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Author Mike Myler, Savannah Broadway, Illustrations Claudio Pozas


Luis Loza, Michael McCarthy Publisher Storm Bunny Studios
Cover Art Claudio Pozas, Tan Ho Sim Special Thanks Duan Byrd

Ayakashi the Bard....................................................4–8 Natsuko the Kamispeaker................................26–31


Kanden the Ninja...................................................9–13 Piasu the Erītokirā...............................................32–37
Lan the Thief..........................................................14–19 Rinna the Rōsoku-Urasan.................................38–43
Matsi the Detective............................................20–25 Tomoe the Samurai............................................45–49
Pregenerated characters for the Imperial Matchmaker mega adventure (funding on Kickstarter)
Open Content: Subject to designation as Product Identity (see below), the only portion of this Storm Bunny Studios product des-
ignated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defined
in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well
all other parts of this product
including all text not specifi cally
Taking the Steampunk out of Mists of Akuma designated as Open Game Content
When designing this campaign setting we made it accessible for GMs that is not Open Game Content. No
want some eastern fantasy noir but not all the technological bits. Omit the portion of this work other than
following elements to wind back the wheel of time in Soburin: the material designated as Open
Game Content may be reproduced
• Remove the Kengen from Chapter 1: History. in any form without written per-
• Remove the Mekkusenshi from Chapter 4: Sanbaoshi (or reskin it as mission.
an enchanted guard). Product Identity: The follow-
• Remove all of Chapter 5: Kyōfū. ing items are hereby identified as
Product Identity, as defined in the
• Remove all Forbidden Technology sidebars (mostly Chapter 7: Clans). Open Game License 1.0a, Section
• Remove the prefectures of Rimono, Supai, Usagi, and Uso (all located 1(e), and are not Open Content:
on the corners of the world map). Storm Bunny Studios, the Storm
• Remove Komoro-Toko from Chapter 7: Clans (or reskin her features as Bunny Studios Logo, the Mike
enchanted items). Myler logo, Mists of Akuma, as
well as all trademarks, registered
• Remove the Kaiyo Tsukumogami from Chapter 9: Oni. trademarks, proper names (includ-
• Remove the Disgraced Amputee, Gaijin, and Kagaku-Sha backgrounds ing the names of each character,
from Chapter 10: Character Options. location, item or monster unique
• Remove the following archetypes from Chapter 10: Character Options to this product), dialogue, plots,
storylines, locations, characters,
- Bushibot fighter, Clockwork Adept wizard, College of the Gun Priest artworks, and trade dress, but ex-
bard, and Shinobibot rogue. cluding any content that is Product
• Remove subraces from Humans except Soburi, as well as the Mutant, Identity of Wizards of the Coast.
Necroji, Psonorous, and Steametic races from Chapter 11: Races. (Elements that have previously
• Remove the Tsukumogami Augmetic feat from Chapter 12: Feats. been designated as Open Game
Content are not included in this
• Remove the Steampunk Equipment, Vehicles, and Augmetics from declaration.)
Chapter 13: Equipment. References in non-Open Game
• Remove disrupt technology from Chapter 14: Spells.
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Content (thus not covered by the
• Reskin the technological features of Erītokirā as well as Kuno-Meinu, 8 Open Game License) in this work
to content owned by others is not
Arms Kazuya, Kaneda Moto, and the Clockwork Guardians in Revenge a challenge to their ownership and
of the Pale Master as enchantments or magical features. is used under Fair Use.
E aster n F a ntas y Noir Ste a mp u n k
Almost two centuries ago the lightning-powered ships of Ceramia pierced the skies of Soburin
heralding an age of oppression that still marks the lands with the resources ruthlessly stripped
from the countryside. Ripped away from a long age of peace and broken by soldiers wielding
scientifically advanced weaponry, the warriors of the prefectures were drafted into a distant
conflict across the edge of the world and ancient traditions of violence have reawakened a thirst
for blood in those that survive behind the safety of the Great Divide. Emperor Hitoshi’s rebellion a
decade ago threw down foreign rule but an ancient danger has reappeared to push society to the
brink of collapse: the Mists of Akuma.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that
seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities
dotting the countryside leaving the common folk to face the supernatural haze alone, adding to
the undead horde. Nature itself has been perilously wounded and the technology that might
save the prefectures is shunned and feared by Emperor Hitoshi and his subjects. In the wake of
the primordial fogs he has granted vast powers of authority to special government servants from
each of the prefectures—bengoshi—able to deputize citizens as they see fit to undertake
missions of great import to the safety of Soburin. While some have done as they were ordered,
most instead use their position to aggregate more resources for their clan, sabotage rivals, delve
into magics forbidden or forgotten during the foreign
invasion, or even enter into fell pacts with oni.

Mists of Akuma is a complete 5E campaign setting:


• Two dozen prefectures that rule over the continent
of Soburin each with its own unique culture, goals,
history, and leaders.
• More than 100 NPCs and monsters, three detailed
urban settlements with full page maps, new
character backgrounds, archetypes for each class
(including ninja rogues, samurai paladins, bardic
gun priests, and warlock wu-jen!), 14 new races,
more than two dozen character feats, and
10 pages of equipment.
• Revenge of the Pale Master, a mystery
set in the industrialized city of Kizaki
in the shadow of a deadly, ancient
necromancer.
• More than we can fit here. There's
a free Soburin Primer PDF.

Though the Kengen Occupation


may have come to an end a
decade ago, the aftershock
of the foreigner's oppressive
rule—divisions among soburi
natives, fear of technology,
and the paranoia of
untrustworthy neighbors—
are strong still, coloring
everyday life with a pall of
darkness nearly as unsettling
as the Mists of Akuma.
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Tanaka stirs awake as the darkness around him recedes and a sourceless voice howls from the
distance, a nohkan flute right on its tail as a light from above reveals a familiar, battered wooden
stage, paper backdrops set up behind it to look like an alleyway. His eyes slowly adjust until he can
focus on a prominently hanging nobori and the thief instantly recognizes the Kyūsui Kuchi, one
of the tea houses in Kasbiko. “If nothing else,” he grumbles, “these infernal shows strive for accuracy.”

An actor in a brown robe deliberately walks out onto the stage with their face obscured by
a crimson kasa hat, ever so slowly lowering it as they turn to the crowd to reveal the noh theater
mask Tanaka has come to revile. The actor withdraws in pain, clutching at their heart before
receding behind the paper jiutai-za. A dirty feeling rises in his stomach as the chorus bellows
lower and lower, the pitch dropping further as another actor he recognizes ekes onto the stage. A
mirthful expression is etched into the mask and a long, unkempt reddish ponytail cascades down
their back—it’s only fitting by the way they move that they be his oldest friend and confidant,
Ogino Denbe.

Tanaka’s interest is piqued as the song changes again, the tempo rising. The new actor draws
a fude as though it were a blade, brandishing the calligraphy brush towards him like it were a
sword as the beat goes faster and faster. Just when it seems unbearable the drums stop and Ogino
shuffles toward the far right of the stage before dropping to his knees, producing a small clay jar
and vandalising the paper backdrop with red ink. His heavy robes bounce up and down in a flurry
of movement difficult for Tanaka to perceive, and when he steps away the thief cries out in shock.

There are only two words: “Tanaka. Tsukumogami.”

The thief screams out at the top of his lungs but it is too late—the first actor emerges from
thin air, a true blade poised to strike. Tanaka watches helplessly as the sharp metal sinks into
Ogino’s neck, the noh mask of his friend changing with nauseating cracks as the wood reforms
into a gruesome rictus of pain. Ayakashi steps away as the victim’s body goes limp, looking around
the stage for witnesses. To his dismay the thief is the only audience to the tsukumogami’s crime
and he falls back onto the floor, sobbing as the actor wipes the graffiti illegible with the bloody
body of his longtime friend.

Tanaka cannot tell how much time passes once the darkness closes in again, the void
broken only by the presence of the mask. It wears a saddened expression as it floats nearer to him
but whatever patience he once had for the creature died on the stage with Ogino. “We are done.
Do you understand me, monster?” Miniature arms and legs sprout from the creature and it begins
to move, its replies as curious and difficult to understand as ever. Tanaka swipes at it, sending it
tumbling through the air. “It has been more than long enough, I have fulfilled my end of our
bargain three times over, and you have just slain one of those I held dearest. There is no more
compromise to be had. I want rid of you.”

In response Ayakashi becomes a whirlwind of movement, spinning in the air and producing
a grand scroll of breathtaking illustration. Despite his anger Tanaka’s curiosity gets the better of
him and he peers at the artworks upon it, realizing halfway through that he is depicted in many
of them—and the noh theater mask in many more, each one more disturbing and pitiful than the
last. At the very bottom the scene shows both Tanaka and the tsukumogami stabbed through with
blades, and he comes to understand the little monster's motivations for the grisly murder.

Sighing with exasperation and defeat Tanaka relents, sitting upon the floor once again.
“Perhaps they would have betrayed us. Perhaps not. We’ll never know now, will we? I’m done with
the mystery, I’m done with all of this. I’m done.”

4
Performer Extraordi nai re
Few adventurers in Soburin stand out more than Ayakashi the tsukumogami. Once a humble
theater mask, the mystical energies of the Mists of Akuma transformed the noh theater mask into
a well-meaning monster trying to make sense of the corrupted and crumbling world around it.
With long lasting memories of innumerable performances it naturally took to the role of the bard,
drawing out magic from the plucked notes of a shamisen or the whistling of a nohkan (usually via
the hands of a possessed humanoid). Though Ayakashi is ever wary of a former host’s vengeance,
the curious and good-natured creature need look no further than Sanbaoshi to find its destiny
intertwined with one of the greatest threats against its kind!

HISTORY
A century of performances as the Sutoresu Adventurers wandering through Majisei
Acting Company’s most cherished prop came across Ayakashi and saw only the adeddo-
ultimately begat Ayakashi in the town of oni behind the mask, destroying the tsukumo-
Majisei. Even before Shinko Prefecture's walls gami’s host before townsfolk could intervene.
cut it off from the rest of Soburin the lands When the folly was explained the umibo monk
of the bear clan were never an easy place for among the group—believing their collective
theaters to stay in operation but what set the consciousness would not be troubled by
Sutoresu apart from others was its collection of another mind, particularly one so affable—
masks (none more beloved than the oldest). As offered to be possessed in lieu of the slain
the high wooden ramparts of the settlement monster. The reality was much different and
were being raised by enslaved tanuki the Mists when Ayakashi attached itself to their watery
of Akuma flooded its dirt streets with undead form all of the psionic umibo’s ancestry found
in tow, yet just when it seemed as if Majisei’s themselves inside of a theater, crowded into
final fate was to be ravenously written in gore seats and made to watch as the tsukumogami
a miracle emerged from the theater to single- enacted a noh play starring the monk.
handedly beat back the invasion. Their pooled consciousness bristled at
The adeddo-oni that slaughtered all of the bizarre confinement, far different than the
the Sutoresu Acting Company had curiously void of the dead samurai’s psyche (Ayakashi's
taken the prized mask clutched in the bloody first unwilling host, something it disliked
hands of one of its victims. Perhaps in life the immensely). They parted ways in Kizuato and
samurai had also taken to acting and was drawn it returned to the props shop where it was
to the theater, or maybe the spirits of its victims carved in hopes of finding kin. None were to
guided its hands, but when it placed the mask be found but when a thief came into the
on its face the Mists of Akuma cleared from building and foolishly wore Ayakashi, a bargain
the settlement and flowed into the building to was struck and it found a new companion to
transform the prop into a tsukumogami. With travel with in the vagabond Tanaka. Together
the monster under its control and the crowd the two have played through many plots
clearly not enjoying the violent show outside, similar to those the tsukumogami knew on
Ayakashi stepped onto the stage as a hero and stage—piracy on the high seas, gaining fame
felled the undead attackers until peace could for a few roles in the theaters of Kasbiko, and
be restored. Though frightening to behold completing a handful of missions for bengoshi
none could deny their strange savior its due —but each time the constant presence of the
and it was allowed to remain in Majisei, running mask on his person has brought suspicion.
one-person shows for the few people alive to Recently the tsukumogami garnered the notice
watch them. It delighted in bringing happiness of Tanaka’s former thieves’ guild and together
to the handful of children left in the town and they’ve escaped Sanbaoshi, using the
learned how to use magic through the beauty
of a well-sung song or chilling performance.
metropolis' crowds to hide from pursuit
as their alliance becomes more restless. 5
Roleplaying Notes
To Ayakashi—quite literally born on the stage—all of life is one grand
performance. The tsukumogami is helpful, polite, and affable largely
because it adores both its fellow actors and the ever-changing
EQUIPMENT
audience. Even though it is versed in soburi culture Ayakashi is You have the same
continually fascinated by civilization’s customs, curious still as to what equipment as the
makes humanity and the other races act as they do. As a superlatively humanoid you are
trained thespian the actor is obviously talented at deception but possessing. At the
considers it that to be a tool best used wisely and is good to its word, GM’s discretion
always following through when it promises to do something. The instead of using
tsukumogami hopes to find others like it (to better understand its Tanaka (a Bandit),
purpose and nature) and seeks to be accepted by society for who you may not be
it is, but more than anything else it wants to become a nightly possessing anyone
performer in the Yōhei Ward of Sanbaoshi at world-famous when the campaign
Nomimonogo Theater. Up until now Ayakashi has instead prowled begins or roll 1d6
the Low Quarters playhouses, picking up bit parts and becoming a to determine your
fan of a few up-and-comers (the actresses Aguni Fumie and host randomly:
Kagiyama Otsune, and the actors Amachi Kaemon and Sugano 1—Commoner
Tokimasa) that find it disturbing, although not so much so that 2—Bandit
they’re ready to reject the eccentric admirer. It has also befriended 3—Cultist
the Menjo-Sareta and Kōseki Noaru street urchin gangs, regaling 4—Guard
them with stories some nights that put them to rest before they can 5—Scout
get into any trouble. Ayakashi has an irresistible flair for the dramatic 6—Thug
and often chooses plans with that in mind more than anything else,
but its most difficult obstacle is inescapable: it must hide that it is tsukumogami if it is ever to be
truly accepted or earn fame enough to overcome society’s fear (and the tsukumogami hunters
always on the prowl).

BACKGROUND & SPECIAL FEATURES


Background: Tsukumogami. You may hide your features to appear as a mundane noh theater
mask. Noticing you are hidden this way requires a Wisdom (Perception) check against DC 16 +
your level.
Possession. By spending an action, you can attempt to possess any adeddo-oni or humanoid
that you have grappled (creatures warded by a protection from evil and good or magic circle spell
can’t be possessed). Only humanoids with a CR no greater than your level + 1 can be possessed.
The target must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma
modifier). On a failure, you take control of the target’s body. On a success, the target resists your
efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it until it dies, you choose to stop
possessing it, you go unconscious, or you lose physical contact. At the GM’s discretion some
exceptionally resistant creatures (like tsukumogami hunters) may attempt to regain control long
enough to rip you off of them during moments of crisis or extreme stress.
Your game statistics are replaced by the statistics of the creature, except that you retain the
following: your alignment, your Intelligence, Wisdom, and Charisma scores, your proficiencies, and
your class features. If the target has any class features, you are unable to use them. Meanwhile,
the possessed creature’s soul can perceive using its own senses, but it can’t move or take actions
at all and experiences reality as if watching a noh play in a theater. When a creature you are
possessing is the target of a critical hit, roll 1d4. On a 4 your face takes the hit and you lose hit
points (instead of the creature you are possessing).
Shared Lifeforce. You can share your hit points with a creature you have possessed and vice
versa. By spending your reaction you transfer a number of hit points to the possessed creature
equal to or less than your Constitution score. When taking a short rest you may heal only
by using your hit dice, not a possessed creature’s hit dice.
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Ayakashi (4th level) CR 3 (varies)
Tiny construct (tsukumogami), neutral good bard (lore) 4
Armor Class 14 (natural)
Hit Points 25 (4d8+4)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
6 (-2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 16 (+3) 13 (+1) 8 (-1)
Saving Throws Dex +5, Cha +5 Proficiency Bonus +2
Skills Culture +3, Deception +7, Insight +2, Perception +2, Performance +5, Persuasion +7
Tools hyōshigi, nohkan, shamisen
Senses passive Perception 12
Languages Soburi
Bardic Inspiration (3d6/long rest). You can inspire others through stirring words or music. To
do so, you use a bonus action on your turn to choose one creature other than yourself within
60 feet of you who can hear you. That creature gains one Bardic Inspiration die (a d6). Once
within the next 10 minutes, the creature can roll the die and add the number rolled to one
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the
d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says
whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature
can have only one Bardic Inspiration die at a time.
Cutting Words. When a creature that you can see within 60 feet of you makes an attack roll, an
ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic
Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s
roll. You can choose to use this feature after the creature makes its roll, but before the GM
determines whether the attack roll or ability check succeeds or fails, or before the creature
deals its damage.
The creature is immune if it can’t hear you or if it’s
immune to being charmed
Expertise. Your proficiency bonus is doubled for any ability
check you make that uses either Deception or Persuasion
(included above).
Jack of All Trades. You can add half your proficiency
bonus (+1) to any ability check you make that doesn’t
already include your proficiency bonus.
Song of Rest. If you or any friendly creatures who can
hear you perform during a short rest and regain hit
points by spending one or more Hit Dice, each of
those creatures regains an extra 1d6 hit points.
Spellcasting. You are a 4th level spellcaster that
uses Charisma as your spellcasting ability
(spell save DC 13; +5 to hit with spell
attacks). You know the following spells
from the bard’s spell list:
Cantrips: light, minor illusion,
vicious mockery
1st-level (4 slots): charm person,
cure wounds, disguise self, sleep,
thunderwave
2nd-level (3 slots): invisibility,
suggestion
ACTIONS
Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target.
Hit: 1 piercing damage. 7
Ayakashi (7th level) CR 4 (varies)
Tiny construct (tsukumogami), neutral good bard (lore) 7
Armor Class 14 (natural)
Hit Points 42 (7d8+7)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
6 (-2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 16 (+3) 13 (+1) 8 (-1)
Saving Throws Dex +6, Cha +6 Proficiency Bonus +3
Skills Culture +3, Deception +9, Insight +3, Perception +3, Performance +6, Persuasion +9
Tools hyōshigi, nohkan, shamisen
Senses passive Perception 13
Languages Soburi
Bardic Inspiration (3d8/short rest). You can inspire others through stirring words or music. To
do so, you use a bonus action on your turn to choose one creature other than yourself within
60 feet of you who can hear you. That creature gains one Bardic Inspiration die (a d8). Once
within the next 10 minutes, the creature can roll the die and add the number rolled to one
ability check, attack roll, or saving throw it makes. The creature can wait until
after it rolls the d20 before deciding to use the Bardic Inspiration die, but
must decide before the GM says whether the roll succeeds or fails. Once
the Bardic Inspiration die is rolled, it is lost. A creature can have only one
Bardic Inspiration die at a time.
Countercharm. As an action, you can start a performance that lasts until the
end of your next turn. During that time, you and any friendly creatures within
30 feet of you have advantage on saving throws against being frightened
or charmed. A creature must be able to hear you to gain this benefit. The
performance ends early if you are incapacitated or silenced or if you
voluntarily end it (no action required).
Cutting Words. When a creature that you can see within 60 feet of you makes an
attack roll, an ability check, or a damage roll, you can use your reaction to
expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration
die and subtracting the number rolled from the creature’s roll. You can
choose to use this feature after the creature makes its roll, but before the
GM determines whether the attack roll or ability check succeeds or fails, or
before the creature deals its damage. The creature is immune if it can’t hear
you or if it’s immune to being charmed.
Expertise. Your proficiency bonus is doubled for any ability check you make
that uses either Deception or Persuasion (included above).
Jack of All Trades. You can add half your proficiency bonus (+1) to any ability
check you make that doesn’t already include your proficiency bonus.
Song of Rest. If you or any friendly creatures who can hear you perform
during a short rest and regain hit points by spending one or more Hit
Dice, each of those creatures regains an extra 1d6 hit points.
Spellcasting. You are a 7th level spellcaster that uses Charisma as your
spellcasting ability (spell save DC 14; +6 to hit with spell attacks).
You know the following spells from the bard’s spell list:
Cantrips: light, minor illusion, vicious mockery
1st-level (4 slots): charm person, cure wounds, disguise self,
thunderwave
2nd-level (3 slots): blade attractionM, invisibility, suggestion
3rd-level (3 slots): haste, fireball, major image, nondetection
4th-level (1 slot): confusion
ACTIONS
8 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Motion nearby draws Kanden out of his resting mode and he slowly turns his head, observing the
brave (or foolish—he still isn’t sure) squirrel that dwells in the tree he’s taken to hiding in these past
few weeks. For the past several days he’s remained hidden, expertly camouflaged in the foliage
waiting for the shinobi headhunters on his trail to give up and search elsewhere, and now the
curious little creature has taken an interest in the sudden addition to its home. It scampers up
onto his shoulder and sniffs curiously at the rusting iron near Kanden’s eye sockets, one tiny claw
scratching tentatively. In response he lets the receptors in his skull softly illuminate twice, trying to
frighten the little thing off. The ploy works only briefly and in a few second the critter returns, bolder
than before and wedging its damned paw underneath an already compromised metal fitting.

The necroji reflects on how much his ancestors were interfering with his life as of late. Spirits
from the past have been Kanden’s only reliable companions for longer than most men live and with
each year that passes it seems they are all the more avid. This newest irritation is likely the doing of
a Ropaoe soldier from his homeland—they are unfailingly sadistic and greatly prefer to trick him by
way of animals as a way to mete out brutality on another living creature while beyond the grave—
and the necroji feels a ping of anxiety as he realizes that its interference can only mean that the
warriors hunting him must be nearby. He can’t suffer it ripping out something important however,
and once again the shinobi has his ancestors to thank for giving away a carefully chosen hiding
place.

This time in irritation Kanden’s eyes flare bright and the squirrel ceases to be a problem, a
shuriken soaring up from the darkness below catching it in mid-air as it leaps away and ending
the thing’s life in an instant. The necroji ninja’s honed reflexes kick in and he springs out of the
tree before a rain of metal embeds itself where he once rested, a quartet of black-robed warriors
leaping up onto branches nearby with more weapons in hand. “JITSURI-TEKI!,” one yells, “your
bounty will bring us all fame and glory! Surely you have had enough of life by now, eh?! Why not
just let us take you?!”

Too smart to be baited he responds instead with shuriken of his own, expertly wounding
three of his attackers mid-jump and landing into a rolling run. As Kanden sprints away towards the
nearby lake the assault continues with kunai as they make chase, a few of the long throwing knives
wedged into his skeletal bones as he dives into the water. Unwilling to let their quarry escape his
pursuers follow, each of them drawing ninja-to—the necroji has no need however, flicking out
his fan no te hand to deflect the first of their strikes. He tries to swim further away from shore
but the last of the headhunters is there to block his path and the combat begins in earnest.

For the first minute they have the advantage, cutting away nearly all of the old black cloth
covering Kanden’s ancient body, but soon their lungs begin giving out on them and the need to
resurface forces each to depart in turn and the necroji endures all the longer. In the second minute
of combat, three of his attackers realize that something is wrong—they wave frantically before
rising up away from the melee. When none of them rejoin and the odds turn even, Kanden waits for
a distracting moment before unleashing the pistons in his telescopic leg, impaling the shinobi in a
splash of crimson.

After three minutes Kanden rises up from the blood-soaked water, tying off some rope to
the four corpses waiting there. He drags them all onto the shore and if he were still able to smile
he would be grinning widely, seeing that the poison from his shurikens making three of the dead
bodies bloat. With his own garments ruined the necroji strips his slain enemies and fashions new
attire to hide his skeletal form, taking everything of value before kicking their remains back into
the water. Uncertain of what to do next he squats in repose for a while, watching the bodies float
away towards the west until the first rays of the morning sun appear in the sky above.

As he realizes that this is the fifth time the wilderness has failed to adequately veil him
Kanden notices that the slight current of the water is to the east, and yet the corpses went
west—towards Sanbaoshi. Perhaps, the necroji ninja thinks to himself, it is time to hide in
plain sight.
9
Tek i
Traditionalist shinobi clans are certainly fewer in number than when the ceramians first invaded
but Kanden was the ninja to break the mold—the first necroji to be employed by Soburin’s
native saboteurs and spies. What was once a blasphemy is now a common practice but
Kanden has been haunted by this for centuries, both by way of assassins on the Material Plane
and the vengeful ghosts of his past. The cunning necroji ninja has survived it all however and
uses the spirits that claw after him to his advantage, utilizing skills honed over the decades to
travel where lesser infiltrators might falter. Kanden’s journey in Sanbaoshi will bring his path
to a figure reviled by the ancestral poltergeists pestering him, possibly an opportunity to free
the undead shinobi of their otherworldly burden!

HISTORY
Over three hundred years ago scouts from the Jitsuri-Teki shinobi clan came across the inert
body of a skeleton laced with strange machinery totally unlike anything they had seen before—
a necroji from Ropaeo, This was long before the Kengen Occupation began and unsure of what
to do with their discovery, the clan’s ninja master had the technological abomination secreted
away beneath their most isolated and defensible fortress. Kanden remained there for decades,
inert and deactivated from the tumultuous circumstances that brought him to Soburin until Nakai
became the master of the Jitsuri-Teki following the initial wave of foreign invaders. Ever keen to
the clan’s secret discovery he engineered the kidnapping of a Ceramian scientist named Luke
Pennswerth to repair Kanden though upon awakening, the necroji killed his reanimator in anger
and escaped confinement.
Even barely functioning and disoriented Kanden realized quickly that all who saw him had
violent intentions and after only a few days of exploring, with nowhere else to go he returned
to the Jitsuri-Teki. Master Nakai was furious but spared the necroji from destruction, enacting
instead a punishment century-long service to the clan—the first of the mechanized undead to
be trained in the ways of ninjutsu. Kanden proved to be a powerful and invasive tool of the
shinobi clan and achieved feats a mere soburi would never have had a chance at succeeding,
each more difficult than the last. Though brilliant and talented Pennswerth was only an expert
in ceramian technology (not the strange necro-science of Ropaeo) and his repairs were
imperfect, so it was that upon Kanden’s return from each increasingly difficult mission that
Master Nakai had a better-fitting replacement for his shoddily rebuilt body.
As a ninja Kanden dwelled in the shadows of Soburin and his existence remained a secret
for decades, but near the eve of his indentured servitude rival clans learned of the undead
abomination being used by the Jitsuri-Teki. Great ire arose among them and the shinobi banded
together as one, descending onto the enclaves of Kanden’s minders in massive numbers and
wiping them from the face of the world. The necroji—ever a survivor—escaped alongside a
rare few others, yet there would be no resurrection of the Jitsuri-Teki. Instead the spirits of the
destroyed clan remain to haunt Kanden, some helping him from a place of respect and love
while others seek to guide him into destruction as vengeance for the slaughter of their kin.
It has been almost a century since the catastrophe and the necroji ninja has wandered far
and wide in a journey of self-discovery since the end of the Jitsuri-Teki, visiting the mortuaries,
graves, and places where his ancestors died in search of his own fragmented past. Of the scant
descendants remaining the task of hunting him down and killing him has hounded at Kanden
alongside the ghosts of his past, both the spirits of soldiers from his forgotten homeland and
the poltergeists of slain ninja. All of their attempts have failed and he’s truly become the last
10 of the Jitsuri-Teki, and while he does not know it, he is destined to play yet another
fateful role in the history of Soburin.
Roleplaying Notes BACKGROUND &
Kanden’s family died on the other side of
the world nearly half a millennia ago and the
SPECIAL FEATURES
Background: Shinobi - Blend In. You are able
shinobi clan that adopted him only exist as to craft a disguise in 1 minute so long as
spirits to haunt him. Despite countless suitable materials are available. Spending
attempts by many of these ghosts to lead an hour or more crafting a disguise grants
him to destruction the necroji still has respect advantage on the check. This disguise allows
and affection for the Jitsuri-Teki, hoping to you to blend in with your surroundings like
one day atone for the slaughter of the clan camouflage, allowing you to hide without
and know a semblance of peace before the cover in a specific 5 foot square chosen at
mysterious necroscience animating his form the time you create the disguise. You must be
finally deteriorates. Decades of isolation, the familiar with the location and have appropriate
deaths of his fellow shinobi, and the murder materials on hand (foliage, paint, canvas, etc.)
of anyone allied to him in the years after the to create this disguise. Once created the
massacre have turned Kanden into a loner disguise weighs 5 lbs. and can be donned as
and he is reticent to completely trust new an action or removed as a bonus action.
companions. Bengoshi are of course familiar Ancestral Ghosts. The spirits of your ancestors
with him and whenever the necroji ninja is (both those Ropaeo soldiers you served
found orders come pouring in so he is alongside in life and the slaughtered shinobi
constantly in disguise, dwelling that accepted you after your reanimation)
in the shadows and avoiding are ever dwelling nearby. Some whisper
notice, and even when he is warnings and advice, but not all—
made to work in tandem with others are vengeful and attempt to
others he tends to remain lead you into harm. Whenever you
aloof until comrades have make a Wisdom (Perception) check,
proven themselves useful roll a die. On an even result you roll the
(and Kanden is aware of his check with advantage, and on an odd
limitations, placing great result you roll with disadvantage.
value on those who can utilize At the GM’s discretion, shinobi or
magic). After earning his soldier spirits may appear to lead you
trust the undead shinobi is to important clues (25%) or lethal
unfailingly loyal danger (75%).
and even Old Augmetics.
slightly Unlike normal
jovial, augmetics, your
frequently fan no te hand,
making steam arm,
morbid jokes steam leg, and
at inopportune telescopic leg
times or each have only
playing 15 hit points
friendly and an AC equal
pranks to your AC +3.
by way The age and
of his
exceptional
EQUIPMENT wear upon your
Weapons, studded leather, augmetics
sneakiness. disguise kit, poisoner’s kit, make them
thieves' tools, 15 Imperial unfit for
Pieces (gold) sale.
11
Kanden (4th level) CR 3
Kanden (4th level)
Medium humanoid (necroji), neutral rogue (ninja) 4
Armor Class 15 (studded leather)
Hit Points 29 (4d8+8)
Speed 35 ft. ( jump horizontal +15 ft., jump vertical +10 ft.)
STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 6 (-2) 15 (+2)
Saving Throws Dex +5, Int +3 Proficiency Bonus +2
Skills  Athletics +5, Deception +2, Investigation +3, Perception +3, Sleight of Hand +5, Stealth +7
Tools disguise kit, poisoner’s kit, thieves’ tools
Damage Vulnerabilities radiant
Damage Resistances cold, lightning, necrotic, poison, and piercing
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Ceramian, Ropa, Soburi (Common), Thieves’ Cant
Basic Ninjutsu. You can throw three kunai or shuriken when you take the Attack action on your
turn (included below) and you have advantage on checks made to create or maintain a disguise.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide action.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either
Athletics or Stealth (included above).
Fan No Te Hand (2/long rest). You can cast gust of wind without the need for material or verbal
components (use Haitoku as your spellcasting ability) or feather fall (you may only target
yourself when doing so).
Feat: Instinctual Killer (2/short rest). You may stare down one opponent who you
can see and can see you as a bonus action, forcing them to make a DC 12 Dignity
saving throw (or Charisma saving throw if the target has no Dignity score).
On a failed save the target gains the frightened condition until the end
of your next turn.
Hated. You have disadvantage on Wisdom or Charisma checks against
any humanoid that doesn’t also have the hated condition but you
never have disadvantage on Charisma (Intimidation) checks.
Sneak Attack (2d6, 1/turn). You deal an extra 2d6 damage when
you hit a target with a weapon attack and have advantage on the
attack roll, or when the target is within 5 feet of an ally of yours
that isn’t incapacitated and you don’t have disadvantage on the
attack roll.
Undead Abomination. You do not need to eat, drink water,
or breathe. You still require a resting period that emulates sleep
in order to recharge your inner workings.
ACTIONS
Fan No Te Hand. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.
Telescopic Steam Leg. Melee Weapon Attack:
+3 to hit, reach 10 ft., one target.
Hit: 4 (1d6+1) bludgeoning damage.
Kunai (6). Ranged Weapon Attack:
+5|+5|+5 to hit, range 30/80 ft., one target.
Hit: 5 piercing damage.
Shuriken (6). Ranged Weapon Attack:
+5|+5|+5 to hit, range 20/50 ft., one target.
12 Hit: 4 slashing damage.
Kanden (7th level) CR 4
Medium humanoid (necroji), neutral rogue (ninja) 7
Armor Class 15 (studded leather)
Hit Points 49 (7d8+14)
Speed 35 ft. ( jump horizontal +15 ft., jump vertical +10 ft.)
STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 6 (-2) 15 (+2)
Saving Throws Dex +6, Int +4 Proficiency Bonus +3
Skills  Athletics +7, Deception +3, Investigation +4, Perception +7, Sleight of Hand +6, Stealth +9
Tools disguise kit, poisoner’s kit, thieves’ tools*
Damage Vulnerabilities radiant
Damage Resistances cold, lightning, necrotic, poison, and piercing
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Adeddo, Ceramian, Ropa, Soburi (Common), Thieves’ Cant
Basic Ninjutsu. You can throw three kunai or shuriken when you take the Attack action on your
turn (included below) and you have advantage on checks made to create or maintain a disguise.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide action.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either
Athletics, Perception, Stealth (included above), or thieves’ tools.
Fan No Te Hand (3/long rest). You can cast gust of wind without the need for material or
verbal components (use Haitoku as your spellcasting ability) or feather fall (you may only
target yourself when doing so).
Feat: Instinctual Killer (3/short rest). You may stare down one opponent who you can see and
can see you as a bonus action, forcing them to make a DC 13 Dignity saving throw (or Charisma
saving throw if the target has no Dignity score). On a failed save the target gains the frightened
condition until the end of your next turn.
Hated. You have disadvantage on Wisdom or Charisma checks against any humanoid that doesn’t
also have the hated condition but you never have disadvantage on Charisma (Intimidation)
checks.
Sneak Attack (4d6, 1/turn). You deal an extra 4d6 damage when you hit a target with a weapon
attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of
yours that isn’t incapacitated and you don’t have disadvantage on the attack roll.
Undead Abomination. You do not need to eat, drink water, or breathe. You still require a resting
period that emulates sleep in order to recharge your inner workings.
ACTIONS
Fan No Te Hand. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.
Telescopic Steam Leg. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
Hit: 4 (1d6+1) bludgeoning damage.
Kunai (6). Ranged Weapon Attack: +6|+6|+6 to hit, range 30/80 ft., one target.
Hit: 5 piercing damage.
Shuriken (6). Ranged Weapon Attack:
+6|+6|+6 to hit, range 20/50 ft., one target.
Hit: 4 slashing damage.
REACTIONS
Uncanny Dodge. When an attacker
that you can see hits you with an
attack, you can use your reaction
to halve the attack’s damage
against you. 13
“And then, after clinging to the walls of the pot of acid for four days and nights, I made my escape.
They opened the pot to see how dissolved I was—and then when I leapt out unharmed they had to
admit I was indeed immortal.” Lan pretended to yawn, as if his story of a harrowing escape was
nothing exceptional, using the gesture as an excuse to flex his arms and show off his toned muscle
to the women he had been plying with drinks for the last hour. “After that it was much more tame.
The emperor’s aide bowed down to me and gave me a position and some grand title. Great and
illustrious Dai Lan, peerless immortal and equal to all...”
Lan stops mid-sentence as a man he recognizes walks into the tea house, one of several
ronin who had been trying to bring in Lan for a bounty these past few weeks. So much for having
a night of fun and—he glanced once more at the revealing outfit of the nearest woman he had
been talking to—exercise. It wasn’t the time for that.
He pulled his hood up, excusing himself quickly, and moving to the back of the tavern.
One copper coin saw him out the back door. Two gold Imperial Pieces to ensure his presence was
forgotten. It is wasn’t exactly a science, but it wasn’t the first bar Lan had ducked out of (or the
hundredth). In the alley he unwrapped the belly warmer he wore, allowing the assorted bits kept
within it to rattle freely. He took out a small aerosol can with red dye and sprayed it liberally over
his golden hair, turning it a more subdued copper brown before slipping on goggles and a few fake
augmetic bits across his fur. It was hardly a disguise that would pass scrutiny, but in the low light of
Sanbaoshi’s nighttime streets it would keep people from remembering him accurately.
As he slips off into the night however shouting from behind quickens his pace and soon the
ronin headhunter is sprinting after Lan, the braggart pushed to run at full tilt with the distance
closing every city block. This samurai might be honorless and fast but not nimble, and the vagabond
knows it, bearing for the cramped alleyways of Chūōta Takaimasu Square where the imperial capital’s
guards are unlikely to interfere and he can use his agility to his advantage. Turning the corner he
realizes his mistake as four more armored thugs emerge from the shadows, blades already drawn.
Lan reflexively grabs the hairpin from atop his head and the Ruyi Jingu Bang suddenly forms
in his hand, rapidly extending into an iron quarterstaff. His assailants hesitate for a moment and the
thief takes those precious seconds to grip the weapon and activate its wondrous clockworks, suddenly
carried high above Sanbaoshi until reaching the rooftops of the crowded tenement buildings! They
move to grab the wondrous relic but with the click of another button it shrinks back to only half a
dozen feet in length and Lan leaps out of sight, grinning at the curses of his would-be captors far below.
Scanning the skyline he decides that the Sen’In area might be too hot for comfort tonight,
thinking that his repose in the lee of a smith’s chimney in Kojiki District will be far more to his liking
—until work starts in the morning. Lan spins his Ruyi Jingu Bang before resting it against a rooftop
tennant’s home then clicks for it to extend, propping it up with all his might until it spans over the
metropolis and onto a business far across the city. The saru hengeyokai throws his belly warmer over
the impossibly long weapon and grabs one side with each hand just as the first exhausted ronin
reappears a few rooftops away.
With a wink and mock salute using his tail Lan sprints off the heights of Chūōta Takaimasu
Square, rapidly heaving himself down and away towards another borough of Sanbaoshi held aloft by
his belly warmer. One of the fatigued samurai grabs at Ruyi Jingu Bang but out of breath from the
climb, he barely nudges it before the thief lands safely hundreds of feet away. Lan retracts the staff
and witnesses the headhunter plummet to his death in the light of the full moon, his unsupported
silhouette falling to what is certain to be a bloody mess on the street.
Lan grins again as he climbs up to the safety of a well-placed alcove hidden from the
14 streets of the Sen’In District—not the exercise or fun he was looking for, but not bad all
the same.
S e l f procl ai me d I m morta l
Lan is many things—shapechanger, thief, tinkerer—but most of all he’s self-confident. Usually this
doesn’t extend to taking dangerous or stupid risks (although it certainly has) and often manifests
instead in the telling of incredible, seemingly impossible stories about his past. One of his most
common tales is about how he became immortal, blessed by drinking Fushi Wine
stolen from a Yai Sovereign’s throne room.
Although a liar and a thief, Lan is also a
vigilante. He goes out of his way to make
trouble for or steal from those who
hurt others. He has a particular
distaste for monsters and oni,
tending to start fights with
them even when the odds are
against him—yet his bravado
hasn’t always been enough.
After one too-bold escapade
Lan became cursed by an
enchanted headband, ultimately
leading him to Sanbaoshi
hoping to find a way to
remove the jinxed fabric.
In the process he
might even learn
how to avoid
making trouble
wherever he
goes.

15
HISTORY
Dai Lan’s modest history betrays his enigmatic returned to running illegal augmetics. Now
lifestyle. Raised in Donyuko by working class however he was experienced and thrived, not
parents, the saru hengeyokai helped his family just moving forbidden technology but buying,
every way he could by taking all sorts of odd modifying, and repairing it. Sanbaoshi’s rich
jobs to make ends meet. He learned from and powerful were easy marks (for small heists
anyone who would teach him—and quickly fell at least) and he earned a tidy fortune all while
into the wrong side of the law, running illegal making life hard for those who would grow fat
parts and augmetics. After a few months in the from the work of others.
racket the smuggler cultivated a few too many Before long success went to his head
enemies, though not before learning more and Lan decided that he would garner a proper
from breeding adversaries than he had in reputation by stealing from the Emperor
years of struggling to make ends meet. himself! In the dead of night he snuck into the
Having burned too many bridges at palace, broke into the royal cellars, and drank
home Dai Lan traveled, discovering the realities a half dozen bottles from Emperor Hitoshi’s
of life for the people of Soburin—demons stalk private reserve before managing a miraculous
the shadows and most people in power are escape—until a mysterious woman faced him
little better than the criminals in Donyuko. The down on the walls of the palace. Lan was
saru hengeyokai bounced from prefecture to handily defeated but rather than turning him
prefecture challenging every source of strife, in or killing him, she placed a band of cloth
developing both an affinity for the martial arts around his head and warned that he must
and a knack for getting out of trouble at the temper his foolishness lest it be his end.
last possible second. His talent for causing Soon Lan discovered that the woman
unrest was tempered by the cool head of the lurked nearby whenever he took a needless
human Tang Sanzang and the pair journeyed risk, chanting a wordless rhyme that tightens
together for nearly two years before reaching the headband until he can’t focus and the
Sanbaoshi (where there was no shortage of thought of mischief flees his mind—and she his
adventure to be had). In the resplendence of sight. Eventually he confronted her but learned
the imperial capital Dai Lan bid his friend little, only that she called herself Guan Yin,
farewell and adopted a new life: Lan, the claimed that she saw Lan’s future, and that her
tinkerer. Lan, the vigilante. Lan, the hero. “gift” was for his own good. It’s been several
This positive change didn’t last long— years now since he first met his mysterious
heroes make a pittance compared to criminals tormenter and while he hates her still, he
and life in Sanbaoshi isn’t cheap. Lan found knows that as his impulsiveness wears
himself immediately in debt and quickly away her presence dwindles in turn.

Roleplaying Notes
Lan is full of himself but isn’t so cocky that he doesn’t know it—though he’s accomplished many
incredible things he understands that good fortune and skill have played equal parts in his
success. Knowing he tends to be lucky leads him to take all sorts of stupid risks and so far he
hasn’t gotten himself into trouble deep enough that he couldn’t get back out. The monkey folk
thief has an almost reckless disregard for authority but he especially detests oni and people who
use fear to force others to do as they are told, feeling that only those who can inspire awe should
rule, and Lan longs for the day that his own story can rouse those who hear it. He gives himself
extraordinary titles and makes sure those around him know what great feats of daring he is
responsible for—for better or worse.
Only recently has Lan started to actually pay attention to orders and instruction, often
griping and complaining, but he does his best to actually do as others require of him (albeit often
with mixed results). Lan has trouble making and keeping friends, both because he thinks very
16 highly of himself and his still untempered impulsive nature. He considers that other
people should be grateful to be around or working with him and only rarely does he
consider anyone else to be his equal. The few people that Lan is actually close to tend to be
troublemakers themselves—a bandit who goes by the name of Horse, and a black-market slave
trader he calls Pig. He doesn’t respect either of them, but they both admit Lan is as impressive as
they come which is exactly what Lan wants out of someone.

BACKGROUND & Character BACKGROUND: Hisokani


Machinery is feared for the Mists of Akuma can transform even new
SPECIAL FEATURES devices into monstrous tsukumogami. Each of the prefectures have
banned certain technologies yet desperation has driven many to seek
Background: Hisokani. Lan
them out regardless, and there is no shortage of individuals like you—
knows people (see sidebar). willing to skirt the law as long as the coin is good.
Guan Yi’s Gift. This unassuming When you take this background your Dignity decreases by 2d4
cloth headband is indestructible and your Haitoku increases by 1d4.
and firmly attached to your head. Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Augmetics, Tinker’s Tools
The entity known as Guan Yin Languages: Ceram, Ropa
knows a mantra which constricts Equipment: Tinker’s Tools, 35 gp
the band, giving you splitting Feature: Know People. You know the name of at least one ryokōsai
headaches that cause you to in every prefecture. In addition, you have advantage when searching
have disadvantage on attack rolls for a piece of technology forbidden in a prefecture and on ability
and ability checks for 1d4 rounds. checks made to bribe guards at torii gates.
Even in monkey form the headband stays
with you, becoming a faint outline in
your fur—and turning you into more
animal than quick-thinking thief.
Ruyi Jingu Bang, the Clockwork Staff.
Lan discovered this curious quarterstaff
emerging from the center of a lake—after
recovering it and discovering its impossible shrink to the size
properties it has become his weapon of of a pin or back. It
choice. The body of the staff is made of a always weighs 3 pounds
metal that appears to be iron but proves to and when wielded by
be harder even than adamantine yet that is you, it has the Finesse
among its least incredible qualities. One end and Light properties
of the staff is capped by a trio of three-inch (even when
metal rings that appear to be made of solid wielded in
gold but exhibit the similar unbreakable two hands).
nature of the rest of the staff.
As an action, its wielder can command
either or both ends of the staff to lengthen
or shorten up to a total of 10 feet without
increasing its weight. This expansion is quick
but not fast enough to use as part of an
attack. If the staff is longer than twice the
wielder’s height, any attacks made with the
weapon are made at disadvantage. So far
Dai-Lan has not discovered if there is a limit
to the length the staff can reach (though
it was several hundred feet long when he
first found it.) The shortest it can shrink is EQUIPMENT
5 inches, at which point it has retracted Explorer’s pack, tinker’s
entirely into its handle. tools, Ruyi Jingu Bang,
cursed headband
In addition, as an action the bearer of
Ruyi Jingu Bang can command the staff
17
Lan the Thief (4th level) CR 3
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 4
Armor Class 15 (martial arts stance, unarmored defense)
Hit Points 19 (4d8)
Speed 50 ft., climb 35 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 7 (-2) 11 (+0)
Saving Throws Str +3, Dex +5 Proficiency Bonus +2
Skills Acrobatics +5, Deception +5, Insight +3, Sleight of Hand +5
Tools augmetics, tinker’s tools
Senses darkvision 60 ft., passive Perception 11
Languages Soburi (Common)
Acrobatic. You have advantage on Dexterity (Acrobatics) checks and double the distance of any
jumps you make.
Cursed Nature Form (2/long rest). You can transform into a monkey as polymorph without
the need for components. Unlike the spell you keep your mental scores (except that your
Intelligence score drops to 6), the ability has no duration, your hit points remain unchanged,
your gear does not meld into your form, and you can still talk but not cast spells.
Dextrous Tail. You have a tail. You are unable to carry a weapon or shield with it, but you are
able to use it while climbing and to manipulate fine objects. You may make Dexterity (Sleight
of Hand) checks with your tail but do not gain your proficiency bonus when doing so (even if
you are proficient with the skill).
Feat: Mobile. Your speed increases by 10 feet (included above) and you can Dash through
difficult terrain without requiring additional movement. Whenever you make an attack against a
creature, you don’t provoke opportunity attacks from that creature until the end of your turn.
Feat: Stance of the Striking Serpent. You deal an additional 1d4 piercing damage with unarmed
strikes, short swords, and simple weapons that don’t have the two-handed or heavy weapon
properties (this damage is not multiplied on a critical hit).
Ki (4 points/short rest). You can spend ki to fuel the following features:
• Patient Defense (1 ki). You can take the Dodge action as a bonus action.
• Step of the Wind (1 ki). You can take the Dash or Disengage action as a bonus action on your
turn, and your jump distance is doubled for the turn.
Natural Disguise (2/long rest). You can cast disguise self without the need for any components
but you can only change into a specific human.
ACTIONS
Martial Arts. When attacking with unarmed strikes or monk weapons, you can spend your bonus
action to attack a second time or your bonus action and 1 ki to attack a second and third time.
Ruyi Jingu Bang. Melee Weapon Attack: +5 to hit, reach 5 ft.*, one target.
Hit: 7 (1d8+3) bludgeoning damage plus 2 (1d4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) bludgeoning damage  plus 2 (1d4) piercing damage.

REACTIONS 滅
Deflect Missile. You can spend your reaction to strike a missile when you are hit by a ranged
weapon attack, reducing its damage by 8 (2d4+3). If you reduce the damage to 0, you can
catch the missile if it is small enough for you to hold in one hand and you have at least の

one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged
attack with the weapon or piece of ammunition you just caught as part of the same
reaction. You make this attack with proficiency and the missile counts as a monk weapon

18
for the attack.
Slow Fall. You can use your reaction when you fall to reduce any falling damage

by up to 20 points.
Lan the thief (7th level) CR 5
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 7
Armor Class 16 (martial arts stances, unarmored defense)
Hit Points 35 (7d8)
Speed 55 ft., climb 40 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 9 (-1) 13 (+1)
Saving Throws Str +4, Dex +6 Proficiency Bonus +3
Skills Acrobatics +6, Deception +6, Insight +4, Sleight of Hand +6
Tools augmetics, tinker’s tools
• Step of the Wind (1 ki). You can take the
Senses darkvision 60 ft., passive Perception 11
Dash or Disengage action as a bonus action
Languages Soburi (Common)
on your turn, and your jump distance is
Acrobatic. You have advantage on Dexterity
doubled for the turn.
(Acrobatics) checks and double the distance
• Stunning Strike (1 ki). You can attempt to
of any jumps you make. stun a creature you hit with a melee weapon
Cursed Nature Form (3/long rest). You can attack. The target must succeed on a DC 12
transform into a monkey as polymorph without Constitution saving throw or be stunned until
the need for components. Unlike the spell you the end of your next turn.
keep your mental scores (except that your Natural Disguise (3/long rest). You can cast
Intelligence score drops to 6), the ability has disguise self without any components but you
no duration, your hit points remain unchanged, can only change into a specific human.
your gear does not meld into your form, and Stillness of Mind. You can use your action to
you can still talk but not cast spells. end one effect on yourself that is causing you
Dextrous Tail. You have a tail. You are unable to to be charmed or frightened.
carry a weapon or shield with it, but you are ACTIONS
able to use it while climbing and to manipulate Extra Attack. You attack twice.
fine objects. You may make Dexterity (Sleight Martial Arts. When attacking with unarmed
of Hand) checks with your tail but do not gain strikes or monk weapons, you can spend your
your proficiency bonus when doing so (even if bonus action to attack a third time or your
you are proficient with the skill). bonus action and 1 ki to attack a third and
Evasion. When you are subjected to an effect fourth time.
that allows you to make a Dexterity saving Ruyi Jingu Bang. Melee Weapon Attack: +6 to
throw to take only half damage, you instead hit, reach 5 ft.*, one target.
take no damage if you succeed on the saving Hit: 7 (1d8+3) bludgeoning damage plus
throw, and only half damage if you fail. 3 (1d6) piercing damage.
Feat: Mobile. You can Dash through difficult Unarmed Strike. Melee Weapon Attack: +6 to
terrain without requiring additional movement. hit, reach 5 ft., one target.
Hit: 6 (1d6+3) magical bludgeoning damage
Whenever you make an attack against a creature,
plus 3 (1d6) piercing damage.
you don’t provoke opportunity attacks from
REACTIONS
that creature until the end of your turn. Deflect Missile. You can spend your reaction to
Feat: Stance of the Striking Serpent (2). You strike a missile when you are hit by a ranged
deal an additional 1d6 piercing damage with weapon attack, reducing its damage by 10
unarmed strikes, short swords, and simple (2d6+3). If you reduce the damage to 0, you
weapons that don’t have the two-handed or can catch the missile if it is small enough for
heavy weapon properties (this damage is not you to hold in one hand and you have at least
multiplied on a critical hit). You have advantage one hand free. If you catch a missile in this
on checks and saves to avoid the prone way, you can spend 1 ki point to make a
condition and creatures are at disadvantage ranged attack with the weapon or piece of
to resist your attempts to grant them the ammunition you just caught as part of the
prone condition. same reaction. You make this attack with
Ki (7 points/short rest). You can spend ki to fuel proficiency and the missile counts as a
the following features: monk weapon for the attack.
• Patient Defense (1 ki). You can take Slow Fall. You can use your reaction when
the Dodge action as a bonus action. you fall to reduce any falling damage by 19
up to 35 points.
“Don’t get any bright ideas,” the mutant says, kicking Matsi’s revolver across the dirt floor of the
Kibishī Jidai teahouse’s basement.

“Oh, I get it,” the tanuki replies, sneering and letting her canine teeth bare. “Wouldn’t want
too many of those floating around in here—it’d mess up the thick, cloying smell of incompetence
you’ve so carefully infused this into this finest of establishments.” One of her captors chuckles but the
freakish brute shuts him up with a punch to the gut before kicking her chair across the room. As she
spins through the air waiting for the impact she takes a quick assessment of the room, counting off
the number of shadowy figures that have locked her up in here. ‘Only three?,’ she thinks, ‘must not
be that-’

Restrained there’s no way for her to roll with the hit and the side of Matsi’s head slams into
the wall, the darkness of the room engulfing her.

“-ing ten to one says she doesn’t wake up. The way Bazt knocked her into the wall? That bloodstain?
She’s done for. Ten—no, twelve Imperials says that’s the end for Lady Tsunamo.” Matsi resists the
urge to blink as she slowly creeps back to consciousness, keeping still and focusing on the voices of
these mooks jawing on about her. Whatever else has happened the morons unbound her from the
chair, leaving her tied up on the dirt instead. Even a cursory wriggle tells her that they don’t know
one end of rope from another—the knots aren’t loose but they’re loose enough..

“That’s a deal Jerr, you got a deal right there. I’ll match ya and I’m taking it all! You think Big
Siyam Sumo is just gonna let her walk out of here if she ain’t dead?” Her keen ears warn the tanuki
that this second speaker is moving towards her and she braces for the kick she knows is coming,
biting down on her tongue and commanding herself not to move as the boot lands in her gut. For
a few seconds Matsi’s world is full of stars and she reaches down inside herself to stay focused,
thinking about her eventual revenge on whoever the hell Big Siyam Sumo is and then these two
idiots specifically. “See? Still ain’t up neither. I give it ten more minutes, then we dump her in the
Sōdaina.”

Pretty certain that the man standing over her can’t reliably count that high, the detective
carefully reaches into a concealed pocket of her haori coat and grabs at her any-tool. Matsi flicks
one of the implement’s serrated blades out and starts working it on the rope the second she hears
footsteps walking away from her. “Sujji you know I hate the way the river smells, ‘specially where
we dump the bodies. What did Kuho say she was doing? You sure she gotta die?”

Matsi takes her chances and picks up the pace, sawing at her restraints a little bit faster as
it becomes clear that she’s got maybe a few moments to do something about her situation before
these impatient fools realize she’s no longer asleep. “Ehh, he said she owes Silverboss Yabūchi
bigtime after a string of bad hanafuda hands but I heard she was sticking her nose into the
wrong places in the Ochomi Docks.”

“The docks?” Jerr asks, obviously mystified. “We ain’t got nothin’ down there aside from
smuggling those damn heavy crates. Weirdest thing too, the crates. I mean what’s the boss doing
with all that metal anyway? Where’s it all go? He trying to take over the iron market or-” Matsi’s
gaoler suddenly stops mid-sentence as he slaps the table. “Sujji! Did her hand just move?”

The slack on the rope gives as she cuts through its main knot and she rolls up off of the floor,
dashing across the room to grab her kasa rice hat in one hand and her revolver with the other. Matsi
skips away while she pulls the hat onto her head and slaps the gun’s cylinder open to check that its
full of ammo before aiming it at her would-be killers, stopping each dead in their tracks. “Well if you
want to catch the big fish boys, you need need to stick your pole in the right places. Oh and don’t
stand up on my account. We three have got an awful lot to talk about.”
20
Pri v ate Ey e for Hi re
Fate just seems to keep kicking Matsi Tsunamo whenever she’s down and though she’s often
contending with misfortune—and avoiding some gambling debts—her luck might soon be in
her own pawed hands. Known in Sanbaoshi for her razor sharp wit and bold tongue, the tanuki
detective is an effective if somewhat unreliable private eye for anyone with coin enough
to pay her for her time (plus expenses, of course). Aside from having built a decent 21
reputation for the Kimyōna Investigation Agency there’s another reason that Matsi remains in the
imperial capital: unearthing what’s happened to her friend and mentor Threh Steelbolt. She’s been
chasing after the threads of the mystery surrounding the steametic investigator’s disappearance
for over a year now and as the Imperial Matchmaker’s celebrations reach their crescendo, the
tanuki detective is about to stumble into a corrupt plot underneath the metropolis far larger than
anything she or her robotic ally could ever have imagined!

HISTORY
Like many of her kind Matsi was orphaned— out of sight. She checked the trinkets to see if
whether her parents are dead, couldn't support they were made for cheating and though they
her, or did not want her she’ll never know. Her always seemed to roll well for her in games of
first memories are from the Yasashi Home for chance, nothing else was awry. It wasn’t until
Children in Detchtagi, a city on the shores she really needed a win that the dice revealed
of Fuson prefecture. Little of what she can something more, unleashing illusions in the
recollect is positive however and it wasn’t long back alley behind an alchemist’s shop just as
before other children (soburi treated much Matsi’s luck ran out. The gang ambushing her
better than her) framed her of theft and she fled in fear and she did the same, taking her
was cast out. The tanuki has distrusted humans apparently enchanted find with her and setting
ever since, certain that their ilk will turn on her sights on a big city to hide in—what better
anyone they call friend when the time is right. place than Soburin’s largest, Sanbaoshi.
Barely old enough to talk and with little Matsi didn’t dawdle after arriving in
recourse, Matsi thought that since everyone the imperial capital and shortly after setting
already believed her to be a thief why not herself up in a role similar to how she operated
become one? There turned out to be a pretty in Detchtagi, she began crossing paths with
good reason: she was downright bad at it, a steametic detective named Threh Steelbolt.
particularly the escaping part. Several harsh The robot-folk was trying to make a living as
lessons taught the tanuki that she was never an investigator and doing poorly, a plight that
meant for thievery, but she discovered other she sympathized with—the competition and
talents like hiding well in a crowd, a keen gift bribes required to broker information in
for observation, and a knack for occasionally Sanbaoshi were far more than she had
being in the right place at the right time. Over anticipated—so the two forged an alliance,
the years she figured out who was looking to inadvertently starting the Kimyōna Investigation
pay for what, turning into an information broker Agency. Other curious outcasts and loners
between the lowest echelons of Soburin's wandering the metropolis gradually joined
criminal underworld (and when the coin was them, and while certainly a motley crew by
right, an informant to the imperial guard). any standards their varied talents turned their
What kept the tanuki on the streets and business into a respected, trusted institution
out of the gutter only had anything to do with right up until Threh disappeared along with all
her last talent, stumbling upon a recently its case files. It took everything Matsi had in
murdered (or so it seemed) samurai traveling her to keep the Kimyōna up and running after
through Detchtagi. Little of the warrior’s it became clear that her mentor wasn’t
belongings could be taken quickly or easily coming back, and all of its employees have
sold, but a pair of curious dice piqued Matsi’s been looking for clues as to what happened
interest and she grabbed them before fleeing to old Steelbolt.

EQUIPMENT
Weapons (20 arrows, 12 revolver bullets; each costs 3 gp), studded leather armor,
haori coat, kasa hat, fedora, trenchcoat, magic dice, antitoxin, gaming sets (3), thieves’
tools, burglar’s pack, 2 Imperial Pieces (gold), old any-tool (bonus action to change
the 1d4 weapon damage it deals to one of the following types: bludgeoning,
22 piercing, or slashing. The any-tool can be used in place of artisan’s tools.)
Roleplaying Notes
Life tends to deal Matsi a bad hand yet she doesn’t let that keep her down, responding with
bravado, fast talk, and an unwillingness to stop being stubborn regardless of how bad her cir-
cumstances get (a trait often mistaken by others as perseverance). It’s extremely difficult to gain
her trust and after its been won she is unfailingly loyal, going out of her way to make good on
a favor and even putting herself in harm’s way to prevent something terrible befalling a friend.
Matsi’s friends in Sanbaoshi have shrunk in the aftermath of Threh’s disappearance but those that
remain are true—Long-Arm One-Eye (an enjin beggar), Hinatasa Redstream (pyon bargemaster),
Shūnenbukai Kakuho (kappa street minstrel), Wuō Ningyu (a kurēn hengeyokai courier), Doctor
Azaka Kozu (tengu healer), Eri Zuruyi (a renowned kumo hengeyokai actor), and Nith the Light-
Fingered (bakemono burglar). It’s a good thing that she has a good network of pals too because
the tanuki detective is an unrepentant gambling addict and rarely passes up a game of chance;
nearly half the gambling parlors in the imperial capital have already barred her from entering and
she’s lost track of how much she owes to loan sharks.

BACKGROUND & SPECIAL FEATURES


Background: Pragmatist - Indomitable Spirit. Whenever your Haitoku score increases, you
receive a Dignity saving throw against a DC equal to your current Haitoku score. On a successful
save you may either avoid increasing your Haitoku score or avoid decreasing your Dignity score
(but not both).
Kimyōna Investigation Agency. You are Magic Dice (Recharge 2-6). As a bonus
the head of a cadre of private detectives action, you roll your magic dice. The GM
(including but not limited to Long-Arm, rolls 2d6 and consults Table: Magic Dice.
Hinatasa, Shūnenbukai, Wuō, and Nith) many When a 1 is rolled on either die, the effect
of which moonlight with your company of the magic dice targets you. Illusions
as a second (or possibly third) job, leaving targeting you are clever and situational—a
you to make certain the rent gets paid—and bandit turning the corner, a brick falling from
of course, you are late with the rent. If you do a nearby building, a sudden explosion of
not pay your landlord at least 50 Imperial flame—and you have no reason to disbelieve
Pieces (of the 100 gp owed in back rent) the such an illusion until you have interacted
Kimyōna Investigation Agency is evicted with it.
from its offices in the northeastern Conjuration. From 4th-6th
neighborhoods of the Mazushīdesu Table: Magic Dice level, the dice cast conjure
District in Sanbaoshi and you have 2d6 Effect animals. From 7th-8th level,
nowhere to live. In addition, Long- 2 conjuration the dice cast conjure minor
Arm, Hinatasa, Shūnenbukai, and elementals. From 9th-10th
3 minor illusion
Nith grow distant from you. While level, the dice cast conjure
the business is up and running, 4 silent image elemental. Creatures
at the GM’s discretion you may 5 major image conjured by the magic
request your employees to follow 6 hypnotic pattern dice do not require
up on cases (finding out some concentration and remain
general information that might 7 no effect for a number of rounds
allow you to re-try a failed 8 minor illusion equal to your proficiency
Intelligence check to realize 9 silent image bonus or until slain.
something more relevant), keep No Effect. On a result of 7
10 major image
watch over an area (telling you the dice have no effect but
who came by and when), or 11 hypnotic pattern appear to you and other
perform other tasks that do 12 conjuration observers to show another
not place them in danger. result.

えんぎもの 23
Matsi Tsunamo (4th level) CR 2
Small humanoid (urban tanuki), neutral rogue (detective) 4
Armor Class 15 (studded leather)
Hit Points 29 (4d8+8)
Speed 30 ft., climb 20 ft. (must have one hand free)
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 13 (+1)
Saving Throws Dex +5, Int +3 Proficiency Bonus +2
Skills Deception +2, Insight +5, Investigation +5, Perception +5, Sleight of Hand +5, Survival +3
Tools gaming set, thieves’ tools
Damage Vulnerabilities acid
Senses passive Investigation 19, passive Perception 15
Languages Ceramian, Ropa, Soburi (Common), Tanoo
Ancient Talents. You learn the minor illusion cantrip, using Intelligence as your spellcasting
attribute.
City Slicker. You have advantage on Dexterity (Stealth) checks made in urban environments.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide
action.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either
Investigation (included above) or thieves’ tools.
Feat: Deductive Mind (1/long rest). You gain double your proficiency bonus to your passive
Investigation score (included above). When making an Intelligence (Investigation) check,
you may also choose to make a Sleuth check. This may be declared at any time before the
Intelligence (Investigation) check is made, or after rolling if the result of the check is 13 or less.
A Sleuth check reveals any information an equivalent Intelligence (Investigation) check
would uncover, but it always reveals something that can proceed the adventure. The quality of
the information you deduce depends on your check and the location you are in—the GM can
always decide there is no information in the current location relevant to your current adventure,
and provide only a clue leading to a more relevant location. Alternatively, for a phenomenal
check in a relevant location the GM might reveal the current location or base of the antagonist.
Investigative Nature (2 points/short rest). Your proficiency bonus is doubled for any ability
check you make that uses Insight or Investigation (included above). You may spend an
investigation point as a reaction to add +1d4 to a skill check chosen from the following list:
Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. You may choose to
spend an investigation point after the die has been rolled but must do so before the results are
revealed.
Sneak Attack (2d6, 1/turn). You deal an extra 2d6 damage when you hit a target with a weapon
attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of
yours that isn’t incapacitated and you don’t have disadvantage on the attack roll.
Subtle Tail. You have a tail. You are unable to carry a weapon or shield with your tail, nor can you
manipulate fine objects, but you gain advantage when passing secret messages or otherwise
communicating using your tail.
ACTIONS
Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.
Any-Tool. Melee or Ranged Weapon Attack: +5  to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4+3) bludgeoning, piercing, or slashing damage.
Beatup Revolver. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target.
Hit: 10 (2d6+3) piercing damage. After being fired 6 times the revolver needs to be reloaded.
Hand Crossbow. Ranged Weapon Attack: +5  to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage.
24
Matsi Tsunamo (7th level) CR 3
Small humanoid (urban tanuki), neutral rogue (detective) 7
Armor Class 15 (studded leather)
Hit Points 49 (7d8+14)
Speed 30 ft., climb 20 ft. (must have one hand free)
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 13 (+1)
Saving Throws Dex +6, Int +4 Proficiency Bonus +3
Skills Deception +3, Insight +10, Investigation +7, Perception +10, Sleight of Hand +6, Survival +4
Tools gaming set, thieves’ tools
Damage Vulnerabilities acid
Senses passive Insight 20, passive Investigation 21, passive Perception 20
Languages Ceramian, Ropa, Soburi (Common), Tanoo
Ancient Talents. You learn the minor illusion cantrip, using Intelligence as your spellcasting attribute.
City Slicker. You have advantage on Dexterity (Stealth) checks made in urban environments.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide action.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either
Insight, Investigation, Perception (included above) or thieves’ tools.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail.
Feat: Deductive Mind (1/long rest). You gain double your proficiency bonus to your passive
Investigation score (included above). When making an Intelligence (Investigation) check,
you may also choose to make a Sleuth check. This may be declared at any time before the
Intelligence (Investigation) check is made, or after rolling if the result of the check is 13 or less.
A Sleuth check reveals any information an equivalent Intelligence (Investigation) check
would uncover, but it always reveals something that can proceed the adventure. The quality of
the information you deduce depends on your check and the location you are in—the GM can
always decide there is no information in the current location relevant to your current adventure,
and provide only a clue leading to a more relevant location. Alternatively, for a phenomenal
check in a relevant location the GM might reveal the current location or base of the antagonist.
Investigative Nature (3 points/short rest). Your proficiency bonus is doubled for any ability
check you make that uses Insight or Investigation (included above). You may spend an
investigation point as a reaction to add +1d4 to a skill check chosen from the following list:
Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. You may choose to
spend an investigation point after the die has been rolled but must do so before the results
are revealed.
Sneak Attack (4d6, 1/turn). You deal an extra 4d6 damage when you hit a target with a weapon
attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of
yours that isn’t incapacitated and you don’t have disadvantage on the attack roll.
Subtle Tail. You have a tail. You are unable to carry a weapon or shield with your tail, nor can you
manipulate fine objects, but you gain advantage when passing secret messages or otherwise
communicating using your tail.
ACTIONS
Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Any-Tool. Melee or Ranged Weapon Attack: +6  to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4+3) bludgeoning, piercing, or slashing damage.
Beatup Revolver. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target.
Hit: 10 (2d6+3) piercing damage. After being fired 6 times the revolver needs to be reloaded.
Hand Crossbow. Ranged Weapon Attack: +6  to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage.
REACTIONS
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can
use your reaction to halve the attack’s damage against you. 25
“Hiba! When are you going to learn that you’re not the biggest snake in the prefecture?” Natsuko
snarls, throwing herself clear as the tail of a huge sea krait slams towards her and sand sprays in all
directions.
I have no insight to its fury, Hiba hisses back, arching angrily at the sea snake’s lashing,
rotted form.
“Really?” the cleric asks, pulling out an exorcism slip and waiting for an opening. “Because it
sounded like you insulted its mother.” The snake kami hisses noncommittally before slithering off of
Natsu’s ringstaff and stretching to his full size of 7 feet. He couldn’t actually affect anything in the
physical realm, but he nevertheless attempts to look impressive, coiling his length and baring his
foot-long fangs.
The rotting sea snake—in truth a corrupted kami that once protected the coastline—hesitates
for a moment, caught between attacking the cleric or the smaller snake. Then it strikes, intent on
burying its fangs into Hiba. Natsuko spares no worry for her companion—Hiba’s ephemeral nature
makes it impossible for most anything to impact him in turn. Instead she focuses on putting some
distance between her and the krait.
Fine, came Hiba’s reply as he slithers out unharmed, emerging from where the other kami’s
head had buried itself in the sand. I might have mentioned that it smells bad. It’s true, though.
And we’re only trying to help. Natsuko rolls her eyes and throws an exorcism slip with practiced
aim. It soars true, sticking to the krait’s forehead just as it pulls itself free. The kami shrieks in a
piercing cry that could never have come from a mundane snake, flailing as the slip of paper bursts
ghostly blue light and burns into its decaying flesh. It thrashes in pain and a stray movement of its
tail catches the cleric in the stomach, sending her tumbling backwards.
With a concerned hiss Hiba makes straight for the fallen Natsuko, driving his incorporeal
form into her chest and merging without hesitation. The cleric rolls her shoulders, feeling the kami’s
reflexes and celestial energy strengthening her muscles. Her already bright green eyes glow with an
inner light and she snatches up her ringstaff, eager to finish the fight. The krait shakes the last of
the exorcism slip from its face, flinging off a decaying chunk of scales and flesh as long as Natsuko’s
arm as it whirls on them.
Gross, Hiba comments from inside her mind. Natsuko agrees but instead of answering she
narrows her eyes at the glint now visible amongst the sodden, rotted muscle of the krait’s neck. The
sea snake writhes briefly before exhaling a noxious cloud of gas. Taken aback but not deterred the
kamispeaker runs through it, ignoring the wounds opening across her skin and the stinging in her
eyes. Focusing on the corrupted kami’s face she drives the head of her ringstaff into the roof of its
mouth—it is no killing blow, but the strength that Hiba lends her lodges the pointed head of the
weapon in the monster’s jaws.
The krait hisses and shrieks trying to shake off the source of its torment while Natsuko pulls
out another exorcism slip. Dodging the snake’s flailing body, she sights the glistening aura in its side
and throws the paper, grinning in triumph as it connects with a bursting spray of flesh and puss.
Moving backwards to avoid the creature’s death throes, she notices it is glass and bits of hemp cord
that rain down around her. A cursed fishing float. Who’d have thought?
The kami gradually shrinks, burning away as oily smoke—some however condenses into a
single pearl the size of a fist. As the two unfuse Natsuko walks forward, healing her wounds before
heaving a sigh and picking up the lustrous treasure. Not a true gem of course, but a solid form of
the kami’s pure essence. The krait must have been beautiful before its corruption; she could see
reflections of the silvery sea snake in the smooth surface of its worldly remains. With a final, wistful
look, she tosses it into a nearby tide pool to nestle in the sand. “ Tell me again, Hiba,” she asks,
stopping to pick up her staff.
The guardian of the shore will be reborn, the kami says, slithering up the handle of the
weapon. On the next full moon, the egg will hatch and it will become a new spirit, ignorant
of the pain and suffering that drove it to madness. The cleric smiles, relaxing a little as she
stares across the water at the setting sun and reflecting on this reminder that everything has a cycle.
Of course, it’ll probably get infected by the demonic mists again in a few years
26 and we’ll have to come back, Hiba added thoughtfully, ruining the tranquil scene.
Rolling her eyes yet again, Natsuko starts down the shoreline and towards the imperial
capital of Sanbaoshi.
K a mi s pe ak er
Natsuko can well attest that the reward for good work is often simply more work. A kami cleric
from a long line of priests and priestesses, much would have been expected of her
even if she hadn’t become the chosen partner of the Hibike family’s patron spirit:
Hiba the snake kami. The two travel Soburin calming minor gods and restless
spirits, driven onward by a combination of the divine companion’s ancient
wisdom and keen eye alongside Natsuko’s holy
power and stubborn persistence. With the
Mists of Akuma causing constant spiritual
turmoil, the duo’s job is never done—
this as well as the rarity of the Hibike
familial bond to a kami has made
Natsuko’s name increasingly
common in spiritual and academic
circles.
The most recent disturbance
that Hiba has detected comes from
the general direction of Sanbaoshi.
Here the pair will become caught up in
the intrigue and danger of the Imperial
Matchmaker’s carefully-laid plans.
Unfortunately no number of living
swamps or cursed temple bells
has quite prepared them for
the dangerous dance of
diplomacy and duplicity
that awaits!  

27
HISTORY
Centuries ago before the Mists of Akuma, a When Natsuko completed her training
deal was struck between a soburi priestess she was gifted her mother’s prayer beads to
and a minor snake kami. The divine creature complement her personal set, passed down
merged with her bloodline, shielding her through their line for generations. With these
family from the spiritual unrest that it felt was in hand the pair set out almost immediately,
coming, and empowering the priestess and guided by Hiba’s spiritual senses detecting
her descendants with its holy powers. Many both the corruptive influence of the Mists of
years later the priestess’s family shed their old Akuma and the malformed kami left in its
name and took on that of Hibike to honor their wake so that they might set restless spirits
serpentine patron. The kami too changed over to rights. While the snake spirit cannot
time, adopting human humor and pronouns, entirely recall what premonition of disaster
and even attempting to take a mortal view of drove him to merge with a mortal bloodline,
empathy and morality. Eventually he became he is sure that calming the disharmony rife
known as Hiba, and was not only a source of in Soburin is the key to stopping it. Natsuko
power and guidance for his human vessels herself isn’t entirely convinced of this (Hiba’s
but a loyal companion in his own right. memory of past centuries being sketchy at
Natsuko was borne the oldest daughter best) but is more at home on the road than
of the current Hibike matron, marked as Hiba’s in a temple, and far more comfortable
chosen through a curling, serpent-shaped dealing with spirits than with people.
birthmark winding around her upper arm. Hiba’s intuition has led the two to
While the kami’s presence and powers did not Sanbaoshi where he insists that angry ghosts
manifest until puberty she started her training from the Battle of Broken Spears are gathering
as soon as she could walk, following her family a concentration of negative energy. The
to the temple to pray. While she took to her crowded city is a far cry from the open rice
studies with both diligence and natural talent, fields and mountain paths that he and Natsuko
the young priestess felt stifled amongst the are used to but without their aid there’s no
somber tradition of her household and her telling what sort of trouble might result in
status as a future kami cleric kept her socially the imperial capital. Taking lodgings near
isolated from other children (even her younger temples in the Minato District as a priestess
siblings). Eventually on her 11th birthday she on pilgrimage, Natsuko spends much of her
bonded with Hiba—suddenly her bright green time seemingly in prayer at various sites—and
eyes further separated her from her peers, she all the while Hiba searches for the epicenter
enjoyed the kami’s company, and the two soon of the otherworldly disturbance.
developed a fond, sarcasm-laced friendship.

Roleplaying Notes
Raised to be a priestess since birth and with Hiba as her only real friend, Natsuko doesn’t have
many people skills, and with her retiring manner she can occasionally come across as aloof. She
is a woman of few words but those that she has are forthright, honest, and unabashedly blunt. As
an astute judge of character she steadfastly stands by those she deems worthy of her and Hiba’s
support. Devoted to bringing harmony to disorder and protecting those in need, the cleric refuses
to back down or swerve in her path once she has devoted herself to a task or cause—often to
the more discrete Hiba’s chagrin.
Despite her dedication Natsuko is not given to taking needless risks. She is well aware
of her worth both as Hiba’s partner and as a priestess in her own right, and recognizes that they
can do more good alive than dead. She is often the most level head in any debate or argument,
dismissing accusations of cowardice or weakness without a second thought in favor of focusing
on more practical solutions. That’s not to say that she’s overly forgiving however, and Hiba in

28 particular has a long memory for slights.
BACKGROUND & EQUIPMENT
Weapons, do-maru jacket, prayer beads
SPECIAL FEATURES (uncommon, unattuned), bottle of black ink,
Background: Sēji - Scholarly Experience. quill, 20 sheets of paper, priest’s pack, holy
Ancestral spirits gently nudge you toward symbol, belt pouch containing 10 Imperial
the answers to your questions about kami. Pieces (gold)
When you fail to recollect or discover more
about a subject of lore related to kami, you know where or whom can give
you that information (usually from an athenaeum, library, institute of
higher learning, or another sēji or mystical creature). The lengths to
which you must go to acquire this information and the feasibility
of doing so is entirely at the GM’s discretion.
Hiba, Ancient Kami. Hiba’s deep connection to your ancestors
makes it a potent spirit more powerful than usual. In
addition, it can empower your limbs, granting the
strength and resilience of the most powerful
warriors in your family line.

Hiba, Ancient Kami


Medium celestial (kami), neutral good
familiar (kami companion)
Armor Class 14
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft., fly 20 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 11 (+0) 10 (+0) 11 (+0)
Skills Intimidation +2, Perception +2
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical weapon attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
Senses blindsight 10 ft., passive Perception 12
Languages Soburi (Common)
Etherealness. Hiba enters the Ethereal Plane from the Material Plane, or vice versa. It is visible
on the Material Plane while it is in the bordering Ethereal, and vice versa, yet it can’t affect or
be affected by anything on the other plane (other than you).
Ethereal Sight. Hiba can see 60 feet into the Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. Hiba can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
ACTIONS
Ancient Kami (1/short rest). Hiba empowers Natsuko by merging with as an action. While
merged with Hiba, Natsuko increases her Strength score by 4, her AC by an amount equal to her
proficiency bonus, and she gains the use of Hiba's Incorporeal Movement feature. Natsuko and
Hiba remain merged for 1 minute during which Hiba loses all of its actions.
Blessed Awareness (7th level only). Hiba can use its action to share part of its senses with
Natsuko, granting her blindsight to a range of 15 feet until the end of her next turn.
Fortify. Hiba can use its action to activate Natsuko’s Channel Divinity to relieve her of
one of the following conditions: charmed, frightened, poisoned, or prone.
29
Natsuko the Kamispeaker (4th level) CR 3
Medium humanoid (soburi human), neutral good cleric (kami) 4
Armor Class 16 (do-maru jacket)
Hit Points 29 (4d8+8)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 16 (+3) 7 (-2)
Saving Throws Wis +5, Cha +2 Proficiency Bonus +2
Skills Arcana +2, History +2, Insight +5, Nature +2, Religion +2
Tools herbalism kit, shakuhachi
Senses passive Perception 13
Languages Celestial, Draconic, Soburi (Common), Sylvan
Channel Divinity (1/short rest). You can channel divine energy directly through the kami of
Soburin, using that energy to fuel one of two magical effects.
Fortify. Your kami companion can use its action to activate your Channel Divinity to
relieve you of one of the following conditions: charmed, frightened, poisoned, or prone.
Turn Undead. As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead within 30 feet that can see or hear you must make a DC 13
Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or
until it takes any damage. A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s nowhere to move, the creature can
use the Dodge action.
Feat: War Magic. When you take damage and make a Constitution saving throw to maintain
concentration, you have advantage. In addition, you are able to make the somatic components
for spells even when you are wielding a weapon or shield in your hands or while flying. Finally,
you can use your reaction when a hostile creature provokes an opportunity attack from you
to cast a spell at the creature so long as it has a casting time of 1 action and only targets that
creature.
Kami Companion. You may cast the find familiar spell to summon your kami spirit. Unlike a
normal familiar, your kami companion can never make attacks or deliver touch spells, and it
gains special features (included on page 6).
Magical Savant. You know the eldritch blast cantrip.
Spellcasting. You are a 4th level spellcaster that uses Wisdom as your spellcasting ability (spell
save DC 13; +5 to hit with spell attacks). You have the following spells prepared from the cleric’s
spell list:
Cantrips: guidance, eldritch blast, light, resistance, sacred flame

ACTIONS
1st-level (4 slots): bless, cure wounds, detect magic, healing word,
sanctuary, unseen servant
2nd-level (3 slots): augury, exorcism slipsM, prayer of healing,
silence, spiritual weapon

Khakkhara Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 4 (1d8) bludgeoning damage if wielded in two hands or 3 (1d6)
bludgeoning damage if wielded in one hand.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/40 ft., one target.
Hit: 4 (1d4+2) piercing damage.
Eldritch Blast. Ranged Weapon Attack: +4 to hit, range 120 ft., one target.


Hit: 5 (1d10) force damage.


30 Spells marked by M can be found in the free Soburin Primer 5E PDF!
Natsuko the Kamispeaker (7th level) CR 5
Medium humanoid (soburi human), neutral good cleric (kami) 7
Armor Class 16 (do-maru jacket)
Hit Points 49 (7d8+14)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 16 (+3) 7 (-2)
Saving Throws Wis +6, Cha +3 Proficiency Bonus +3
Skills Arcana +3, History +3, Insight +6, Nature +3, Religion +3
Tools herbalism kit, shakuhachi
Senses passive Perception 13
Languages Celestial, Draconic, Soburi (Common), Sylvan
Channel Divinity (2/short rest). You can channel divine energy directly through the kami of
Soburin, using that energy to fuel one of two magical effects.
Fortify. Your kami companion can use its action to activate your Channel Divinity to relieve
you of one of the following conditions: charmed, frightened, poisoned, or prone.
Turn Undead. As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead within 30 feet that can see or hear you must make a DC 14
Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or
until it takes any damage. An undead that fails its saving throw is instantly destroyed if its
challenge rating is 1/2 or below. A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s nowhere to move, the creature
can use the Dodge action.
Feat: War Magic. When you take damage and make a Constitution saving throw to maintain
concentration, you have advantage. In addition, you are able to make the somatic components
for spells even when you are wielding a weapon or shield in your hands or while flying. Finally,
you can use your reaction when a hostile creature provokes an opportunity attack from you
to cast a spell at the creature so long as it has a casting time of 1 action and only targets that
creature.
Kami Companion. You may cast the find familiar spell to summon your kami spirit. Unlike a
normal familiar, your kami companion can never make attacks or deliver touch spells, and it
gains special features (included on page @@).
Magical Savant. You know the eldritch blast cantrip.
Spellcasting. You are a 7th level spellcaster that uses Wisdom as your spellcasting ability (spell
save DC 14; +6 to hit with spell attacks). You have the following spells prepared from the cleric’s
spell list:
Cantrips: guidance, eldritch blast, light, mending, resistance, sacred flame
1st-level (4 slots): bless, cure wounds, detect magic, healing word, sanctuary, unseen servant
2nd-level (3 slots): augury, exorcism slipsM, prayer of healing, silence, spiritual weapon
3rd-level (3 slots): blink, ghost needleM, nondetection, spirit teaM
4th-level (1 slot): death ward, faithful hound, secret chest
ACTIONS
Khakkhara Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d8) bludgeoning damage or 3 (1d6) bludgeoning damage if wielded in one hand.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 4 (1d4+2) piercing damage.
Eldritch Blast. Ranged Weapon Attack: +5 to hit, range 120 ft., two beams (up to two targets).
Hit: 5 (1d10) force damage.

31
Machinery anointed by the Haiiro-Nokishi erītokirā’s blessed shikome whirrs inside of Piasu’s revving
tetsubo as he smashes it down into the adeddo-oni in front of him, cracking through its suit of aged
o-yoroi and turning his undead attacker into a heap of bloody flesh smeared across the ground. The
hobgoblin roars a challenge in the monster’s tongue daring more to assault him and a dozen of
the lesser things oblige, leaping from out of the mist-enshrouded trees to strike at his armor. Most
of their blows are ineffective and ring off of the expertly forged metal—except for one mallet that
slams into a rusting pin, wedging a sharp bit of metal into his side.

A sea of orange and red flesh scrabbles across the hulking warrior as he spins, slamming into
trees to crush the zombies on his back and annihilating any that cross paths with his war club. From
somewhere through the primordial fog nearby Piasu hears the modulated voice of Zeta cry out
before winding up into an electronic squeal that ends with an explosion of lightning, briefly casting
the forest around them in bright blue-white. Further away back near the path Hiderigami yells out
for the steametic but he’s heard a robot-folk’s death throe before and knows that her plea is in vain,
rushing to her aid just as he slaughters the last of his assailants.

The shikome bursts out of woods near the oni-touched sorceress just as two red-fleshed
shinobi stab through her from either side, their pitted blades jamming into her rib cage as she cries
out her last. “Noooo!” Piasu screams, revving his weapon and bludgeoning the unlife from out of
one Hiderigami’s murderers then tackling the other, rolling on top of the monster before unloading
his burandābasumōzā directly into its chest to shred it apart in a hail of gunsmoke and lead. Feeling
outnumbered by the cackling creatures still bounding in the haze around him he yells for the rest of
his companions, a familiar, sickening lurch growing in his gut. “Riyan!? Hyan!? Where are you!?”

One of the hengeyokai twins calls out, his gruff canine voice distant and echoing slightly,
“further ahead, Piasu! Be swi-,” but he doesn’t get to finish his reply, replaced instead by a throaty
scream of something corrupted by the Mists of Akuma much larger than these doomed humans.
Activating the nitrous boosters in his armor the erītokirā bounces up and above the canopy, coming
back down through the fog just in time to see what he was aiming his revving tetsubo to strike down
upon—an adeddo-ogre, easily twice his size, one of the inu twins limp like a doll in its giant hand.
Piasu winces as the monster looks up and reflexively squeezes its fist, raising to block the shikome’s
blow and crushing whatever life Riyan still might have had left in him. The creature is too slow
however and the spirits in the weapon bless the warrior as he strikes it down on the thing’s skull,
tearing away half of its face in a satisfying crunch of bone and gore.

“Abomination!,” Hyan screams, sprinting from out of the shadows and using the distraction
of Piasu’s attack to lethally wound the adeddo-ogre in its chest. Already worn down by the twins it
falls, but the offal spilling out of its torso smothers her and she slips in the ichor, unable to scramble
away before its hundreds of pounds land directly on top of the inu. Echoing cackles of the damned
resound around the forest, giving the shikome reason to look about at the dangers that remain as
he approaches the thing’s corpse.

Then a hulking shadow, its giant form even greater than the dead monster on the ground,
starts to emerge from the mists ahead—then another, and another. Piasu unconsciously whimpers
as he realizes that even if he were to wrestle the corpse off of Hyan in time, she would be in no
condition to help fight off more of the creatures. Suddenly he stumbles backwards out of reflex as a
heavy stone hurtles through the air to obliterate the lower branches of a tree and he gasps, noticing
a fourth and a fifth massive figure closing in from behind him. Damning himself for his cowardice
the erītokirā turns and runs, flicking on his armor’s boosters as soon as he hears them recharge and
bounding away from the massacre of his comrades, tears of anger and shame streaming
32 down his face as the adeddo-oni behind him descend on their hard-earned meals.
Nobles and government officials across Soburin are distasteful of Emperor Hitoshi’s mandate
allowing the intelligent goblinoids begat by the Mists of Akuma to pass through civilization
without hostilities; Piasu is an excellent example of exactly why such a loathsome decree exists.
The shikome has achieved one of the highest honors that any of his kind can achieve for he is
erītokirā, a soldier of the Hairro-Nokishi battle brothers sworn to uphold their ages-old ideals.

33
Only the most confident soburi generals and famed samurai dare to directly show disrespect to
these machine-armored hobgoblin fanatics, the might of even one their small assault teams the
match of a small army of warriors from any prefecture. Though a powerful combatant and rightly
feared by most who cross his path, Piasu is unlike his kin in that he did not truly earn his place
among them—and the source of aid that saw him rise from failing recruit to inducted erītokirā
has ceased to offer its assistance, ready to make good on the price required for its mystical help.

HISTORY
To be an erītokirā is among the most revered of Once he built up courage enough to
accomplishments for a shikome but many falter brave it Piasu attempted his escape but was
in this path to greatness—and the life of a interrupted only a mile off from the Haiiro-
hobgoblin in Soburin is difficult no matter Nokishi lines—by the Dragon of Black Smoke,
where they might tread after transformation Ahenchūdoku. The serpent traveled from
by the Mists of Akuma. Piasu was once a proud Tsukisasu to petition for the aid of the Haiiro-
wolf that ranged across the plains of the Nokishi yet their leader Katto demanded
northern prefectures until in the midst of too high a price. She seeks an ally within the
a moonless night when the primordial fog erītokirā chapter and offered aid to Piasu to
creeped into his pack’s cave. Upon changing help him survive and become one of the feared
from animal to goblinoid, disoriented and armored warriors in exchange for a future favor.
angry, he and his true kin stumbled upon a pair Apprehensive but feeling as though he had
of newly-christened Haiiro-Nokishi erītokirā. no other recourse, the shikome took the offer
The warriors were looking for a fight and with and for the next year could not fail at any task,
nary a word between them a battle was on, but easily succeeding where all of the other recruits
to the trained soldiers’ surprise they were no (including Kirikizu) failed and earning his right
match for the sheer ferocity of Piasu’s pack. It to wear the powerful armor of the order.
was only the intervention of Chapter Master The dragon's enchantments are wearing
Katto Ōkami-Otoko that ended the fight before away and Piasu's armor is malfunctioning at
any lives were lost and ever with an eye for inopportune times, resisting his control. To
talent, rather than have the savages killed he hide his weakness—and avoid a blade of
treated them instead as new recruits. betrayal from Kirikizu—Piasu has taken
Five of Piasu’s wolven shikome siblings missions away from the main force of the
underwent training to join the Haiiro-Nokishi Haiiro-Nokishi as often as he can. Unsure of
and it quickly became clear to him that all of what's wrong, Katto Ōkami-Otoko’s sense for
them were doomed. The first two perished in weakness is as keen as her katana and she
the Test of Kewashī-Nobori, one plummeting knows that the best means to defeat is to
off the mountainside and the other lost in the suffer it among her forces, thus she has sent
snows of the peaks. In the Rites of Saunzupōto Piasu to Sanbaoshi to seek out a cartographer
the smallest among them faltered, falling of rumored mystical talents, ordered to return
unconscious on the badlands trek to be eaten with her or an accurate map of the territory
away by carrion. Worst of all was the demise controlled by the oni warlord Tokihanatsu. This
of the last of Piasu’s family, murdered in live won’t be the shikome warrior’s only task
weapons sparring by his rival Kirikizu. Left with however, and the black smoke dragon is
no allies and positive that he too was certain certain to call for her payment soon.
to die before becoming erītokirā, he sought
a means to escape despite the execution of
anyone caught fleeing.
EQUIPMENT
Weapons (8 burandābasumōzā cartridges; 10 gp each), erītokirā
gusoku armor, hunting trap, head of a wild boar, tinkerers’ tools,
80 Imperial Pieces (gold)
34
BACKGROUND & SPECIAL FEATURES
Background: Autorandā - Ambler. You never forget the geographic arrangement of terrain,
settlements, and areas of wilderness. In addition, you can forage fresh water and food each day
for as many as 6 people as long as the environment nearby can support it.
Faulty Erītokirā Equipment. When you take a critical hit, you make a Constitution saving throw
(DC 8 + your proficiency bonus + your Constitution modifier) or gain a level of exhaustion that
lasts for a number of rounds equal to double your proficiency bonus. Taking another critical hit
while your armor is malfunctioning increases your exhaustion by 1 level and the duration by
1 round, although these levels of exhaustion cannot result in the final stage of exhaustion.
Your revving tetsubo becomes broken if it is the target of a critical hit.
Dampening Enhancers. Your armor contains cutting-edge prototype augmetics that grant
advantage on Strength (Athletics) and Dexterity (Stealth) checks.
Nitrous Dash (Recharge 6). You Dash on your turn without spending an action to do so.
Omiryō Augmetic. This tear-shaped arcane engine is installed in the chestplate and shoulder
of your armor, making those areas unable to attune to magic items. Whenever you are hit by a
spell attack that deals damage, as long as there is space enough in the omiryō augmetic there
is a 20% chance the magic is absorbed by the augmetic (causing the spell effect to fail). The
omiryō augmetic can hold a number of spell levels equal to your proficiency bonus (cantrips
count as 1st-level spells). Once the omiryō augmetic is at full capacity, you can spend an action
to fire it, dealing 2d6 force damage per spell level in a 50-foot line. A Dexterity saving throw
(DC 8 + your Constitution modifier + your proficiency bonus) halves the damage.
Alternatively, the omiryō augmetic can be fired as a ranged weapon attack at a single
target within 100 feet. A fully-charged omiryō augmetic must be fired within 1 minute or it
releases the energy in a sudden burst, which is harmless to the device but deals its force
damage to you (no saving throw) and any creatures or objects in adjacent squares.

サムライ海兵
Roleplaying Notes
Equipped with a hunter’s instincts, powerful and resilient frame contained inside of augmetics-
enhanced armor, and an impressive will, one might expect the erītokirā warrior to be utterly
fearless but the opposite is true—the wolven shikome reveals a heart of cowardice whenever
he is bereft of a pack. When even one of his allies are nearby Piasu is entirely different—brutish,
direct, and bearing an unforgiving mean streak once someone has dealt him a wound—and it is
no wonder that he is almost always in the company of a companion. Though he has no friends
in Sanbaoshi he was given information on several potential contacts by Chapter Master Katto
to help him in his quest (a necroji black market trader named Simona, the Chinodani mure
bakemono gang, a ceramian inventor called Cynthia Cantwell) but nothing else. Piasu has
devoted most of his time in the imperial capital to amassing wealth to pay for the map from
the cartographer Yogen-Sha, a proxy to buy it through, and more importantly the expertise
required to properly bless his armor so that it might function reliably once more (allowing
him to rejoin the Haiiro-Nokishi as a proper battle brother).  

35
PIASU OF the Haiiro-Nokishi (4th level) CR 3
Medium humanoid (blessed shikome), lawful neutral fighter (champion) 4
Armor Class 17 (erītokirā gusoku)
Hit Points 34 (4d10+8)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 15 (+2)
Saving Throws Str +5, Con +4 Proficiency Bonus +2
Skills Athletics +5, Intimidation +2, Investigation +2, Survival +4
Tools taiko drum
Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Draconic, Soburi (Common)
Action Surge (1/short rest). On your turn, you can take an additional action on top of your
regular action and a possible bonus action.
Brave. You have advantage on saving throws against being frightened.
Feat: Shameless Combatant (2/short rest). You may insult and dishonor one opponent who can
hear you as a bonus action, forcing them to make a DC 12 Dignity saving throw. If the target
fails, they must approach you or one of your allies on their next turn and attack to the best of
their abilities.
Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack
you make with a melee weapon that you are wielding with two hands, you can reroll the die and
must use the new roll. The weapon must have the two-handed or versatile property for you to
gain this benefit.
Hated. You have disadvantage when making Wisdom or Charisma checks against any humanoid
that doesn’t also have the hated condition but you never have disadvantage on Charisma
(Intimidation) checks.
Martial Advantage (1/turn). You can deal an extra 5 (2d4) damage to a creature you hit with a
melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.
Second Wind (1/short rest). On your turn, you can use a bonus action to regain 1d10 + 4 hit
points.
ACTIONS
Improved Critical. Your weapon
Haiiro-Nokishi ErItokirA Chapter
i

i
attacks score a critical hit on a roll
of 19 or 20. Mercenaries of Mortality (Lawful Neutral)
Revving Tetsubo (Recharge 6). Ancestors, Beasts, Control, Elements, War
Chapter Master: Katto Okami-Otoko
i

Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. One thing stands out when other erītokirā chapters look upon the
Hit: 9 (2d6+3) bludgeoning damage. violent (even for their kind) history of the Haairo-Nokishi: war. Since
When revving (activated when you the day of its founding it’s been said that whenever one of their deadly
soldiers draws a weapon the sun does not rise or set again until they’ve
attack) you deal an additional
soaked in the fresh blood of their enemies. Like other erītokirā the
3 (1d6) slashing damage. Haiiro-Nokishi place great weight on to traditions but they take it
Burandābasumōzā (Gauntlet further paying homage not only to their ancestors, but beasts still
Firearm). Ranged Weapon Attack: bound in their animal forms and the elements as well. Warriors from
+2 to hit, range 30/120 ft., multiple other chapters often deride this reverence but other Chapter Masters
targets (20-foot-square; make an (Yasei Nochōrō of the Kodomo-Tachi in particular) know that this is
attack roll for each target). little more than a front to allow parlaying with both the humans of the
Hit: 10 (3d6) slashing damage. It Masuto Empire and the yai sovereigns lurking on the periphery of
takes two bonus actions or an Soburin. To the Haiiro-Nokishi there is nothing more glorious than
action and bonus action to battle—and nothing fouler than a treacherous word, unless of
36 reload the burandābasumōzā. course it is used in the name of war and like everything else,
comes with a reward commensurate for the deceit.
PIASU OF the Haiiro-Nokishi (7th level) CR 5
Medium humanoid (blessed shikome), lawful neutral fighter (champion) 7
Armor Class 17 (erītokirā gusoku)
Hit Points 57 (7d10+14)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 15 (+2)
Saving Throws Str +6, Con +5 Proficiency Bonus +3
Skills Athletics +6, Intimidation +3, Investigation +3, Survival +5
Tools taiko drum
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Draconic, Soburi (Common)
Action Surge (1/short rest). On your turn, you can take an additional action on top of your
regular action and a possible bonus action.
Brave. You have advantage on saving throws against being frightened.
Feat: Heavy Weapon Fighter. When you reduce a creature to 0 hit points while using a melee
weapon or score a critical hit with a melee weapon attack, as a bonus action you can make a
melee weapon attack.
In addition, when you are wielding a heavy weapon with which you are proficient, before
making your first attack roll in a round you can choose to take a -5 penalty. This penalty to
attack rolls lasts for 1 round, any attacks made with the penalty deal an additional 10 damage
on a hit.
Feat: Shameless Combatant (3/short rest). You may insult and dishonor one opponent who
can hear you as a bonus action, forcing them to make a DC 13 Dignity saving throw. If the
target fails, they must approach you or one of your allies on their next turn and attack to
the best of their abilities.
Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack
you make with a melee weapon that you are wielding with two hands, you can reroll the die
and must use the new roll. The weapon must have the two-handed or versatile property for
you to gain this benefit.
Hated. You have disadvantage when making Wisdom or Charisma checks against any humanoid
that doesn’t also have the hated condition but you never have disadvantage on Charisma
(Intimidation) checks.
Martial Advantage (1/turn). You can deal an extra 5 (2d4) damage to a creature you hit with a
melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.
Remarkable Athlete. You can add +1 to any Strength, Dexterity, or Constitution check you make
that doesn’t already use your proficiency bonus. In addition, when you make a running long
jump, the distance you can cover increases by 3 feet.
Second Wind (1/short rest). On your turn, you can use a bonus action to regain 1d10 + 7 hit
points.
ACTIONS
Extra Attacks. You attack twice.
Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.
Revving Tetsubo (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6+3) bludgeoning damage. When revving (activated when you attack) you deal an
additional 3 (1d6) slashing damage.
Burandābasumōzā (Gauntlet Firearm). Ranged Weapon Attack: +3 to hit, range 30/120 ft.,
multiple targets (20-foot-square; make an attack roll for each target).
Hit: 10 (3d6) slashing damage. It takes two bonus actions or an action and bonus action
to reload the burandābasumōzā. 37
As they approach the entrance to the ruined shrine the tengu’s eye swirls with gray and she reaches
out to touch the ranger’s shoulder, ominously warning, “you should not have gone in there.”

The tough veteran shakes away her feathered hand and shoots her an odd look before
replying, “I haven’t yet, and I go where I like.” He stops a few feet from the doorway, peers inside,
and then Kurisu Daisuke takes a bold step forward—his last. Mercenaries behind her gasp and
Rinna drops her head low as jets of acid shoot out from all around the brave warrior, eating his flesh
away in seconds.

She turns to regard the sortie, head bowed. “You’ll all have decided after Kurisu’s mistake
that I was right and should have been listened to.” The noblewoman leading the expedition raises
her eyebrows yet doesn’t share any remarks, pointing instead to two soldiers to go up and disable
the lethal trap. They walk forward hesitantly but not before matching Rinna’s bow, their heads
dropping further down out of respect, and in a matter of minutes the deadly mechanisms are
undone. Confidently pacing into the shrine the tengu looks around at the humble building’s
interior, instantly feeling her ancestors surge to the fore as their spirits nearly coalescing on her
periphery. “There is still great power here.”

Once a half dozen of Takenaka Sukei’s soldiers have filed into the entrance hall the noble
follows herself, looking with disdain at the grime and dust she wipes off of the wall with one of the
fingers of her impeccably clean armored gauntlets. “Indeed.” She beckons with one cerulean plated
arm prompting more mercenaries to come inside and they too fan out, taking up positions near the
two doorways leading deeper within. Before pulling down her regal helmet’s ornate gusoku mask
she turns to the tengu once more, asking, “which way did we go next, feathered seer?”

Rinna concentrates on her surroundings, sensing her feelings and searching for the signs of
memory and glimpses of events yet to pass that sometimes guide her. None come and she shakes
her head, “it is unclear. I am certain that your judgment will suffice, Lady Sukei.”

“Well then,” Takenaka says, smiling smugly, “I choose both. Narita Heizo to the eastern hall,
Kuronuma Setsu to the north. Three blades behind.” A trio of warriors join each, all of them with
hands on the hilts of their swords. Rinna watches as they slowly edge forward, the samurai at the
front of each group holding their weapons out in search of more counter-measures.

It is a slow and laborious process—after only a few minutes the tengu’s mind begins to
wander. ‘Have I been here before?,’ she thinks, the faded ukiyo on the walls feeling both old and new.
As she gazes upon them the paintings begin to move, swirling and shifting across the parchment
to tell the story of this place of worship. The shrine has stood here since the Mists of Akuma first
touched the lands of Soburin and she feels as though it will be here when the primordial fog has
had its last. It is a place of the ancestors, to be certain, but the battles she witnesses played out on
the walls are not of victories—samurai and soldiers of the prefectures lose in nearly all of them,
felled by strangely armored warriors as much monster as man.

A scream echoes up from the eastern passage as Rinna realizes to whom this shrine belongs:
the Osoroshī-Ichō erītokirā chapter, slain to the last by the void dragon Boidokōtei. She does not
wait for anyone to follow, but yells out before taking wing, “the spirits of the dead here are beasts
rekindled by hatred! Those who flee now lived another day at least!” As the tengu flaps out of the
entrance a savage roar follows her, drowning out Lady Sukei’s shouted commands.

The noblewoman has little time to beseech Rinna again and she sees the samurai turn to
face a hideous oni, its form draped in rusted armor fitted with dozens of spinning serrated discs
already bloody with the gore of recent victims. She continues her ascent but her gaze doesn’t
waver from the shrine until the clouds obscure it, making her the only living witness to
the flashes of magic and combat marking the death of Lady Takenaka Sukei.
38
The future of Soburin is darker still than the present day and the Rōsoku-Urasan knows the
world’s apocalyptic destiny first-hand. Hounded as much by the void of memory in her mind
as she is the flashes of experiences that occasionally rise to the surface, the tengu searches for
something to trigger her recollection of why exactly her soul was plucked from her own body to
be flung back through time. A potent mage in
her own right still empowered by her
ancestral pact, Rinna is in a constant
state of bewilderment and wonder
spurred on by even the simplest
people and places around her—
and the further she travels
across the lands of history
the more confident she
becomes that perhaps
its fate is not yet fixed.

39
HISTORY
In the far future life across the world has nearly imprisonment by the Uso clan. During her
come to an end and only a few dwindling chaotic escape she recalled a battle between a
pockets of civilization persist. Rinna was borne fleet of Lord Miyaki and the ships of the pirate
to the last avian enclave, a fortified settlement Pembu the Ebon-Heart, cajoling and coaxing
nestled high above the deadlands of Soburin her kidnapping-rescuers so that she could lose
near the peak of Su-Yosai. She can recall little any pursuers in the midst of the historically
of her time there—shrine-like halls and her sudden chaos at the start of the seaborne
family's faces, but almost nothing else. The conflict. Just as her ancestors helped her recall
tengu’s mind became whole again only after before the cannons fire a massive bakekujira
she arrived in the past, and every time she rises up from the water! The whale's song turns
attempts to recall the circumstances of her sailors mad by the hundreds and havoc erupts
incredible journey her ancestors whisper around her, giving Rinna the opportunity to
warnings until the terrors of what chased her abscond to a vessel of pirates breaking away
from the future near her psyche's periphery. from their doomed leader’s folly.
However she managed to escape from The tengu meant only to stay onboard
her home era she traveled a great distance in until the buccaneers next made port but a
the endeavor, landing in the unfamiliar crags foul wind took up the ship’s sails and they
of Uso Prefecture near the city of Kaibo. Akitsu were swept into a supernatural eddy that took
flyers noticed her presence and tracked her them into a maelstrom of the Mists of Akuma!
down in a matter of days, believing her claims Rinna took the helm and navigated the vessel
of amnesia to be poor falsehoods for a spy safely through the seemingly endless cyclones,
from one of Lady Askuku’s enemies. Stripped skirting the Edge of the World until finally
of her inexplicable belongings and kept in the she collapsed at the sight of calm seas. Upon
bowels of a mountain keep for months, she awakening from a well-earned rest she realized
was ruthlessly tortured and maimed by the something of great import: she is and was the
machinery of Uso scientists. Eventually Rinna Rōsoku-Urasan, a fable from her own time!
concocted a lie her captors were willing to With this revelation heavy chains were
believe—a lowly seer guided up the mountains lifted from her shoulders and Rinna adopted a
by a divination where she found the strange whole new approach to life, realizing that she
devices in the snows—and the queries of her is not a slave to fate, she has been destined to
captors changed. Now they wanted visions to play a vital role in Soburin—hopefully to save
aid the Uso clan. It took months for the tengu’s it. A dream with her ancestors has emboldened
ancestors to adapt but in time they revealed this belief, a warning that an oni has fell plans
futures of far greater scope than just dangers that if left unchecked will turn the soon to be
to her gaolers, most importantly of all how announced weddings in Sanbaoshi into focuses
Rinna would escape her torment. for the future’s doom. Throughout her journey
Word of the stranger with impossible to the imperial capital she has beseeched her
technology spread as far as Yokuba and when forebearers for guidance, and in return
Lady Nomashi learned her to be a seer, they've shown her others marked by
Soburin’s diviners sought to free Rinna from fate each time she falls asleep).

Roleplaying Notes
Keen to avoid crossing paths with either the Uso or Yokuba, the Rōsoku-Urasan is aloof about
her past and attempts to deflect questions about her origins with queries of her own. The Common
Tongue is known to her and she is no savage, yet Rinna has only a brash understanding of cultural
practices (and if any remain in the future, those are denied her as well). Even with her amnesia
and the desperation of the era she’s been thrust into, the tengu has an unyielding optimism for
life and lives each day as if it were her last. Though intent on keeping her identity a
40 secret (lest she be assaulted anew) she sometimes gives herself away for it’s known that
the Rōsoku-Urasan sometimes speaks in the past tense. Rinna is also on the constant
lookout for signs from her ancestors, so much so that sometimes she ends up missing what’s
directly in front of her. As a foreigner from the future and newcomer to Sanbaoshi she has no
friends to speak of, but a few of her distant ancestors are traders that frequent the metropolis
and she looks forward to meeting them sooner or later, always on the lookout for merchants
from Su-Yosai.

BACKGROUND & SPECIAL FEATURES


Background: Akoraito - Shelter of the Faithful. You and your adventuring companions can
expect to receive free healing and care at a temple, shrine, or other established presence
devoted to ancestor worship, though you must provide any material components needed for
spells. Those who share your religion will support you (but only you) at a modest lifestyle.
Future Relics. You can scarcely recall the items you brought with you from the future but
whenever you acquire one, it triggers a flood of memories and visions that reveals to you
both some of your past (in the future) and bits of your future (now, in the past). Your amnesia
denies any greater understanding of technology but you instinctively know your future relics
when you see them and even during your recent travels to Sanbaoshi you hear a rumor of the
apparently highly-sought after devices. After you have spent 1 minute touching a future relic,
you have strong visions that reveal one fact about the distant future of Soburin (of the GM’s
creation and choosing) as well as one piece of information in the present given to you in a
fashion of the GM’s choosing (such as a commune that
automatically succeeds, find the path that does not
require concentration, or legend lore). You will
never randomly stumble upon a future relic—
your ancestors might lead you to clues that
take you to one or the visions they trigger
may include how to find another, but
regardless of how you learn about a
future relic to encounter you should
anticipate undergoing a small quest
to get to it.
Sense of Impending Doom. When
danger nears you are assaulted by
visions of possible immediate futures
that are a great boon before they
overload your senses, leaving you
vulnerable until your mind rights itself.
You cannot be surprised and after initiative
is rolled, creatures have disadvantage on
attack rolls against you, and you have
advantage on ability checks and saving
throws. These benefits last for a duration
EQUIPMENT
Weapons, prayer wheel, 5 sticks
of rounds equal to your proficiency bonus.
of incense, vestments, a set of
At the end of this duration,
common clothes, and a pouch
you become disoriented for a
containing 15 Imperial Pieces
number of rounds equal to half
(gold)
your proficiency bonus. While
disoriented, creatures have advantage
on attack rolls against you, and you
have disadvantage on ability checks
and saving throws.
41
Rinna the Rosuko-urASan (4th level) CR 2

i
Small humanoid (tengu), chaotic good warlock (ancestor patron) 4
Armor Class 15 (studded leather)
Hit Points 25 (4d8+4)
Speed 25 ft., fly 15 ft. (both hands free, ½ carrying capacity)
STR DEX CON INT WIS CHA Dignity Haitoku


10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 15 (+2) 9 (-1)
Saving Throws Wis +2, Cha +4 Proficiency Bonus +2
Skills Arcana +3, Deception +4, History +3*, Insight +2,
Performance +4, Religion +3, Sleight of Hand +5
Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception 10


Languages Ceramian, Ropa, Soburi (Common)
Ancestral Foresight. Roll two d20 when you complete a long rest. These are
your foresight rolls. Once per turn you may choose to replace an ability
check, saving throw, or attack roll with the recorded number from one of
your foresight rolls. You must choose to use a foresight roll before seeing
the initial roll and before any of the roll’s effects occur. You may only use an
individual foresight roll once. At the end of a long rest, unused foresight


rolls are lost and you roll two new d20s for your foresight rolls.
Eldritch Invocation: Agonizing Blast. When you cast eldritch blast, add
your Charisma modifier to the damage it deals on a hit (included below).
Eldritch Invocation: Eldritch Sight. You can cast detect magic at will,
without expending a spell slot.
Feat: War Magic. When you take damage and make a Constitution saving
throw to maintain concentration, you have advantage. In addition, you are able
to make the somatic components for spells even when you are wielding a weapon or shield in
your hands or while flying. Finally, you can use your reaction when a hostile creature provokes
an opportunity attack from you to cast a spell at the creature so long as it has a casting time of
1 action and only targets that creature.
Historical Knowledge. You have advantage on Intelligence (History) checks.
Pact Boon: Pact of the Tome. While this book is on your person, you can cast guidance, sacred
flame, and spare the dying at will.
Pact Magic (2 spell slots/short rest). You are a 4th level spellcaster that uses Charisma as your
spellcasting ability (spell save DC 12; +4 to hit with spell attacks). You know the following spells
from the warlock’s spell list and always cast them as 2nd-level spells:
Cantrips (at will): chill touch, eldritch blast, guidance, sacred flame, spare the dying, true strike
1st-level: charm person, expeditious retreat, protection from evil and good
2nd-level: augury, detect thoughts, hold person, suggestion
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 5 (1d4+3) piercing damage.
Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one target.
Hit: 8 (1d10+3) force damage.

42 未来の救世主
Rinna the Rosuku-Urasan (7th level) CR 4

i
Small humanoid (tengu), chaotic good warlock (ancestor patron) 7
Armor Class 15 (studded leather)
Hit Points 42 (7d8+7)
Speed 25 ft., fly 15 ft. (both hands free, ½ carrying capacity)
STR DEX CON INT WIS CHA Dignity Haitoku

10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 15 (+2)
Saving Throws Wis +3, Cha +5 Proficiency Bonus +3
Skills Arcana +4, Deception +5, History +4, Insight +4,
Performance +5, Religion +4, Sleight of Hand +6
9 (-1)



Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception 10
Languages Ceramian, Ropa, Soburi (Common)
Ancestral Foresight. Roll two d20 when you complete a long rest. These are your foresight rolls.
Once per turn you may choose to replace an ability check, saving throw, or attack roll with the
recorded number from one of your foresight rolls. You must choose to use a foresight roll before
seeing the initial roll and before any of the roll’s effects occur. You may only use an individual
foresight roll once. At the end of a long rest, unused foresight rolls are lost and you roll two new
d20s for your foresight rolls.
Eldritch Invocation: Agonizing Blast. When you cast eldritch blast, add your Charisma modifier
to the damage it deals on a hit (included below).
Eldritch Invocation: Eldritch Sight. You can cast detect magic at will, without expending a spell
slot.
Eldritch Invocation: Eldritch Spear. When you cast eldritch blast, its range is 300 feet.
Eldritch Invocation: Fiendish Vigor. You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
Feat: War Magic. When you take damage and make a Constitution saving throw to maintain
concentration, you have advantage. In addition, you are able to make the somatic components
for spells even when you are wielding a weapon or shield in your hands or while flying. Finally,
you can use your reaction when a hostile creature provokes an opportunity attack from you to
cast a spell at the creature so long as it has a casting time of 1 action and only targets that
creature.
Historical Knowledge. You have advantage on Intelligence (History) checks.
Pact Boon: Pact of the Tome. While this book is on your person, you can cast guidance, sacred
flame, and spare the dying at will.
Pact Magic (2 spell slots/short rest). You are a 7th level spellcaster that uses Charisma as your
spellcasting ability (spell save DC 13; +5 to hit with spell attacks). You know the following spells
from the warlock’s spell list and always cast them as 4th-level spells:
Cantrips (at will): chill touch, eldritch blast, guidance, sacred flame, spare the dying, true strike
1st-level: charm person, expeditious retreat, protection from evil and good
2nd-level: augury, detect thoughts, hold person, suggestion
3rd-level: clairvoyance, dispel magic, fear, tongues
4th-level: dimension door, divination, legend lore
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 5 (1d4+3) piercing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 300 ft., two beams (up to two targets).
Hit: 8 (1d10+3) force damage.
REACTIONS
Divined Dodge. When an attacker hits you with an attack, you can use your reaction
to halve the attack’s damage against you. You do not need to see the attacker or be 43
aware of the attack.
Squinting against the heavy rainfall, Tomoe cleans her katana with a flick of the blade and sends a
spray of blood onto the old timbers of a tea house nearby as she eyes up her remaining opponents
before sheathing the sword, her gaze never wavering. The unfortunate mutant that dragged her
out from the relative warmth and comfort inside now lay groaning on the street, his thick intestines
spread outward on the wet pavestones and death clearly not far away.
Death was never far from Tomoe.
Bystanders flee from the lane and into cover as her other enemies emerge, each standing
firm—an arachnid hengeyokai with a whirling kusarigama and a kappa with arcane runes worked
into its shell, mystical power ebbing in its webbed hands. “Coller!,” the mage yells out, crisis ringing
in his voice. When the mutant doesn’t respond, his life bleeding out onto the street, the tortoise-folk’s
eyes narrow and the magic he wields pulses in anger. “You live up to your name Crimson Blade, but
I swear by the current of the world that you’ll pay for that.”
Tomoe shakes her head sadly and replies, “your friend can live still—just throw away your
anger. Take him to a priest. No one need die from a simple misunderstanding.” A subtle shift in
posture from the kumo prompts the samurai to grip the hilt of her blade and as he leaps forward,
chain swinging through the raindrops, she hunkers down to dodge out of the way and charges
at full speed. When they meet there’s a sudden flash of motion nearly too quick for the eye to see
as Tomoe’s sword flies from its scabbard and back, and like his larger ally the hengeyokai cries out
before crumpling onto the street in a heap of blood.
Before she can react the kappa unleashes his spell, a bolt of lightning surging through
her to nearly knock the samurai unconscious. Though she drops to one knee Tomoe does not fall,
instead drawing deep within herself to find the resolve to fight on and stand upright despite the
electricity enveloping her body. Through a steel will and gritting teeth she says once more, “Just
throw away your anger. No one need die.” Slowly, deliberately, she draws her katana and extends
her arm out into the falling rain, turning the blade to make the droplets hitting it sing as they strike
the finely-forged metal. “This can still end without more death.”
The magician just screams in reply, one hand bellowing forth flames while the other reaches
for a flask on his belt. Tomoe rolls out of the way of the flickering fire and up into a high stance,
slashing downward and cutting a huge gouge out of the kappa’s chest. Rage is in his eyes as he
clutches at the wound and the samurai delivers another laceration to his leg before finally staking
her katana through his heart, the blade digging into the underside of the shell on his back.
Surrounded by corpses and alone on the blood-washed street, Tomoe closes her eyes and tries
to center herself, fighting back the darkness that always comes after so much unwanted violence.
Suddenly she’s broken from her meditation as an eye snaps open on her steam arm and Zenryōna
calls out, “Lady Masamune! Five o’clock!” She reflexively leans to her left and two arrows bite into
the wooden planks of her pauldron.
Tomoe whirls on her hidden attacker and draws her katana from the kappa mage's corpse,
batting another arrow from out of the air as an umibo archer sloshes away down the street. They
knock another missile in their bowstring and take aim, but this time when the samurai charges
forward to deliver her blow she pours every bit of her soul into the strike. An enormous flash of blue
and violet energy cascades around the street and her foe dissipates under the assault, their watery
body dissolving into puddles that mix with the dirty rainwater pooling all around her.
Wary of any more surprises Tomoe surveils the onlookers hidden behind the corners of the
buildings nearby, only closing her eyes again when she’s certain that no more assailants are in wait.
“Thank you, Zenryōna,” she says, wincing as she realizes that the archer’s arrows bit through the
wood and into the flesh beneath. “As always your assistance is greatly appreciated.”
The creature jutting out of her right shoulder opens both of its eyes and forms its mouth
in the palm of her steam arm, winking as it replies, “and as ever, madame, your gratitude is
unnecessary. Besides, ruffians such as these have no place in such a fine city as Sanbaoshi.
44 I’m sure that if there isn’t a bounty to be collected that the guards will have reason to be
grateful all the same.”
T he Cri mso n Bl a de
Cast off as ronin, exiled from her home, and abandoned by her family, it would
have been easy for Tomoe to let the sea finish her off after Lord Shaka Uragi
had her arm severed and her body pitched into the waters below. She has
the spirit of warrior however and refuses to allow her wrongful dishonor
to bring more ruination upon her life, finding strength instead in the
long line of samurai before her and returning to dignified roots
(even if she is retainer to no one). Tomoe has earned a different
name on the roads of Soburin—the Crimson Blade—and now
she stalks the streets of Sanbaoshi, unaware that her growing
fame will draw the attentions of her past back to haunt her!

45
HISTORY
The Masamune family loyally served the Uragi This was the final straw for the
Prefecture for centuries, back to the times Masamune family. Lord Shaka Uragi declared
of the Ichizoku Wars over a millenia ago. Kawabata and the rest of her warrior-kin to
Zado Masamune (Tomoe’s grandfather) was be ronin, dividing the family’s domain before
the first of her ancestors to fail to achieve dispensing the remains to other lesser nobles.
glory, one of the samurai who surrendered For daring to murder an elder servant of the
Ikkitonogaku to the invading ceramians when Yūkaihan Gekai—and more importantly her
the foreign armies arrived in Soburin. As a defiance of Lord Uragi’s orders—Tomoe’s arm
result her father Tsunoi tried overly hard to was cut off and she was cast out onto the
earn distinction until he was used to appease waters of Uragi to die ignobly. Unwilling to
the foreign overlords, committing seppuku to let go of life so easily however, she resisted
salvage the honor of Lord Shaka Uragi when death and instead swam leagues before
agents of the Yūkaihan Gekai shinobi clan were washing ashore in Hofuku Prefecture. The
caught in the quarters of the Kengen general masterless one-armed samurai awoke on
overseeing the occupation of Uragi. Tomoe’s the beach, nearly dead and clutching an old
mother died soon after under mysterious steam arm augmetic in her remaining hand,
circumstances leading her aunt Kawabata but alive nonetheless.
to become the Masamune’s lead gokenin Tomoe lived in obscurity as a farmhand
(samurai retainer) to the Uragi family, and while gradually, slowly repairing the prosthetic
without any parents she took after her, (her only possession) until finally taking up as
building the older woman to be a hero in her a caravan guard for a few dangerous trips until
mind. it could be installed to replace her amputated
Though a dangerous woman and limb. With two good arms she went from being
master of the katana, Kawabata Masamune a proficient guard to a lethal warrior, yet not as
was a poor role model. She drank excessively she once was—her time as a peasant brought
and became the blunt, heavy tool of Lord Tomoe back from the twisted and perverse
Shaka Uragi—little more than a thug with interpretations of the samurai code instilled in
a sword and regal armor—respected by all her by her aunt and she found herself anew
but only through intimidation and fear. Upon during her travels across Soburin. Talk of
adulthood Tomoe completed her samurai The Crimson Blade brought the notice of
training and became a retainer as well, seeing bengoshi, and with every successful mission
the full depths to which her aunt had delved in her reputation for efficiency and unfailing
service to Lord Uragi. Conflicted with the bravery grew. Now with enough wealth to
morality of what she was asked to do, her life support herself adequately she has traveled
became a cycle of misery until she was finally to Sanbaoshi to seek even greater glory,
confronted with a decision that set her at odds certain that one day she will look down upon
with her master. Tomoe was made to be the Lord Uragi and all of the rest of his lacking
bodyguard for an aged Yūkaihan Gekai ninja retainers with a new more noble master at
but the longer she served him, the greater her side —if she has not earned that title yet
her suspicions became that it was he who herself.
murdered her mother a decade ago. Finally
after months of servitude and with evidence
in hand, she asked for justice from Lord Shaka
Uragi only to be denied, her aunt standing EQUIPMENT
behind the cretinous nobleman the whole Weapons (20 arrows), lamellar (scale),
while. explorer’s pack, 120 Imperial Pieces (gold),
Filled with rage, Tomoe slew the old modest apartment (Sanbaoshi, Nōdo
shinobi anyway. District), potion of healing

46
Roleplaying Notes BACKGROUND &
While she tries to keep a dour demeanor and might still
have a hard edge from her days serving the Uragi family,
SPECIAL FEATURES
Background (Disgraced Amputee):
Tomoe is sympathetic to those in need and has a heart as Powered Prosthetic. You begin
wide as her arm is strong. She seeks to earn the respect play with a steam arm augmetic.
and fame unjustly denied her by her former master as a Your proficiency bonus is doubled
means to atone for her misdeeds, hoping to be a beacon for any ability check you make to
of light for other downtrodden folk trampled upon by the repair and maintain augmetics.
wealthy elite. After settling down into Sanbaoshi she has Extra Feat: Tsukumogami
befriended several companions—Tsujihara Hisashi the Augmetic. Though you didn't
street merchant, Ienaga Yumako the youthful blacksmith, know it at first, your augmetic
and an urchin named Ameori Bakin (in addition to any is a tsukumogami!
members of the party also based in the imperial capital).
These individuals know she’s soft at heart and respect that
The Crimson Blade must be known as a dangerous warrior,
although far and away Tomoe’s greatest bond and flaw is
her constant companion: Zenryōna, her steam arm.

ZENRYONA, STEAM ARM


i

Tiny construct (tsukumogami), lawful good


Armor Class 13 (natural armor)
Hit Points 30 (12d4)
Speed 0 ft.
STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Ceramian and Soburi (Common)
Challenge —
Detach. As an action, Zenryōna can detach itself from the creature wearing it. While detached,
Zenryōna's speed changes to 5 ft. and it is much easier to escape its grapple (escape DC 12).
Telepathic Bond. When Zenryōna is on the same plane of existence as Tomoe, it can magically
convey what it senses to her, and the two can communicate telepathically.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage. Instead of dealing damage, Zenryōna can grapple the target (escape DC
8 + Tomoe’s proficiency bonus + Tomoe’s Strength modifier).

Though it seems old and decrepit, Zenryōna was forged only a dozen years ago in Jinkosugu for
the seaborne samurai Saza Takiji. It cost the warrior no small amount of coin and he treated it with
great care before being killed by a ship of pirates that fell afoul of the Mists of Akuma, changed
by the primordial fog into vicious adeddo-oni that slaughtered every sailor they encountered
(although Saza had the last laugh, igniting both vessels before his dying breath to doom everyone
in the conflict). Before sinking towards the briny depths, the supernatural fog touched the
prosthetic and transformed it into tsukumogami—it detached itself and struggled against the
waves until finding a new companion instead. Tomoe Masamune has no knowledge that
Zenryōna helped her reach the shore or that it watched her for months, but the mystical 47
creature is satisfied that its found a suitable ally with her morals in the right place.
Tomoe Masamune (4th level) CR 4
Medium humanoid (soburi human), lawful neutral paladin (samurai) 4
Armor Class 18 (lamellar, defense fighting style, swordmaster)
Hit Points 34 (4d10+8)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 8 (-1) 9 (-1)
Saving Throws Wis +4, Cha +2 Proficiency Bonus +2
Skills Athletics +5, Culture +1, Insight +4, Intimidation +2, Persuasion +2
Tools augmetics (double proficiency bonus)
Condition Immunities disease
Senses darkvision 60 ft., passive Perception 12
Languages Ceram, Soburi (Common), Umi Feat: Swordmaster. You gain a +1 bonus to AC
Augmetics Electrolens & Steam Arm: You gain while you are either wielding a katana in both
darkvision 60 feet from your electrolens. It has 20 hit hands, or in one hand with your off-hand free
points and an AC equal to your AC + 6. Your steam (included above). When you are wielding a
arm has 30 hit points and an AC equal to your AC + 6. katana and score a critical hit that kills your
Divine Sense (3/long rest). As an action, you can opponent, you may make another attack
open your awareness and until the end of your next against a target within your reach as part of
turn, you know the location of any celestial, fiend, the same action.
or undead within 60 feet of you that is not behind Lay on Hands (20 points/long rest). As an
total cover. You know the type of any celestial, fiend, action, you can touch a creature and draw
or undead you sense, but not its identity. Within power from the pool to restore a number
the same radius, you also detect the presence of of hit points to that creature, up to the
any place or object that has been consecrated or maximum amount remaining in your pool.
desecrated, as with the hallow spell. Alternatively, you can expend 5 hit points
Divine Smite. When you hit a creature with a melee from your pool of healing to cure the target
weapon attack, you can expend one spell slot to of one disease or neutralize one poison
deal radiant damage to the target, in addition to affecting it. You can affect multiple diseases
the weapon’s damage. The extra damage is 2d8 for and poisons with a single use of Lay on
a 1st-level spell slot, plus 1d8 for each spell level Hands, expending hit points separately
higher than 1st, to a maximum of 5d8. The damage for each one. This feature has no effect
increases by 1d8 if the target is an undead or a fiend. on undead and constructs.
Feat: Ancestral Weapon (Katana). You treat your Spellcasting. You are a 4th level spellcaster
ancestral weapon with the same reverence you would that uses Charisma as your spellcasting ability
a holy book or symbol. You never willingly part with (spell save DC 10; +2 to hit with spell attacks).
your ancestral weapon—you may not sell it, lend it You have the following spells prepared from
to others, or otherwise abandon it. If for any reason the paladin’s spell list:
your ancestral weapon is taken from you, you must 1st-level (3 slots): command, cure wounds,
do everything in your power to recover it. Your divine favor, expeditious retreat,
ancestral weapon has +1 magical bonus to attack heroism, shield of faith
and damage and has the following feature: Unarmed Savant. Your unarmed strike
Sharp. When attacking a target wearing armor, you damage increases to 1d4 and you are
receive an additional +2 bonus to the attack roll. proficient in Athletics.
ACTIONS
Iaijutsu Strike (1/short rest). As an action, you can draw your weapon and attack with it. This attack deals
an extra 2d8 damage.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) magical slashing damage
or 8 (1d8+4) magical slashing damage if wielded in one hand.
Steam Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning
damage. Instead of dealing damage, you can order Zenryōna to grapple the target (escape DC 13).
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
REACTIONS
Feat: Swordmaster While wielding a katana, you can use your reaction to cut a missile in twain when you
are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by
the damage roll of your katana melee attack. In addition, when an enemy would provoke
48 an opportunity attack, you may spend your reaction to move up to your speed, ending your
movement adjacent to that enemy (or as close as possible).
Tomoe Masamune (7th level) CR 6
Medium humanoid (soburi human), lawful neutral paladin (samurai) 7
Armor Class 18 (lamellar, defense fighting style, swordmaster)
Hit Points 57 (7d10+14)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 8 (-1) 9 (-1)
Saving Throws Wis +5, Cha +3 Proficiency Bonus +3
Skills Athletics +6, Culture +2, Insight +5, Intimidation +3, Persuasion +3
Tools augmetics (double proficiency bonus) Feat: Swordmaster. When you are wielding a
Condition Immunities disease katana and score a critical hit that kills your
Senses darkvision 60 ft., passive Perception 12 opponent, you may make another attack against
Languages Ceram, Soburi (Common), Umi a target within your reach as part of the same
Augmetics Electrolens & Steam Arm: You gain action.
darkvision 60 feet from your electrolens. It has Lay on Hands (35 points/long rest). As an action,
20 hit points and an AC equal to your AC + 6. you can touch a creature and draw power from
Your steam arm has 30 hit points and an the pool to restore a number of hit points to that
AC equal to your AC + 6. creature, up to the maximum amount remaining
Aura of Protection. Whenever you or a friendly in your pool. Alternatively, you can expend 5 hit
creature within 10 feet of you must make a saving points from your pool of healing to cure the target
throw, the creature gains a +1 bonus to the saving of one disease or neutralize one poison affecting
throw. You must be conscious to grant this bonus. it. You can affect multiple diseases and poisons
Divine Sense (3/long rest). As on page @@. with a single use of Lay on Hands, expending hit
Divine Smite. When you hit a creature with a melee points separately for each one. This feature has no
weapon attack, you can expend one spell slot to effect on undead and constructs.
deal radiant damage to the target, in addition Spellcasting. You are a 7th level spellcaster that
to the weapon’s damage. The extra damage is uses Charisma as your spellcasting ability (spell
2d8 for a 1st-level spell slot, plus 1d8 for each save DC 11; +3 to hit with spell attacks). You have
spell level higher than 1st, to a maximum of 5d8. the following spells prepared from the paladin’s
The damage increases by 1d8 if the target is an spell list:
undead or a fiend. 1st-level (4 slots): divine favor, expeditious retreat,
Feat: Ancestral Weapon (Katana). As on page @@. heroism, shield of faith
Your ancestral weapon has +1 magical bonus to 2nd-level (3 slots): aid, blade attraction,
attack and damage and has the following feature: strike within & without
Sharp. When attacking a target wearing armor, Unarmed Savant. Your unarmed strike damage
you receive an additional +2 bonus to the attack increases to 1d4 and you are proficient in
roll. Athletics.
ACTIONS
Extra Attack. You attack twice.
Dashing Strike (2/long rest). You can charge forward and through an enemy, making a devastating blow
only truly felt after you have rushed past them. As an action or as part of an iaijutsu strike, you may make a
single melee weapon attack against your foe in between using your movement. This movement must be in
a straight line and take you through the space of the target of your attack. Regardless of if your attack hits,
this movement doesn't provoke opportunity attacks. If your attack hits and your movement both begins
and ends outside of your target’s reach, this attack is a critical hit.
Iaijutsu Strike (1/short rest). As an action, you can draw your weapon and attack with it. This attack does
3d8 additional damage.
Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) magical slashing damage if
wielded in two hands or 8 (1d8+4) magical slashing damage if wielded in one hand.
Steam Arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning
damage. Instead of dealing damage, you can order Zenryōna to grapple the target (escape DC 14).
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
REACTIONS
Feat: Swordmaster While wielding a katana, you can use your reaction to cut a missile in twain when you
are hit by a ranged weapon attack. When you do so, the damage you take from the attack is

49
reduced by the damage roll of your katana melee attack. In addition, when an enemy would
provoke an opportunity attack, you may spend your reaction to move up to your speed,
ending your movement adjacent to that enemy (or as close as possible).
You have reached out to your ancestors and completely devoted your soul to fates only they can
see. In exchange for your servitude these spirits reveal glimpses of the future to you, filling you
with their knowledge of the past and the future. You may be visited by random ancestors that
come and go like waves in the ocean, receive help from important figures in your family line in
whispers on the wind, or find a council of your forebears becoming a fixture in your dreams. No
matter what forms they take in your life, they are always present to berate, critique, encourage, or
observe in unquieting, silent judgment.
Pact of the Chain. Your familiar is a Historical Knowledge
small ghostly spirit that resembles an ancestor Also at 1st level, you gain proficiency with
and has the same attitude, demeanor, and History and have advantage on Intelligence
appearance that they had in life. Unlike normal, (History) checks.
your familiar uses the form and statistics of a
Homunculus. Divined DOdge
Pact of the Blade. Your weapon is Starting at 6th level, when an attacker hits you
covered in intricate, moving carvings that with an attack, you can use your reaction to
depict the greatest accomplishments and halve the attack’s damage against you. You do
victories of your ancestors when your spirits not need to see the attacker or be aware of the
are high, or their worst failures and most attack.
despicable acts when your morale is low.
Pact of the Tome. Your Book of Fixed Consciousness
Shadows is not a written tome but a series of Beginning at 10th level, your soul and mind
illustrations showing the legends and stories become completely intertwined. You have
of your family—they are meaningless to the advantage on saving throws against fear, the
eyes of others but reveal powerful magic to charmed condition, and the stunned condition.
you through emotional connections with your In addition, when creatures attempt to charm
forebears. you their spell or effect appears to function
Table: Ancestor Expanded Spells normally (making it seem as though you have
Spell Level Spells been successfully charmed).
1st hunter’s mark, identify
2nd augury, detect thoughts Reveal Fate
Starting at 14th level, you can reach across the
3rd clairvoyance, tongues span of time to pluck the end of a creature’s
4th divination, locate creature mortal coil, briefly revealing a glimpse of its
5th commune, legend lore death in a terrifying, traumatizing vision of
mortality that overloads the senses. By
Ancestral Foresight spending an action to touch a creature, you
Beginning at 1st level when you select this can show it the moment of its death. The
patron, your ancestors reveal brief snippets creature makes a Wisdom saving throw
of possible futures to you that sometimes against your spell save DC. If the creature has
coincide with the present. Roll two d20 when damaged you in the past 24 hours, it has
you complete a long rest. These are your disadvantage on this saving throw. On a
foresight rolls. Once per turn you may choose failure, the creature takes 10d10 psychic
to replace an ability check, saving throw, or damage as it reels from the horror of its
attack roll with the recorded number from one final instant of existence and is confused
of your foresight rolls. You must choose to use for a number of rounds equal to half your
a foresight roll before seeing the initial roll and proficiency bonus. On a success, the creature
before any of the roll’s effects occur. You may takes half damage and is only confused until
only use an individual foresight roll once. At the end of your next turn. Once you
the end of a long rest, unused use this feature, you can’t use it again
50 foresight rolls are lost and you roll
two new d20s for your resight rolls.
until you finish a long rest.
OPEN GAME LICENSE Version 1.0a
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