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1 6 Characters from 3rd to 10th level Author Mike Myler Additional Writers Christopher Rippee (Revenge of the Pale Master), Andrew Engelbrite (Golden Carp), Dirk van de Rijt (Cursed Well of Itami) Content Consultant Duan Byrd Cover Artists Nathanael Batchelor, Artwork Co, Tonis Pan Interior Artists Dave Allsop, Nathanael Batchelor, Jacob Blackmon, Clouds 940, DrBjr, Ellis Goodson, Christof Grobelski, Chanis Hanley, Jozef Klopacka, Indi Martin, Mike Myler, Tonis Pan, Claudio Pozas, Dave Ross, Sara Shijo, Satori Artwork Co, Shaman Stock Art, Dean Spencer, Ryan Sumo, Rian Trost, Naiche Washburne Layout Artist Mike Myler Publisher Storm Bunny Studios Graphic Artist Mike Myler Special Thanks Stephanie Connors Cartographers Rick Hershey, Michael McCarthy, Ross McConnel, Mike Myler*

*Some map icons from “Cityog- rapher Modern Map Icons”, Taking the Steampunk out of Mists of Akuma “Cityographer Medieval Map When designing this campaign setting we made it accessible for GMs that Icons”, “Cityographer Post- want some eastern fantasy noir but not all the technological bits. Omit the Apocalyptic City Map Icons”, and “Cityographer Futuristic City Map following elements to wind back the wheel of time in Soburin: Icons” by artist Keith Curtis and • Remove the Kengen from Chapter 1: History. “Dungeonographer Dungeon • Remove the Mekkusenshi from Chapter 4: Sanbaoshi (or reskin it as Map Symbols/Icons” by artists an enchanted guard). Robert Altbauer & Keith Curtis. • Remove all of Chapter 5: Kyōfū. Product Identity: The following • Remove all Forbidden Technology sidebars (mostly Chapter 7: Clans). items are hereby identified as • Remove the prefectures of Rimono, Supai, Usagi, and Uso (all located Product Identity: Storm Bunny on the corners of the world map). Studios, the Storm Bunny • Remove Komoro-Toko from Chapter 7: Clans (or reskin her features as Studios Logo, the Mike Myler enchanted items). logo, Mists of Akuma, as well as all trademarks, registered • Remove the Kaiyo from Chapter 9: . trademarks, proper names • Remove the following archetypes from Chapter 10: Character Options (including the names of each - Bushibot fighter, Clockwork Adept wizard, College of the Gun Priest character, location, item or bard, and Shinobibot rogue. monster unique to this product), dialogue, plots, • Remove subraces from Humans except Soburi, as well as the Mutant, storylines, locations, characters, Necroji, Psonorous, and Steametic races from Chapter 11: Races. artworks, and trade dress, but • Remove the Tsukumogami Augmetic feat from Chapter 12: Feats. excluding any content that is • Remove the Steampunk Equipment, Vehicles, and Augmetics from Product Identity of Schwalb Chapter 13: Equipment. Entertainment. • Remove disrupt technology from Chapter 14: Spells. References by items in this • Reskin the technological features of creatures and NPCs as magical work to content owned by features or enchantments. Schwalb Entertainment is not a Sample challengefile to their ownership. Shadow of the Demon Lord is © 2015 Schwalb Entertainment, LLC. All rights reserved.

Shadow of the Demon Lord, Schwalb Entertainment, and their associated logos are trademarks of Schwalb 2 Entertainment, LLC and are used with permission. Trade War is a Mists of Akuma adventure path that binds together all six of the existing modules set in Soburin before culminating in an epic finale:Scourge of Róbai Shita Temple, Feud Primordial, Fangs of Revenge, Curse of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master. Throughout their quests the PCs will travel across the entire continent, starting at 3rd level and ending at 10th level—but what happens along the way? Scourge of Róbai Shita Temple The adventurers are hired by Nature-Wielder showing up on soburi peasants. Investigations Yon-jū Banme (a bengoshi of Sukochi into either anomaly are interrupted however as Prefecture) to investigate disturbances in the fourth Mubō Brother (Canny Torasuta) sets the mountain village of Shibai. Once there a trap for the adventurers and the corpse-eater they encounter the first Mubō Brothers Shitaitaberu brings a dreadfully oppressive (Sandā and Raittoningu) and after uncovering summer (and should the demon go unchecked the deceit that brought danger to mystically it will bring ruination down onto the land). protected settlement destroy a malicious wind demon named Fukō. Fangs of Revenge A Hakaisuru bengoshi (Talon of the Hawk 13) Connection A: Trekking East “requests” for the party to intervene in the Rumors reach the party of strange machine- troubles of Samon, home of the Tazuki Rail armored samurai but their travels are Company. In the recent months a secretive interrupted by another elemental oni and workers union called the Fangs has been to bring an end to the supernaturally bitter gathering influence and members but what winter the PCs must slay the ice arachnid the PCs discover is far more duplicitous: the Kumo-Rui. Before they are contracted to last descendant of a powerful family line is track down the oni sorcerer Shinjirarenai (by hidden away in the settlement and snake-folk order of a Korusu Bengoshi called Akia the hengeyokai vie against one another to capture Iron Shell) the party are assailed by Kyūchi her to enact foul rituals using her blessed soul. the Wise—the third Mubo Brother—in a deadly volley of sniper fire. Connection C: Sailing South After they’ve brought peace back to Samon the Feud Primordial party are invited to take on more bodyguard Settling the duplicity of Shinjirarenai proves work—both by the Machibuse Traders and not to be so simple as the party are tricked one of the peasants clad in erītokirā armor! into selling the most precious of the goods Adventurers that haven’t yet uncovered the the oni-touched sorcerer stole: innocuous smuggling operations brewing turtlewax cream. It is sought after (unknown tension across Soburin learn to them until the end) by none other than the much from Yakunitatsu Aibō as Imperial Sibling Kanja Korusu! The adventurers they sail south towards Kizuato must travel south to the river-city of Nesuto in Prefecture—until again their search of the Machibuse Traders that bought journey is interrupted. the shipment, eventually running afoul of a Tsukumogami smuggling second ancient from Soburin’s past outside merchants from the Mitsuyu one of the sacred shrines of the Gensoso Gyōsha consortium and warriors of Ikari Prefecture. Sukina (the fifth Mubō Brother alongside two Connection B: Trekking North crews of pirates) The party are hired to escort less-abled assault the PCs, and folk traveling north (either by the contrite the most dangerous hengeyokaiSample merchants or Tazuki Rail nature demon they've file Company) and along the way may begin yet encountered attempts to take notice of two oddities: the second to manipulate them before appearance of a strange ebony gate trying to destroy them on and the smuggling of erītokirā armor the water: Mad Purantan. 3 Curse of the Scorpion Samurai One of Fuson Prefecture’s bengoshi (17th Herbal Master Yukari Nishioka) hires the PCs to sneak into the prefecture and hunt down the Scorpion Samurai, a fugitive murdering anyone that still lives that bore any responsibility in his fall from grace. The adventurers might think that they are enacting Yukari’s trap on Shōjiki Island but it will quickly become clear that they are the prey. If they cannot stop the disgraced warrior Hinjuku Nagaro and his cursed love, a great darkness will wreak havoc across Fuson Prefecture and Soburin afterward. Connection D: Mountainous Journey With their victory over the Scorpion Samurai the party have become well known. A lone peasant girl has sacrificed all her family’s wealth to find them, pleading and begging for their aid with the nothing to offer but information about the mysterious black torii gates the PCs have seen in recent months. Traveling to the settlement of Ottotto the party come across the two creatures responsible for the anomalies and though the oni escape with their duplicitous ally, an enigmatic benefactor comes across adventurers with an extremely generous offer... Yai Sovereign of Storms The oni city of Tsukisasu has a new ruler as of late: Obiemashita, the self-proclaimed Yai Sovereign of Storms. Seeking to bring an end to the insurrection, the oni bengoshi Xiqzoxix has sought out and hired the PCs to infiltrate the monstrous settlement and kill the lightning demon. To do so the party must raid the fortress of Yōna that sits above the oni-filled streets, undo Obiemashita’s magic circles, and slay the creature before choosing whom will rule in its place. Connection E: Beginning’s End Rumors of more machine-armor clad peasants have become three small armies of farmers-turned-warriors and the erītokirā chapters are raising their blades in response, the party can exact vengeance on the pair of oni responsible for unleashing nature demons across Soburin with their black torii gates, and the last Mubō Brother (Hayaku the Storm) attempts to avenge his kin. All the elements for a dangerous conflict are gathering in the north but before the PCs can try to stop the coming war they are drawn to the city of Kizaki in Gekido Prefecture. Revenge of the Pale Master The Festival of Falling Hawks is about to take place but the city of Kizaki is gripped in terror, fearing the recent return of a long-defeated evil known as the Pale Master. Six children have gone missing and thought to be abducted by the monster—the PCs are hired to get to the bottom of the mystery and see the youths returned. What they uncover however is a far deeper plot and even the most worthy adventurers will be hard-pressed to stop all of the kidnapped victims from being sacrificed to the ancient entity. Finale: Hone-Noroi Keep Ascends As erītokirā chapters mobilize for war and the machine-armored peasants rally to defend themselves against the shikome mercenaries and traditionalist army, both are forced to pause in the face of a primordial threat renewed—Hone-Noroi Keep, the bone tower lair of the Pale Master, has risen once more to cast its evil shadow across Soburin! Depending upon the choices they've made, allegiances they've forged, Sampleand villains they've defeated, the party may havefile one or both of these fantastic armies at their back as they race across the continent before laying siege on the ancient 4 necromancer's fortress! Table of contents Adventure Path Factions...... 8–12 Akia the Iron Shell...... 58 Soburi Militia...... 8 Adventure 2: Feud Primordial...... 60–99 Erītokirā Chapters...... 9 Act 1: Ritual in Zōkasuru...... 62–66 Machibuse Traders...... 10 MAP: Zōkasuru Ritual...... 64 Feat: Honorable Treatment...... 10 Kokutan-Niryoku...... 65 Mitsuyu Gyōsha Consortium...... 11 Act 2: Unfinished Journey...... 67–70 Traditionalist Army...... 12 Act 3: Blooded Current...... 70–79 Soburin Wilderness Encounter Tables..13–15 MAP: City of Nesuto...... 73 Adventure 1: Scourge of Róbai Shita Temple Act 4: Primordial Feud...... 79–85 ...... 16–45 MAP: Susamaji Cave...... 83 Running the Adventure Path...... 18 Epilogue...... 85–86 Prologue...... 19 Shukufuku...... 86 Act 1: Nature-Wielder's Demand...19–22 Shinjirarenai...... 87 MAP: Bridge Ambush...... 21 Yōjinbō...... 87 Act 2: Imperiled Townsfolk of Shibai Ryōmen...... 88 ...... 23–31 Bōeki...... 88 MAP: Town of Shibai...... 24 Phacer Kaisen...... 89 MAP: Róbai Shita Temple...... 26 Yukawa Ikumu...... 90 MAP: Róbai Shita Basement...... 27 Gensosō: Kazato Tetsunori...... 91 Act 3: Beneath Róbai Shita Temple Tamahana the Kyūyurei...... 92 ...... 32–36 Musashibō...... 93 MAP: Róbai Shita Dungeon.....33 Riapa Greenwater...... 93 MAP: Róbai Shita Catacombs..35 Funai Takejiro...... 94 Epilogue...... 36 Iya Jiman...... 94 Rumors in Shibai...... 37 Dub-Sev...... 95 Raitoningu Mubō...... 38 Gakuten...... 95 Sandā Mubō...... 38 Foo Lion...... 96 Shukettsu the Erītokirā...... 39–40 Feud Primordial Cheat Sheet...... 97 Róbai Shita Tsukumogami...... 41–42 MAP: Teahouse...... 98 Lesser...... 41 Connection B: Trekking North...... 100–117 Medium...... 42 Trade War: Foreshadowing Skirmish Greater...... 42 ...... 100–101 Wall Tsukumogami...... 43 Kōteino Erītokirā Warrior...... 101 Fukō...... 43–44 Northward Trails...... 102 Fukō Unbound...... 44 Shitaitaberu the Corpse Eater...103–106 Warui, Wicked Buki Kasa-...... 45 Shitaitaberu...... 105 Continental Map of Soburin...... 46 Shitaitaberu Unbound...... 106 Connection A: Trekking East...... 47–59 Mubō Brothers: Canny Torasuta Forging Travel Papers...... 48 ...... 107–111 Trade War: Peasant Hero...... 48–49 MAP: Warehouse Ambush...... 108 Frozen Gūzen & Kumo-Rui...... 49–51 Torasuta Mubō...... 111 Kumo-Rui...... 52 Hench for the Hengeyokai...... 111–113 Mubō Brothers: Kyūchi the Wise...... 53 Ara Rimun...... 113 Kyūchi Mubō...... 54 Spy Tsukumogami...... 114 MAP: Winter Valley Ambush...... 55 Mitsuyu Gyōsha Smuggler...... 115 Fukō's Black Torii Gate...... 56 Wagon Tsukumogami...... 116 SampleMachibuse Traders: Vengeance for Gensosō Consequences...... 117 file Sanjuro...... 56 Gensosō Warrior-Monk...... 117 Warui's Big Mouth & Restorers of Adventure 3: Fangs of Revenge...... 118–145 Gensosō...... 57 Characters in Samon...... ,.120–122 The Iron Shell & Shinjirarenai...... 57–59 MAP: City of Samon...... 123 5 Prologue...... 125 Scorpion's Tail...... 185 Act 1: A Disenfranchised Court..126–127 True Oni...... 186 Act 2: Finding the Fangs...... 128–132 Scorpion Ninja...... 186 MAP: Tazuki Rail Offices...... 130 Manananggal...... 186 Act 3: Chujiang Gardens Rendezvous Adeddo-Oni Template...... 187 ...... 132–135 Adeddo-Oni Hunchling...... 187 MAP: Chujiang Gardens...... 134 Adeddo-Oni Ninja...... 187 Act 4: Kiri Utamara's Fate...... 137–140 Adeddo-Oni Samurai...... 188 MAP: Basement of Tazuki Rail...... 138 Hinjuku Nagaro, the Scorpion Samurai Epilogue...... 140 ...... 188 Hengeyokai Ancestry...... 141 Kozue Fuson the Penanggalen...... 189 Adeddo-Oni Mage...... 142 Connection D: Mountainous Journey Hebikontorōra...... 143 ...... 190–195 Factory Worker...... 143 Trade War: Rumors & Erītokirā Chapters Hengeyokai Ninja...... 144 ...... 191 Fudōsoge Sniper...... 144 Black Torii Gatekeepers...... 191–194 True Hebi: Nüwa the Brute...... 145 Mubō Brothers: Hayaku the Storm....194 True Hebi: Wajdet the Charlatan...... 145 The Smuggling Merchants...... 194 Connection C: Sailing South...... 146–161 Gensosō Interlopers...... 194 Saikuro's Black Torii Gate...... 147–148 Extra Connection: Yōjinbō...... 195 Trade War: Farmer's Plea...... 148–150 Kuchisake-Onna...... 195 Equipment: Erītokirā Armor...... 149 Adventure 5: Yai Sovereign of Storms Mad Purantan: Demon of Spring ...... 196–215 ...... 150–152 Act 1: An Unlikely Bengoshi...... 198–199 Enchanted Waterbell...... 151 Act 2: Traveling to Tsukisasu...... 200–201 Mad Purantan...... 152 Act 3: Monstrous Jewel of the Mountains Mubō Brothers: Sukina the Pirate ...... 201–205 ...... 153–155 MAP: Tsukisasu, City of Oni...... 202 MAP: Nautical Vessel...... 154 MAPS: Heych's Machineshop (Junko's).99 Sukina Mubō...... 155 Investigating in Tsukisasu...... 204–205 Machibuse Traders: Koi Smugglers MAP: Yōna’s Fortress...... 206 ...... 155–157 Act 4: Raiding Yōna’s Fortress...... 207–208 Carp Smuggler...... ,...... 156 Epilogue: Monstrous Rewards...... 209 Tsukumogami Ships!...... ,.157–158 Oni Bengoshi: Xiqzoxix...... 210 Longboat Tsukumogami...... 158 Tikbalang...... 211 Gensosō Ultimatum...... 158–159 Gaki...... 212 Gensosō Master...... 159 Monsutāhantā...... 213 Extra Connection: Okkotaken...... 160 Katana of Rizushi Kantaro (item)...... 213 Wyrmling Sea Dragon...... ,,.160 Jaketto...... 214 Extra Connection: Koibito...... ,.161 Shatsu...... 214 Koibito the ...... 161 Kiyohime the Wizard...... 214 Adventure 4: Cursed Soul of the Scorpion Obiemashita, Yai Sovereign of Storms Samurai...... 162–189 ...... 215 Hinjuku's Poisoned Soul...... 165–166 Katana of Rizushi Kantaro (monster).215 Act 1: Infiltrating Fuson Prefecture Connection E: Beginning's End...... 216–223 ...... 167–171 Trade War: The Farmer's Militia.216–217 MAP: Hidaretei Pass...... 171 Gensosō Enclave...... 217 Act 2: Yukari's Mission...... 172–178 Tsukumogami Assault...... 218 MAP: Town of Kakasu...... 174 Erītokirā Armor Tsukumogami...... 218 SampleMAP: Fuson Forest...... 177 Mubō Brothers: Finalfile Battle...... 219–220 Act 3: Trap in Shinjitsu...... 179–184 Hayaku Mubō...... 220 MAP: Shinjitsu Village...... 180 Awakening Gates...... 221–223 MAP: Ikatteiru Cave...... 184 Kinzobutsu...... 222 6 Epilogue...... 185 Oddubutsu...... 223 Extra Connection: Koibito & Yōjinbō.223 Militia Reaper...... 281 Adventure 6: Revenge of the Pale Master Militia Artillery...... 282 ...... 224–263 Militia Samurai...... 282 Overview...... 226–227 Warhorse...... 282 Cast...... 228 Militia Archer...... 283 MAP: Kizaki...... 230 Militia Infantry...... 283 Act 1: A Grim Offer...... 230–233 Erītokirā Chapters...... 284–285 Act 2: Streets of Ash...... 234–243 Hairo-Nokishi...... 284 Kaneda Moto...... 241 Kodomo-Tachi...... 285 Act 3: Festival of Fire...... 243 Traditionalist Army...... 286–288 Kumiko Fujioka...... 244–245 Burakku Kirā...... 287 Clockwork Guardian...... 245 Tora-Kyabaria Hunters..287 MAP: Muraoka's Workshop...... 248 Waverider...... 288 Aftermath...... 249 Mitsuyu Gyōsha Consortium...288 Mekkusenshi...... 250 Hone-Noroi Keep...... 289–311 Jinmenju...... 250 MAP: Ground Level...... 290 Harionago...... 251 Dire Wolf...... 291 ...... 251 Fiendish Wolf...... 291 Onryō...... 252 Undead Dire Wolf...... 291 Greater Onryō...... 252 Adeddo Dire Wolf...... 292 Paper ...... 253 Abominable Dire Wolf...... 292 Ancestral Kami...... 253 Relic Golem...... 294 Chōchin-Obake Swarm...... 254 MAP: 2nd Level...... 295 Yaoguai...... 254 MAP: 3rd Level...... 297 MAP: Kizaki Government Building.....255 Immense Iron Mortar...... 298 MAP: Burned Out Ruins...... 256 MAP: 4th Level...... 299 MAP: Owa Village...... 257 Jiang-Shi...... 300 MAP: Mountain Encounters...... 258 MAP: 5th Level...... 302 MAP: Snowy Mountain Encounters...259 Adeddo Dragonfly...... 303 MAPS: Muraoka's Villa, Graveyard of Blood Golem...... 303 the Damned, Fumo's Apartment....260 Torijoguku the Screaming Rooster.....304 MAP: Muraoka's Barn...... 261 MAP: 6th Level...... 305 MAP: Muraoka's Manor 1st Floor.....262 MAP: 7th Level...... 305 MAP: Muraoka's Manor 2nd Floor....263 Black Sand Cloud...... 306 Hone-Noroi Keep Ascends...... 264–269 MAP: 8th Level...... 308 Omatsu Shrine...... 265–267 Map: Lair of the Pale Master...... 309 Crimson Ayai-Kasa...... 267 Pale Master...... 311 Crimson Cloak...... 267 Pale Master's Aftermath...... 312–313 MAP: Omatsu Shrine...... 268 Golden Carp Sidequest...... 314–325 Crimson Katana...... 269 MAP: Mists by the Stream...... 319 Alabaster Amulet...... 269 MAP: Mountaintop Shrine...... 321 Battle at Bone Keep...... 272–288 Kami Dragons...... 323–325 Battlefield Combat...... 272–273 Wyrmling Kami Dragon...... 324 Attacking Hone-Noroi Keep...... 273–276 Adult Kami Dragon...... 324 MAP: Hone-Noroi Battlefield...... 274 Yebisu...... 325 Siege Forces...... 276–288 Cursed Well of Itami Sidequest...... 326–333 Undead Legions...... 277–280 MAP: Itami Village...... 328 Necromage...... 278 MAP: Itami Well...... 331 Undead Samurai...... 279 Gundan-Oni...... 332–333 SampleSkeleton Warrior...... 280 The Mists of Akuma...... 334 file Skeleton Archer...... 280 Beware the Bone Keep Player Handout.335 Soburi Militia & Machibuse New Attribute: Dignity...... 336 Traders...... 281–283 New Attribute: Haitoku...... 337 Militia Shieldbearer...... 281 Mists of Akuma Character Sheets...... 338 7 The party will be preoccupied with nature demons and Mubō Brothers as they travel across Soburin but during their trek the real danger is being disseminated across the continent. Five organizations play major roles in the unfolding of the climactic finale and the PCs will likely ally with one or more of these groups by the time battalions clash beneath Hone-Noroi Keep. Soburi ilitia Of all the threads that will lead the adventurers to the true plot of Trade War the most obvious are the soburi farmers endowed with erītokirā armor. These have all been carefully chosen and vetted by the individual that at first appears to responsible for the mounting conflict: Kanja Korusu, one of the immortal Imperial Siblings that founded Soburin! From the shadows he organizes the abduction of morally upright peasants, theft and installation of the advanced technological suits, and transportation of the contraband across prefectures. Kanja Korusu Using his near-deific powers, Kanja saw through the fog of time to witness a darkness imminent upon the lands of Soburin—the return of the dreaded Pale Master. It is too late to stop the necromancer from rising once more and so he has concocted a plan to ensure that the common folk have a fighting chance against the coming evil, equipping the peasantry with the most powerful weapons and armor available. To do this he has utilized the Machibuse Traders, using the hengeyokai merchants (Ara Rimun and many more) to confound the shikome soldiers he’s stolen equipment from. Three of the farmers he first bestowed with erītokirā armor rise to become leaders, gathering and training their kind until ultimately leading the fight. Marshall Itsusuji Tanko: Reapers. Unlike the other two militia commanders, Itsusuji has taken the sorrow of her life (shattered by the Mists of Akuma like all the others) and turned it into a righteous fury behind her blade. Her soldiers are the spearhead of the peasant army and she is recognized as the highest-ranking leader of all its forces. General Shouni Yume: Artillery. A disaffected misanthrope, Shouni leads out of a feeling of necessity more than anything else. She commands the smallest portion of the militia and practices an almost infinite patience as she works to improve the aim of her comrades working the ranged weaponry in their suits. Colonel Yakunitatsu Aibō: Shieldbearers. The first of the farmers-turned-warriors that the PCs meet is a humble and unimpressive fellow from Ibutsu Prefecture. Yakunitatsu is the meekest of the three and leads the defensive forces among the militia (the biggest contingent). Endgame: Allies Endgame: Enemies This organization is the party’s most likely ally— Should the adventurers pit themselves against provided they don't betray Yakunitatsu, after the the soburi militia by being aggressive towards events of Connection C: Sailing South he owes the Machibuse Traders, betraying Yakunitatsu, the adventurers a great debt and trusts them or escaping confinement after other traitorous implicitly. The PCs gain latitude from this loyalty actions, they’ll not suffer much subterfuge or and can dabble at allying themselves with other sabotage, but they will face a dangerous force forces before the soburi farmers take notice, on the battlefield in the very shadow of the although if they’re ever caught with militia blood Pale Master’s bone lair. In this case to get on their hands they’re dismissed or captured and into Hone-Noroi Keep the PCs will need to thrown in military cells (until the battle rages to infiltrate the army camp, bypass sentries, and them and they are freed in the chaos). With the slip in through an entrance less obvious than support of the militia and effective negotiations the massive front door (lest chaos erupt the PCs can turn all of their allies’ forces inward when militia spotters see an opening in the on Hone-NoroiSample Keep, entering into the bone lair defenses of the necromancer’s file fortress). This of the Pale Master with suppressing fire from isn’t ideal but should be doable if the PCs Yume’s Artillery, escorted by Tanko’s Reapers have a dedicated spellcaster or have curried and protected by the fortresses’ outward favor with one or more Erītokirā Chapters or 8 defenses by Aibō’s Shieldbearers. possibly the Gensosō. i i Eritokira chapters Scattered across the continent and fiercely loyal to their own, Soburin’s hobgoblin mercenaries don't often ally with each other. Clever as he may be, Kanja Korusu’s thievery is eventually noticed and this great travesty against their race—sullying the honor of erītokirā soldiers, heroes in the eyes of all shikome—is heresy enough to spur an alliance between three warrior chapters. The disappearance of their revered suits of armor continues without consequence until the rumors of soburi donned in erītokirā plate start to circulate, and the ire they’ve shown to such an affront has made the possibility of them presenting a united front all too real. Chapter Masters Three shikome warrior chapters achieve success in hunting down the stolen suits of technological armor and are able to mobilize soldiers in time to stage significant assaults on the soburi militia as Hone-Noroi Keep rises: the Haiiro-Nokishi, Kodomo-Tachi, and Kōteino. Haiiro-Nokishi: Mercenaries of Mortality (Lawful Neutral) Ancestors, Beasts, Control, Elements, War. Chapter Master Katto Ōkami-Otoko is simple to persuade—just not cheap. So long as the PCs haven’t been caught assassinating Haiiro-Nokishi Erītokirā they can buy peace from Katto for 1,500 Imperial Pieces, even “purchasing” the stolen suits of armor for 4,000 gold. Adventurers outed for dishonorable behavior against the Haiiro-Nokishi pay double. Kodomo-Tachi: Children of Battle (Neutral) Art, Balance, History, Nature, Technology. Appealing to Chapter Master Yasei Nochōrō is no small feat and the Kodomo-Tachi cannot be bought with gold. What Yasei’s warriors value most are the imperial dragons of Soburin and with the aid of one of these serpents the party can easily establish peace with these erītokirā. Finding such an advantage is difficult indeed however for the imperial dragons of Soburin are still largely hidden away—the fact the party defeated Ottotaken only buys them the opportunity to parley. Attempting diplomacy with the Kodomo-Tachi requires discovering where their fortress is located (wherever the GM decides) with a successful Intellect challenge roll made with 2 banes or acquiring a courier able to find it (like Yōjinbō). Once approached, a successful Will challenge roll made with 2 banes buys peace until the threat of the Pale Master has passed, although the PCs can make the roll regularly if part of a dragon’s remains are offered before any deal making. Should the adventurers arrange an audience between the erītokirā chapter and an imperial dragon no checks are required and the shikome retreat indefinitely, although a Will or Dignity challenge roll made with 2 banes convinces the mercenaries to aid in the fight against the necromancer if the serpent the PCs convince to meet with them has been befriended. Kōteino. Battle Thirsters (Chaotic Evil) Blood, Chaos, Nature, Strength, War. The Kōteino have no leader—each are part of small lodges completely devoted to one discipline and commanded by the strongest shikome in the group. Only matters of great importance can bring more than a few squads to bear against a single foe but the heresy of their stolen technology gives the Kōteino a brutal edge they would normally sate in the face of the empire’s civilized forces. Gaining the trust and cooperation of the Battle Thirsters is difficult but finding their central lodge is simple: the party have already been to Tsukisasu and know how to reach the city of oni. Once at Kōteino Fortress in order to gain an audience with a sortie of erītokirā commanders one of the adventurers needs to defeat three Kōteino Erītokirā (page 101) unaided, each immediately after the other. Afterward the same PC must succeed on a Will or Haitoku challenge roll, earning a reprieve from the shikome soldiers’ bloodlust until the Pale Master's defeat. Endgame: Allies Endgame: Enemies To gain the erītokirā chapters as allies (other than the means Most adventurers will face off above)Sample the party needs to side with the Gensosō or otherwise be against file erītokirā warriors in dedicated to destroying the stolen suits of advanced armor. the shadow of Hone-Noroi They’re almost certain to gain Haitoku before this outcome, but as Keep without some luck and the adventurers take their first rest following the initial mass battle effort (see above). between erītokirā and soburi militia each PC gains 1d6 Haitoku. 9 Machibuse Traders The hengeyokai merchant guild is a unique and varied network with a reach that spreads all across the continent but their motivations are simple: to make profit and continue to do so well into the future. At first they are only the pawns of Kanja Korusu and driven by coin, both Ara Rimun and dozens others like her utilized to clandestinely move erītokirā armor across the prefectures in routes that confuse shikome trackers. When the traders realize the greater breadth of what’s been going on and that they’ve been tricked, they collectively agree that no matter what aspects of the situation remains concealed their best interests lay with the common folk. Ara Rimun While she wasn’t the first merchant used to smuggle Kanja’s stolen suits of armor (that fellow is long dead), the kumo hengeyokai has proven to be the most reliable and efficient (unknowing) agent of the Imperial Sibling. During the events of Yai Sovereign of Storms he reveals his true persona to Ara Rimun—equipped with this knowledge she easily convinces her compatriots to invest heavily into the soburi militia. With their backing the farmers are hastily trained as proper soldiers in the growing shadow of Hone-Noroi Keep, bolstered by experienced warriors. Endgame: Allies Endgame: Enemies Trade War’s most likely route is an alliance with In the unlikely event the PCs take ire against the soburi militia and therein the hengeyokai the Machibuse Traders and soburi militia merchant guild—and adventurers that take this they will either be a rogue element or path are rewarded. Depending on how quickly and backed by the traditionalist forces in Soburin completely the party side with the Machibuse —the Gensosō and possibly one or more Traders the PCs may gain one or more of the erītokirā chapters, or if they are anarchists following benefits as word of their involvement maybe even tsukumogami. The hengeyokai spreads. send ninjas (page 144 of Fangs of Revenge) Favor of the People. The PCs are all treated to steal, spy on, and otherwise sabotage the honorably by the common folk, almost as party before they move against Hone-Noroi though they were all beloved relatives. Keep. In addition they badmouth the Marketplace Access. Each member of the party adventurers and whenever a party member are able to choose to purchase one of the goes to buy something, they make a following: three uncommon magic items, two Dignity challenge roll with 2 banes or pay rare magic items, or a very rare magic item. an extra 10%. There is no discount on the price paid for these items and the GM may decide that a requested item is simply not being sold anywhere on the continent. Traders of Knowledge. There’s a wide network of informants that the GM can use to re- introduce forgotten plot threads and unfinished quests from earlier on in the adventure path. In addition, the Machibuse Traders might be able to locate where a requested magic item is but not be able to acquire it (although whether or not it can be stolen by the PCs is another matter).Sample file

10 i m Kanja Korusu is far too wise to have involved these traders of contraband himself but the Mitsuyu Gyōsha discovered his plot all the same, hired by an ignorant Machibuse Trader. As soon as they realized that the suits of armor they’d acquired were but only a few pieces of stolen erītokirā technology and not at all isolated the smugglers turned their attentions entirely to gathering more. The new development has been merged into plans that Iki-Anākī has been quietly, carefully preparing in secret for nearly a decade: a simultaneous uprising of tsukumogami all across Soburin, stretching the Masuto Empire’s forces until their tenuous control of the prefectures shatters. Though they lack the means to utilize erītokirā armor as intended, it is a resource they are keen to take away from anyone that might stop their monstrous rebellion. i i Iki-AnAki To most the oddly named Iki-Anākī is nothing more than an eccentric old woman and curator of antiquities, and even those who believe they know her truth—that she is the head of the Mitsuyu Gyōsha Consortium—see only the edges of it. What the master smuggler conceals from nearly all but her most loyal kindred is that her carefully kept appearance hides that she is tsukumogami. Once a beautiful statue adorning the vestibule of Goraku Manor (an imperial hideaway in the southern mountains) after its home was abandoned to the Mists of Akuma she awoke and became the undisputed master of her surroundings. Some brigands thought it to be a safe place to hide ill-gotten gains and when Iki-Anākī came across them rather than slay the criminals, she remained hidden in plain sight and seeded their belongings with her lesser kin. Each of these tsukumogami were commanded to spy on their “owners”, sneaking away to expose more possessions to the supernatural fog to spread the touch of animation across the continent. The gang that came upon Goraku Manor is long dead along with any chance of Iki-Anākī being recognized as the statue greeting guests to the abandoned estate, and the tsukumogami that masterminded their murders is the leader of Soburin’s most powerful smuggling network. She plays at being soburi, allowing lieutenants and servants to believe she is human like them in a greater deception concealing the genocide planned for the humanoid races. Her unwitting accomplices have worked hard to acquire the erītokirā armor suits but she is too cunning to employ anyone of great intellect and so attempts to install the armor contacts required to use the technology properly have failed. Instead Iki-Anākī chose to return to her old tactic: exposure to the Mists of Akuma. The resulting tsukumogami are few in number but potent foes, spreading misinformation (that erītokirā are attacking isolated settlements) and leading the first waves of rebellion she’s been working toward all this time. Endgame: Allies Endgame: Enemies Working with the Mitsuyu Gyōsha Consortium The GM may include sequences for the PCs has benefits but takes the party down dark to avenge or protect settlements from the roads—they're ordered to slaughter 1d6 towns tsukumogami—populate the area with a liberal (minimum 2), taken far from the battles around number of monsters (from the dozens in Mists Hone-Noroi Keep until Iki-Anākī trusts them. of Akuma and Trade War), 1d3+1 Mitsuyu They are then commanded to sneak into Gyōsha Smugglers (page 115), and at least one the fortress to acquire a quartet of valuable Erītokirā Tsukumogami (page 218). The threat creatures from the necromancer: relic golems. of the Pale Master doesn’t wait however. Fast Transport. The PCs can make use of After the erītokirā tsukumogami attack special vehicles like wagon tsukumogami (page 218) Iki-Anākī does not expend any and longboat tsukumogami. more resources on the adventurers unless they Magic Items. Each member of the party continue to be a thorn in her side. In this case are able to choose to purchase one of the the next settlement the PCs try to save has Samplefollowing: three uncommon magic items, double the monsters waitingfile although they two rare magic items, or a very rare magic don't kill; instead the adventurers are captured item. There is a 10% discount on the price and delivered to the Pale Master, waking paid for these items and they are all, of up on their way to or within dungeons course, tsukumogami. at the bottom of the necromancer’s lair. 11 y Soburin’s fear of technology may be what the party turns to in the revelations of Trade War and that means siding with the forces of the southern prefectures that answer the call to dismantle the heretic soburi militia utilizing blasphemous erītokirā armor. These warriors include tiger-riding Tora-Kyabaria Hunters from Fukushu, Waveriders from Hofuku, and Burakku Kirā from Ikari but most of all Gensosō monks that are leaving the Gem of the South to lead the traditionalist forces northward. They are all ignorant of their roles as agents of spite, the pawns of an Imperial Sibling keen to ruin his brother Kanja’s plans: Shūshō Ikari. i i Shusho Ikari The embarrassment he suffered at the end of Feud Primordial incensed Shūshō Ikari and in his endless fury he stumbled across an unfortunate caravan of Machibuse Traders that suffered his wrath. In the wreckage he found the erītokirā armor and the Imperial Sibling chose to reveal himself to several Gensosō Masters, bestowing them with a sacred duty to seek out and destroy the heretical technology lest corruption spread across Soburin. In truth Shūshō cares little for what occurs other than to anger Kanja, the lives of mortals beneath his notice, and once the party have sided against his interests the only thing that delays battle between the soburi militia and traditionalist armies is the looming threat of Hone-Noroi Keep. During the Gensosō Enclave (page 217) the PCs have an opportunity to speak with Shūshō Ikari directly. After their discussion with the Imperial Sibling is over any adventurer that makes an Intellect challenge roll with 2 banes reveals that whenever he spoke of the imminent battle or sacrifices to come there was a subtle but unmistakable hollowness in his voice. Any further attempts to converse with Shūshō are difficult to arrange and his patience rapidly dissipates so nothing more solid can be garnered though the party should be able to read between the lines and realize he is completely indifferent to mortals—how or if they can convince anyone of import that it’s the truth is another matter entirely. Endgame: Allies Endgame: Enemies Adventurers that ally themselves After Revenge of the Pale Master if the party are allied with with the Gensosō are backed by the anyone but the Gensosō they're cast as fugitives until a official forces of the Masuto Empire bengoshi they’ve associated with can clear their names, and gain all the benefits of high- claiming them as agents to deal with the threat of Hone- ranking soldiers. Noroi Keep. Even so they face these additional obstacles Loaned Relics. Each member of (adventurers with no greater allegiances do not). the party are able to choose Bureaucracy. Chaos from the tsukumogami uprising either two uncommon magic has exacerbated the courier and messaging systems of items or one rare magic item to the Masuto Empire and when the adventurers have to borrow from the Masuto Empire. pass through a torii gate they are delayed 4d6 hours These are requisitioned by the as their legal status is reviewed (bribing, deceiving, military and strictly on loan— intimidating, or persuading the local Ryokōsai may once the conflicts of Trade War speed up the process). have come to a close they must Corrupted Officials. The Pale Master’s vampire servant be returned or the PCs become Kiyoshi Muraoka seeded spawn across Soburin loyal fugitives. to the necromancer, influencing people in positions Imperial Lodging. Every city and of power. There is a 10% chance that a settlement settlement with a torii gate has the adventurers visit has an official who demands a barracks where the adventurers meeting during which every member of the party can eat and stay free of charge. must succeed on a Dignity challenge roll. On a failure Travel Visas. The party receive the PC is accused of an archaic local crime and held Sample“for trial” along with the remainder fileof the group. If exceptionally rare travel papers that give them license to go to taken into custody they are transported to a new any prefecture in Soburin location for processing by three talkative Gladiators— without restriction. a successful Perception) challenge roll on the way 12 reveals they’re being taken to Hone-Noroi Keep. WILDERNESSES OF SOBURIN Most people avoid rural areas and travel across Soburin beneath the shadows of torii gates on roads maintained by the government, occasionally stopped by guards (Patrollers, Mercenaries, and sometimes even Veterans) that check to make sure travel papers (page 48) are in order. To the north the most prominent roadway is the Path of the Siblings (running from the Imperial Prefecture through Satsujin, Donyuko, Kirai, Gekido, Hakaisuru, Ibutsu, and Supai) and its cousin to the south is the Imperial Road (beginning in the Imperial Prefecture and crossing Osore, Kusuru, Yokuba, Hofuku, and Ikari), and these are far and away the safest routes in within the continent. The focus of Mists of Akuma is on gameplay in cities and while this book has little focus on regions surrounding settlements, adventurers will inevitably find reason enough to journey beyond the intended urban scope. Badlands After overforestation and stripmining by foreigners during the Kengen Occupation the lands of Soburin were in a poor state and the aftermath of the War of Kaiyo’s end has made recovery an impossibility. The vast majority of the continent’s wilderness has been reduced to badlands that are practically worthless for cultivation—and frequently home vicious oni. 3d6 Badlands Encounter Table 3d6 Encounter Badlands Creature Encounters 3–4 1d3+2 Addeddo-Hunchling 3d6 Creature Difficulty 5 2 Onryo seeking vengeance 3 Bandit 1 Snake (Tiny Animal 1 6 An Addeddo-Samurai appears and 4 challenges a PC to a duel with poisonous trait) 7 2d6 Bandits 5 Poltergeist 5 Addeddo-Oni 10 8 2d6 Snakes (Small Animal with 6 poisonous trait) Hunchling Giant Lizard (Medium Animal) and 7 Giant Lizard 25 9 1d3+2 Snakes (Tiny Animal with (Medium Animal) poisonous trait) 8 Ishi Spirit 25 10–11 Nothing 9 Onryo 25 12–13 Mists of Akuma 10 Veteran 25 14 Broken down and stripped war 11 Adeddo-Oni 50 machines (Kaiyo Tsukumogami) Samurai 15 Field of rusted weapons and tattered 12 Baku 50 banners of war 13 Ogre 50 A petrified tree and a few paver 14 Stranglevine 50 16 stones marking the place where a 15 Yaoguai 50 road once existed 16 Ancestral Kami 100 1-mile-long row of crosses each of which bears a crucified animated 17 Rokurokubi 100 17 corpse (either all creatures with the 18 Jinmenju 250 hated affliction or all humanoids without it) SampleHelpful (a village of mutants offering file a safe place to rest or information on 18 nearby places or nomads warning of upcoming weather or the Mists of Akuma nearby) 13 Forests & Jungles Few wooded areas remain in Soburin but they are rampant with aggressive plants that seem to claw at existence as if they know they are doomed. Beleaguered lumberjacks and desperate hunters still ply their trades but chance being attacked by oni with every day that passes, slowly depleting the few natural resources that persist. Though once common across the continent’s southern reaches, whatever kindnesses the rainforests formerly offered have evaporated as well and only the fiercest animals have survived deforestation, making jungles a dangerous place to tread even for veteran warriors. Forest & Jungle Encounter Table Forest & Jungle Creature Encounters 3d6 Encounter 3d6 Creature Difficulty 3 2d6 Lumberjacks & Hunters 3 Adeddo-Oni Hunchling 10 working their profession 4 Boar (Medium Animal) 10 4–7 Mists of Akuma 5 Ki Spirit 10 Addeddo-Oni Attack 6 Large Spider 10 8–11 (2d6 Hunchlings, 2 Ninjas, or 7 Adeddo-Oni Ninja 25 1 Ninja and 1d6 Hunchlings) 8 Nisse 25 12–15 Ambush by 1d3+1 Shadow Weavers 9 Rot Maiden 25 16 2 Stranglevines lure PCs to feast upon them 10 Shadoweaver 25 17 Grizzly Bear and 1d3 Cubs (Medium 11 Spriggan 25 Animals) 12 Bear 50 18 Wyrmling Forest Dragon 13 Dryad 50 Aquatic Creature Encounters 14 Fungal Hulk 50 3d6 Creature Difficulty 15 Stranglevine 50 3 Asrai (Terrible Beauty 39) 5 16 Tiger (Great Cat) 50 4 Piranhas (Animal Swarm 5 17 Jinmenju 250 with aquatic trait) 18 Wyrmling Forest Dragon 100 5 Giant Crab (Medium Animal 10 Lakes, Rivers, and Oceans with swimmer trait) The waterways of Soburin are polluted by 6 Merrow (Terrible Beauty 46) 10 industrial waste and dirtied by the remnants 7 Pirates (Brigands/ 10 of war, their once delicate ecosystems ravaged Pickpockets) by exploitation during the Kengen Occupation. 8 Reef Shark (Medium Animal 10 Aquatic predators run rampant, making travel with aquatic trait) on the water a deadly proposition. Aquatic Encounter Table 9 Shrieking Eel 10 3d6 Encounter 10 Lizardman 25 Mog (Demon Lord 3 Friendly Umibo offer advice or 11 25 cleaning their waters Companion page 48) 12 Tiger Shark (Large Animal) 25 4–7 1d3 Reef Sharks (Medium Animals with aquatic trait) 13 Fossergrim (Glorious 100 8–11 Nothing Death 27) 12–15 Mists of Akuma 14 Living Tar 100 2d6 Pirates (Brigand/ 15 Water Genie 100 Sample16 Wyrmling Sea Dragonfile 100 16–17 Pickpocket) and 2d6 crew- man (Bandits) waylaying ships 17 Sea Serpent (Glorious 250 18 Legendary Bake-Kujira Death 34) 14 appears on the horizon 18 Bake-Kujira 500 Mountains Mountain Creature Encounters Shortly after the Kengen Occupation 3d6 Creature Difficulty began the oni warlords retreated into the 3 Brigand 10 mountains, their kingdoms hidden by the 4 Giant Ram (Medium Animal) 10 magics of Imperial Dragons. Though they have since spread back into the lowlands 5 Vampire Bat 10 of Soburin the monstrous hordes once 6 Adeddo-Oni Ninja 25 contained behind their walls have spilled 7 Emerald Darter 25 forth, making the continent’s slopes truly lethal. 8 Griffon 50 9 Harpy 50 Mountains Encounter Table 10 Muttering Maw 50 3d6 Encounters 11 Ogre 50 3 Beset by seeking Trade 12 Stone Worm 50 4–7 1d6+2 Adeddo-Oni Hunchlings 13 Earth Genie 100 8–11 Nothing 14 Ettin 100 12–15 Ambush by 1d6 Brigands and 2d6 Bandits 15 Yuki-Onna 100 16–17 Mists of Akuma 16 Adult Sovereign Dragon 250 18 Wyrmling Sovereign Dragon 17 Manticore 250 18 Troll 250 Swamps Soburin's swamps are the only part of the Swamp Creature Encounters environment to expand since the start of the Kengen Occupation, the decay of bogs 3d6 Creature Difficulty and marshes exacerbated as more water- 3 Viper (Small Animal with 1 holding forests and plains disappear. poisonous trait) Swamps Encounter Table 4 Zombie 5 3d6 Encounter 5 Barracuda (Medium Animal 10 with poisonous trait) 3 Ascetic pyon offer shelter in their Lilypad Temples. 6 Barrow Wight 25 4–7 1d3 Giant Snakes (Medium 7 Crocodile (Large Animal) 25 Animal with poisonous trait) 8 Ghoul 25 8–11 Nothing 9 Kaiyo Horror Auto-Pistol 25 12–15 Mists of Akuma 10 Kaiyo Horror Rifle 25 16–17 Ghoul wielding Kaiyo Auto- 11 Lizardman 25 Pistols out to protect its land 12 Lurk 50 18 Wyrmling Underworld Dragon 13 Mog (Demon Lord’s Companion 25 page 48) 14 Ogre 50 15 Stranglevine 50 16 Yaoguai 50 17 Slime Brute (Demon Lord’s 100 SampleCompanion page 49) file 18 Wyrmling Underworld Dragon 100 15 An adventure for parties of 3rd level

Sample file

16 One of the bengoshi of the Sukochi Prefecture has summoned the adventurers to a secret meeting where they are drafted to work on her behalf, uncovering whatever evil has spawned in the mountain town of Shibai. To ignore the message could have dire consequences indeed and so it is that the adventurers must travel to a difficult to reach grove in northern Sukochi. While their journey has its own obstacles, discovering what really plagues the settlement will prove to be even more challenging as at every turn the PCs are frustrated or impeded, whether by the Mists of Akuma, their competition (the brutish Mubō Brothers), or the mysterious erītokirā warrior that stalks them shortly after their mission begins. Ultimately their search will take the party to Róbai Shita Temple and into the catacombs beneath it, venturing through a dangerous dungeon where the malevolent fog has begat a host of tsukumogami! In order to bring peace back to the town and end the dangers threatening it, the adventurers must learn of and locate the treasured yūrei-fū wind chimes, restoring the relic to its place in the tomb of Watsuji Shigetoki to quiet the tortured spirit and allow it to attain peace once more.

Thus far the town of Shibai has weathered the reappearance of the Mists of Akuma with relative ease, its high elevation protecting citizens from the supernatural haze. None can remember that the true reason for their protection: the workings of the ancient yamabushi wu-jen Watsuji Shigetoki, founder of the temple nearby. It seems as if their safety The Woes of Watsuji Shigetoki has come to an end however as three dire Watsuji was a potent wu-jen in Soburin’s threats have befallen the settlement—the ancient past and the respected yamabushi priesthood of the temple higher up the chose to found Róbai Shita Temple in his mountain have disappeared, a monster retirement, the town of Shibai spawning seems to lurk where they once prayed, and below not long before his death. His body perhaps worst of all, the corrupting fog has has been entombed beneath the shrine to descended on Shibai half a dozen times nature he created, but all is not well—the theft since the monks above went absent. To deal of the yūrei-fū wind chimes has caught the with the chaos afflicting the village Mayor attention of Akinochisō, the entity that has Miya Yashido has hired the Raitoningu and consumed autumn! The dark power has blown Sandā—the Mubō Brothers, known across a wind through the catacombs, transforming most of northern Soburin for felling several much within into monsters and warping bands of devious oni using massive firearms Watsuji’s spirit into a terrible beast bent to —to discover what happened to the violence and bloodshed. The merchant that priesthood, kill the monster, and hopefully absconded with the relic is entirely to blame abate the appearance of the ancient, evil for the recent unfortunateness and Sanjuro mists. Shigetoki (the wu-jen’s ancestor) is absent Unfortunately the Mubō Brothers are from the town when the party first arrives. more reckless and violent than they are Hunting him down and revealing his grave helpful. For more than 2 weeks they have “ robbing perfidy is the only way the PCs will protected” Shibai, carousing and parading truly bring Watsuji’s soul back to peace and about in the day and drinking so excessively end the troubles of Shibai! each night they lose sense of themselves. Miya would have dismissed them days ago but several villagers have witnessed the Mubō BrothersSample blast the beast apart with their thunderous cannons, undeniably killingfile it more than once. With no recourse, Mayor Yashido has beseeched Lord Huang Sukochi for help and one of his revered Nature-Wielder bengoshi has found a group of adventurers thought to have enough mettle to get the job done. 17 Trade War is set in Mists of Akuma but can easily be placed into any eastern fantasy setting, although GMs will need to make several adjustments if they transport it outside of Soburin. If you are running this in Mists of Akuma, you have a unique opportunity to showcase a number of key themes that are pivotal to the setting. These themes include: depravity and pragmatism (see the Dignity and Haitoku attributes), the heresy of science, intrigue among the ruling caste and the peasantry, and a diverse array of races aligned with or arrayed against one another. This adventure path does an excellent job of bringing many of these themes into the fore and while it is certainly enough to be a worthwhile addition to an individual campaign, it truly shines when worked into the larger tapestry of Mists of Akuma. In addition to a preview available on distributor sites where the campaign setting book is sold, there are free PDFs you can find via www.mikemyler.com for more information. Before starting this adventure, GMs should note that Scourge of Robai Shita Temple (and for that matter Trade War) is not intended to be module where the adventurers achieve complete success. In the Mists of Akuma victories are pyrrhic and are only won after truly hard fought conflicts. The world around Soburin is decaying and doomed to fall, its peoples are paranoid and ruthless, and for all the talk of nobility there is sadly very little to be found. Though they do not play a crucial role in the module itself, the intrigues between the various clans are many, varied, and endless, and PCs from different prefectures should act accordingly (though to survive they will be forced to work together).

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.

Map of Soburin The map of the continent on page 46 (and every map for the setting) lacks specific distances—they are Sampleas large orfile as small as the GM requires. When struggling to conceptualize the world, do as usual with the setting: 18 default to Japan. As the party is traveling through the wilderness a fox begins to openly follow them on the road, stopping when they stop and cautiously retreating when approached yet gradually coming closer with every hour. When the PCs finally decide to rest, after 30 minutes the fox suddenly appears from behind cover nearby with a scroll case held in its mouth. The creature Greetings. Your reputations precede drops the bamboo cylinder at the party’s feet before turning away and you and so it is that I must request disappearing into the wilderness. An we meet to discuss matters of some Intellect challenge roll made with considerable importance. I realize is enough to realize the fox is not that your time is valuable and that unnatural in any way but its behavior, and though the scroll case is not it may inconvenience you, but I trapped making a Perception unfortunately must insist that in no challenge roll with 1 bane to inspect less than two weeks you arrive at it reveals that the container is Hanashichū Grove, east of Kyusokuna, wonderfully crafted and worth perhaps as many as 5 Imperial Pieces. Inside of between dawn and sunset. it is a note that reads as follows: Punctuality is essential— I look forward to meeting The GM should adjust the amount of each of you! time given to the party so that it is not a physical impossibility for them to —Nature-Wielder arrive before nightfall on the day of Yon-jū Banme the meeting. Act 1: Nature-Wielder's Demand When the party are within a week of the meeting place the winds of autumn drop in temperature with every passing day. Adventurers are likely to reach Kyusokuna on foot by cutting through a break in the mountain range just south of Bojuki, though PCs might also charter passage on a ship (at a cost commensurate to the distance they must travel; 1 Imperial Piece per 10 miles). At the GM’s discretion certain class features can increase the amount of time the party has once they’ve reached the city, but they should have at least 4 days to reach Hanashichū Grove. Kyusokuna Thanks to the cadre of the shapechanging a waystation and last chance for samurai prominently on the hill in its center, the adventurers to equip themselves before city of Kyusokuna is a relatively safe and secure the trials to come. settlement. The Mori-Tsukidashi are a common While in Kyusokuna any PCs that sight on the streets and discourage crime, ably seek out information on where to find defending the populace from their stronghold Hanashichū Grove may attempt an when the Mists of Akuma roll in. The PCs are able Intellect challenge roll made with 1 bane to find merchants of all kinds selling standard to ask about town or find a local items, though it should be noted sale of the cartographer. Success means the party can following technology is banned in Sukochi: grapple attempt the Intellect challenge roll to launcher, qì-tóukuī, electrolens augmetic, hornear successfully locate it with 2 boons instead augmetic,Sample plating augmetic, shindan yokutan, of 1 bane. Failure resultsfile in one additional steam arm augmetic, steam leg augmetic. Though encounter and failure by 5 or more results there are intrigues yet in Kyusokuna (a sect of in two additional encounters (from the blighting druids are spreading throughout the Forest Threats sidebar). prefecture) in this adventure module it is merely 19 Ambush on The Bridge To reach Hanashichū Grove from Kyusokuna means inevitably crossing Kōsatsu Bridge, a 200-yard long suspension of rope and wooden planks, the only reliable way to access the difficult to reach valley nestled between the base of the vast eastern mountain range—where the meeting place awaits. Read the following as the party approaches Kōsatsu Bridge:

The wind seems to pick up and you are struck by the feeling that something is awry as an ancient rope bridge comes into view ahead, the only means to cover a span of hundreds of feet without fighting a raging river far below. You can see the structure sway from the tumultuous air currents and looking onward to the woods on the other side, it seems as though the shadows of its trees are just a touch darker than they should be.

The PCs might pick up on the danger posed by the oddness and prepare for battle but regardless of whether or not they pick up on this important queue, when the first party member is halfway across winds howl and dark clouds appear in the sky, cutting off sunlight as adeddo-oni emerge on both sides of the bridge! Read the following:

While you cross over the bridge dark clouds swirl in the sky and humanoid shapes emerge from the woods in front of you. Looking behind you realize that you have been flanked as more appear on the other side! The forms leap and sprint onto the planks of wood, jittering and shuddering with maniacal laughter as from each side monstrous oni advance, weapons drawn!

A half dozen adeddo-oni hunchlings and one adeddo-oni ninja (page 188) approach from each side of the bridge for a total of 14 of the monsters! Fortunately the former are much too enthused and if the PCs make ranged attacks against their new enemies before they are within 30 yards, for every successful hit one of the adeddo-oni hunchlings is bumped away and off the bridge. Throughout the fight any attacks that are made with a bladed weapon and fail to hit the target’s Defense by 5 or more deal their damage to the bridge instead as the wielder strikes a rope. The bridge has four ropes (Defense 3, 6 Health) and if two on the same side are destroyed, the entire thing goes lopsided. A lopsided bridge is difficult terrain for any creature without a climb speed. Staying on the bridge Sampleas it goes lopsided requires an Agility file challenge roll. Attacks made by creatures clinging onto the lopsided bridge are made with 1 bane. Any creature that falls off the bridge 20plummets 30 yards into the raging current. Making a successful Strength challenge roll to dive into the water reduces falling damage more trouble. A successful Strength by half. Either way the creature is carried away challenge roll made with 1 bane reveals by the water at a rate of 15 yards per round, that something about the area is special, the effectively removing a PC from the fight pristine quality of nature around them and delaying the party by half a day as the sustained by unknown means and clearly straggler catches up. never touched by the Mists of Akuma. Before this chaotic fight comes to an end the GM should make secret Perception Meeting in The Grove challenge roll with 3 banes for each A few miles after Kōsatsu Bridge the trail— adventurer. On a success the PC catches a which weaves around and through beautiful glimpse of a metallic warrior watching from groves of bamboo thatches, jezo spruces, and the woods at the far end of the bridge just akamatsu trees—leads directly to Hanashichū before it moves out of sight, giving only a Grove. Read the following: glimpse of its angular, orange face and a sashimono with a fearsome dragon (the The lush greenery of the bamboo and erītokirā warrior Shukettsu). trees of the forest grow sparser to reveal a A party that is delayed twice (once beautiful meadow—the Sukochi bengoshi by getting lost and once from companions has chosen a truly picturesque place to meet. falling from Kōsatsu Bridge) may choose to The Nature-Wielder herself is swimming on exert themselves to make it to the meeting jets and waves of water that carry her on time, though they all are fatigued by the up from the stream, moving with all the time they reach Hanashichū Grove (a Strength playfulness and fluidity of a playful dolphin. challengeSample roll made with 1 bane negates). Suddenly the water swirlsfile into a conical When the fight and Kōsatsu Bridge are tower that vaults her out of the stream behind them, the PCs find a trail and the rest of to touch lightly onto the ground and their journey to the meeting place without any she bows ever so slightly. (continued on the next page) 21 “I have been expecting you. Thank you for Shibai is only a day of travel from the making the journey, though I must say, there grove though after crossing Kōsatsu Bridge, the is no lovelier bit of Soburin than this grove PCs make a Perception challenge roll made and the sight of it is worth the effort getting with 3 banes. On a success the adventurers only here.” run into one encounter from the Forest Threats sidebar and on a failure they have two (or more, The Nature-Wielder wastes little time, explaining at the GM’s discretion). Either way, they have at to the party that they must end the troubles of least one encounter with the Mists of Akuma Shibai and that for their efforts, Lord Sukochi is (page 334) as well. prepared to reward each of them with travel The erītokirā warrior Shukettsu has taken papers to the prefecture of their choice as well an interest in the party and stalks them the as 100 Imperial Pieces. A successful Perception entire way to the village, though he never challenge roll with 1 boon can increase their approaches closer than 100 yards and should payment to 150 Imperial Pieces. PCs that are the adventures attempt to chase him, he retreats late (arriving after sunset on the chosen day) (outrunning them and refusing to attack). are penalized, only paid 80 Imperial Pieces each (and those arriving after midnight lose the Forest Threats (2d6): 2—Adeddo-Oni opportunity entirely, becoming Hunchling (page 188), 3—Boar (Medium Animal), fugitives in Sukochi). 4—Ki Spirit (MoA page 138), 5—Large Spider, Yon-jū Banme reveals the following: 6—Adeddo-Oni Ninja (page 188), 7—Nisse, • All of the monks in the temple above the 8—Rot Maiden, 9—Shadow Weaver, 10—Spriggan, 11—Bear, 12—Dryad. town have either been found dead or Note Not all of these encounters necessitate combat. disappeared. • A monster has been reported, an oni that runs through the town to spread blood and violence before disappearing like the wind. • Mayor Miya Yashido has hired a pair of famous warriors to deal with the issue already but her choice, the Mubō Brothers, are heretics that are too incompetent to get to the bottom of whatever it is. • Divinations have revealed that another force is at play in the unfolding drama of Shibai, though what that is or what its goals are remain tantalizingly out of reach. • The founder of the settlement was a powerful wu-jen and yamabushi: truly a force of nature. It is a secret among bengoshi that Shibai is a haven from the Mists of Akuma, and she suspects his influence had something to do with that. • Should Róbai Shita Temple become truly abandoned the people of Sukochi would suffer a terrible blow to morale she is sure will see the entire settlement of Shibai deserted before long. Afterward she bids the party a fine evening and assures them that they'll not be the prey of the beasts of the nearby woods or mountains—for the night. To stay any longer would be imprudent and should the animals roamingSample the territory not kill them after file another day of rest, the bengoshi promises that she will see to it herself (though only if pressed to mention it and even 22 then she does so very politely). Act 2: Imperiled Townsfolk of shibai When the PCs finally reach Shibai, the corrupting fogs are not far behind and booming chaos sounds from the town ahead! Read the following: Ahead you can see the rooftops of homes along the mountain to make up what must be Shibai. An alarm begins to sound somewhere in the town and looking around, you realize the dark blue Mists of Akuma have begun to gather behind you! Massive gunshots echo out from the slopes above and as you rush to the settlement a scene of havoc and chaos reveals itself—adeddo-oni are laying siege to the dwellings resisted only by two stout gunmen near a marketplace halfway up the mountain trail, each firing a massive handheld cannon into the monsters! There’s one adeddo-oni hunchling (page 188) Miya’s attitude changes dramatically and she attacking each home, excepting for the houses ushers the PCs inside of her home for tea, near the settlement’s center—there the PCs explaining all that she knows about the find the Mubō Brothers killing off the monsters situation. If the party asks about Ishimoto or with their massive firearms. After 10 minutes let on about some of the rumors about her, of fighting (or when all of the adeddo-oni Mayor Yashido sighs and explains that her rise are dead, whichever comes first) the Mists of to leadership never sat well with her younger Akuma disappear, evaporating into the air. For sister Ishimoto. their part the brother gunmen are • It has been a month since the monster first unimpressed by the PCs and takes particular appeared and the Mists of Akuma returned. offense if a member of the party saves them • The corpses of those killed by the creature from harm, making it clear immediately that crumble into dust, spreading on the wind like they are the “top dogs” of Shibai. The villagers the remnants of dried leaves crushed underfoot. are far more polite and thankful for the • The priests of Róbai Shita Temple are nowhere to be found, save for one that she saw the adventurers’ intervention however, offering corpse of, the body grisly displayed in Shibai’s food and tea. Shortly after the fighting ends, market before disappearing in the dawn winds. a young woman named Ishimoto Shigetoki • She hired the Mubō Brothers (Raitoningu and offers to take them to Mayor Yashido’s home Sandā) two weeks prior and by all accounts they so that they might be welcomed properly. have slayed the creature three times already Read the following: though it always returns. They are renowned for always getting the job done (frequently with Most of Shibai’s villagers are gloomy and some damage to property) and their use of depressed but a young woman approaches ceramian technology, each carrying a massive you with a cheerful disposition. “Thank you firearm they use to devastating effect. Despite for coming to the rescue! Shibai is in dire their failures she remains confident in them, need of courageous folk like yourselves. I’m supporting them regardless of their outrageous behavior (though in truth she only does so in Ishimoto—please, let me take you to Mayor order to retain the appearance of strength). Yashido.” As she leads you up the mountain • Most of Shibai’s citizens are terrified, scared path she speaks excitedly, clearly pleased to to leave the town and too timid to travel for have someone new to interact with. “Talk resettlement or the safety a relative might offer. around town is that the mayor is getting • Róbai Shita Temple has been declared sacred a bit long in the tooth, hiring those ground and trespass within has been forbidden reckless fools with their loud cannons. What to everyone but the Mubō Brothers, though a waste—and during so serious a crisis! Raitoningu and Sandā have concluded that They say she might be leaving office soon, while the monster has stalked its grounds, and I for one am in agreement.” Most of there is nothing noteworthy or useful to be her fellow citizens faces are fearful and found inside of it. sallow, but not all. A few are resolute, their • The current whereabouts of the monster are unknown but she believes it roams the Sampleconfidence bolstered by a woman yelling mountainside above thefile village, waiting for out orders to reign in the chaos. the Mists of Akuma to roll in again before striking. Mayor Yashido suspects it is Initially Mayor Yashido is dismissive of the learning, anticipating the unsubtle tactics adventurers but when shown the message they of the warriors she hired to destroy it. 23 received from a bengoshi of her prefecture, Sample file

24 Miya offers access to her kitchen and lodging Róbai Shita First Floor to the party for the duration of their time in Inside of the building there’s no sign of life, Shibai though tending to the town’s needs though a Perception challenge roll made is an extremely trying experience—after with 1 bane locates tracks and the signs of a answering a few more questions she excuses creature recently having been through there. herself to attend to her duties as a Mayor. There are few clues to be found in the first floor and basement of Róbai Shita Temple, though the PCs can still plunder things of value within Growing Tensions and a secret door awaits beneath. Initially there’s nothing to be found in Shibai Shrine Puzzlingly, the northernmost but scared villagers, the Mubō Brothers, and chambers of Róbai Shita Temple—devoted a host of rumors shared among the locals to a nature shrine—are uncorrupted. An (page 37), and the Mists of Akuma—which adventurer that succeeds on an Intellect appear daily at a random time of the GM’s challenge roll can confirm that the holy choosing. Eventually the party is bound to place has not been sullied, though a investigate Róbai Shita Temple directly and result of 20+ detects the telltale signs of when the adventurers do so, the Mubō Akinochisō’s chilling touch throughout the Brothers (who are aggressively suspicious area. of anything new in the town that might Priest’s Dorms Though 1d4-1 of them have threaten their positions of power and already been looted (minimum 1), inside prestige) target the PCs, paying a local of the priest’s dorms there are chests wiseman to claim the newcomers are the that contain a vial of holy water, 1d10+2 true cause of Shibai’s curse, told to him Imperial Pieces, and a priest’s tool kit. in a vision by his ancestors. Getting into one of these chests (Defense When the PCs arrive in Shibai there are 18, 25 Health) requires an an Agility 66 residents but for every day the monster challenge roll made with 1 bane or plagues the town and the Mists of Akuma a Strength challenge roll made with fall upon the settlement, 1d6 villagers 3 banes. perish. By the time the adventure ends, as Library A cursory glance into this room long as at least half of the citizens of Shibai reveals it has already been ransacked, but survive the adventurers save it from desertion a Perception challenge roll reveals that and increase their Dignity scores by 1 per 10 nothing older than 100 years remains on surviving citizens. the shelves. Head Priest Dorm Unlike the chests in the priest’s dorms, the trunk in the room of Investigating The Temple the temple’s leader is trapped. Detecting The temple sits above the town up a steep the mechanisms protecting the strongbox slope cut sidewinder into the hill, watching (Defense 20, 30 Health) requires a over Shibai in abandoned silence. When the Perception challenge roll made with party reaches Róbai Shita Temple, read the 2 banes and they can be disabled with following: an Agility challenge roll made with 1 bane. The chest can be opened by The mountain’s winds grow harsher as succeeding on an Agility challenge you reach the temple above Shibai. The roll made with 2 banes. Destroying or faceless guardian standing vigil near its opening the chest without disarming the entrance towers above the squat structure, trap triggers it, sending a spray of sharp its papered doors shut firm. Looking down needles hurtling throughout the chamber! the slope towards the town you feel your Any creature inside the area takes 3d6 gut wrenching with intuition—though damage. An Agility challenge roll made this place seems to be at peace, there is with 2 banes halves this damage. Inside Samplesomething eerie that lurks in the air, an file of the chest the party finds 2 vials of holy odor of the unnatural that defies scent. water, a priest’s tool kit, 4d6+2 gold, 3 light healing incantations. 25 Sample file

26 Sample file

27 Róbai Shita Basement Agility challenge roll made with 3 banes disarms the trap, removing the needle from Nothing truly noteworthy sits in the basement the lock. Unsuccessfully attempting to pick of the Róbai Shita Temple save for two trunks the lock triggers the trap. The chest can (Defense 18, 25 Health), each with a corpse on be opened with an Agility challenge roll the ground nearby. A PC that succeeds on a made with 2 banes. Within it the PCs find Intellect challenge roll made with 2 banes 3 random rank 1 incantations and rare holy can tell that the intact body died from a poison components worth 42 Imperial Pieces. whereas the other was clearly burned to death. Secret Door. The northern wall's hidden If the monster Fukō is alive when the party first door is exceptionally difficult to find, investigates Róbai Shita Temple, the creature seamlessly worked into the paneling ambushes the adventurers when they enter and locating it requires a Perception this area. challenge roll made with 2 banes. Eastern Chest. The trap protecting Creatures that successfully found signs of this container is activated when the activity in the first floor make this challenge chest is opened without the proper key, roll with 1 boon instead. If the PCs manage releasing an alchemical gout of flame to find it, one of them needs to make an from subtle nozzles within the heads of Intellect challenge roll with 1 boon to dragons worked into the strongbox’s open it (in which case the GM should corners. A Perception challenge roll made turn to page 28 for information on the with 3 banes is needed to spot the nozzles, Róbai Shita Dungeon and Róbai Shita though the singed corpse nearby is Catacombs). testament to the danger they pose. When activated the trunk releases a 10-yard cone of fire. Each creature in the area must make an Agility challenge roll with 1 bane, Cannon Ambush taking 5d6 fire damage on a failure, or half When the adventurers return from Róbai as much on a success. A successful Agility Shita Temple the Mubō Brothers make their challenge roll made with 2 banes disarms accusation in the marketplace or in front of the trap, and a second successful roll Mayor Yashido’s house (the GM may choose can open the chest Inside the PCs find either) then launch their attack! 4 healing potions and the devotion oaths Read the following: of all the priests that have served in Róbai Shita Temple. Any PC that succeeds on an Suddenly a loud voice rings out from around Intellect challenge roll made with 1 bane the corner, demanding your attention, to evaluate these papers determines that “HOLD, WHELPS!” Raitoningu Mubō the oldest among them belonged to a truly saunters out onto the street, his massive ancient wu-jen and yamabushi named ironwork gun resting over his shoulder. Watsuji Shigetoki. “Shibai has no need for dogs and witchcraft! Western Chest. This strongbox has a Be off with you or suffer the consequences, poisoned needle hidden within the lock heh heh heh.” and opening the chest without the proper Before you can respond his brother key causes the needle to spring out, Sandā appears with a sickly old man at his delivering a dose of poison. When the trap side, bellowing affirmation, “that’s right! is triggered, the needle extends 3 inches Set foot in this town and we’ll bring you straight out from the lock. A creature the thunder and fire. Go on, elder, tell them within range takes 1 damage and 4d6 what you told us.” poison damage, and must succeed on a Sandā nudges the feeble old man with Strength challenge roll made with the miniature cannon in his arms, making 2 banes or be poisoned until it completes the elder stumble forward. Unwilling to a rest. A successful Intellect challenge roll look at you, the aged fellow points in your Sampledirection and weakly proclaims,file “these are made with 3 banes allows a character to deduce the trap’s presence from alterations the ones, yes. I, I saw them doing magic with made to the lock to allow room blood in the forest—frozen with fear I could 28 for the needle. A successful not move, and soon after, they met with the monster and treated it like one would a The monster Fukō (pages 43–44) appears servant. Truly we must—” soaring out of the Mists of Akuma accompanied “We must defend Shibai from the likes by a dozen adeddo-oni hunchlings (page 187)! of their foul souls!” Raitoningu yells, The Mubō Brothers (page 38) fight for two interrupting the old man. He takes a knee, rounds (dispatching a total of four of the aiming his firearm. “Come no further!” minions) before disappearing in the havoc, determined to best the PCs and prove Whether or not the party acquiesces to their their superiority at a later date. Despite their demands, the brutish duo attack them all the reputation neither is honorable at all however, same (claiming afterwards of course that they and should one of the adventurers accidentally saw one of the adventurers move to draw a fall into the path of a bullet—well that’d be a weapon or dash forward). During combat with crying shame, wouldn’t it? the Mubō Brothers (page 38) the GM should When the PCs strike the (perceived roll randomly to determine which one of the to be) killing blow against Fukō read the PCs notices a new arrival among the onlookers following: witnessing the fight—Sanjuro Shigetoki, a merchant that has been absent for the past Lashing wildly at the air with its tassles and few weeks traveling to the distant Fukushu screaming with primal rage, the unnatural Prefecture for business. Unfortunately before creature spins and somersaults through the air either the gunman duo or the party can win before rising quickly and exploding in a burst the fight, the Mists of Akuma descend onto of unholy energy, transforming into dust that Shibai once more and chaos erupts! scatters on the wind. Read the following: In the chaos all of the villagers fled for their The flash and bang of the Mubō Brothers’ homes, including the newcomer one of the weapons drowned out the first cries of PCs noticed during the fight. A successful consternation but suddenly the entire Intellect challenge roll to chat up the settlement is running in chaos—the Mists of spooked townsfolk (or to remember the Akuma are rapidly descending onto Shibai! houses that have already been abandoned An unnatural howl splits the air and you or are had residents within) is enough for the know the monster is near even before it party to find Sanjuro Shigetoki and begin emerges from the supernatural haze further to uncover what truly troubles Shibai. up the mountaintop, a dozen oni cackling If for some reason the adventurer with glee hopping alongside with weapons who saw Sanjuro has failed to appreciate the in hand and bloodlust in their eyes! significance of his appearance, the next day Ishimoto Shigetoki finds the party and thanks

Sample file

29 them profusely for protecting her husband— Interrogating Sanjuro he has been traveling for business and had While Sanjuro Shigetoki knows he is guilty, no idea yet the evils that have befallen Shibai. he is also an experienced merchant—and a Seeking to implicate her sister (Mayor damn good liar, possessing a shrewd tongue Yashido), she quietly whispers to one of the (making challenge rolls to lie with 2 boons). He PCs that she overheard Miya speaking with is polite and congenial, inviting the party into the Mubō Brothers about enchanted chimes his home, offering them sumptuous food, of some kind. A successful Will challenge roll serving excellent tea, and speaking candidly of made with 1 bane to gauge her claim reveals his recent travels with bands of other she's hiding something (that her husband has merchants journeying together for safety. the yūrei-fū wind chimes), though she coyly Nothing untoward or strange happened on his diverts conversation away from any further three week trip to and from Fukushu where questions about the relic and is unwilling to his business transactions (managing the share her secret. Should the party ask either distribution and logistics for prominent tea Mayor Yashido or the Mubō Brothers (who farmers surrounding the village and many of course seek to engage in another combat settlements nearby) went better than expected. against the adventurers) about them, they When the PCs ask about the yūrei-fū flatly deny any knowledge of such a relic and wind chimes he remains friendly but lies are dismissive of Ishimoto as a source of directly to their faces. Any adventurer that information (her sister distrusts her and the succeeds on an Intellect challenge roll made Mubō Brothers just don’t like the PCs). with 2 banes can confirm his duplicity and GMs that wish to really endanger Shibai gains advantage if they know from deduction or increase the investigational difficulty of the (either through his prior absence, the length of module may instead choose to force the PCs his journey, or by following the sound of the to figure out where Sanjuro and theyūrei-fū chime when the Mists of Akuma appear) that wind chimes are by process of elimination— he must be hiding something. Confronting him every time the Mists of Akuma roll into about his dishonesty causes Sanjuro’s face to the settlement, 1d3 rounds later the relic redden and he quickly stands up, ordering reverberates around the mountainside as the party to leave at once and yelling that it disperses the supernatural haze nearby their baseless accusation dishonor not only before causing the remainder to dissipate themselves but him as well! more quickly. Locating the direction the While he puts up a good front, Sanjuro sound is coming from requires a Perception cannot back up his angry demeanor with blade challenge roll made with 1 bane but should or spell and a successful Strength or Intellect the Mubō Brothers still roam the town, this is challenge roll made with 2 banes is enough made with 3 banes due to their booming to break his duplicity. Either way Ishimoto took firearms. The GM can decide where in the her husband’s outburst as an opportunity to village Sanjuro is when he uses the yūrei-fū disappear into a back room where she quietly wind chimes, but it is recommended he only exits the house through a window; hearing do so at his home if the mystery of the her do so requires a successful Perception adventure has run its course—instead he challenge roll made with 2 banes. Realizing might have been traveling back from a visit that she is gone and either persuaded or with Mayor Yashido, doing some trading in intimidated, the merchant reveals that he the market, stopping at a friend’s home, or suspects his wife was having an affair with visiting the grave of an ancestor in the woods one of the priests of Róbai Shita Temple. One nearby. Knowing that something of such great night he followed her, traveling through a value would be a prime target for theft, the secret entrance in the western bluffs of the merchant is subtle and sneaky when using the mountainside, hidden within a cave behind magic item and while people nearby will notice some dense bamboo. Once inside the temple his presence, nobody ever actually sees him however his curiosity got the best of him, activateSample the device (which he keeps in a wide file and when he realized the tomb at the bottom bamboo cylinder lined with silk to muffle the belonged to one of his ancestors he felt relic until the top or bottom of compelled to take a keepsake with him—at 30 the container is opened and it which point he reveals the yūrei-fū wind drops out). chimes. With this information in hand the PCs may realize that the absence of the magic item roughly coincides with the recent troubles in Shibai and a successful Intellect challenge roll tells the adventurers that the spirit of Sanjuro’s ancestor is likely troubled—restoring the yūrei-fū wind chimes to their rightful place will bring peace to Watsuji Shigetoki’s soul. The merchant greatly values the relic for its usefulness to his trade and is very unwilling to give it away, but an Intellect challenge roll (made with 3 banes without a bribe of at least 15 Imperial Pieces) or an intimidating Strength challenge roll made with 1 boon convinces him to part with the magic item. If an adventurer intimidates San- juro, that PC increases their Haitoku by 1. Either way he is happy to share where the secret entrance to Róbai Shita Temple is and how to find it; locating it without his directions requires a Perception challenge roll made with 3 banes in the Blackmailing Ishimoto general area of the cave. If Ishimoto successfully ousts her sister to So long as the Mubō become the mayor of Shibai the PCs can Brothers are alive Ishimoto leverage her involvement in the town’s has managed to find them, troubles, gaining 1 boon on challenge revealing where the PCs are rolls made to persuade or intimidate in and describing the dishonor negotiations for a favor in the future, rights shown to her husband. to recently vacated homes in the town, or Raitoningu and Sandā bellow up to 50 Imperial Pieces of hush money. from outside the home, Anyone who benefits from blackmailing baiting the adventurers into Ishimoto decreases their Dignity score by 2 their final battle. and increases their Haitoku score by 1. Read the following:

Sanjuro jumps suddenly as you all hear the voice of a Mubō brother bellowing from outside, “COME OUT, CURS! We are not done with you yet! First dark magic, and now dishonoring one of this town’s finest citizens? Shibai must be rid of you! Face us honorably and die with courage!” SampleSure enough looking outside you see Raitoningu standing brazenly, thoughfile Sandā is nowhere in sight. The merchant looks at you innocently though as you realize that his wife Ishimoto is nowhere to be found, you think you might see a small smirk of satisfaction flash across his features. 31 ACT 3: BENEATH RÓBAI SHITA TEMPLE With the yūrei-fū wind chimes in hand the PCs are able to bring an end to the troubles in Shibai— bringing peace to the soul of Watsuji Shigetoki (whether knowingly or not) by restoring the relic to its rightful place in the tomb at the bottom of Róbai Shita Temple. The party has to successfully navigate the subterranean passages first however, and after Ishimoto and Sanjuro left the hidden door to the western slopes open the evil winds of Akinochisō blew through to awaken many of the objects inside (and even some of the structure itself) into tsukumogami! Regardless of which entrance the PCs use to gain access to Róbai Shita Dungeon, read the following:

A ghostly flickering paper lantern throws a soft light onto a bloodied torture rack, the ominous object of suffering’s shadow looming over large, imposing stone steps that descend further beneath the earth. All is silent save for the occasional scratching or curious cackle emerging from below, and with the smell of death pervading the air you cannot help but wonder what awaits.

Róbai Shita Dungeon Ancient Study The dungeon and catacombs of Róbai Shita This chamber has a table, book cases, and a Temple are all as much living tsukumogami as pair of trunks—the latter being Medium Róbai inanimate stone blocks and mundane objects. Shita Tsukumogami hidden in plain sight. Both Just how many of the monsters are in the area monsters attack when one of them is tampered (and how many of them care to be noticed by with, flanking the nearest adventurer. The scroll the adventurers or decide to be mischievous on the table is written in ancient Soburi rather than aggressive) is entirely at the and requires an Intellect challenge roll to discretion of the GM, but it is recommended decipher. A PC that successfully reads it that the party cross paths with at least discovers the parchment has the funereal 3 lesser, 2 medium, and 1 greater Róbai Shita rites of Watsuji Shigetoki and list his many tsukumogami throughout this sequence of impressive accomplishments, among them the adventure. Should the party be visiting the creation of the temple (as well as accounts this area a second time (after finding the of him singlehandedly destroying an oni secret door in the basement during Act 2) warlord and its armies, diverting a cyclone their second time through the dungeon away from Kyusokuna with powerful magic, should have half as many encounters (2 lesser, brokering piece with a yai sovereign of metal, 1 medium, 1 large). More importantly, the and defending Seinaru from the powerful tsukumogami rearrange themselves and, at sovereign dragon Yamano-Ryōshu to name a the GM’s discretion, may even alter the layout few). of the rooms (switching what objects are in Western Anteroom which chambers, or if the GM prefers, re-drawing the entire map!) to confuse The chest in the corner of this room is has no the PCs. traps and is unlocked, seeming to contain fine garments of silks worth as much as Statue Room 10 Imperial Pieces to the right buyer. Closer If only because it would be too obvious, these inspection with a Perception challenge roll statues (both of Watsuji, one youthful and one made with 1 bane after the trunk has old) are inanimate and should serve to lower been opened finds a hidden compartment the adventurers’ hackles. A successful Intellect with 10 pounds of ancient coins worth challenge roll can date them as older than 21 Imperial Pieces. 2,000 years, though their relatively pristine Shrine Room condition makes it difficult to be sure. A 20+ result notesSample the telltale signs of an item falsely As in the Ancient Study, therefile are two monsters aged by exposure to the Mists of Akuma. hidden in this room—the shrines within it are a Lesser Róbai Shita Tsukumogami and Medium Róbai Shita Tsukumogami! Both wait 32 until someone moves to unlock the chest in Sample file

33 the corner then attack in concert, shutting and blocking the door to separate an adventurer from their allies. There’s a trunk as well, though it is both locked and trapped. A successful Perception challenge roll made with 2 banes spots the activation plates worked into the container’s lock. Any attempts to break (Defense 18, 25 Health) or open the chest without the proper key trigger the trap, causing it to send out a 3-yard jolt of electricity. A creature within range takes 2d6 lightning damage and must succeed on a Strength challenge roll made with 1 bane or be stunned for 2 rounds. A successful Agility challenge roll made with 2 banes disarms the trap, removing the circuit nodes from the lock. Unsuccessfully attempting to pick the lock triggers the trap. The chest can be opened by succeeding on an Agility challenge roll made with 2 banes. Only one thing is hidden inside of it, another relic of Watsuji Shigetoki—a set of common prayer beads (that currently grant a +1 bonus to Defense; see page 214 in the Mists of Akuma core rulebook for their complete statistics).

Eastern Anteroom There is little of interest in this room save for the chest in the corner. The trunk isn’t locked, trapped, or a tsukumogami but contains nothing other than torturer's tools caked in long-dried blood.

Treasure Room A total of four chests await within this chamber—two are identical to those found in the Róbai Shita Basement (page 28) but two are hidden Medium Róbai Shita Tsukumogami (page 41). Unlike the other monsters, however, they do not attack until either discovered or after one of the trunks has been opened (or tampered with unsuccessfully). Inside of the two genuine strongboxes the PCs find random mundane items of the GM’s choice—acid vials, arcane focuses, ink and parchment, and so on—up to a worth of as much as 60 Imperial Pieces.

Prisoner Chamber An unlocked, untrapped trunk in the corner of this room contains the dried, bloodied rags and belongings of some nameless prisoner long dead. The shackles that once held them however are very much alive, a Greater Róbai Shita Tsukumogami that remains motionless until a PC is within its reach.

Róbai Shita Catacombs Torture Chambers The layout of this area of the dungeon is very All of these macabre chambers are roughly simple (and does not change even if visited identical, containing manacles, torture racks, twice): there is a western passage and an a skeleton, or all three. This is an opportunity eastern passage, both of which lead to the for GMs to include additional Róbai Shita entrance of Watsuji Shigetoki’s tomb. There is tsukumogami for parties that have had an an obvious danger in the northernmost corner easy time traveling through the dungeon of the eastern hall, an iron maiden that has thus far. Otherwise these rooms have nothing become a Greater Róbai Shita tsukumogami of value inside, instead serving as a grisly (page 42), but again this is a vicious ploy— reminder that even the most revered and to the west is an even greater threat, a wall holy of Soburi are capable of inflicting terrible tsukumogami (page 42). Either way to horrors. continue forward the adventurers must travel along one of these paths in order to Watsuji Shigetoki's Tomb continue. If the monster is currently alive and A large iron door bars the way forward into conscious, Fukō attacks the party as they rest this room but a successful Strength challenge after vanquishingSample (or fleeing from) either of roll made with 1 bane wedgesfile it open. the creatures. Read the following as the PCs enter the chamber:

34 (see page following map for full read-aloud) Sample file

35 The creaking of the heavy iron door as it A wailing cry suddenly fills the chamber and swings into the crimson-lit chamber ahead motes of blue energy swirl through the air, of you echoes off the walls, reverberating gradually gathering to form the screaming back and again before silence reigns once form of an old soburi man in simple robes. more. Arrayed along the walls are dozens Gradually his countenance calms until he of candles flickering with red and violet is entirely at peace, the last thing you see flames, illuminating a simple yet perfectly being a smile crossing his face before the cut marbled sarcophagus. At its head are spirit’s head disappears into the stone two statues identical to those from the casket. Not a moment later a moaning level above, both looking down onto three howl reverberates from the walls, an plinths—on the left an urn, on the right a unnatural voice infused with rage—suddenly scroll, and the third empty. tornado winds whip around the chamber until the monster that attacked the village No check is required to recognize that the red floats before you. Before the winds die and violet light cast by the flickering candles down the creature grows and distorts in in this room is unnatural. At its northern end violent convulsions, becoming more wild at the head of Watsuji’s stone casket are three and savage with every gust before it leaps pedestals, one with an urn atop it, another to attack! holding a scroll, and the last empty—obviously meant for the yūrei-fū wind chimes. When When Fukō Unbound has been destroyed, the placed upon the pedestal the screaming soul voice of Watsuji Shigetoki thanks the party and of the ancient wu-jen yamabushi frees itself assures them that with his relics returned, his of Akinochisō’s curse, visibly returning to the ancient protections over Shibai will return as sarcophagus in the center of the chamber. The well. Afterward he is willing to answer a single malevolent spirit that puppeted Watsuji’s spirit question about anything (from the afterlife is not undone however, and its dark patron to secrets of the modern world) though how empowers it, causing it to manifest unbound accurate or how much he truly knows is to attack the adventurers! Read the following: entirely at the discretion of the GM.

When the PCs emerge from Róbai Shita Temple it is immediately clear that they have had a positive impact on the region; not only will they feel dignified and know without doubt that they have aided a soul in turmoil, they can see it in the very environment. Read the following:

The sky is clear and a warm wind runs up the mountainside, though that’s not the first thing that strikes you—it’s the sudden abundance of wildlife, the noises of nature all the louder for their unnoticed absence the past several days. Crickets chirping and the occasional call of a bird fill you with confidence, sure that you have made a difference in the lives of the people of Shibai.

Mayor Yashido is overwhelmingly pleased to hear that the adventurers have gotten to the bottom of things and immediately announces it in the village’s marketplace, much to the pleasure of the townsfolk still in Shibai—except for Ishimoto. Her younger sister uses the opportunity to berate Miya, publicly denouncing her for hiring the disastrous Mubō Brothers and moving that she be deposed, allowing for herself to act as interim mayor until a new election can be held. The PCs are able to stop this coop by revealing Ishimoto’s part in causing the town’s curse, but she gives the adventurers a knowing wink (making it clear that they will be rewarded for their silence). Regardless of how local politics play out the next day Nature-Wielder Yon-jū Banme sends anotherSample fox, this one fitted with pack that turns out to be abag of holding containingfile all of the party’s reward (including blank travel papers and the agreed upon number of Imperial Pieces). The PCs all increase their Dignity scores by 3 and if they have not yet gained a level, each does so as well. Furthermore their reputations spread, reaching the 36 ears of other bengoshi—men and women in need of agents elsewhere in Soburin... As the adventurers sift through the mystery at the heart of Scourge of Róbai Shita Temple they will inevitably hear many things about Shibai that simply are not true (at least not entirely). When dispensing information in any of the instances of the module (from the Sukochi bengoshi, Ishimoto Shigetoki, Mayor Yashido, or various citizens of the town) the GM should sprinkle in at least a few pieces of the following gossip for amusement—and of course to throw the PCs off the trail if they are advancing through the story too quickly! Mubō Brothers As famous warriors there are Róbai-Shita Temple Normally revered as numerous tales about Raitoningu and Sandā a truly holy shrine to both ancestors and though much like the gunmen, they are nature, Róbai Shita Temple’s reputation has lacking in consistency and truthfulness. rapidly fallen to be thought of as a cursed, • The Mubō Brothers killed a true oni and it is one haunted place. of these creatures children keeps resurrecting • There’s a secret dungeon beneath Róbai Shita the monster. Temple where heretics are tortured to death. • Raitoningu was witnessed doing unseemly • The temple was founded by an ancient wu-jen things with a horse. that was cast away from his peers for his • Sandā keeps grisly trophies of his kills tucked outlandish beliefs. inside of his armor for good luck. • Akinochisō has stolen the wind from the top • Both are bastards born out of wedlock and of the mountain, angering the spirits of the banished from the noble house of their father. temple’s dead priests. • The Mubō Brothers are actually in league with • Anyone who is truly honorable and righteous the monster and lured it here, as they have that spends the night within Róbai Shita Temple other towns, exacerbating their fame with each wakes up invigorated by their ancestors and free seeming victory. of any sicknesses. • The temple has existed since the dawn of The Monster Countless canards about history, before even one house was built in the enigmatic monster roam throughout Shibai or any warlord sought to conquer all of conversation in the marketplace, each as Soburin. unfounded as the last and more evident of the locals’ fear than anything else. Shukettsu the Erītokirā Warrior As both • The creature is the ghost of a dead noble from a shikome and a warrior that embraces a family long gone from Shibai. heretical technology, even the merest sight • In truth the monster is Akinochisō’s bastard of Shukettsu is enough to send the villagers offspring, the result of the dark entity mating into a frenzy of speculative gossip. with a human. • The mysterious warrior protects a hidden lab • The spirit of the noble samurai Maita Etsuko has devoted to crafting heretical devices and been warped into the freakish beast plaguing secreted away somewhere in the western the town, her body infused with evil and hatred slopes of the mountain. over the betrayal that saw her killed. • It is actually a demon made from an accursed • Finally the mystery surrounding the local steametic that died inside the stomach of a woodsmen and hunter Sako Kaori has come to dead boar, fusing the two together and filled an end—he had been seen to show the signs with animalistic rage. of corruption the last few times he stopped • It is really the creation of a mad scientist through town and many villagers avoided working for Rimono Prefecture and not alive him entirely, so surely this must be what he’s at all, an automaton that lurks in the woods transformed into. waiting to kidnap children from Shibai. • This so called monster is nothing more than • The mechanically armored hunter is an agent of parlor tricks and illusions created by the Mists one of the rogue Kengen warlords sent to spy of Akuma and a foul sorcerer lurking in the on the town for an imminent invasion. supernatural haze, nothing more than a ploy to • A beast that walks on two metal legs, it feeds on sap courage from the village and make Shibai the blood of the living and has been using the Sampleweak enough to take over completely. file Mists of Akuma as cover to abduct its meals. • The monster is punishment Shibai being spared from the Mists of Akuma for years, the karma of lacking devotion accumulating over the centuries to ultimately doom them all. 37 Imposing even without his ornate suit of finely crafted green tosei gusoku armor, this hulking soburi stands at nearly 7 feet in height and hefts about a miniature cannon as though it were a rifle. His brutish face is almost always in a sneer and he walks with a confident, boastful swagger.

RAITONINGU MUBŌ DIFFICULTY 25 Size 1 human Perception 11 (+1) Defense 16 (tosei gusoku); Health 30 Strength 14 (+4), Agility 11(+1), Intellect 9 (-1), Will 11 (+1), Dignity 14 (+4), Haitoku 13 (+3) Speed 10 Brute Raitoningu is extremely strong and large for a human. He rolls his first Strength challenge roll each round twice and takes the best result. In addition, his can carry twice as much as normal. Cannon Wielder Raitoningu reloads his portable cannon as a minor activity after it’s been fired. He does not suffer any banes for being adjacent to the target of his attack with a cannon. ATTACK OPTIONS Katana (melee) +4 (3d6 damage) Portable Cannon (long range) +1 with 1 boon (4d6+2 plus if fired inside a room smaller than 10 yards square all creatures in the area make a Strength challenge roll or are deafened 1d3 rounds) Double Attack Raitoningu attacks twice when using his katana. SPECIAL ACTIONS Reactive Shooter Raitoningu can use a triggered action to drop to one knee and gain total cover (provided the obstacle he is hiding behind is large enough to shield his bulk) after firing his portable cannon.

SANDĀ MUBŌ DIFFICULTY 25 Size 1 human Perception 11 (+1) Defense 16 (tosei gusoku); Health 42 Strength 13 (+3), Agility 11 (+1), Intellect 9 (-1), Will 11 (+1), Dignity 13 (+3), Haitoku 14 (+4) Speed 10 Cannon Wielder Sandā reloads his portable cannon as a minor activity after it’s been fired. He does not suffer any banes for being adjacent to the target of his attack with a cannon. Glutton Sandā is extremely large for his size and well known for his iron stomach. He has 1 boon on challenge rolls made to resist poison. ATTACK OPTIONS Katana (melee) +3 (3d6 damage) Portable Cannon (long range) +1 with 1 boon (4d6+2 plus if fired inside a room smaller than 10 yards square all creatures in the area make a Strength challenge roll or are deafened 1d3 rounds) Double Attack Sandā attacks twice when using his katana. SPECIAL ACTIONS Reactive Shooter Sandā can use a triggered action to drop to one knee and gain total cover (provided the obstacle he is hiding behind is large enough to shield his bulk) after firingSample his portable cannon. file

38 Though this shikome warrior wears a beautifully painted dragon sashimono on his back and wields a katana in one hand, its resemblance to most of Soburin’s samurai ends there, the armor covering its body as strange as he is but mechanical in nature—heretical, even.

SHUKETTSU, KODOMO-TACHI ERĪTOKIRĀ DIFFICULTY 50 Size 1 shikome (cursed) Perception 14 (+4); darksight Defense 16 (erītokirā armor); Health 80 Strength 15 (+5), Agility 13 (+3), Intellect 12 (+2), Will 13 (+3), Dignity 8 (-2), Haitoku 13 (+3) Speed 13; leap 7 Brave Shukettsu has 1 boon on challenge rolls made to resist fear. Cursed Shukettsu makes challenge rolls to resist the Mists of Akuma with 2 boons. Once per turn, he can deal 1d6 additional damage to a creature he hits with a melee weapon attack if that creature is within 2 yards of an ally that is able to make attacks. Dampening Enhancers Shukettsu possesses cutting-edge prototype augmetics that grant him 1 boon on Strength and Agility challenge rolls. Exhaust Shukettsu has 1 boon on challenge rolls made to resist fatigue. Goggles Shukettsu makes sight-based Perception challenge rolls with 1 boon. Hated Shukettsu has the hated affliction. He suffers 2 banes when making social challenge rolls against any humanoid that doesn’t also have the hated affliction but he never suffers bane on challenge rolls made to intimidate humanoids. Iyashino Iyashi Injectors (1/combat) Shukettsu heals his healing rate. Nitrous Dash Shukettsu moves his Speed as a minor activity. Once Shukettsu uses Nitrous Dash, he cannot do so again for 1d6 rounds. Prayer Slips (66 total) Kami and tsukumogami have 1 bane on attack rolls made against Shukettsu. By sacrificing a number of prayer slips equal to the level of a spell that has caused him to be charmed or compelled, Shukettsu can end the duration of the spell. Radio Antennae Shukettsu automatically detects radio waves and can broadcast his own radio waves to a distance of 15 miles. ATTACK OPTIONS Katana (melee) +5 (2d6) Sword Arm (melee) +5 (2d6) By spending a minor activity to activate the gearwork within the augmetic, Shukettsu can vibrate his sword arm for 1 minute. While vibrating the damage done by a sword arm increases by 1d6+2 and he gains 1 boon on attacks and challenge rolls made with it. Once the sword arm has vibrated for 3 minutes it cannot vibrate again until Shukettsu has completed a rest. Double Attack Shukettsu attacks once with his katanaSample and once with his sword arm. file

39 i i Kodomo-Tachi EritokirA Chapter Children of Battle (Neutral) Art, Balance, History, Nature, Technology i i Chapter Master: Yasei No Choro

Throughout the militaristic shikome (hobgoblins in Soburin) are various erītokirā chapters, guilds of warriors that take to battle in advanced suits of armor incorporated with augmetics. The Kodomo-Tachi are one of the most prideful erītokirā chapters, claiming to embody the ethos of the independent shikome generals millennia in the past—disciplined soldiers that were not the servants of dragons, but seen as powerful as the dragons themselves. So it is that the Kodomo- Tachi revere history and art in all forms, taking particular pride in the winged serpents arrayed on their sashimono. Their belief is that for any life to exist in Soburin a balance must be struck between nature and technology; unlike other erītokirā warriors the Kodomo-Tachi do not blame humanity for the horrors of the recent past, knowing that such ignorant violence is not unheard of. Emperor Hitoshi’s agents and spies have assessed the threat of Shukettsu’s lodge, and though they have not been deemed a force for good they are thought to pose relatively little danger compared to the other erītokirā chapters (provided of course that their non-aggressive stance towards the Masuto Empire remains neutral).

Shukettsu is on a fact-finding mission, sent to Shibai to confirm rumors that a merchant headed back to the village carries a relic able to negate the dreaded Mists of Akuma. The shikome does not require the magic item, only to confirm that it truly exists and to negotiate an opportunity for the Kodomo-Tachi’s magical experts to study it. Moreover his clan’s divinations have hinted at the intrusion of the party, prompting him to seek out and then follow the adventurers as they traveled from Hanashichū Grove. After the PCs have made their first investigation into Róbai Shita Temple (or at the GM’s discretion, on their way inside) Shukettsu attempts to peacefully approach them, seeking to offer his aide in whatever way they think is most useful—keeping watch on the temple, patrolling the town and defending against adeddo- oni, and the like. Of course if the party accepts his help the Mubō Brothers find out and add it to their false accusations but otherwise the townsfolk simply find any alliance with him to be an odd thing.

The GM can take or leave Shukettsu: if the adventurers are having an easy time of things they might have him take a more aggressive stance, but if the party is struggling, fearful of spreading resources too thin, or in need of an extra set of eyes and ears (which can be a means of sifting through the rumors and give the PCs some clues) he is best used as an asset to rather than liability. Even if he isn't immediately included in this adventure when it's deployed at the table, the GM could introduce Shukettsu as an interested (and slightly less aloof) traveler, raider, or go-between for Chapter Master Yasei Nochōrō to further a greater plot.

Regardless of the details of his inclusion, it's best for GMs to employ a light touch with the shikome soldier and erītokirā warriors in general—there are many chapters in Soburin and they are more violent, duplicitous, and tenacious than even the clans ruling over the prefectures. Should one group believe the party has declared loyalty to their enemies, the PCs will have new, dangerous,Sample well-equipped adversaries to contend with! file

40 RÓBAI SHITA Tsukumogami There are a wide variety of items throughout Róbai-Shita temple’s dungeon and making statistics for each would be redundant. When using a Róbai Shita Tsukumogami the GM should choose one of the following features to add to its statblock:

Constrict and Squeeze The tsukumogami gains the following to its melee attack: On a hit, the target is grabbed. If it was already grabbed, the target instead takes 1d6+2 damage. Endless Interior The inside of the tsukumogami leads to an extradimensional. At the start of its turn if the tsukumogami has grabbed a target of Size 1 or smaller, it may spend its action to make a Strength attack roll against the target’s Strength. On a success it swallows the target. A swallowed creature is immobilized, moves with the tsukumogami, and cannot perceive anything outside the tsukumogami’s body. At the end of each round, the swallowed creature takes 1d6 damage from the tsukumogami’s strange magic. If the tsukumogami becomes incapacitated, it vomits forth any creatures it has swallowed. Each lands prone in an open space within 1 yard of the tsukumogami. A swallowed creature can make attacks and cast spells targeting the tsukumogami; the swallowed creature has 2 banes on attack rolls and the tsukumogami gains 2 boons on challenge rolls to resist a swallowed creature’s spells. The tsukumogami may choose to target a swallowed creature with its attacks, gaining 2 boons on its attack rolls to do so. Expel Contents The tsukumogami uses a minor activity to expel junk, trash, old grain, grit, sand, dirt, or other inexpensive substances out at a creature within short range, forcing the target to make an Agility challenge roll with 1 bane or be blinded until the end of the tsukumogami’s turn. Void Flame The tsukumogami gains the following attack: Void Flame (medium range) +Agility bonus (2d6 unholy plus the target must succeed on a Dignity challenge roll made with 1 bane or gain 1 Haitoku). A creature can only gain Haitoku from void flame (any creature’s void flame) once every 24 hours.

Ceiling, floor, or wall Greater Róbai Shita LESSER RÓBAI SHITA TSUKUMOGAMI Tsukumogami may also choose from the DIFFICULTY 5 following: Size ½ tsukumogami Enlarged Reach The reach of all the Perception 11 (+1); darksight Defense 13; Health 15 tsukumogami’s attacks increases by +1. Strength 10 (+0), Agility 13 (+3), Intellect 10 (+0), Will 11 (+1) Painful Construction The tsukumogami Speed 10 uses an action to make a Strength attack Immune damage from poison; fatigued, poisoned roll against the Agility of a creature within Tsukumogami Resistances The tsukumogami takes half reach. On a success it grabs the target. If damage from cold, fire, holy, and unholy. Vulnerability The tsukumogami takes double damage from the tsukumogami begins its turn grabbing one of the following types, chosen by the GM: acid, fire, a creature, it makes a Strength attack roll lightning, or thunder. against the creature’s Strength. On a Hidden in Plain Sight Tsukumogami may hide their features success the creature is immobilized. to appear as mundane versions of the objects they once Once the tsukumogami has successfully were. Noticing a tsukumogami hidden this way requires a Perception challenge roll with 3 banes. immobilized a creature it implements the Róbai-Shita Tsukumogami The tsukumogami has one of the sinister parts of its construction, forcing features listed in the Róbai-Shita Tsukumogami sidebar. its target against spikes, agonizingly ATTACK OPTIONS stretchingSample their bodies, or bleeding them Claw (melee) +3 (1d6+1) file through iron syringes hidden in manacles SPECIAL ACTIONS (dealing bite damage with a minor Haitoku Strike The tsukumogami can use a minor activity to sense an enemy. The next attack it makes against activity each turn spent immobilizing a that creature targets Dignity instead of Defense. creature). 41 MEDIUM RÓBAI SHITA TSUKUMOGAMI DIFFICULTY 10 Size 1 tsukumogami Perception 12 (+2); darksight Defense 14; Health 30 Strength 12 (+2), Agility 14 (+4), Intellect 11 (+1), Will 12 (+2) Speed 12 Immune damage from poison; charmed, fatigued, frightened, poisoned Tsukumogami Resistances The tsukumogami takes half damage from cold, fire, holy, and unholy. Vulnerability The tsukumogami takes double damage from one of the following types, chosen by the GM: acid, fire, lightning, or thunder. Hidden in Plain Sight Tsukumogami may hide their features to appear as mundane versions of the objects they once were. Noticing a tsukumogami hidden this way requires a Perception challenge roll with 3 banes. Róbai-Shita Tsukumogami The tsukumogami has one of the features listed in the Róbai-Shita Tsukumogami sidebar. ATTACK OPTIONS Bite (melee) +4 (2d6) Claw (melee) +4 (1d6+1) SPECIAL ATTACKS Double Attack The tsukumogami attacks twice. SPECIAL ACTIONS Haitoku Strike The tsukumogami can use a minor activity to sense an enemy. The next attack it makes against that creature targets Dignity instead of Defense.

GREATER RÓBAI SHITA TSUKUMOGAMI DIFFICULTY 25 Size 2 tsukumogami Perception 13 (+3); darksight Defense 15; Health 55 Strength 14 (+4), Agility 15 (+5), Intellect 12 (+2), Will 13 (+3) Speed 14 Immune damage from poison; charmed, fatigued, frightened, poisoned Tsukumogami Resistances The tsukumogami takes half damage from cold, fire, holy, and unholy. Vulnerability The tsukumogami takes double damage from one of the following types, chosen by the GM: acid, fire, lightning, or thunder. Hidden in Plain Sight Tsukumogami may hide their features to appear as mundane versions of the objects they once were. Noticing a tsukumogami hidden this way requires a successful Perception challenge roll made with 3 banes. Róbai-Shita Tsukumogami The tsukumogami has one of the features listed in the Róbai-Shita Tsukumogami sidebar. ATTACK OPTIONS Bite (melee) +5 (2d6+1) Claw (melee) +5 (1d6+2) SPECIAL ATTACKS Double Attack The tsukumogami attacks twice. SPECIAL ACTIONS HaitokuSample Strike The tsukumogami can use a minor activity file to sense an enemy. The next attack it makes against that creature targets Dignity instead of Defense. 42