others start showing
up bearing gifts... ...I wonder how much honor he's gaining now?

Midnight in the Garden of Honour and Evil


by Doug Pirko

Challenge:

At one of the key events of the Winter Court the PCs are expected to show their
refinement, breeding, and social skills. It's a formal dance, what could go wrong?

Focus:

One of the PCs is out in the garden catching some fresh air (and avoiding the Ide
sisters, who've been waiting for a dance with him all evening... they're wearing
fur! <frisson>). The PC overhears a voice, low and threatening. Looking behind
the tea-house he sees a lean man holding a pretty maiden's arm in what looks
like a painful manner. It is clear from the few words that the PC can hear that the
man is threatening her virtue. A confrontation will result in a rude dismissal.
And probably a duel.

Strike1:

The man _was_ threatening her virtue. But he is an accomplished duelist. A PC's
sensei. mentor, or liege will notice that the duelist has an old hip wound, this
should even up the odds. The maiden is concerned, shy, thankful, beautiful, and
intelligent. Love at first sight is likely.

Strike2:
Assuming the duel is successful the maiden comes forward with obvious
adoration and admiration in her eyes. But behind her is her wizened father,
however. The wizened father who the PCs father ruined at court! The father
refuses to allow the PC to see the maiden, and orders her away. A dutiful
daughter, she leaves after a last tear-filled glance.

There you go. You're set up for a PCs moonlit meetings and sneaking through
night-dimmed hallways for a few stolen moments with his true love.

A Yojimbo's Honour I
by Doug Pirko

Note: It is probably that the first couple of times a young samurai makes it to Court it will
be as a yojimbo, an apprentice, an assistant, or a yoriki. A Yojimbo's Honour sets the
character against his liege....

Challenge:

A PCs liege has been acting very strange lately. Sleeping through the morning, staying
behind closed doors late into the night with strangers while you or other guards wait
outside. Wandering the muddy, snow-blown streets in the evening to talk to shadowy
figures while the PC waits out of ear-shot as ordered....

Focus:

As the PC guards his liege's door one evening the heady, sweet aroma of opium smoke
floats through the air. A party of noblewomen pass, pause, then whisper behind fans as
the continue. The PCs liege has become an opium addict, and has surrendered to the
habit. The fine, honourable samurai the PC once served is now only rarely evident.

Strike 1:

Walking (staggering) back from the geisha house with his yojimbo at his shoulder, the
liege collapses into the slushy, filthy mud of the street. He isn't unconscious, just dazed
from opium smoke and liquid void. Peasants scatter, knowing a samurai's wrath, but a
pair of Imperial Magistrates walk past with disgust on their features. Whether the
yojimbo sobers up the liege or drags them back into the castle in front of everybody....

Strike 2:

A samurai of the PCs clan approaches as he guards the liege's bedchamber.

The liege is summoned before the ranking member of the clan present (a minor daimyo,
whatever). The PC hears no answer to his calls, so slides the shoji open... the liege is
passed out on his futon, an empty tube of liquid void held in his nerveless hand. What to
do? (Attempt to wake and dress him, make excuses...).

A Yojimbo's Honour II
by Doug Pirko

Note: It is probably that the first couple of times a young samurai makes it to Court it will
be as a yojimbo, an apprentice, an assistant, or a yoriki. A Yojimbo's Honour sets the
character against his liege....

A samurai is not expected to marry for love, and will often focus his romantic affections
on the geisha.

Challenge:

A night off! The PC has acquired an ivory comb, inlaid and engraved by a master
craftsman, worth more then his yearly stipend. He has decided to visit the lovely Keiko,
his favorite geisha, knowing that this gift will win her heart.

Focus:

Two of his fellow guards greet him once inside. It appears that the PC's liege is here
tonight as well. But that's okay, there's lots of privacy, and Keiko-chan is delighted by the
ivory comb. It is not to last.

The liege, and a pair of other high glory samurai, are searching the "tea-house" for the
finest geisha. They are drunk and having fun, many of the guests laugh along and share a
toast with them. The liege decides that Keiko is the finest, and must serve him sake this
evening. The Okasan is apologetic to the PC, but the liege is a favored (and rich)
customer.

Strike1:

The geisha wants to continue an affair with the yojimbo, although she has become the
liege's favorite. The liege would be furious if he found out that one of his yojimbo was
seeing his favorite geisha.

Strike2:

The geisha is murdered as part of a heinous plot to discredit the liege. The liege was too
drunk (drugged) to remember anything, and his tanto was used in the crime. How far will
the PC go to defend his liege, who may well have murdered the PC's favorite geisha?

A Yojimbo's Honour III


by Doug Pirko
Note: It is probably that the first couple of times a young samurai makes it to
Court it will be as a yojimbo, an apprentice, an assistant, or a yoriki. A Yojimbo's
Honour sets the character against his liege....

Challenge:

This evening the yojimbo guards his liege's room while the liege enjoys a tea
ceremony with a number of close friends. Simple.

Focus:

A valuable history lays unrolled upon the liege's table. When the liege returns it
is missing. No one has entered the room, not even a servant. He is furious and
publicly berates the yojimbo.

Strike1:

A troublesome mujina roosting in the rafters has stolen the scroll to nest. Any
Shugenja who queries the spirits can discover that the scroll was not taken by a
human.

Strike2:

The liege is testing the loyalty, resolve, and of his yojimbo when under pressure..
He removed the scroll before departing for the tea ceremony, and handed it to a
companion.

Strike3:

Or, as a variation, the liege is in trouble. He needs a scapegoat, and has left the
scroll in the quarters of the yojimbo....

Strike4:

Or a ninja entered through a crawlspace....


When all else is lost... There is always duty.
by The Ancestral Hamster of the Hantei <'_)~

Challenge:

The party is travelling in the Plains above Evil (or any suitably wild, desolate
place). Towards day's end they encounter the ruin of a small fort. Upon entering
the fort, they are challenged by a skeleton in ancient samurai armor. It does not
attack, but stands there, its jaw working as it attempts to speak.

Focus:

If the party doesn't cut it down immediately, and they make PER rolls, they can
barely make out the words. The samurai was one of the fort's sentries, and is
saying, "Halt, who goes there?" If none of the party is Shadowlands Tainted, the
sentry will allow them to pass, and withdraw to a guard position. (He was told
to guard this gate in life: his relief has not come, so he will guard it still.) Later
that night, the party will hear an alarm gong, and see ghostly figures, both bushi
in ancient armor and assorted Shadowlands creatures rise, fight and fall.
Character of a mystic nature may be drawn into the ghostly battle accidentally.
Any shugenja, with some effort can determine that for some reason, the ghosts of
the slain are bound here, and are condemned to refight the battle until granted
release.

Strike:

The party should find what is keeping the souls bound to the battlefield, and
release them. (This is an ancestor-worhiping culture, and these souls are being
prevented from returning to the kharmic wheel.) To complicate matters,
whatever artifact holds the souls can also be used to control them and force them
to the wielder's will. At least one maho-tsukai or lesser oni is looking for this
item. (Incidentally, the sentry will not be released by the destruction of the item.
He remains here out of duty. The party will have to find out what clan he
belonged to and have a bushi of that clan relieve him. If it turns out his clan was
extinguished in that centuries-old battle, he will stand guard eternally. A
samurai does his duty.)

Crawlies
by The Ancestral Hamster of the Hantei

Note: (This works best if the characters are in a clean, refined setting, such as Winter
Court, but unable to leave due to weather conditions.)
Challenge:

The characters are at ease, perhaps being feted for their recent acts of heroism, when the
feast is interupted by the discovery of a dead body of one of the guests. The disturbing
thing is that the victim appears to be nothing but skin and clothing. No blood, no innards,
no bones.

Focus:

Rumor begin to spread among the guests. There is a madman among the guests. Some of
the servants are Cultists of Lord Moon. An oni is on the loose. A maho tsukai is in the
household. The characters, owing to their reputations as "dissolvers of difficulties" are
expected to solve the mystery of who and what murdered the victim in such a gruesome
manner.

Strike:

The above rumors are false. The truth is much worse. The culprits responsible are either
maggots or cockroaches (I suggest cockroaches) which owning to Shadowlands influence
have become a hive mind. In sufficient numbers they have human intelligence. The
vermin attack en masse an isolated victim, forcing their way into the victim's body
though their mouth and devouring them from within. The roaches (or maggots) can use
the husk that remains as a disguise to gain access to other victims, and even animate it for
a brief period of time. The first body found will have been abandoned by the vermin and
a new, fresher husk animated to walk among the guests.

(Suggestion: Should a PC fall victim to the roaches, describe in detail the feel of
thousands of chitinous legs crawling across their bare flesh, of the creatures forcing their
way down the unfortunate's throat, and of the blinding agony of having hundreds of bugs
gnawing away at one's vitals. Pleasant Screams.)
Castle of Deception
by Hida Yorimoto
Crab Clan Shugyosha

CHALLENGE:

The characters must escort a Scorpion Envoy through the Spine of the world Mountains
to deliver a message only he knows. The Envoy insists upon using a shortcut "only he
knows about."

FOCUS:

While traversing the shortcut (which turns out not to be quite so "short") a violent storm
hits and the group must take cover in a seemingly abandoned keep. It turns out there is
actually a small court of ronin living there who welcome the party with much joy, as they
have not had visitors in a long while.

STRIKE:

As the storm progresses it turns out that that the ronin are actually Kumo. The characters
must then decide what course of action to take, should they run? Should they kill these
monsters pretending to be true Samurai? Should they come up with some other course of
action that I can't think of right now?

In my game I'd planned to make the castle an forgotten Shoshuro Keep with wings for the
other Scorpion families. The Scorpion envoy is protected from overtly kill-happy
characters due to the nature of his message, he (she?) has it memorized so no one else can
possible deliver it. The GM could make the message however relevant to their particular
campaign they wanted. I also broke the Kumo into two groups competing for dominance
in their little web.

Alone on Halloween
by Hida Yorimoto (Sir Jason K Averil)
Crab Clan Shugyosha

Note: <props to the authors of the original Alone on Halloween, a WAY rad solo if ever
I've seen one> this is a CFS that I'm hoping to start my RPG group out on (hopefully I'll
be able to get them all together on Halloween night to play).

Challenge:

The Characters must traverse the Spine of the World Mountains useing a secrect shortcut.

Focus:
While following the shortcut (a narrow mountain pass) the weather takes a turn for the
worse. An extreem thunderstorm hits (this thunder is all to close) forcing the party to take
shelter in a long forgoten, but not uninhabited, castle. The group is warmly welcomed
into the desolate abode.

Strike:

The inhabitants are acctually Kumo in human form. They will try to seperate the party
and kill them off while they are alone.

There should be at least one NPC to act as a guide for the shortcut, I am planning on
making him a messanger whom the PC's must escort (and he'll only take the shortcut).
Themes to be kept in mind while running this are old haunted house movies (and stories),
though the original inspiration goes to Tolkien (it's the goblin caves crossed with
murkwood).
Enemies in High Places
by Ian McAuliffe

Note: Here's a little mission idea I cooked up, it is presented in the CFS format. This
works best if your PCs are magistrates.

Challenge:

Your daimyo orders you to make a rendezvous with a shipment of silks, spices, and other
gaijin commodities imported by the Mantis. The daimyo claims he is sending the
magistrates because he is worried about bandits on the road, and wants guards for his
goods.

Focus:

When the magistrates arrive at port to pick up the shipment, they find among the crates a
scroll covered in an indecipherable script(Perception 20 to find it). To further confuse
things they are attacked by assassins who immediately attack who ever has the scroll. A
Perception 30 test reveals that the scroll is a message for the daimyo, and makes mention
of plans to discredit the Scorpion Clan.

Strike:

In actuality, the daimyo is a kolat plant, and he had sent the magistrates into an ambush.
The assassins are kolat agents who were supposed to kill the magistrates and retrieve the
scroll. If the magistrates fail to decipher the scroll, but survive the assassins they return to
their daimyo who seems somewhat surprised to see them. If they decipher the scroll, they
are approached by members of the Scorpion Clan, who will offer generous compensation
for possession of the scroll. If they choose they may aid the Scorpion in exposing the
plot, although they will bring down the wrath of the kolat on their heads. The PCs may
also use the scroll as evidence of plot to discredit their daimyo created by the Scorpion
Clan, in which case they would suffer the wrath of the Scorpion.

This mission is a good way to introduce players to intrigue as well as involving them with
numerous mysterious and shadowy figures. Depending on what they do with the scroll,
they will end up either being sent into more ambushes, or consorting with the Shosuro
assassins or kolat operatives. I left the ending open to allow the GM to follow up in any
way of their choosing.

House of the Rising Sun


by Ian McAuliffe

Challenge:
Notes: Once called Sekkai Yurri, the City of the Open Hand is a triumph of Scorpion
ingenuity. It has provided a legal place for gambling, a legitimate source of profit for the
predominately shady Scorpion Clan, and a source of favor from the Emerald Champion.
The proceeds are lucrative and the trade is brisk. The gamblers keep to themselves, and
the Emerald Magistrates don't interfere. That is until more and more patrons end up dead
in the streets by morning....

Challenge:

A series of bizzarre deaths has swept through Toshi Aitate bringing fear and suspicion in
it's wake. Depending on their relations with the Scorpion Clan, the players are
approached by either Doji Satsume, or Bayushi Zenasaru. Both men want to get to the
bottom of this before hysteria takes hold of the populace, and are willing to richly reward
anyone capable of doing so.

Focus:

All of the dead men were patrons of a single gambling house, the House of the Rising
Sun. Further, all of them lost quite a great deal of money at the Fortunes and Winds table
before their deaths. All of the bodies were found with stark white hair, and were entirely
drained of blood. The heimin and eta of the city whisper direly of mahou tsukai and
minions of Lord Moon, and the fearful commoners are becoming more and more difficult
to manage. Shugenja are harassed, and possibly attacked if they are Kuni or Yogo.
Things are becoming very strained very quick.

Strike:

After the players have gone about a suitable time in their investigations, they learn that
every one of the dead men had rolled Moon on each and every turn the night of their
deaths. After learning this, a Kuni shugenja is lynched by frightened gamblers, and is
badly wounded. When questioned, the mob explains that the shugenja was seen with a
pale ghostly figure behind the House of the Rising Sun. When the shugenja recovers
sufficiently to be interrogated he swears that he was being attacked by a vicious gaki that
inhabits the city, after losing quite badly at Frotunes and Winds. It is learned from local
folklore that the gaki has resided in Toshi Aitate since the accident that destroyed Sekkai
Yurri. It said that the gaki is the ghost of a gambler who was drowned when the mines
flooded. The gambler's soul was unable to rest, and returned to take revenge on the
living. The gaki curses his victim's luck and drains their life after forcing them to lose.
The players must now find a way of banishing the gambler's soul before it can claim
more victims, and before the city breaks into full blown rioting.
A Dead Host
by Ikoma Steven

CHALLENGE:

A local daimyo invited the PCs (the Magistrates) over for a festive dinner. It was an
enjoyable night, and the PCs accepted his invitation and stayed for the night.

FOCUS:

One of the PCs who had too much sake to drink, woke up and found himself next to the
bloody and lifeless body of the daimyo. Other PCs all had separate rooms and did not
check each other after they finished the dinner (note: all the PCs had drinks and went to
their rooms, but one of them ended up in the daimyo's room. Obviously a foul play by the
assassin to frame that PC for murder).

STRIKE:

This is more of a murder mystery kind of scenario, so the remaining PCs have to race
against time to find the actual killer (before the unfortunate PC is beheaded or ordered
seppuku). The possible suspects are: the daimyo's brother, who gets to inherit the position
of the daimyo when he is killed; the daimyo's wife, who was enjoying an illicit affair with
another daimyo, and both of them probably wanted him out of the picture; the daimyo's
second-in-command, who fell out of favor with the daimyo and made a deal with some of
his enemies to rid him permanently. All three are possible suspects, and the GM may pick
any one as the actual murderer behind the scene. Tracking the killer required the PCs to
sneak into the suspects' rooms to find clues, contact with local assassins-for-hire (under
disguise, of course) and bribe for some info; talk with servants (who are reluctant to talk,
afraid that it may bring disaster to their family); or send for spies who can gather relevant
info for them (Scorpion PCs may utilize their clan's resource). Once the killer realized
that the PCs are close to find the real evidence for their friend's innocence, he/she may
send a ninja to kill the PC in custody and/or silently dispose the PCs in investigation.
Since there are so many possible paths, I'll leave it to the GM to come up with his own
brand of suspense and resolution of the murder mystery.

For the Empire!


by Ikoma Steven

CHALLENGE:

After traveling on the road for days, the Imperial Magistrates (PCs) happened to
pass the Crab territory, and have decided to stop by the infamous house of the
Hida for the night. One of the PCs have a good relationship with the Crab clan
daimyo (Hida Kisada) so he extends the hospitality to the rest of the party. The
next day, the PCs were invited to watch over the Kaiu Wall (one of the most vital
section) for fun and test of courage. They accepted (so they won't lose face). One
of the royal guards were assigned to show them the position and serves as host.

FOCUS:

Darkness comes, and the PCs were just about to retire for the night. Suddenly,
the guard lungs at them, blade in hand. The PCs managed to kill him, and before
he died he spilled the beans about the impending attack of the Maw (read
WofC).

STRIKE:

The guard told the party that several years ago, when he ventured into the
Shadowlands territory to hunt down an abomination in order to complete his
training, he was captured and controlled by the renewed essence of the Maw,
who was a mighty Oni that was defeated by the combined armies of several clans
before he and his collection of monstrosities could destroy the Rokugan; the
historical battle known as the Battle of the Cresting Wave. Now, hundreds of
years later, the Maw has come back, and he plans to use the guard to lower the
gate so his army could infiltrate the Kaiu fortification. The guard has, over time,
slowly poison the people under his own command, and that night was chosen by
the Maw to take Rokugan under the cover of darkness. After the guard died, the
PCs could make out the wave of goblins and Onis on the move, into their section
of the wall. There are no guards except the PCs (they're apparently killed by the
guard) and the gate (or anything passes for entrance) has also been weaked
severely. The PCs have only minutes to act. Should they hold the gate (because if
they breached the gate, they could stormed into the fortification en masse) or call
for help? This is a pivoral moment, and PCs are to made aware of the
significance of the event, since it could very well spell the doom of the Empire.

My goal is to create a situation where the PCs feel like the survival of the Empire
hangs on their decision to act at that moment. If what I described is not a realistic
portrayal of how the Kaiu Wall works, my apologies.

One Too Many Duties


by Ikoma Steven

CHALLENGE:

The PCs, as Imperial Magistrates, have been ordered by the Emerald Champ to go to a
crossroad that will take a few days to travel. The Emerald Champ wants the PCs to stake
out by the road, so they could intercept a caravan believed (according to Emerald
Champ's Intelligence) to be carrying an artifact which was stolen from the Imperial
achive awhile ago.

FOCUS:

On the way to the crossroad, the PCs happened to cross a village that has been harassed
by some undead raiders (like Motos). The villagers begged the PCs, as Magistrates, to
help them, since they believe that a major attack is to be launched soon against the
villagers. Evacuation is certainly an option, but there are elderly and young children,
which makes it much, much harder to pull it off. Time is running out fast (oh yeah, the
horses have all been slaughtered by the raiders. Messages to the local daimyo have so far
met with silence).

STRIKE:

Obviously, the order from the Emerald Champ must be carried out, since not only the
artifact must be recovered, but its thief also has to be apprehended. This is a major
assignment, and its rewards include gaining favor from the Emperor himself. Failing this,
the artifact may be lost forever, and the PCs may (at worst) be stripped of their titles.
However, some of the PCs (Lion, Crane, or any honorable bushi) would probably want to
stop and help the villagers. Besides, how can they refuse such request, esp. directed
toward them, the People's Protectors (Otaku Kamoko would agree)?

Notes to GM: the PCs *must* pick one or the other, since it's a small party (a covert
operation team) and if they split it up, it's likely that they won't accomplish either. Of
course, it is supposed to be a dilemma for the PCs to ponder. It's one of those "damn if
you do, damn if you don't" situation.

Shichinin no Samurai
by Ikoma Steven

Note: This is best for players who have not seen The 7 Samurai or Magnificent 7, and
PCs who are (mostly) ronin. But it's also cool for those who wanted to reenact this
excellent Kurisawa classic.

Challenge:

Your PCs are short on food and koku, and desperately looking for job that'll put food in
their stomach. They come to a village, where they met an aged samurai who is looking
for six other samurai to help him defend a nearby village that resides on the foot of a
mountain from raiders' looting and pillaging. The villagers are willing to feed the
samurais as their payment.

Focus:
There are some initiate differences within the party, including a rag-tag ronin who lied
about his past and a general nuisance. But it slowly gets better as the samurai come to
know one another. The old samurai and the leader decide to send a few scouts to the
raiders' HQ to scout their number and strength, as he plans the defense surrounding the
village for the impending attack by the raiders.

Strike:

Lots and lots of challenges! For example, who should be sent to scout the raiders? What
to do once they got there? Who is to assign to guard the bridge? What to do with the
rifles the raiders use in their attack? Who can save the village elder, esp. when he doesn't
want to be saved in the first place? Who is to be assigned to do what, etc.

It's been awhile since I saw The Seven Samurais, and it's easily one of the best and most
heroic movie I've ever seen. .

Hung out to Dry or It Came from the Shower


by Ikoma Steven

note: This actually came to me during my shower :) I've been thinking about how
I should start off my party of adventure-seekers, and this "thingy" called
challenge/focus/strike seems like a marvelous idea to create the framework of a
campaign with straightforward clarity. Please tell me if the idea is sound and/or
appropriate for first-time PCs of L5R rpg.

CHALLENGE:

The newly-appointed Imperial Magistrates have been assigned by the Emerald


Champ himself to escort the daughter of a daimyo (from the same clan as one of
your fellow PCs, ideally Crane, Unicorn, Lion) to the clan she's been arranged to
marry to. Preferably a clan that would take minimal a week to travel to by foot.

FOCUS:

After rolling Insight for the PC who came from her clan, he finds out that the
lady is actually someone who was chosen to serve as her impostor, and the trip is
actually a decoy so the real bride can avoid the hazards ahead.

STRIKE:

After her identity was revealed, she told her protectors that there is a secret
admirer of the bride who is a Kolat lord, and his plan to kidnap the lady has
fallen into the keen ears of the Emerald Champ. He wanted the new Magistrates
to help draw the attention away from the real lady, while she is being protected
by some very experienced samurais traveling in a lesser-known route to her
destination. By now, the party is certained that they are being monitored by the
spies of the Kolat lord. They're about 1/2 way through, and some of the PCs
probably wanted to head back, convinced that the task is too great for them.
Should they continue to keep up the appearance of escorts for the bride, or
should they return to the Imperial Palace, or look for more worthy Magistrates to
finish the work assigned to them? Sorry if this is a bit confusing and unpolished.
The Spire of the Naga
by Biff (James C. Ellis)

Note: This wasn't originally created as a H-CFS, but it has some elements that would
work in this respect...

Challenge:

Whilst staying within a wayhouse in the Crab lands adjoining the Wall, the characters
awaken in the middle of the night with a feeling of dread and loss overcoming them.
Identifying the source of the dread will be difficult but after playing up the feeling of
imbalance for awhile, the characters notice that they cannot cast a shadow. It is at this
point that there is a knock on the door...

Focus:

The knock is the hapless apprentice to a Kuni shugenja who has twisted some of the Clan
magics to imprison the 'souls' of the party after the manner in which the Crab control the
mujina who labour in the mines. He has a dangerous mission in mind, and the party has
just 'volunteered'. They are to recover certain artifacts from a desolate spire located in the
ruined city of the Naga in the Plains Above Evil (IIRC).

The travel to the spire and entry therein can bear all the usual stigma of a typical
Shadowlands crawl. I beset my group with goblins, gave them a tough time crossing the
infested rivers therein and finally forced them to run for 36hrs straight to escape a horde
of minor Oni, Ogres and maho-tsuke led by one of the dark Motos. I also gave them a
stern warning from the Kuni that it 'wasn't safe' to be abroad in the city of the Naga after
dark (and then populated it with a variant of Jordin's "hungry wind", machin-shin (sp?).

Strike:

Although nothing lives within the Spire, it is the greatest danger of anything that the party
will face. In my campaign it was populated by a Kami whose job it was to protect the rest
of the Naga (they were living in alternate realms and the gateway to that realm lay at the
bottom of the spire). It prevented entry into the spire to anything consumed by the taint
(and gave those characters who were slightly tainted some problems).

The Kami of the Spire is not fully conscious, however, but is having nightmares about the
opening of the Black Scrolls (happening concurrently in my campaign). These
nightmares, typically of the blackest servants of He Who is Not to be Named, would
manifest themselves within the spire to those susceptible to its call (I used a complicated
method to determine this, but generally the lower the Void, the worse off the character
was).
This provided me the opportunity to borrow liberally to try to evoke an atmosphere
inspired by _The Shining_, _Event Horizon_, _The Keep_, _Poltergeist_, etc., with the
situation getting worse the closer the party penetrated to the heart of the spire.

Technical Notes; - first and most importantly, giving the party the throbbing purple shaft
the way this adventure is set up to do will not fly with many players. I warned all mine
ahead of time that I was laying off the vaseline with this one, and gave them an out if
they wished (allowing them to run the wayhouse staff as NPCs). Even so, this was an
extreme bit of railroading that will not work with many people. - what the Kuni shugenja
is capable of doing to the party to force their acquiescence is similarly left to the
discretion of the DM. - there should also be some carefully measured consequence of
being without a shadow for the duration. I gave my shugenja PCs an additional penalty of
5 to the TN (in addition to the standard Shadowlands penalty), and didn't allow Void
Points spent to be recovered. Thsi must be carefully balanced with the lethality of any
encounters you plan however, lest you inadvertantly kill off the group. - I based my spire
off that in the Harn module _The Staff of Fanon_ for those interested. - The nemuranai
the party is sent to recover is also up to the DM, but it might be an idea to let the party
keep it (or them) as a reward for putting up with the railroading. I thought it would be
anti-climactic for them to be forced to belly-up to the Kuni afterwards, and let them
discover that passing though the unactivated gateway had the side-effect of restoring their
shadows/souls (in an appropriately painful manner). How they then return to
civilization/deal with the Kuni is also left for the DM to determine. - as a final warning,
this one can be deadly, deadly, deadly. I ran the group ragged through the Shadowlands
(and killed off one NPC and the pack animal they brought with them). In the spire,
another of the NPCs (this one being run by a player who took the 'out') went Jack
Nicholson on the group and managed to ambush and kill another PC before being himself
put out of his misery. The death toll could easily have been much higher.

Death of a Unicorn
by James C Ellis

Challenge:

Whilst traversing a precarious route in the lands of the Dragon, the party spots the body
of a Unicorn at the base of the cliff far below.

Focus:

The Dragon yoriki of the local village seems disinterested in the death. The villagers,
however, seem to know something and one of them (the miller) bolts off and hides in the
hills. Investigation reveals that the Unicorn (a minor merchant) had passed through town
some days before and made certain advances towards the miller's wife. When she resisted
these advancements, he took affront and killed her.

The body, if an arduous expedition is made to get to where it lies, was killed by having
his head crushed. His sword lies on the ground some narrow distance away. It could be
inferred that the Unicorn fell from the road far above, but it would be very difficult to tell
if he was dead as a result of the fall, or if his death preceded it. His weapon being away
from the body should raise suspicion.

The local peasants are a superstitious, obstinate & largely unhelpful bunch. They regard
visiting samurai with dread and trepidation (especially in light of what happened to the
miller's wife). They will not oppose an investigation, but will display considerable
ignorance of any useful information.

If the miller's house is searched, a bolt of fine silk can be discovered tossed into a corner
which still bears the insignia of the Unicorn upon the wrappings.

The local yoriki is little better. He won't like outsiders throwing their weight around in
the town, and isn't disposed to treat the death as anything but the type of accident that
befalls people who travel alone on treacherous roads. He will step in to interfere if the
locals are threatened, but otherwise will be unhelpful and shows the minimum politeness
and hospitality.

Strike:

The Unicorn did die as a result of falling from the cliff, but it was not purely an accident.
When news of what befell the miller's wife reached the local yoriki, he gave chase to the
Unicorn and caught up to him at that point. As they circled warily in preparation to duel,
the Unicorn's lack of familiarity with that stretch of trail cost him his life.

The miller is terrified that the visiting magistrates will simply blame him for the death
and punish him accordingly. He is lurking in the hills until they go away, being brought
supplies by his young nephew.

The yoriki sent his lone doshin along with the dead Unicorn's possessions (save for the
bolt of silk which he gave to the miller as a sort of wergild) to report to his superior, and
doesn't regard the affair as being any business of outsiders. He will admit this only if the
lives of peasants are threatened or if braced directly upon the matter. In his eyes, the
death was - strictly speaking - an accident.

Technical Notes:

This adventure was designed for a multi-clan party of Imperial Magistrates, none of
whom had been together for very long. It was intended to ride the line between the
jurisdiction of the local yoriki, and the Imperial magistrates whose duties (in my
campaign) include the peace of the Imperial roads and inter-clan affairs. No clear-cut
case could be made to justify the magistrates gaining enough legal authority over the
local yoriki to get him to volunteer the truth, which would have ended the scenario in an
instant.
Another consideration was to make the nature of the death nebulous, so the party could
not definitively prove a murder had taken place, yet entice them enough with the
possibility that a heimen had gotten away with the murder of a samurai that they would
feel required to investigate.
Gift Giving in Ryoko Owari
by Keith Martin

Note: Adventure from the City of Lies. I'm still struggling with a lot of place and people
names so forgive any typos please:

Challenge:

It's gift-giving time in Ryoko Owari. The PCs need to come up with appropriate gifts and
recipients if they want to look good. One of the PCs (preferably a female Yoriki or other
non-magistrate character) is given a very lovely pendant/broach/other piece of jewelry by
a prominent Scorpion. (Jocho perhaps?)

Focus:

A minor noble spots the PC wearing the jewelry and recognizes it as something stolen
from him by the "Ninja" or "Wind." The noble accosts the PC and makes accusations.

Strike:

The magistrate has to straighten this out somehow. Certainly things will be complicated if
the PC blurts out where the pendant came from when confronted, as it would be
impractical to march up to a well placed Scorpion (to say nothing of Jocho) and arrest
him. On the other hand, the offended noble will be quite unhappy unless something is
done, and simply returning the jewelry is unlikely to completely placate him.

As far as where the Scorpion got the thing, that is up to the GM. Perhaps he received it as
a gift himself, in which case he might not be so keen to admit that he "dumped" it on the
PC. This could certainly tend to cast suspicion on him. Or maybe he purchased it
somewhere, or perhaps there is some other explanation. In any event, finding out the truth
could be a breakthrough in the "Wind" case.

Note: The characters in our campaign are currently playing "City of Lies" so I have not
actually read the GMs information. If the above makes no sense in light of the truth
behind the "Wind" or the Ninja, it should be easy enough to fix. The crux of the matter is
that a PC receives a gift from a powerful Scorpion and the gift turns out to have been
stolen.

A Final Duel
by Keith Martin

Note: This works best if one of the PCs is a Kakita fencer or otherwise known as a
duelist.

Challenge:
The PCs are resting in an inn somewhere while on a mission for their lord when one of
them is insulted and/or challenged by another visiting samurai.

Focus:

One of the PCs recognizes the challenger as a famous Crane or Dragon duelist who won
many iaijutsu duels several years ago and then dropped out of sight. He was renowned in
his time and once he is recognized the other PCs will remember stories about him.

Strike:

The duelist is suffering from a debilitating disease which has eroded his skills. He seeks
an honorable death in combat while he is still able. The PCs, of course, have no way of
knowing about his condition, nor is he likely to tell them, as he hopes to recapture a bit of
his glory of old in his final duel and he would not wish to tarnish it.

Will the PC accept the challenge or reply to the insults, then attempt to back out when he
realizes who he is facing? Or will he fight the duel and then wonder that they were able to
defeat such a well known fencer (assuming that the PC in question does win, of course.)
A particularly tragic outcome might be for the famous duelist to strike first but fail to kill
his opponent (due to his infirmity.) How will the wounded PC respond? Will he admit his
defeat honorably or strike again?

The Trophy that Kills


by Keith Martin

Note: City of Lies Adventure. I'm still struggling with a lot of place and people names so
forgive any typos please:

Challenge:

It's opening day of hunting season in Ryoko Owari. All the best archers among the
Samurai are attempting to shoot the first boar of the season. A visiting minor clan daimyo
who is a renowned archer has decided to participate along with his son who is traveling
with him.

Focus:

As he or she is creeping (riding?) through the forest looking for a boar to shoot, one of
the PCs comes across a dead Scorpion samurai, with an arrow in his chest. A Unicorn
arrow.

Strike One:

(If Eyebrows is not available) The visiting daimyo likes to meddle in politics and intrigue
even though he is poorly suited to it. He recently lost a large part of his holdings to the
Unicorn clan as a result of a blunder on his part and he seeks revenge. He shot the
Scorpion himself, using a Unicorn arrow (see below for where he got it) to implicate
them and generally stir up trouble.

Strike Two:

(If Eyebrows is available, he will determine that the Scorpion has been dead for several
hours. He will also find another wound, caused by a different arrow.) The visiting
daimyo's son is just past his gempukku (sp?) ceremony and has little experience hunting.
In trying to shoot the first boar and thus please his father, he took an ill-advised shot at a
rustle in the scrub and killed the Scorpion by accident. He then panicked and replaced his
own arrow with a Unicorn arrow his father won in a tournament they just attended (the
prize being a Unicorn bow suitable for use from horseback, along with arrows.) If this
option is chosen the daimyo may even be complicit in his son's cover up if he seeks to
protect him (and if he discovers one of his trophy arrows is missing.)
Where did My On Go?
by Kyle Voltti

Note: this works best for Emerald Magistrates in the City of Lies but you can use it for
any magistrates in a large city.

Challenge:

An important Imperial Dignitary is about to stop over in town on his/her way to a


meeting with a clan Daimyo. The city is busying itself with preparations for pageants and
a festival.

Focus:

the Emerald Magistrates receive a tip about a "Large" shipment of illegal opium being
shipped by barge out of town. It would be a tremendous Feather in someone's cap if this
shipment were to be captured. When they go to capture the Barge they face a moderate
challenge. nothing they can't handle but a few rounds of combat at least. just as they
succeed in subduing the last of the thugs the barge begins to list and spills the entire
shipment of ....................... fine crane rice paper into the water ( substitute with silks
spices ect. any obviously non illegal valuable commodity )

Strike 1:

The city begins to talk about the Magistrates mistake. but was it really a mistake or was it
a bad tip, did the Opium cartels get word of the raid and if so how. or could it be someone
was setting them up but who. And, how can the find out before the imperial dignitary
arrives and keep from loosing face.

Strike 2:

to be really nasty the shipment that was lost was the reason the imperial Dignitary was
stooping in town in the first place rather then just passing through.

Strike 3:

to be insanely Nasty with a capital N The imperial Dignitary was the one responsible for
the tip and for the shipment being lost. He/She's been skimming off the top in his trades
and replacing stock with poorer quality merchandise. Until now no one has noticed since
the barge has been moving around but now someone wants the shipment delivered and
he/she is about to come up short so he/she's trying to get rid of the evidence and using our
PC's as fall guys. How do our heroes survive when they can hardly touch the person
responsible
All the World's a Stage
by Kyle Voltti

Note: Scorpion CFS. This need at least one Scorpion player

Challenge:

The party is passing through a small city during a festival. a scorpion troupe is in
town performing and one of the actors recognizes the Scorpion player or players.
He invites the party to join him for dinner after the performance. During the
performance there is an accident and the actor barley avoids being seriously
injured.

Focus:

After things have calmed down the actor will ask the players to join him in his
room. He tells them that the accident was meant to kill him and ask the players if
they can help him and find the culprit. He is genuinely worried that someone
else in the troop might be hurt. When he gets the Scorpion player/s alone he will
tell them that the person responsible for the attacks is one of his personas or
rather someone pretending to be one of his personas. The person is from a clan
that the actor used his persona to betray in a petite intrigue but the actor doesn't
know who it is.

Strike 1:

the Culprit is out for blood for the betrayal but can't prove that the actor had
anything to do with it so he or she is using the persona to try to confuse and
scared the actor. but now that he has learned that the scorpion has recruited the
party to find him he has had to speed up his plan and instead of only the actor
being in danger now everyone in his way is in danger as well.

Strike 2:

to be really nasty the culprit is actually the actor. for some reason the betrayal
was so profound that the persona has split from the actor and is acting on his
own. the actor doesn't realize this and when the persona takes over it believes
that it is a real person and not the actor. No technique can decern this schism in
the actors personality after the change of personality but has to be present during
the personality change to know.

Strike 3:
to be insanely nasty with a capitol N. Somehow not only has the actors mind
fractured but so has his body. there are two of him running around and they look
the same. this time the persona knows what it is and will use that knowledge to
destroy what it feels is an evil shadow of itself. It can make a void test to use the
actors skills and has all of his knowledge up to three weeks ago.

Addition by Tim Ellis:

Note: remember that with Scorpions, the answer is never straightforward -


unless they expect you to look for the hidden twist!

Sneaky Strike (4)

The actor is using one of his persona's to appear to the culprit, trusting that the
party will swallow his story and accuse his fallguy, who will thus be convicted
(on the testimony of the party).

Ultra Sneaky Strike (5)

The actor expects the party to twig (4) and reveal the plot to the fallguy. The
actor will escape via another persona (or may be a genuine sacrificial pawn),
while the party will now find themselves with a friend in the "victim", and an
excuse for the
scorpion to threaten them (for revealing the true plot) - allowing the scorpion to
use them later against the victim who is now inclined to trust them...
No Fear
by Lee Huynh

Challenge:

In a remote village, there have been disappearances among the villagers. This in itself
wasn't really important, but a pair of samurai who went to investigate hasn't returned yet
(say, after 2 weeks). The party is asked to look around and see what's up.

Focus:

When they arrive at the town, things aren't what they seem. Like it's a Twilight Zone
setting. There are no samurai around, at all. And all the peasants aren't... acting like
peasants. They bow instead of kneeling to the party. They don't talk with humbleness.
They look into the PC's eyes (passing by or when spoken to). The geisha are really
snobbish. Peasants walk around the street with straight backs and look straight forward,
no matter if the PC's come by. They barely acknowledge them, 'cept when talked to.
Then, they try to answer as quickly as possible, as if though they were annoyed (but not
quite). However, don't over do it, since you don't want the PC's to slaughter the whole
community. Just make it kind of creepy. Have constant awareness rolls, and give them
small facts when they succeed. Just give them this uncomfortable feeling, knowing that
the peasants aren't humble to them. Remember, Twilight Zone. For example, a bunch of
armor-wearing scary-looking bandits storm into the village and attempt to raid the geisha
house for money and geisha. With their numbers, weapons, and scary look, they belive
it's gonna be a piece of cake. But the whole town erupts in a fury, and a mob of pitchfork
carrying, broomstick wielding, etc. people are chasing the bandits down, not caring for
their own lives. Eventually, the mob finishes off the bandits (before the PC's can do
much), and then leave the bodies for the eta to pick up. Or, if a shugenja wishes to
commune with the air spirits, all they say are, "No fear, no fear, no fear, no fear,..." the
whole entire time. And then have them ignore the shugenja for a while.

Strike:

There's a bunch of shugenja (Scorpion, or ronin) who are very adept at Air magic, and are
experimenting. They are trying to brain wash the whole village, making the peasants
think they don't need samurai to take care of them. They hope to use this knowledge in
order to 'cause local havoc in certain areas of Rokugan (if the PC's find a map with these
locations marked, it could very well lead into another set of adventures). Oh yeah, the
two samurai who came to investigate earlier are either captured or killed.

Sparkly Maho
by Lee Huynh

Challenge:
This is a twist on the one mentioned in WofU. There's been a string of robberies on
transports of diamonds from one of the Unicorn mines. It seems that an organized band of
brigands are making careful raids, leaving no witnesses, although sometimes a bloody
mess. There's also been strange sightings big creatures with horns on their heads, as well
as smaller, goblin like creatures. Everyone is taking sides on whether it's bandits or
Shadowspawn. But they need someone to take care of it.

Focus:

As the PC's investigate, they eventually find 2 leads. One, to a band of brigands lead by a
shugenja, using the diamonds for some diabolical purpose. And, they also find evidence
that ogres and some goblins are out there. Constantly cross the trails, to completely
confuse them and keep them wondering.

Strike:

The fact is, both are true. An ex-Kuni shugenja is using the diamonds for some maho
spell, working alongside with ronin shugenja and bushi/bandits (or throw in some clan
rejects). And, the ronin shugenja have been throwing illusions around to confuse the hell
out of everyone. But, there are a pair of ogres roaming around, and they have been
raiding transports too. They haven't attacked the Kuni 'cause they have a healthy respect
for his/her original clan. When the party finally meets the human adversaries, during the
middle of the fight, the pair of ogres come in. Now, we have a battle with 3 sides to it.
This an exciting battle I hope it makes. To make things even more confusing, have the
Kuni mess up a spell. Like, the summon revenant spell. The ogres and the revenant
recognize each other as Shadowspawn..
We Just Found Them
by Mark Kinney

Challenge:

While traveling through Unicorn lands, the group encounters a military force headed
north. If asked, one of the Unicorn commanders tells them a force is headed into
Rokugan from the north. The PCs will be allowed to join the Unicorn force if they ask.

Focus:

A number of the opposing forces seem to be mixed gaijin/Rokugani, but of more recent
Rokugani lineage than would possibly be explained by the Unicorn's passage through
their lands 700 to 800 years before. Several of them are carrying scrolls (indeed, some
use of magic by their side seems apparent in the battle, although what kind is not obvious
in the heat of combat), and it may be possible for the PCs to get a hold of some of these.
The scrolls are written in a strange cypher unknown to any PC shugenja. The Unicorn,
too busy securing their territory to worry about them, will allow the PCs to take some of
the scrolls to an authority (probably either the Dragon or Phoenix, since they're closer).

Strike:

The group may be ambushed by similar forces (although in much smaller numbers) as
they proceed to their destination. Most of the shugenja schools in Rokugan will be unable
to understand the scrolls at all, but will receive no further help. If they go to the Dragon,
an ise zumi will meet them at Shiro Mirumoto telling them to go to the Phoenix. After a
couple of days with the Phoenix, the Elemental Masters will request the presence of the
PCs, and inform them to carry the scrolls to the Emerald Champion as soon as possible,
as they are perfect, pristine copies of the Scrolls of Iuchiban.

And now the fun *really* begins, especially if word gets out about the scrolls the group
are carrying.

The Shosuro Candidate


by Mark Kinney

Challenge:

This works best with a PC or PCs with a loved one and an ongoing investigation
into one of Rokugan's conspiracies (ninja or kolat, mainly). An occasional rival of
the group (in my game's case, it was Sugai) indicates an awareness of their recent
troubles with said group, and offers some information. This will, amazingly
enough perhaps, be a sincere offer. They will invite the appropriate PCs to join
them at a sake house at a given time -- the NPC trusts the proprietor (a relative,
perhaps).

Focus:

The PCs will meet their contact on the way to the sake house. When they arrive,
they are shown to a private room in the back, and wait for service until they can
talk. You may give up whatever information you like to the PCs about the
conspiracy in the short time they'll have. After sufficient time has passed, a
group of magistrates barge into the room to arrest their contact for an assault on
a loved one of one of the PCs. Discussion with them will indicate to PCs present
here that the assault occurred while they were sitting there with the accused.
This is especially odd if other PCs are in the pursuing group. Among other
evidence against the contact is that when their katana is retrieved from the
deposit point, it is still bloodied from the assassin's use.

Strike:

There should be no uncertainty for the PCs in this case: their contact is innocent.
Nevertheless, a large group saw their contact attack someone. The conspiracy,
annoyed at all the sharing of information, decided to make an example of the one
to hopefully discourage the others from digging further. Immediately, however,
the PCs must decide whether to go along with the prevailing opinion (costing
them honor, and trust among other possible information sources), or to stand up
for the accused (which will bring the ire of society, of the attacker's relatives
looking for vengeance against the one betraying their loved one in favor of the
attacker, and likely leading to more attention by the conspiracy). Other options
are to attempt to aid their contact's escape (difficult if they have been tortured,
probably dishonorable, and let's not even talk about getting caught), or to start
tracking the deed back from the sake house (where the assassin would have to
have obtained the contact's weapon) hoping to put enough pressure on to
facilitate the contact's release.

A Slight Delay
by Mark Kinney

Challenge:

The PCs should be on a moderately important errand -- one where they can afford a slight
delay, but not an extended one. As the PCs are traveling near one of the coasts, they
approach a riverside village. They arrive to find that thanks to a recent weather effect, the
bridge across the river is washed out. They may try to strike out into the wilderness to
find another place to cross the still-violent waters, backtrack to take another road, or they
may wait for repairs -- a scaffold of sorts is in place on the bridge site for use by the
heimin rebuilding the bridge, but fully equipped bushi would find such a crossing
problematic. The workers estimate that the bridge will be minimally crossable (one
character at a time with full gear and horse) within a couple of days.

Focus:

The next day, one of the workers discover the corpse of a worker who disappeared the
previous night. It will be quite pale, and a Kitsuki with proper skills can verify that it is
indeed drained of blood. The workers will refuse to work until this situation is dealt with.
A minor way station is visible in the distance, but communication will be difficult (it's
even out of bow range). The magistrate will occasionally show himself, but will generally
ignore the PCs. If the PCs search for the possible cause of the death, a couple of kappa
will eventually be found in the area. When these creatures are dealt with, the workers will
slowly (over a day or so) return to work... until it happens again. By this time, the bridge
can hold one person at a time, should the PCs ask.

Strike:

If the PCs search for more creatures, they find nothing new. Eventually, one of them
should think of trying to cross and contact the magistrates in the way station. If this hunt
has occurred, the sole magistrate present, meeting them just outside the way station, will
not be very helpful, reproaching the bushi for not dealing effectively with the problem. If
one of the PCs try to enter the way station building itself, or notice the vinegar or rotting
corpse smell from within (TN 20), the pennagolan that took over the magistrate's body
will attack. Inside are several casks of vinegar and two corpses belonging to other
magistrates (one working with this one, the other intended to replace him). If the hunt did
not take place, the PCs will instead find the pennagolan here, recovering from the recent
feeding on the newly arrived magistrate. It will play dead unless the PCs try to do
something to the body -- if so, it will attack. If the pennagolan is disposed of, the killings
will cease, and a day later the PCs will be able to continue.
The Enemy Within
by Mirumoto Oushime (Bullseye)

Though you know my name,


Familiar my face may be,
can you know my soul?

Challenge.

A Close friend, or perhaps a lover, is accused of murder. Not just murder but Maho, as
the body was mutilated and partially eaten. The character(s) have taken the responsibility
of proving the accused innocent.

Focus.

As the investigation ensues, they believe the accused may be set up a scapegoat for the
actual guilty party. Evidence brings to light a cult type activity, possibly in the
character(s) very home town or even castle. Many weird events occur and more bodies
are found.

Strike.

The investigation exposes a group responsible for the deeds have entranced the accused
to take the blame. The actual leader is someone of importance. Someone close to the
party. Perhaps a family member or another's lover, the impact should be tremendous.
Upon finding their hidden actions they will stop at nothing to silence the investigator(s)
and raise a small force of undead to fight them. most of which will be friends and family
from the home village that they can recall every name as they must cut their shambling,
animated corpses down.

I don't believe in cutesy stories.... :)

Winning Means Losing


by am Mirumoto Oushime (Bullseye)

Note: OK, Here is my scenario that I am using to get my campaign started. I find
it works well to get a mixed group together, WITHOUT throwing out magistrate
powers! :)

CHALLENGE:

Mirumoto Doshi, a cocky rank 2 Dragon Bushi, is gathering attention in his quest
to be named the new Emerald Champion. Never has such a cross Clan
appointment happened, but he wants to be the first. He is hosting a tournament
of kenjutsu skills and all are invited, even the EC himself.

FOCUS:

The Crane, in their political wisdom, see this as a great chance to secure their
own position. Sending obvious weaklings would be an insult but they have no
desire to squash the young mans attempts too soon. If he is seen as a viable
candidate until the very end, not many will strive to overcome him if he is
obviously destined for the glory, and the Crane can have their replacement
training and relying on Doshi's false sense of security until the last minute. They
hand pick members from various clans (the PC's) to attend.

STRIKE:

The last words they hear as they depart are.... " And fight strong and be sure to
represent your clans proudly. Oh, and one last thing. Make sure that young
Dragon Wins!" How do they deal with the conflict of public loss to maintain the
clans wishes? There are many other contestants involved also to deal with. An
Ronin, Doji Kubodo (ex-crane), has entered the tournament and wishes to
disrupt the Cranes plans. He maintains rank 2 Crane style and win at any costs.
Near one of the final rounds he kills another contestant which is Doshi's sister
Keiko. From that point on the Shinai's are put away and the tourney goes live
blades. How do the characters respond? If they can't fight some of the warriors
directly, maybe some out of tourney interference is in order, especially for
Scorpions. Perhaps there is another Scorpion causing havoc and the PC's must
stop him also........in mine there is. :)

Just my initial way of getting everyone cozy. I live the look on their faces when I
drag out the task briefing and then end it by telling them to lose.

Words that Kill


by Mirumoto Oushime
Bullseye

Challenge:

The PC's are at a court function hosted by a Crane magistrate. At this function a
rowdy Lion insults the hosts daughter, a Crane poetry master. The Rhetoric
Haiku gets out of hand and he nearly draws his sword. Seein how poorly he
would fare against all assembled warriors he instead turns to a rude scathing
with no prose anywhere in sight. He just becomes rude.
Focus:

After the assembly one of the rival Bushi goes to find him to take action against
him to find him missing. No one knows where he is or what has become of him.
A clever Bayushi, who has an eye for detail (he he), realizes (?) that the Cranes
daughter must have had him killed. It is the only logical answer so they begin an
investigation into her life.

Strike:

The Lion is not dead, but has been removed from Crane lands temporarily. It has
been done discreetly to preserve both the Lions and the Cranes honor. Though it
could have come to a challenge, which many would see as the honorable way to
settle it, even the Lion realized he was no match for a Kakita in a fair duel, so he
left for his homelands rather quietly.

Little monk, Little monk, let me in!


by Mirumoto Oushime
Bullseye

Note: I thought the CFS idea based on monks with swords would be great, so
here goes.

Challenge:

The (Daimyo/Emporer/Land baron) has just decreed weapons illegal unless in


the possession of Samurai. All commoners with weapons are to be brought to be
brought before him (her) for judgement and punishment.

Focus:

The local temple is still seen in their courtyard practicing with live spears and
swords. As (Samurai/magistrates/etc..) it is your duty to apprehend them and
take them before your lord. If there are females in the party this is further
impeded by the temples decree that no woman shall walk it's halls (as many
temples were).

Strike:

After many frustrating attempts a lone monk agrees to travel with you and
represent his order before judgement. Along the journey you get to know the
monk and their bekliefs. The weapon practice is a path to enlightenment for
them. To deprive them of their weapons is to hinder their religious pursuits.
When you arrive, do you take the monks defense? Do you mete out harsh justice
ignoring the monks rationale?

Let them chew on that one!


Ship Shape
by Nick Jost

Challenge:

The PC's have been sent to a port to procure a boat for their lord. He will be coming in a
few days to take a tour of state along the coast. The boat should be able to handle the
PC's the small troupe of guards of the lord and some courtiers.

Focus:

There are only three boats that could fit the required passengers and would be fit for a
state trip. The first will fit all of the passengers but is older and run down. The second is a
rather lavish ship used for transporting and trading rare goods (the captain has made good
and spruced up the ship). The third ship has slightly cramped quarters and has adequate
amenities.

Strike One:

If the PC's hire this ship the trip goes poorly. The two other ports being visited view their
lord as a poor man since the only ship he could hire looks like the rats have taken over.
Punish them for this. Yes the price was good and everyone fit but it has brought shame to
their lord.

Strike Two:

One of the reasons the trader has made out so good is that he's been smuggling a rare
drug that's made of the ground bones and flesh of humans. The shugenja on board
discovered the formula. The sailors, knowing some of what's going on, are likely to try to
stay far away from an questions and refer anything back to their captain. If the PC's spend
time in the hold and poke around the cargo they may be able to find the latest victims.

The problem is that none of the entourage knows anything about sailing. If the PC's try to
take the boat the crew will fight back like their possessed. They know that a death
sentence awaits them on shore.

Strike Three:

The captain of this boat is a ronin criminal from one of the PC's clan. He was stripped of
his honor for murdering a samurai and his wife out of jealousy. The PC who shares his
clan may have heard some stories about him. He's a drunk and talks to much when he's
inebriated.

Tax Collectors
by Nick Jost
Challange:

A small village in the backwoods of the PC's clan territory has been doing poorly. The
people are unable to pay their taxes and so the PC's have been sent in to collect and or
rectify the situation.

Focus:

The people honestly can't pay what they owe. Despite good weather and hard work the
fields have remained barren. They realize this isn't a good excuse and don't offer it as
one. It's just the truth.

Strike:

What will the PC's do? Force the villagers to starve? Kill some examples as punishment?
They need to bring something back to their lord other than, "Gee...well...it was a bad year
ya' know." Unbenownst(sp?) to them a famous crane poet has holed up in the village
trying to get some inspiration. If the PC's are ruthless he will put it to song and spread it
through the empire. This gives the PC's a chance of earning more infamy than they would
normally get.

Found 'em in the Warehouse


by Nick Jost

Challenge:

The PC's have been sent on an ambassadorial mission to Unicorn lands. They are
supposed to learn and exchange gifts.

Focus:

While on their journey through the countryside, and after dealing with their primary
duties, they discover a hidden valley in the rolling countryside. Inside the valley they spy
a small village. On inspection they find an abnormally high number of members of the
samurai caste running the village. (Village is ~100 and contains six samurai w/
permanent residences).

They are invited to stay and given hospitality due to their diplomatic nature. Tochi, the
leader of the group, gives his home over to the traveling group. He is affable and gives a
tour of the town and offers to take the characters on a hunt.

Kunata and Tochiro, the two biggest samurai appear to be opposed to the idea and
respectfully decline. The other two, an older samurai named Kisada and a young samurai
named Moshitomo however are willing to go.
Strike:

While on the hunt the PC's will notice that not many of the peasants are employed in the
fields. Tochi seems to dodge the question. Kisada brags that HIS peasants are some of the
most enthusiastic of workers.

Something is rotten in Rokugan.....

Many years ago Kisada was established as the administrator of this small village. He
never aspired to greater hights and seemed content to stay.

His son, Moshitomo, was ever willing to explore the surrounding countryside and had an
adventurous spirit. One day he while exploring he discovered a hidden gold mine. The
production is small, roughly 400 koku a year. However, when combined with the wealth
of the village it makes the holding rather profitable. Moshitomo, nor any Unicorn official,
was ever told of the discovery.

Together with his friends, Kunata and Tochiro, Moshitomo has employed the village
secretly in harvesting and processing the ore. That is why the fields do not seem to be
worked properly. They have kept this secret from Kisada for almost ten years.

Four years ago a minor magistrate named Tochiro came to town. After his meteoric rise
to a magistrate position he proved unequal to the task. His lack of absolute failure is the
only thing that saved his position. He journeyed to the town and found it by mistake. He
is a missing and wanted man (in the sense of we would like to know what happened to
him). A character with a high lore in Unicorn affairs may know about him.

When he moved in he threatened to reveal the whole conspirators and joined them in
their treachery. Over time his skills in administration and his experience with his father
who administered a small province with a mine, has led to his ascension as the leader of
the conspirators.
The Heavy Burden of Taxes
by Peter Skanes

Challenge

The PCs are riding through a province none of them are familiar with. They come across
the remnants of a battle. Both armies have been decimated. As they investigate they see a
small group of peasants in the distance. As the PCs approach they can see that the
peasants are loaded down with booty from the dead soldiers. If the PCs let them live long
enough they will tell them.

Focus

The peasants tell the PCs that their local magistrate has been taxing them severely
(amounts left up to GM, but unbelievably heavy) and they would not have taken the dead
soldier's possessions except that they needed the money to survive. When the PCs go to
see the magistrate they are told by her peasant assistant that she has travelled to see a
local daimyo and will return in two days. The assistant knows nothing of the over taxing.

Strike

When the PCs return after two days they find the magistrate's home/office abandoned. If
they search they will uncover the many months dead corpse of a samurai-ko. Her ghost
haunts the house attacking the PCs. If they dismiss her or communicate with her they will
find out that she was murdered by her assistant. Communing with the kami will tell them
that the assistant had gone on with business as usual but kept all the revenues for himself.
He is no where to be found.

For future adventures, I would have the assistant assume the role of a samurai, living off
his wealth and pretending to be a magistrate. He would always be a couple of steps ahead
of the PCs.

Helping a Monk, the Hard Way


by Peter Skanes

Note: Here is a nasty open-ended one.

Challenge:

The PCs are approached by a monk looking for help. He and three of his order have been
sent far and wide to find samurai and return with them to the monastery. This group of
monks believe that the head of their order has gone mad and he needs the PCs help to
prove this and remove him from the monastery. When the PCs arrive at the monastery
they find it to be a quiet and serene place. If they ask for an audience with the head
master they will find him to be as calm, sane and enlightened as a monk of his experience
and age would be expected. The worried monk than takes the PCs aside and asks them to
stay the night as the master gets worse in the evenings.

Focus:

That night the master does not change in the least and after the evening meal the PCs are
shown their sleeping quaters. Well into the night they are awaken as they bound and
gagged and dragged out of their rooms to a subterranian chamber. They find themselves
kneeling in front of the worried monk and three other monks. Next to them are another
group of samurai, bound and gagged. The monks laugh as they tell the PCs that they have
to fight the other samurai to the death with their bare hands in order to get their freedom
and their swords/scrolls (Remember a sword is the samurai's soul). With this they are
released one by one to fight the opposing samurai. (They can team up, use innate
abilities, attack the monks, whatever)

Strike:

After the samurai capture or kill the monks (if they are captured the monks will say
something like "The Kolat's will has prevailed" or "Our master's plans come to fruition"
and than die from an unseen method of poisoning) they will emerge from the
underground chamber to find the monastery as quite and peaceful as before. If they wake
everyone, the master will be the first to admit he knew nothing of this. In fact the four
monks were new to the order as they arrived only months before on a quest to copy
sacred texts. If pushed further, he will admit that a cart came earlier this evening and
collected the copies but is long gone now. The cart is easy to track and the PCs will catch
up to it in a matter of hours. As they approach a chase ensues which is soon over as the
driver loses control and stops. Once the PCs get close they realize that the driver has
succumbed to the same poison as the monks. All their belongings are in the cart
untouched under the copies of the sacred texts.

(Up to GM what the Kolat wanted with the PCs Stuff)


Case of the Fallen Child
by Ray Colina

CHALLENGE:

As in the other CFSs in this series we find the PC's in winter court serving as Yojimbos
to their Lord. Along with the Lord usually entourage, is his daughter. A young girl of six
or seven winters with a precocious temperament and penchant for climbing. Back home
she was always scaling the castle walls or climbing up the tallest tower. This of course
horrifies her mother, but she is the Lords only child, and the apple of his eye, thus a little
spoiled. Shortly after arriving at court the PC's hear their Lords Wife admonishing her
servants and the child's guard to keep a close eye on the child as she had terrifying dream
that harm had befallen her.

FOCUS:

All goes well for a time. You might want to run whatever other goings on in court you
wish to highlight, so the PC's may have all but forgotten the Lady's dream. But then, late
one frosty night, the peace is broken by screams and cries of dismay. The young girl is
found in a courtyard- broken, bleeding and near death- it seems obvious that she fell from
a great height. Shugenjas can to tend to the child but the damage is great, she slips into a
comma and lingers at the threshold of death. The Lord is heartbroken and shattered. The
Lady blames her servants and the child's guard, who are probably put to death, her wrath
even turns to the PC's. But what can be done it seems it was all just a horrible accident.
Or was it.

STRIKE:

If the PC's choose to investigate they find some clues that seem to indicate that this may
have been more than an accident.

1: The accident happen near an unused portion of the castle, although careful examination
reveals that some person or persons been there recently.
2. A shugenja communing with the spirits will have trouble getting answers. Almost as if
someone else had scattered or otherwise silenced all the spirits in the area.
3. Questioning the servants reveals that one of the servants, a very pretty girl in her early
teens seems very nervous. The girl did see something, but she is very hesitant to speak.
You see the unusually attractive servant girl has caught the eye of a young Samurai who
is here at court with his father. They have been making late night rendezvous at the
unused portion of the castle. She is madly in love with the Samurai and has convinced
herself that he will take her away with him when he leaves. She is afraid of saying
anything because she fears her dreams would be ruined if that the truth of their tryst were
revealed in this manner. On the of the incident, night her lover was late in arriving, and
she saw too figures approaching. Realizing that it wasn't her samurai, she hid. She the
Brother of the PC's Lord, whom she recognized as he's very handsome, and a Woman
(Choose a clan), whom she didn't recognize, heading into the unused portion of the
Castle. What will the PC's do next? The Lords brother will claim that he was sleeping at
the time. He was indeed seen heading to bed. He later snuck out. The Lord trusts his
brother and will not listen to accusations made against him without proper proof and
testimony. Further more the Lord has been drinking heavily since his daughters accident
and grows more irritable with each passing day. The women identity will be harder to
learn as they have taken pains to avoid being seen together in public. Although asking the
rights questions of the right people might reveal that the two once had a brief love affair,
although it's been over for many years. Even more snooping might reveal that the two
have recently corresponded with each other. And yes, the women is a Shugenja.

What really happened? The precocious child was indeed out climbing about when she
came to the window and saw her uncle and the other women. At first she didn't
understand what they were talking about but then she heard that they were planing to kill
her Father. Inadvertently she gasped and they heard her. Her uncle tried to grab her and in
her attempts to avoid him she slipped and fell.

The Way of the Samurai


by Ray Colina

Note: Here's my crack at one, I copped it from a Usagi Yojimbo story called "The Way of the Samurai"

Challenge:

While traveling through a small Provence that the PC's are unfamiliar with they come
upon a Messenger being accosted by a small band of scraggly bandits. The bandits should
prove no challenge for the PC's and will probably run away once one or two are injured.
The grateful Messenger will invite the PC's to call upon his lord, who is the Magistrate in
the next town, and would no doubt want to show his appreciation. He will then run off to
deliver his message and to announce that they are coming.

Focus:

The Magistrate should belong to the same Clan as one of the PC's, a Lion or Crane would
work best but any Clan could be appropriate. He will prove to be an honorable man who
is devoted to the code of bushido and who has made his little town prosper. A gracious
host he will provide a fine meal, show them around town ect...but it should soon become
apparent that he is in very poor health. At some point he will be taken by an attack of
wracking coughing and forced to retire to his room. Later a retainer will explain that the
Magistrate is dying. When the PC's leave the next morning his retainer will apologize for
not being well enough to see him off.

Strike:

As the PC's continue their journey they encounter a lone figure standing far off on the
road before them as they come closer they will recognize him as the Magistrate. He will
Challenge the most honorable PC to a dual to the death, preferably a fellow Clan
member. He seeks an honorable death in battle rather than a slow ignoble death in bed.
What will the PC do? Fight the Magistrate? Refuse Him? Try to reason with him?

The Terrible Thing in the Woods


by Ray Colina

CHALLENGE:

It is early winter. The PCs, invited to the court of some lord or another, are enroute, when
they get caught in unseasonably fierce and sudden storm. The storm rolls in at an
impressive speed and soon envelops them a swirling fog of ice and snow. They find
shelter in a small roadside village.

FOCUS:

The village has only one small inn, which is soon filled with other travelers also seeking
shelter from the storm. At some point someone suggests that everyone take turns telling
ghost stories in order to help pass the time. One by one the guests begin telling their tales
of terror. (A book on Japanese myths/ghost stories would be and invaluable aid to the
GM. This is also a good opportunity to let the PCs who are inclined to do so, show off
their story telling skills.) After a few such tales a lone Ronin, whom no one had noticed
before rises from a dark corner to tell a story that he claims happened in this very village.
He tells the tale of a Shugenja, who acquired an ancient and tattered scroll from a
traveling Yasuki merchant, a man many claimed to be mad. No one knows what was in
that scroll but it changed the Shugenja, darkened his heart. Soon people began to
disappear and folks whispered about the unspeakable things that went on it the Shugenjas'
shack. The Lord at the time sent his Samurai to see if the stories were true, but when they
arrived at the Shugenjas' shack he was gone. And while no one knows what those men
saw, it is known that they the burnt the shack down until it was only ashes. Then left
swearing to hunt the inhuman beast down, but they never found him. Yet he still lives,
preying on travelers and the occasional villagers. The Ronin looks accusingly around the
room, the few locals present stare shamefully into their cups. Then without another word
the Ronin leaves, PASSING THROUGH THE FRONT DOOR. If others open the door to
follow all they find is swirling snow and icy wind.

STRIKE:

The tale told buy the spectral Ronin is true, he should know, he was one of the Shugenjas'
victims. The Shugenja does indeed still live, and the scroll he acquired from the Yasuki
was nothing less than a section from the Journal of Kuni Nakanu. (See Way of the
Scorpion pg.29) Dim the lights and cue up some spooky music- If you haven't done so
already. If the PC's decided to check on the ghostly Ronin story, then give them the fright
of their life. The next day should be clear allowing them to trod off into the woods in
search of the Shugenja. As they near his "haunts" the forest thickens and becomes
oppressive with a tangible evil taint. Time for fear checks and things half seen out the
comers of eyes. The Shugenja should be about two ranks higher than the party average
and should have access to lots of "spooky spells" but most importantly he is cunning and
the woods are filled with traps. Traps designed to confuse and separate the party so he
can hunt them down one by one.
A Bloodless Winter
by Rich Wulf

CHALLENGE:

After a large unexpected snowstorm hits the area as winter begins, lodging
everyone in a small village for the winter.

FOCUS:

A bizarre rash of sudden murders occurs among the peasantry in the area. The
corpses are sucked dry of blood. Pennagollan?

STRIKE:

A man claiming to be a traveling vinegar merchant is in fact the Pennagollan. He


usually travels from village to village taking only victims no one will notice,
using the vinegar to squeeze back into his body rapidly, and then moving on to
the next town to eventually winter in the Shadowlands. This year his schedule
has been thrown off and he fears exposure. Unfortunately, there are no crystal or
jade weapons in the town so someone will have to find the monster's body to
stop it...

Escargot
by Rich Wulf

CHALLENGE:

The party is sent by their daimyo/head magistrate/nursemaid/contrived GM


hook to the castle of the small and mostly unheard of Snail Clan as diplomats.
(Put the Snails wherever they need to be for the story but it would work best on a
border between two or more rival clans.) A gold mine richer than any in
Rokugan has been recently discovered in Snail lands and the pcs are to procure
the favor of the Snail daimyo, Kagyuu Gerogero. Of course, other clans in the
area are interested as well and send their own envoys. (If the pcs are Emerald
Magistrates, perhaps the Emerald Champion fears a war may ensue over this
trifling situation and sends the pcs to moderate.)

FOCUS:
Gerogero has been pushed around by the great clans all his life and has been
looking for an opportunity to get his licks in. He is rude and obnoxious, offers
the bare minimum of hospitality, and plays the various different clans against
each other with his favor to keep himself from being dueled to death by samurai
who have had enough of his antics, and hiding behind the pcs if they are
Emerald Magistrates. He makes it fully clear that anyone who is rude to him can
expect not to receive rights to the mine. He is a very spiteful and bitter old man
who seems to be immensely amused by the entire situation.

STRIKE:

Gerogero's son Kagyuu Choku comes to the pcs, worried senseless. It seems the
gold mine is not as rich as Gerogero makes it out to be. Not a tenth so. But
Gerogero has recently learned that he is dying of a rare disease and wants to
make a fool of the other clans that have mistreated him so before he dies.
Unfortunately, Gerogero seems to care little that his acts will inevitably start a
war that will destroy the tiny Snail Clan. Choku begs for help. He will assist in
any way possible, short of killing his father.

Invited
by Rich Wulf

Note: City of Lies Adventure. Okay. This one's simple, but it caused my pcs a lot of
pain...

Challenge:

A rather large holiday (Bon Festival, Setsuban Festival, Days of Generosity, Arbor Day,
whatever) is rapidly approaching. The pcs begin to notice the major families in town
going out of their way to prepare an excessively elaborate celebration.

Focus:

The magistrates are suddenly reminded that they are a few of the most important citizens
in town (the representatives of the Son of Heaven and the Emerald Champion himself!)
The day before the celebration, Hyobu delivers to them an invitation to her costume ball,
along with a rather expensive mask decorated in their appropriate clan colors. (Before
they even start, they are invited as -samurai-, not as magistrates, so this cannot be
considered a bribe.) She also says that she will supply each of them with a geisha to
accompany them. Shortly thereafter, Baranato (or whoever is in charge of the next largest
clan, depending on how your Opium War turned out) delivers each of them a fine silken
kimono and invites them all to attend -his- celebration. An entourage including fine
Unicorn steeds and a Battle Maiden escort has already been arranged. Neither of them
will take no for an answer.
Strike:

Caught between the two most powerful clans in town, the pcs must decide who to insult
and who to favor. Should they split up and attend both? Should they attend neither to
spite both of their attempts to curry favor? (the Crab answer) Or is there another solution?

No Good Deed Goes Unpunished


by Rich Wulf

CHALLENGE:

The party is traveling when they come upon a dead samurai alone. By his mon, it
is apparent that he is the oldest son of the local daimyo. It appears that the boy
killed himself falling out of a tree.

FOCUS:

It would only be honorable to somehow return his ancestral katana to his family
(before bandits steal it) and tell them where to find the body for proper funeral.

STRIKE:

The boy's father is a war-like megalomaniac (not necessarily a Lion but the Lion
stereotype works best). The boy was a peaceful, but somewhat naive sort. He had
run away to live the life as a ronin, and had by chance and stupidity fallen out of
a cherry tree and broken his neck. The father, of course, can't have anyone
knowing about his son's weakness. When he sees the pcs he heads them off
before they can tell their story, attempting to accuse them of kidnapping and
murdering his son, and stealing his sword. (This of course raises the question of
why they would enter his court with it, but the father blusters and screams and
tries to prevent rational argument if possible. Meanwhile, most of the court is
intimidated by him and will attempt to follow his lead.)

My Castle, My Prison
by Rich Wulf

Challenge:

The pcs are traveling through crab lands, passing by the castle of a reclusive Kaiu
seigemaster. Suddenly, an arrow whizzes by their heads, narrowly missing. But
no further attack comes.

Focus:
Attached to the letter is a note, written by the wife of the Kaiu engineer. She is
apparently being held prisoner *by the castle*.

Strike:

The siegemaster, as it turns out, was a rather eccentric sort and good at what he
did. He installed all matter of traps and bizarre security systems throughout the
castle. Unfortunately, he died of a sudden heart attack the night before and no
one else in the castle knows how to disable his mechanisms. Its only a matter of
time before the inhabitants die of thirst or starvation, for the castle's siege
supplies are in the best defended chamber in the castle.

Just a excuse for the GM to go gonzo with bizarre traps and make the pcs think
for a while.

The Puppeteers
by Rich Wulf

BACKGROUND: It is a normal practice in Crab lands for farmers to leave small


offerings of food suspended from poles in their fields, gifts to the Nezumi in
return for their protection (and to keep them from stealing food.)

CHALLENGE:

A small farm village is having problems. The Nezumi are getting greedy,
beginning to steal large amounts of grain and growing openly hostile when the
farmers attempt to try to talk to them about it.

FOCUS:

The PCs may discover that the Nezumi have their own problems. Their "sacred
rock" has been stolen, and their high priest (who has a The Ties That Bind spell)
has tracked the stone to the village. The Nezumi prepare to attack the village and
take the stone back. Another funny note: according to the Nezumi, they are NOT
stealing food. In addition, the farmers haven't left them anything in weeks.
They're starving. The farmers claim they HAVE been leaving the usual offerings.

STRIKE:

The entire situation is the fault of a mischievous group of Kappa. They're the
ones who have been stealing the offerings, the farmers food, and took the "sacred
rock", planting it under the village headman's bed. (He complains of back pains
constantly because the thing pokes him.) Will the pcs figure it out in time to stop
the peaceful farmers and Nezumi from destroying each other?

Things Got Bloody


by Rich Wulf

CHALLENGE:

The PC's are travelling through a narrow mountain pass in Scorpion lands on an urgent
message from their daimyo/head magistrate/wicked stepmother/whatever.

FOCUS:

On the way, they run into a group of Lion Samurai, equal in number to the PCs. These
young punk samurai are on their way to their first battle - a particularly bloody border
skirmish with the Scorpion. The Lions "invite" the pcs to come with them and bask in
their glory.

STRIKE:

They don't take no for an answer. If the pc's turn them down, the Lions assume they are
cowards. If the pc's mention their urgent message, the Lions snicker about how
convenient it is that their mission is taking them away from the battle.

PS: This one's a lot of fun if you have a lot of samurai with the "Brash" disadvantage and
one Scorpion or Crane who usually handles the diplomacy. My Scorpion player was an
inch away from sweet talking the Lions into leaving them alone, all the while neglecting
the seething Dragon behind him. When the Dragon finally decided they had insulted his
honor, it was too late for the Scorpion to do a thing. The Scorpion was knocked off his
horse by an angry Lion and bears a bitter grudge and a head wound.

The Unwanted Gift


by Rich Wulf

Challenge:

The pc's daimyo/master/chief magistrate/step dad/whatever is to be soon visited by an


important daimyo of the Lion Clan (or a suitably hair-trigger militant family if the pcs are
Lion-friendly). This could mean a valuable alliance for both parties, but the daimyo is
known to take insults to his honor easily and throw down duels at the drop of a hat. The
Scorpions, who were due to visit next week, send their apologies for they fear they
cannot possibly arrive in time. No Scorpions? This is a problem?

Focus:
The Scorpions apologize by sending a gift to the pcs. This gift is a Shosuro Actor trained
as a court jester. The Lions arrive.

Strike:

The jester is ready and willing to ply his trade upon the Lion daimyo. And since he is
now the vassal of the pc's daimyo, any insulting act on his part will not be blamed on the
Scorpions. On the other hand, any attack on the jester will be seen as a rude insult to the
Scorpions' wonderful gift. Either way, it spells trouble for the pcs. They must figure out
how to calm down the situation and... perhaps more importantly... FIGURE OUT WHY
THE HELL THE SCORPIONS ARE DOING THIS!!!!!! (That's up to you as a GM, but
remember that despite their reputation most Scorps have better things to do than go
around causing evil for evil's sake.)

You Can't Judge a Book by Its Cover


by Rich Wulf

CHALLENGE:

The characters are hired by the Phoenix to procure an item of inestimable value for them
from the Unicorn. Something the likes of which they've searched for a long time.

FOCUS:

It's a book. About trees. Nothing scandalous, nothing magical, nothing even useful. Just a
book. (Books are a rarity to the Phoenix; they usually use scrolls.) The Unicorn snicker at
the price the Phoenix are willing to pay for the curiosity, and wish the pcs well on their
long trip home.

STRIKE:

The book is huge, heavy, unwieldy, and fragile. The PCs must deal with all matter of
hardships: keeping it dry while crossing the snowy mountains, finding a way to store and
carry it without damaging it, and defending themselves from bandits (or if you're mean,
MAHO-TSUKAI!) who think the book contains valuable magical secrets, and become
even MORE angered when they learn the truth.

Uprising
by Rich Wulf

CHALLENGE:

Night comes to Rokugan. The PCs are forced to take refuge in a large castle on the Matsu
Plains. They discover that the castle is abandoned, and the samurai who should dwell
within are nowhere to be found.
FOCUS:

Looking out the window, they may see a veritable army of shaggy, greenish lurking
creatures emerging from the earth itself. They head toward the castle, surrounding it.

STRIKE:

They are the Zokujin, slave race miners of the Lion Clan (see WoTL). A cave-in in a
nearby mine left their captors buried, and the rock goblins used their natural rock-
burrowing abilities to dig themselves free. They ate their way into the bowels of this
castle, taking the samurai in their sleep and imprisoning THEM in the mine (a tunnel in
the basement, chewed by the Zokujin, leads to the mine and the captive samurai - 20 or
so of them. Freeing these samurai is the only hope for a direct assault on the 40-so
Zokujin.) In the meantime, the Zokujin are brutish, violent (after a life of hard labor -
especially to those who dress in Lion colors), and seeking revenge upon humanity. The
Zokujin should have stats roughly equivalent to ratlings, I would wager, but without
shugenja. The pcs should NOT be told what the Zokujin are until they free the Lions.
Anyone trying to detect the Taint on them, should be told something cryptic like... "You
don't sense any of... Fu Leng's... evil. But they certainly don't look friendly."

Just for the Taint of It


by Yasuki Garou (Rich Wulf)
Crab Clan Shugenja • Ratling Wrangler

Note: Works best if the pcs are magistrates in a large city like Oroki Owari.

CHALLENGE:

Legends in the city tell of a mysterious hero, known only as Sarakedasu. He


appears in the dark of night, saving the helpless from bandits, criminals, and all
manner of evils. The PCs perhaps have a few encounters and adventures with
Sarakedesu. He is an aloof, driven, and devoutly holy man, who wears the armor
of a Samurai under the robes of a shugenja. He carries no weapons, but is
extraordinarily strong. He also carries the Shadowlands Taint for those who can
sense it, but seems honorable and noble. (He will quickly vanish if anyone
attempts to destroy him for his taint.)

FOCUS:

A rash of murders begins in the city, the victims left dead and bloodless. Rumors
begin to spread that Sarakedesu is responsible, that he is secretly a Penagollan.
He is captured by a local merchant, and exposed for what he is.

STRIKE:
Sarakadesu manages to escape, and comes to the pcs for help. Sarakedesu IS a
penagollan, but he is a freak of his kind. A penagollan with conscience, who
leaves the city and slakes his bloodlust on wildlife and livestock. (He NEVER
feeds on people, not even those who break the law.) The merchant and all of his
men, on the other hand, are a group of shapechanging creatures bent on taking
over the city. Sarakedesu stumbled onto their secret, and they stumbled onto his.
Unfortunately, his secret is far easier to expose, and if the pcs are seen to help
him, they will be seen as tainted madmen or pawns of the Dark One.
To Exact Justice
by Scott Herbert

Challenge:

The characters work for a highly-placed Kitsuki magistrate, and his Winter Court is
celebrating a 3-day festival. After the first night, they find the ranking Crane, a wealthy
merchant patron and friend of the Kitsuki, murdered in his room. The PCs are ordered to
"find the truth behind the murder, and see that justice is done".

Focus:

The second night, the ranking Lion is found dead, despite all precautions. He was a
renowned warrior and also a good friend of the Kitsuki. Suspicion falls on an unknown
ronin, who has disappeared after the second murder. Meanwhile, the Kitsuki has secluded
himself and refuses to see anyone, for any reason.

Strike:

The ronin, indeed the 'murderer', 10 years ago was a rising star in the Lion family, an able
warrior and one of the few who understood the court system and was able to maneuver in
it. In addition, through ties to the Dragon Clan, he received a tattoo at his gempukku. The
Kitsuki, Lion, and Crane conspired to make him fall from grace, the Crane because of the
ronin's affluence and court appeal, the Lion because of his battle expertise, and the
Kitsuki because he was not given a tattoo and the 'outsider' was. The Lion accused him,
the Crane politically isolated him, and the Kitsuki passed judgment, banishing him
(seppuku would have cleared the shame on his honor). The ronin has now come back to
exact a terrible revenge on his persecutors, who have stripped him from everything he
once was. What do the PCs do? They cannot allow their lord, the Kitsuki die, but at the
same time this same Kitsuki ordered them to 'find the truth, and see that justice is
done'.....

Hope someone out there enjoys this little tale...

The Soul's Reward


by Scott Herbert

Challenge:

A mad Phoenix shugenja is burning everything in sight (picture, you CCGers, Hitsu-do),
destroying several valuable holdings of the PC's daimyo. They are ordered to stop him
and preserve as much life as possible.

Focus:
The elements around the shugenja are warped (water flowing uphill, stones floating, fire
without warmth, etc.) and an NPC guesses that the shugenja is in league with the Dark
One, and should be killed without delay.

Strike:

The shugenja has been struggling for years to research the difference between Kami and
Kansen in an effort to ease (what he sees as) the Kansen's suffering; he is convinced that
this, more than any other action, is the key to restoring the Shadowlands. Now, he's been
possessed by several kansen, and is insane. _If_ he can survive, his added knowledge of
the kansen's condition, brought about by his possession, may be enough to save the
kansen from themselves. And here is where the PCs orders are most pointed.... what is
life? Certainly, they must protect the daimyo's people... and the shugenja is also a
concern. But what of the kansen?

Just something bumping around in my mind.... _that_ Phoenix villain is one that almost
any player could identify with..... at least, it's easier for me....
The Prison of Freedom
by Steven K.

CHALLENGE:

The PCs (as the Magistrates) were instructed to escort a member of Imperial family to her
destination (somewhere far). Seems like a mundane chore for the Magistrates, but
appearances can be deceiving to the discerning eye.

FOCUS:

In an inn where they stayed, the cousin of the Hantei was killed under mysterious
circumstances, probably by ninjas. Unfortunately, one of the PCs had his weapon next to
the slain woman, and him without explanation of its disappearance from his side. Other
Magistrates found some evidence that linked him to the crime, but without a motive and
the way the evidence was seeded, it didn't seem like it could hold in court. However, a
Scorpion diplomat used his skillful courtier skills to convince the Emerald Champ to
imprison the PC as the primary suspect. He agreed, so the PC was sent to the prison. A
Kitsuki Magistrate agreed to lend a hand to the investigation. Just as the rest of the PCs
were working on the case, the suspect was freed by an unknown man and pursued by
Imperial guards. He went to rest of the PCs, but their location was revealed by the
Scorpion courtier, so all the PCs became fugitives as a result.

STRIKE:

Obviously, it is now up to the PCs to clear their friend's name as well as their own. The
Scorpion courtier turned out to have harbored some deep resentment toward the family of
the accused, so he wanted to frame him, not only to kill him but also to stain his family's
name. The evidence against the suspect is cruel, but other evidence were covered up
rather well by the ninja. The Kitsuki Magistrate would be a great assistance to the PCs,
but in the middle of their investigation they secretly found out that that Dragon
Magistrate had, in the past, a private association with the Scorpion. If confronted, he'll
deny everything. The Dragon has proven himself thus far, and losing him could
jeopardize the investigation. As the PCs got closer to the truth, it alarmed the Scorpion
and he decided to send his assassins to take out the PCs, while the Imperial guards were
closing in on them. Would them be able to ward off the ninjas, stay hidden from the
guards, and found enough evidence to clear their name? Would that be enough to point
the fingers to the Scorpion courtier, despite his skills at manipulating the truth and his
deep association with members of the court?

One of my players is a Scorpion, so his loyalty to his clansman may also be put to the
test. If someone in your campaign has a major enemy within the Scorpion clan, it'd make
even more sense.

That Curse is Ticking!


by Steven K.
CHALLENGE:

The Imperial Magistrates are ordered to escort an important shugenja to the Isawa Palace.
The lady of the Isawa family has been cursed by a recent run-in with a mad maho-
practitioner, and he must get there ASAP. Some of the remaining Blood Speakers (or a
cult of maho shugenjas) received news of his prestigious ability and wanted him dead,
thinking that he holds the antidote to one of their corrupt arts.

FOCUS:

The party has a run-in with one of the evil shugenjas and his henchmen. During the
skirmish one of the PCs got cursed, and the shugenja we were escorting disappeared in
the midst of confusion. One of the PC (who must be a shugenja also) identified the curse,
which has gradual effect of poisoning its victim.

STRIKE:

The PCs must locate the shugenja fast, cure the PC, and evade rest of the maho shugenjas
and their assassins. Furthermore, they must get to the Phoenix land and save the Isawa
lady before her condition worsen.

I think this campaign is more suitable for experienced PCs, since it must be tough to win
against exp. maho shugenjas. By giving the curse a timer to set off its effect, it could
create a sense of urgency to the party to "get moving".

(ps: I haven't really look into the effect of curses in Rokugan. Any spell that can have a
slow yet davastating consequence would be equally useful).
To Exact Justice
by Bayushi Tasogare

Challenge:

The characters work for a highly-placed Kitsuki magistrate, and his Winter Court
is celebrating a 3-day festival. After the first night, they find the ranking Crane, a
wealthy merchant patron and friend of the Kitsuki, murdered in his room. The
PCs are ordered to "find the truth behind the murder, and see that justice is
done".

Focus:

The second night, the ranking Lion is found dead, despite all precautions. He
was a renowned warrior and also a good friend of the Kitsuki. Suspicion falls on
an unknown ronin, who has disappeared after the second murder. Meanwhile,
the Kitsuki has secluded himself and refuses to see anyone, for any reason.

Strike:

The ronin, indeed the 'murderer', 10 years ago was a rising star in the Lion
family, an able warrior and one of the few who understood the court system and
was able to maneuver in it. In addition, through ties to the Dragon Clan, he
received a tattoo at his gempukku. The Kitsuki, Lion, and Crane conspired to
make him fall from grace, the Crane because of the ronin's affluence and court
appeal, the Lion because of his battle expertise, and the Kitsuki because he was
not given a tattoo and the 'outsider' was. The Lion accused him, the Crane
politically isolated him, and the Kitsuki passed judgment, banishing him
(seppuku would have cleared the shame on his honor). The ronin has now come
back to exact a terrible revenge on his persecutors, who have stripped him from
everything he once was. What do the PCs do? They cannot allow their lord, the
Kitsuki die, but at the same time this same Kitsuki ordered them to 'find the
truth, and see that justice is done'.....

Hope someone out there enjoys this little tale...

The Soul's Reward


by Bayushi Tasogare
Challenge:

A mad Phoenix shugenja is burning everything in sight (picture, you CCGers,


Hitsu-do), destroying several valuable holdings of the PC's daimyo. They are
ordered to stop him and preserve as much life as possible.

Focus:

The elements around the shugenja are warped (water flowing uphill, stones
floating, fire without warmth, etc.) and an NPC guesses that the shugenja is in
league with the Dark One, and should be killed without delay.

Strike:

The shugenja has been struggling for years to research the difference between
Kami and Kansen in an effort to ease (what he sees as) the Kansen's suffering; he
is convinced that this, more than any other action, is the key to restoring the
Shadowlands. Now, he's been possessed by several kansen, and is insane. _If_ he
can survive, his added knowledge of the kansen's condition, brought about by
his possesion, may be enough to save the kansen from themselves. And here is
where the PCs orders are most pointed.... what is life? Certainly, they must
protect the daimyo's people... and the shugenja is also a concern. But what of the
kansen?

Just something bumping around in my mind.... _that_ Phoenix villain is one that
almost any player could identify with..... at least, it's easier for me.....
But I Just Came for the Spells
by Togashi Ogami

I used it as a one person adventure - it works best for a shugenja who has returned home
to their school to receive instruction raising them to their next school rank.

Challenge:

The young shugenja has returned home to learn new spells from his master. The master
tells him that before he will teach the shugenja his next school rank, that he must fulfill a
test. The test is that the master is afraid that one of his students is a maho-tsukai, and he
wants the shugenja to find out who it is so that the proper authorities can be notified.

Focus:

The master has 4 students besides the PC. One is his son who is lazy and incompetent.
Another is an obvious prodigy - 12 years old or so and rank 2. The third is haunted and
brash. And the fourth is the PC's best friend since childhood. Each npc has habits that
make them look suspicious. In my game, the master's son was the maho-tsukai (who had
summoned a minor oni to teach him the black arts), the second PC, the prodigy, was
actually quite mad, the fourth PC was allergic to cotton and was always chafing and
squirming and was covered with hives (SL taint?), and the fourth was illegally teaching
heiman how to read and write.

Strike:

Can the PC discover who is the true maho-tsukai without either a: alienating everyone
else, or b: tipping off the maho-tsukai and ending up facing him (and his oni) in combat?
If he does, he could gain an important ally as well as advance in rank. If he doesn't,
well... he could gain a minor/major enemy and not be granted as many spells at his new
rank (or, if he ends up facing the maho-tsukai and the oni, he could end up dead...).

A Question of Duty
by Togashi Ogami

Note: taken in part from some fanfic from L5Rstory:

Challange:

Hiruma scouts discover a plot for a major attack on Kiau Kabe. The PC's are sent
north to alert Hida Sukune's army which is having training maneuvers up in the
Twilight Mountains.

Focus:
Along their route, north of the northern anchor of the Wall, the PC's see in a
valley below a monastery being burned to the ground. The attackers are SL
Moto, who, while acting as an advance scouting force for the invading army,
couldn't resist burning this unguarded symbol of Rokugani devotion.

Strike:

Do the PC's abandon their mission and go to the aid of the monks, or do they
continue north to warn Sukune and let the monks die and the Moto return with
their information?

I like the "damned if you do, damned if you don't" scenarios.


A Helping Hand
by Wayne Peacock

CHALLENGE

The PC's are traveling though the mountains and have lost their way, when a storm blows
up. They come to an old, rickety bridge. Beside the bridge is a humble shrine contains a
old and worn statue to Hotei, the fortune of travelers. Kneeling and rocking back in forth
in front of the shrine is a middle-aged, peasant woman. Her keening sobs are mostly
hidden in the wind.

FOCUS

She tells them she can guide them to her home, if each person promises to give her
starving family half her/his supplies. She will ask each person. (If one is lying or says no
they must make an Athletics roll at TN 35 to cross the bridge.)

To the rest she will clasp the leader's hand and tell them to make a chain as she guides
them across the bridge and along a twisting and narrow rock path. Anyone who lets go
must make a test as above.

STRIKE

After some harrowing close calls, the path with abruptly widen into terraced rice paddies,
but the old the old woman refuses to let go and will pull them towards a low stone hut
with a thatched roof. As the players enter the house, the woman's hand will grow cold.
Inside, they will find ten villagers so weak with hunger they cannot rise. The leader will
find that he is holding the disembodied hand of stone.

If the players help the villagers, they will each gain a temporary point of Void for a
month, and two points of Honor. If they check back at the bridge, they will indeed find a
body of a woman at the bottom of the chasm. Around her are the evidence of several
bundles of rice-smashed in her fall to the rocks. Her body is intact, except for her hand.
The statue of the kami at the shrine is also missing the same hand.

"KAPTAVATING, or Troubled Bridge Over Waters"


by Wayne D Peacock

Challenge:

The PCs encounter a young samurai maid crying on a bridge. When asked why,
she points to the water below and mumbles about losing her netsuke.

Focus:
Beneath the bridge are a number of kappa equaling the number of PCs.

Strike:

The maid is a Kappa using a spell to disguise her appearance. The kappa will not
fight to the death they just want food and cash. If the party is doing particularly
well, the "girl" will cannonball one of them from the top of the bridge. It might be
funnier if the PC are going somewhere important and want to look good. The PC
may have to bargain just to keep from getting mussed up.

Kumo Bay!
by Wayne D. Peacock

CHALLENGE:

The players board a ship to the Mantis islands from Otosan Uchi. (You will have
to come up with why.) The ship founders in a storm and the players are washed
off the ship and onto an island. Each player must make a Reflexes roll at TN 20
for each item to see if they lose it in the wreck.

FOCUS:

On the island, in a ruined village the players find a crazy old man dressed as a
tengu. (His fantasy is to fly off the island, get it?) With some searching they
discover a horde of old wepons carefully stored in racks. They can also find a sea
cave, near the village with an iron gate at one end, open, and spider corpses
littering the inside.

STRIKE:

The village made its "living" via four captured water kumo. (Treat as regular
kumo without the ability to project their webbing but with the ability to summon
storms and walk on water.) The villagers would poke and prod the spiders
causing them to generate a storm, wrecking passing ships. Then, the peasant
would salvage the ship, kill any survivors, and sell the booty to pirates. The old
man was one of their victims, a shipwrecked sailor who eluded the peasants and
freed the spiders out of spite. The spiders killed all the villagers and left the
sailor alive. Now they wreck ships and kill the crews for food. The old sailor has
gone insane -- tormented by what he did (and the spiders).

Also, the ship has not been wrecked. It is in a secluded cove an most of the crew
is still alive, but trussed up awaiting a birthday dinner. You see, it's breeding
season and there are egg sacks all over the ship filled with hungry spiderlings.
The spiders have it tied near rock, so the PC's can find the weapons, sneak over
to the ship, kill the spiders, and free the sailors -- then they can get off the island.

No problem, huh?

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