Legacy of Disaster Free RPG Day Adventure
Legacy of Disaster Free RPG Day Adventure
Legacy of Disaster Free RPG Day Adventure
Adventure Module
Legacy
of
legacy of disaster
1
For the Legend of the Five Rings RPG, 4th Ed.
Adventure Module
Written by brian yoon
DO NOT RUN THIS ADVENTURE WITHOUT The world of Rokugan is a cross between feudal Japan and
PREPARATION! China. It is set in an age of honorable samurai, serving their
lords (daimyo) and Empire. Remember that family names
come before personal names. Akodo Toturi is from the Akodo
family and his personal name is Toturi.
Rokugan is separated by a series of factions called Great
P
lease read through the entire document before present- Clans. Each Great Clan banded together thousands of samurai
ing it to your players. There are many sections of the under a common philosophy towards life, war, and culture.
adventure that require the GM to skip sections and While all Great Clans seek to serve the Empire, a degree of
pass on to the next, depending on the actions of the players. competition exists between the Clans. Over the years, many
Make sure you are familiar with the options and the skipped of the Great Clans have fostered rivalries with the other fac-
possibilities before you run this adventure. tions. While the Clans cooperate against larger enemies of the
Some of the text in this scenario is written so that you may Empire, samurai of the Great Clans often squabble and fight
amongst each other. Of course, these samurai push aside all
present it as written to the players, while other text is for
their minor arguments when a greater threat appears on the
your eyes only. Text for the players will be in bold italics. It
horizon.
is strongly recommended that you paraphrase the player text,
instead of reading it aloud, as some of the text is general and A note on female designations: If a samurai has the desig-
must be adapted to the specific situation or to actions of the nation of –ko, then the samurai is female. For example, if you
player characters. see Samurai-ko, then this denotes a female samurai.
This adventure is a Low Level adventure designed to be A note on commerce in Rokugan: Samurai are not supposed
played with pre-generated characters. This means that the to care about worldly possessions, especially money. A samurai
adventure is created with Rank 1 Characters in mind. This pays a commoner as if the money is meaningless, a concession
adventure was not written with Rank 2 through 5 Characters to the commoner’s silly needs. Between samurai, the exchange
in mind and cannot anticipate all that these characters may of money and merchandise is an exchange of “gifts.”
bring to the table. If there are less than six players at the table, Now, before you run the module, you should know how the
you should adjust the combats slightly – especially the bandit new edition works! Here are some of the game’s basic rules to
encounter, which can be lethal to unlucky PCs. help you get started…
2
Legacy of Disaster
legacy of disaster
troll ancestors… in When a player declares he is making a Raise, he is choosing
order to voluntarily increase the TN of the task his character is at-
60 Impossible Shattering stone Outwitting a tempting, by an increment of 5 per Raise. Raises are generally
with bare hands Fortune made when a player feels his character’s abilities will allow
him to easily exceed the TN for a given task. The most com-
mon use of Raises is to allow characters to perform Maneu-
Void Points vers in combat (described later in this chapter), but individual
3
Adventure Module
Unlike the other four Rings (Air, Earth, Fire, and Water), there Raises. Players who wish to try unconventional or creative
are no Traits associated with the Void Ring. Instead, a charac- actions that are not covered by the basic rules should simply
ter gains a number of Void Points equal to his Void Ring, and ask the GM how many Raises will be required to succeed.
may use them to enhance die-rolls and other actions made A character can make a maximum number of Raises per
during the course of the game. Void Points represent a mo- roll equal to his Void Ring. A character with Void 2, for in-
ment of enlightened insight or an epiphany that a character stance, can make 1 or 2 Raises per roll, but not 3. Some me-
experiences, that moment when, for just an instant, he is at chanical effects grant a character Free Raises. These give the
one with the universe. A character’s pool of Void Points is benefit of having made a Raise without actually increasing
refreshed each day after an opportunity to rest, although cer- the TN of the roll in question, and do not count toward the
tain meditation techniques allow them to be recovered more maximum number of Raises that may be made per roll. Free
quickly. Raises may also be used to reduce the TN of the task being at-
A player may declare he is spending a Void Point any time tempted by 5 instead of augmenting the roll in the same way
when it would be applicable, but the most common instances as a normal Raise.
are before the player’s character makes a roll, takes certain Raises are not without risk, however. If a player declares
types of Actions, or takes damage. The expenditure of a Void Raises on a roll, and the result of his roll fails to meet the
Point enhances a roll or the character’s abilities in one of a new, increased TN, the roll fails. This is a failure even if the
number of different ways. A character may normally only result of the roll meets the original TN but falls short of the
spend one Void Point per Round for one of the following ef- new, increased TN.
fects, although some abilities may allow them to spend more
than one under certain circumstances. By spending a Void
Point, a character may:
S
Individual characters have Wound Ranks that measure the ince the first edition of the L5R RPG, the game
amount of damage that they can sustain before it begins to has been famous for how easy it is for a character
impair their ability to take actions and eventually incapaci- to be killed. This has been a deliberate design decision
tates or kills them. The Wounds inflicted by an attack fill up because, quite frankly, if a samurai gets hit with a ka-
these Wound Ranks in order, with each Rank containing a tana, chances are he is maimed or dead. However, this
maximum number of Wounds determined by the character’s highly lethal system is not what all players are looking
Earth Ring. As soon as a character suffers damage that be- for, and GMs are encouraged to tailor the system to suit
gins filling in a particular Wound Rank, the character is then the flavor of their campaigns. When considering how
considered to be in the state described by that Rank. Once the Earth Ring should determine the number of Wounds
that Rank has been filled, additional damage goes to the next per Wound Rank for characters in a campaign, please
Rank. The ranks are as follows: keep the following guidelines in mind:
legacy of disaster
A character who has been nicked has suffered a mild but dis- roughly 3-4 rounds in length.
tracting injury. c Earth x4: This option should result in combats
of up to 5-6 rounds.
Grazed c Earth x5: This option makes characters into
(iNcrease tHe tN of all rolls made by +5 wHile Grazed) veritable juggernauts, able to sustain massive
A grazed character is injured, but still able to function with- blows with ease, and should result in combats of 5
out tremendous difficulty. 7 rounds or longer.
Adventure Module
Hurt
(iNcrease tHe tN of all rolls made by +10 wHile Hurt)
A character who is hurt has begun to suffer noticeably from
the effects of his injuries.
iNjured
(iNcrease tHe tN of all rolls made by +15 wHile iNjured)
An injured character has difficulty focusing his attention on
the task at hand.
crippled
(iNcrease tHe tN of all rolls made by +20 wHile crippled)
A crippled character can barely stand, much less move. Any
attempt to make a Move action is increased by one level of
difficulty (a Free Action becomes Simple, etc.)
dowN
(iNcrease tHe tN of all rolls made by +40 wHile dowN)
A character who is Down is virtually incapacitated. They may
speak only in a whisper. Such a character may only poten-
tially take Free Actions unless a particular wound makes such
action impossible (and cannot take Move actions), and must
spend a Void Point in order to be able to do so.
out
A character who has been reduced to this level is immobile,
unconscious, and likely dying. Once this Rank is filled, the
character is Dead.
legacy of disaster
quire an attack roll. However, it has been placed here with
Stand up (from Maneuvers for convenience, since it is used only in combat.
Prone) During a skirmish, a character can choose to dedicate him-
self to protecting another character, making it harder for en-
emies to attack that person. Guarding is a Simple Action, and
called sHot (Variable raises)
you may not take the Guard Action while in the Full Attack
A Called Shot is an attack that specifically targets one section stance. When you declare a Guard Action, you must designate 7
of the body. Without the Called Shot Maneuver, it is assumed one other person within 5 feet of you. Until your next Turn,
that an attack will strike the target’s torso, but with an in-
Adventure Module
any time that person is within 5 feet of you, their Armor TN is
creasing number of Raises, smaller and more specific parts increased by 10 and your Armor TN is decreased by 5.
of the body can be targeted. A specific limb can be targeted
with 1 Raise, a hand or foot with 2 Raises, the head with 3
Raises, or an eye, ear, finger, or other similarly small part with
iNcreased damaGe (1 or more raises)
4 Raises. There is no specific mechanical effect for striking The simplest of all Maneuvers, an Increased Damage Maneu-
a particular body part in this manner, although individual ver adds a bonus of 1k0 to the total of the damage roll that
GMs may rule that a certain amount of damage may sever or corresponds to the attack. Multiple Raises can be made to gain
destroy the body part in question, and any items held or worn a larger amount of Increased Damage, but all Raises made in
on that part may be dropped or destroyed. one combat Round count as one effect for the purposes of any
mechanics that decrease the number of Raises required.
disarm (3 raises)
The Disarm Maneuver specifically targets a weapon held by kNockdowN (2 or 4 raises)
the target, with the intent of knocking it out of the target’s The Knockdown Maneuver is a specialized attack intended to
grasp. A successful Disarm attack inflicts only 2k1 damage damage an opponent and knock them prone. Because this at-
from the jarring impact of the strike, regardless of the weapon tack generally targets the legs, it is only useable against two- or
used, and characters executing this Maneuver do not add their four-legged opponents (requiring 2 and 4 Raises respectively).
Strength to the number of rolled damage dice. If the Maneuver If successful, the attack deals normal damage and forces a Con-
is successful, the character and his target make a Contested tested Strength Roll between the character and the target. If the
Strength Roll. If the attacking character wins, the target drops character is successful, the target is knocked prone.
the weapon in question. Weapons with wooden components
that are the target of a Disarm Maneuver by weapons with a
steel blade may be broken, at the GM’s discretion. Recovering
a dropped weapon requires a Simple Action on the part of a
character who has been Disarmed.
difficult than a simple investigation of a theft gone wrong… chamber, where he could admire it every day and dream of a
Doji Haruki has served as a minor daimyo of a small prov- time when he could live up to his potential. He pointed out the
ince in southern Crane lands. In his career, Haruki has always gift to every visitor that traveled to his lands and boasted of
been a dutiful and ordinary lord of his tiny province. He has his Imperial connections. Haruki knew that he could use the
never missed his taxes and has always submitted to the will daisho to boost his standing in the Empire.
of the Crane Clan leaders. Unfortunately, steady and ordinary This year, Seppun Ayumu has decided to use his great po-
has never garnered attention towards Haruki. His career is at litical influence to throw an event that would keep everyone
8 a standstill, with few ways for promotion. Haruki worries that in the Empire talking for months to come. He sent invitations
his greater ambitions will never be realized. to all of his friends, esteemed courtiers and powerful daimyo,
Legacy of Disaster
T
chamber for the night. Ten minutes before he screamed, he
he warm and soothing breeze wafts over the Crane vil-
decided to inspect the blades one more time and strolled over
legacy of disaster
lage of Tochi as the world falls into twilight. Every-
to the audience chamber. He found the scene in front of him
thing is calm, serene, and beautiful, just as a Crane
when he unlocked the door and collapsed. If pressed on what
village should be. You count your blessings once again that the
might have happened, he is unsure and repetitive, with few
friendly Doji Haruki has invited you to stay at his estate. You
intelligible additions (“I think there might have been a hawk?”
smile as you remember the welcoming dinner Haruki threw
etc.).
when you arrived at his estate, his thin face smiling over exot-
ic dishes and delicious sake. You hope that Seppun Ayumu’s Haruki insists that a neighboring daimyo, Hida Samano, 9
event will present an opportunity of a lifetime. The tranquility was behind the theft. Samano’s provinces are on the other
side of the Crab-Crane border, and the Crab Clan minor
Adventure Module
of the night ends abruptly as a loud shriek shatters the air.
daimyo has been a thorn in Haruki’s side forever. They con-
You follow the source of the scream to find a hectic scene
stantly squabble about trading rights, political ramifications
within the audience chamber. Your host, Doji Haruki kneels
of new buildings in both villages, and complain that the other
on the floor, head placed flat on the ground. In a shocking makes the region inaccessible to visitors. Haruki is convinced
display of raw emotion, he weeps openly and wails in front that Samano heard of Ayumu’s party and stole the daisho to
of the pedestal. Haruki’s pride and joy, the famous daisho of humiliate the Crane. Haruki forces traveling papers onto the
Seppun Daiori, is missing. The daisho stand is broken it half, PCs which would allow them to cross the border into Crab
its wooden shards left lying on the pedestal. lands. He also grants the PCs access to his personal stables
and a map of the area.
Doji Haruki is completely distraught and needs several mo-
The PCs may look around the room and the palace for clues
ments alone to recompose himself. When he comes back to his
to the disappearance. The search is complicated by the fact
senses, he is noticeably embarrassed about his reaction to the
that Haruki will not call servants with bright torches into
theft and speaks awkwardly. It is a difficult decision for him
the room, so that none can know of the theft of the daisho.
to reach out about the situation, but he recognizes that there
Searching the room requires a Investigation/Perception check
is simply no time for him to search other venues to recover his
at TN 15. The PCs find evidence of a skilled and dexterous
theft. Read his speech aloud.
thief, who entered the room through a window placed high on
the wall. They find small footsteps lined with a tiny scrap of
D
oji Haruki wipes a bead of sweat from his brow and mud that trails from the window to the broken daisho stand.
looks directly at you. “My honored guests, I apologize If the roll makes TN 25 (or if the PCs successfully made any
that your stay within my home has been rudely inter- Raises to their Investigation roll, hitting the original TN 15),
rupted by this heinous crime. You may have been unaware of they notice three long strands of black hair on the broken
the treasure that lay in the same home as you rested, but the daisho stand. Also, they will notice a dash of blood on the
ancestral daisho of Seppun Daiori has gone missing. The arti- window, where the shutter caught the thief’s hand and slashed
fact was a gift from my close and dear friend Seppun Ayumu, it open. Following the footsteps from the window outside
whose celebration we were to attend next week. I must recover leads the PCs directly into the city, toward the western road,
these blades before then or lose my right to show my face in where it leads to horse tracks.
front of him.”
Haruki swallows, then bows much deeper than he should
considering his Status over yours. “Please, find the blades and
return them to me, safe and sound.”
scream. None think much of it and continued their nightly attracts the attention of a group of Hida bushi enforcing the
rituals. The following people and places can provide several Crab-Crane border.
nuggets of information to the PCs, should they follow up on The patrollers are 3 large, fully armored Hida Bushi on
these leads. horseback. They are men of few words and they give the PCs
only moments after they come across the players to present
c Ganasu, Groundskeeper near the palace. This old gar- their traveling papers. They will find that Haruki’s papers are
dener does not like speaking much and is greatly in- in order, but the Crab warriors are relentless and suspicious of
timidated by any samurai addressing him. However, a their motives. This is especially so if the party is traveling at
10
Courtier / Awareness check at a TN 15 will soothe the night instead of the morning. The patrollers will listen closer
servant enough for him to remember a young woman to any Crab Clan PCs, but their association with the others
Legacy of Disaster
running away from the palace grounds about an hour makes them mistrustful.
before the scream. The woman then spoke to a guard The PCs can assuage the Crab patrollers’ suspicions by
and jumped on a horse to gallop out toward the west- making an Etiquette / Awareness check at a TN 20 (25 if it at
ern road. night, and 15 if a Crab Clan PC makes the roll). The patrollers
c Tochigi’s Finest, the tea house in town. As one of the will escort the PCs to Wachimasu if they succeed on the roll. If
few points of interest in the town, most travelers stop the PCs fail, the patrollers will escort the PCs directly to Hida
by to enjoy the unique blend. Shimoko, the owner Samano’s estates. They will not take no for an answer and will
of the tea house, is very friendly but also very dis- fight vigorously if the PCs attempt to escape or fight them.
creet about her clientele. An Investigation / Percep-
tion check at a TN 20 gets the truth out of the tea Hida patrollers (3)
house. Few people (other than the PCs) have stopped
by the tea house within the last week. However, a Air: 2 EArth: 2 FirE: 2 WAtEr: 2 Void: 2
quiet woman with long, dark hair stopped by the tea
house yesterday and today. She enjoyed the tea in
silence and left without much interaction, but Shi- Initiative: 3k2 Attack: Tetsubo 5k2
moko believes the woman was intensely fueled by
Damage: Tetsubo 6k3 Armor TN: 20
some mission.
(ignores 2 Reduction)
c Hiro, rotund merchant with insomnia. This merchant
Reduction: 5 Wounds: 10: +3. 14: +5. 18:
is heading home from Tochigi’s Finest when he spot-
+10. 22: +15. 26: +20. 30:
ted the same details as the groundskeeper. He will ea-
Down.
gerly tell the PCs this information with little prompt-
ing, though a Courtier / Awareness check of TN 15 School: Hida Bushi 1
will make him admit that he saw a guard being bribed Advantages: Large
by the woman.
Skills: Defense 1, Heavy Weapons (Tetsubo) 3, Intimidation 1
c Guardhouse. Only two bored Crane soldiers man the
guardhouse, Daidoji Sennon and Doji Kamisa. They
have not seen anyone leave the town by any exit, If the patrollers escort the PCs to Hida Samano, read the
but an Investigation / Perception check at TN 15 will description of Wachimasu then go directly to Meeting Hida
reveal that they are concealing the whole truth. They Samano, below. If the patrollers escort the PCs to Wachimasu
will admit that the guard of the western road, Daidoji or if the PCs defeat the patrol, continue on to the next section.
T
he Crab Clan Village of Wachimasu is everything you
afforded to a samurai, but only just. They speak of the
expect in the pragmatic Crab Clan village. Everything
goblin attacks, of the Crab’s duty to defend against
in Wachimasu looks built for function over beauty,
the Shadowlands, and Hida Samano’s animosity to-
including its inhabitants. Though Wachimasu is many miles
wards Doji Haruki. They state that Hida Samano is an
away from the threat of the Shadowlands, the buildings of the
honorable man who would not stoop to theft.
village look fortified for heavy battle. This precaution seems
to have been justly needed as Wachimasu suffers from sign of c Speak to the city guard. This requires a Courtier /
recent battle. A large bonfire at the end of the road rages on, Awareness check at TN 15 to successfully coax infor-
fueled by goblin and human corpses. The villagers seem sub- mation out of the surly Hida. Only one outsider came
dued by their recent losses but determined to press forward. by recently, escorted by another Crab patrol. She was
The Crab Clan’s great reputation for perseverance is reflected a young woman with Seppun traveling papers. She
in each villager’s eyes. entered the inn and took a room there, though she
would quickly leave afterwards. The PCs cannot catch
legacy of disaster
Wachimasu is home to one inn, one sake house, one black- her in the inn, even if they traveled quickly during
smith, and one large estate. The rest of the village is popu- the night.
lated by farm houses and is unremarkable for the most part. c Ask the kami. Shugenja PCs may cast the Commune
There are many villagers out but all are busy with fixing bro- spell to ask for answers. The kami are confused be-
ken buildings and clearing out the debris from the streets. If cause of the recent goblin attack; however, the same
the party arrives at night, the villagers are out in force to start sense of unease and filthiness from the previous area
remains in this Commune spell. The kami were drawn 11
clean up. Most conversations will not start, as villagers are
too busy to stop and chat. Anyone who does talk to the PCs to the town, following the daisho, because of the
Adventure Module
will direct them towards the inn to rest for the night. The Crab curse that lays within the blades.
patrollers, if they are with the party, will leave the PCs here to
inform their lord Hida Samano of their arrival.
The villagers of Wachimasu are surly and unresponsive for
the most part. Any small talk that they engage in concerns
the goblin attack that swept through the town during the pre-
vious day. The PCs learn that these goblin attacks are not
common, but they occur at least once a year in the village.
This attack was very severe, resulting in a dozen deaths.
The PCs have several options available to them when they
enter the village. However, the villagers will not cooperate in
any way until they have returned the city to its proper glory.
If the patrollers are with the PC, they insist that the PC go see
Hida Samano immediately.
The choices available to the PCs are as follows:
E
c Investigate the blacksmith. The blacksmith, a friendly ntering Hida Samano’s manor feels like an entirely
man named Kaiu Tensin, is happy to help but has different experience. Unlike Doji Haruki’s extravagant
nothing to help the PCs on their quest. palace, Samano’s building is utilitarian and ready for
a major invasion. Guards stand before every door, their eyes
c Interrogate the inquisitive adolescent. This option
drifting over everything to make sure it possesses no threat.
should only be available if the PCs successfully make
Hida Samano is the only aspect that does not fit in with the
the Investigation roll when they look at the town.
rest of the building. It is clear that Samano’s warrior days
He does not cooperate at first, but an Intimidation /
are over; his belly spills out over his obi and his round face
Awareness check at TN 10 or a Courtier / Awareness
seems more suited over the dinner table than the corpses of his
check at TN 10 will earn his support. The boy tells
enemies. As you enter the audience chamber, Samano scowls
the party of a beautiful woman who came into town
and waves you closer.
during the night. (If the players pushed on during the
night, she came in only an hour earlier.) The woman “You must be Haruki’s newest attempt at swindling me!”
entered the inn, but he also spotted her leaving for the he shouts.
north shortly after.
Samano takes an angry approach to the party as soon as
c Investigate the inn. If the PCs do not succeed on the
they enter his audience chamber. He is suspicious from the
roll to speak to the adolescent above, encourage the
beginning, and will throw accusations at the party nonstop.
players to search this option. The innkeeper is very
The PCs will barely have any time to respond before the next
discreet about his clientele and he is reluctant to tell
ADVENTURE MoDULE
Bandit Attack
The mountains are only 2 hours away from Wachimasu. If the
players pressed on at night without resting either at Tochigi
or at Wachimasu, they can find Seppun Kazumi before she
reaches the bandit hideout. The encounter between the PCs
and Seppun Kazumi occurs now; skip this segment and go di-
rectly towards Meeting Seppun Kazumi. Otherwise, the play-
ers must face the wrath of the bandit gang.
Damage: Yumi 5k2 Armor TN: 18 The players will most likely insist that the pieces of the
daisho be returned to them. Kazumi will do everything short
Reduction: 1 Wounds: 10: +3. 14: +5. 18:
of drawing her weapons to prevent the PCs from taking the
+10. 22: +15. 26: +20. 30:
pieces from her. If the PCs attempt to move closer, she may
Down.
threaten them with her katana but this will not happen with-
out heated conversation before the movement. If the PCs at-
legacy of disaster
School: None (Insight Rank 1)
tempt to move closer despite this (without drawing their own
Skills: Defense 1, Kenjutsu 1, Kyujutsu 1
weapons), Kazumi will confess that Seppun Ayumu himself
ordered her to all her actions.
fire tiGer swordsmaN (4) Seppun Kazumi will attack a single character until that per-
Air: 2 EArth: 2 FirE: 2 WAtEr: 2 Void: 2 son is either Down or Out, though she will hold her blow to
prevent killing anyone. She fights with mechanical precision, 13
Agility: 3 as if her mind is not in the fight. She is relieved that she has
finished her mission.
Adventure Module
Initiative: 3k2 Attack: Katana 5k3
Damage: Katana 5k2 Armor TN: 13
Reduction: 1 Wounds: 10: +3. 14: +5. 18:
+10. 22: +15. 26: +20. 30:
Down.
Y
ou crest the hill and spot a lithe, beautiful figure in
the distance. You cannot spot her features, but by her
beautiful long hair and bandages on her hands you
understand that she is the thief you have been chasing. You
believe you can also see the goal: the beautiful, old daisho
lies on the ground before her, its blades bare from its sheath.
Before you can stop her, or even call out to Seppun Kazumi,
she draws a large, heavy ono from her back and swings down
fully on the blade of Seppun Daiori. A heart rending crack
echoes through the air, and the blade snaps in half.
T
he shattered remnants of Daiori’s daisho lie on the
Reduction: 3 Wounds: 15: +3. 21: +5. 27: floor between you and Doji Haruki. Suddenly, you can
+10. 33: +15. 39: +20. 45: hear the echo of heartbeats resonating through the air.
Down. The broken blades glow sickly green. The air shimmers as
School: Akodo Bushi 3 the borders of Ningen-do bend and waver. Standing over the
weapon is the ghostly visage of a samurai in full battle armor.
Skills: Defense 3, Kenjutsu (Katana) 4
It draws a phantom echo of Daiori’s blade under it and makes
Special Abilities: a feral, predatory grin.
c Kazumi may increase one attack roll by 4 per Round.
The gaki of Seppun Daiori is eager to attack immediately.
c If the players defeat her, she will refuse to be held
hostage (unless, of course, she is Down, Out, or other- Words cannot reach the ghost, as it is constantly tormented
wise unable to protest). She will attempt to run away by the call of the demonic realm in which it resides.
or convince them to leave her behind. (After all, Doji
Haruki’s orders never stated anything about the fate of daiori Gaki
ADVENTURE MoDULE
14 Breaking the Curse Reduction: 5 Wounds: 20: +5; 30: +10; 46:
Dead.
Legacy of Disaster
Special Abilities:
The players have several options available to them once they
have finished fighting Seppun Kazumi. Seppun Daiori’s blades c Blood Draining: A gaki may forgo normal damage
are shattered in 2 pieces. 2 pieces are easy to forge back to- from a successful attack in order to drain the victim’s
gether if the pieces are all brought to a blacksmith. The PCs can blood, drawing it out through the edge of his ghostly
remember the blacksmith of Wachimasu with an Intelligence katana. This inflicts 10 Wounds on the victim and
roll at TN 10. If the players heed Seppun Kazumi’s words, they heals the gaki by the same amount.
may choose to return the broken pieces to Doji Haruki. This is c Fear 3.
a likely solution if the players convinced Seppun Kazumi to c Invisibility: A gaki may become invisible as a Free
reveal the source of her actions; Haruki has no need for the full Action, and while invisible may pass through walls
blade if Ayumu was responsible for the theft. and other solid inanimate objects (though not through
If the PCs choose to reforge the blades, they take the daisho living creatures).
back to Wachimasu. Kaiu Tensin will push aside all his proj- c Shapeshifting: All gaki can take the form of a normal
ects and work on the blades solely if they convince him with insect as a Complex Action. Regaining their true form
a Courtier / Awareness check at TN 10. Once the blades are is a Simple Action.
forged once more, read below. c Spirit.
T
ensin makes the final clang of his hammer and pulls c Superior Invulnerability: Gaki are immune to all il-
away from the katana with a giant smile on his face. lusion spells and to all spells, skills, and techniques
The finished blade shines with majesty, perfectly made which affect the mind or thoughts.
as if it had never been broken. Tensin turns to you with a
smile on his face. His mouth opens as if to speak and nothing Read below after the fight is finished.
comes out but a tiny burst of sickly green gas. For one infinite
T
he vengeful ghost suddenly stops in its place, spectral
blood dripping to the floor from its many wounds. Its
eyes turn brown and the ghastly green glow fades into
nothingness. The ghost bows deeply to you. He disappears
into thin air, leaving only the phantom blade in reality. With
no hand to hold its handle, the ghostly katana falls. It merges
with the katana of Seppun Daiori. The world falls silent once
more, with not even a hint of the fight that had occurred
seconds before.
legacy of disaster
changed hands. Unfortunately, he would not lose face by ask-
ing for the gift back, nor would he allow Haruki to remain
under the curse. He asks that the PCs keep quiet about their
discoveries. He suggests that he will do anything required to
keep the secret, hinting that he has many other loyal servants
under his command if he needs them.
15
Adventure Module
The Hida bushi is the epitome of ‘heavy infantry,’ able to spell that inflicts damage inflicts an additional +1k1 damage
endure harsh blows and deliver crushing attacks in return. when used against a target who possesses the Shadowlands
You may ignore TN penalties for wearing heavy armor for all Taint. You also gain a Free Raise on any spell with the Jade
skills except Stealth. When using a Heavy Weapon, you gain keyword.
a bonus of +1k0 to the total of all damage rolls. Skills: Calligraphy (Cipher) 1, Defense 1, Lore: Shadowlands
Skills: Athletics 1, Battle 2, Defense 1, Heavy Weapons (Tet- 2, Heavy Weapons 1, Intimidation 1, Investigation 1, Ken-
subo, Ono) 3, Intimidation 2, Jiujutsu 1, Kenjutsu 3, Kyu- jutsu 1, Lore: Spirit Realms 1, Theology 1, Spellcraft 1
16 jutsu 2, Lore: Shadowlands 1 Spells: Jade Strike, Earth Becomes Sky, Tetsubo of earth,
Advantages: Fires of purity, Katana of fire, Path to Inner Peace
Legacy of Disaster
craNe claN busHi Outfit : Light Armor, Sturdy Clothing, Daisho, Yumi, Travel-
ing Pack, 10 koku
Air: 3 EArth: 2 FirE: 2 WAtEr: 2 Void: 3
- - Agility 3 - -
craNe claN sHuGeNja
Honor: 6.5 Glory: 1.0 Status: 1.0
Air: 3 EArth: 2 FirE: 2 WAtEr: 3 Void: 3
Attack Roll: 4k3 (katana) Damage Roll: 5k2 (katana) - - intElligEncE 3 - -
legacy of disaster
also applies during the Combat Round following one in which School/Rank: Asahina Shugenja 1: The Soul’s Grace: The
you assumed the Center Stance. Asahina have harnessed the power of the kami for art, not
war. You may spend a Void Point to reduce the total of all
Skills: Calligraphy 1, Courtier 1, Etiquette 1, Iaijutsu (Focus)
opponents’ damage rolls inflicted within 20’ of you by 0k1
1, Kenjutsu 1, Kyujutsu 1, Perform: Puppeteer 1, Sincerity
for a number of rounds equal to your School Rank. (Using
1, Tea Ceremony 1
this technique again before its duration expires “resets” the
Advantages: 17
duration but does not increase the damage penalty.) You also
c Prodigy: You are a marvel of the dojo, and your sensei gain a Free Raise on any spell with the Defense keyword.
Adventure Module
believe that you will accomplish incredible things in Skills: Animal Handling 1, Artisan: Gardening 1, Calligra-
your lifetime. Whenever you make a School Skill Roll, phy (Cipher) 1, Defense 1, Etiquette 1, Lore: Nature 1, Lore:
you gain a bonus of +1k0 to the roll. Theology 1, Medicine 1, Meditation 1, Spellcraft 1
c Quick: You can react quickly to others, seizing advan-
tage where previously there had been none. If you did
not act first during a Combat Round, during the Reac-
tions Stage of combat you may add your Reflexes Trait
to the total of your Initiative Score for all subsequent
rounds of this skirmish.
Disadvantages:
c Epilepsy: You possess a rare and poorly
understood condition that causes you
to experience seizures from time to time,
consisting of a trance-like state, rigid muscle spasms,
and frothing at the mouth. These are brought on by
high stress or flashing lights, such as fireworks dis-
plays. Under such circumstances, you must succeed at
a Willpower Trait Roll at TN 15 to avoid the seizure.
If you fail, you experience a seizure and may roll a
second Willpower Trait Roll (TN 10) each minute to
end it.
c Insensitive: Your primary interest is in yourself and
things that you care about. The plight of others sim-
ply does not interest you, and you find it difficult to
pretend otherwise. With the exception of those who
contribute directly to your well being, such as your
lord, you must spend a Void Point to place yourself at
risk for the welfare of any other person unless there is
an immediate benefit for you personally.
c Blissful Betrothal: Your marriage has been arranged Honor: 4.5 Glory: 1.0 Status: 1.0
and, much to your delight, you have come to truly
love your intended spouse. The social connections you Attack Roll: 6k3 (katana) Damage Roll: 5k2 (katana)
have established as part of your enthusiastic marriage Family: Mirumoto
preparations allow you to purchase the following Ad- School/Rank: Mirumoto Bushi 1: The Way of the Dragon:
vantages for two points less each (to a minimum of Initiates of the Mirumoto Bushi School must master the basic
1 point): Gentry, Kharmic Tie (with your betrothed principles of Niten, the two-sword technique founded by Mi-
only), Social Position, and Wealth. rumoto himself. When wielding a katana in your main hand
and a wakizashi in your off hand, you suffer no penalties
c Social Position: You have received an illustrious social
of any kind for dual wielding, and you gain a bonus of your
appointment, whether through your own accomplish- School Rank to your Armor TN (this is cumulative with the
ments or purely because of political reasons. You gain normal bonus for wielding two weapons). Additionally, when
+1 Status Rank. you are targeted with a spell, you may raise or lower the TN
of that spell’s Spellcasting Roll by 5.
Wealthy: Your branch of the family is particularly wealthy,
Skills: Defense 2, Etiquette 1, Iaijutsu (Assessment) 2, Jiu-
and they have granted you additional resources in order to
jutsu 1, Kenjutsu (Katana) 3, Lore: Shugenja 1, Lore: Theol-
facilitate your fulfillment of your duty. For each point spent
ogy 1, Meditation 1
on this Advantage, you gain two additional koku, to be added
ADVENTURE MoDULE
Advantages:
to the amount in your School outfit.
c Balance: You possess an inherent calm and serenity
Disadvantages:
that others have difficulty overcoming when attempt-
c Cursed by Toshigoku: The influence of the spirit realms ing to antagonize or taunt you, and that strengthens
can be felt throughout the mortal realm of Ningen-do, you when your honor is tested. When adding your
and for whatever reason, the essence of one realm in Honor Rank to the total of any roll made to resist In-
particular has marked you as a foe of all that emanate timidation or Temptation, you add an additional +1k0
18 from that realm. At the sight of a wounded opponent, to the roll as well.
you are overcome with bloodlust and must succeed at c Enlightened: Your spiritual journey toward complete
harmony with the universe as a whole has begun to
Legacy of Disaster
Family: Tamori
Affinity/Deficiency: Earth/Air
legacy of disaster
comes to physical danger. Whenever you spend
a Void Point to enhance an Athletics Skill Roll,
you gain a bonus of +3k1 to the total of the roll
instead of the normal +1k1.
c Language (Yobanjin): The Empire has only one lan-
guage with two dialects. The world around Rokugan, 19
however, has a wide variety of nations and cultures,
each with their own language. For 1 point, you may
Adventure Module
learn one human language from any surrounding cul-
ture, including but not limited to: the Yobanjin dia-
lect, Senpet, Yodotai, Mekham, Merenae, Rhuumal,
Thrane, etc.
c Quick: You can react quickly to others, seizing ad-
vantage where previously there had been none. If
you did not act first during a Combat Round, dur-
ing the Reactions Stage of combat you may add
your Reflexes Trait to the total of your Initiative
Score for all subsequent rounds of this skirmish. This
may done each Round that you did not act first.
Disadvantages:
c Lord Moon’s Curse: The madness of Lord Moon,
Onnotangu, lingers in your soul, driving you to
fits of madness despite your increased under-
standing of the universe. You gain an addi-
tional Void Point at sunset on any night of
the full moon. If you do not use this Void
Point, it is lost with the sunrise. However,
when the full moon rises, you must make
a Willpower Trait Roll against TN 15 +5
for each level in this Disadvantage after the
first. If you fail the roll, you lose control
of your character for the evening. You
awaken the next morning with no
idea what atrocious acts you might
have committed…
Outfit: Robes, Wakizashi, War Fan,
Scroll Satchel, Traveling Pack, 5 koku
legacy of disaster
may be as innocuous as visiting every major temple lieve that the Tao of Shinsei holds nothing but empty
you pass. This requires a Willpower Trait Roll of TN promises. If your disbelief were made public knowl-
15 to overcome. edge, you would be shunned by all properly pious in-
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Traveling dividuals everywhere, and any memberships you pos-
Pack, 5 koku sess in temples or monastic orders would be instantly
revoked. Your lack of piety makes you uncomfortable
21
around shugenja and monks, and any Social Skill
maNtis claN busHi Rolls made with them have their TN increased by +5.
Adventure Module
Air: 2 EArth: 3 FirE: 2 WAtEr: 2 Void: 2 c Greedy: Material wealth is more important to you than
anything else, even though samurai are not meant to
- - Agility 3 strEngth 3 -
be sullied with commercial interests. Opponents at-
Honor: 3.5 Glory: 1.0 Status: 1.0 tempting to use Temptation (Bribery) rolls against you
gain a bonus of +1k1 to the total of the roll.
Attack Roll: 6k3 (kama) Damage Roll: 3k2 (kama)
c Overconfident: You possess a grossly inflated view of
Family: Yoritomo your own prowess, and are often incapable of recogniz-
ing when a situation is beyond your ability to handle.
School: Yoritomo Bushi 1: The Way of the Mantis: Mantis
When outnumbered or facing a clearly superior enemy
bushi learn to fight on the pitching decks of ships and to use
anything within reach as a weapon. You suffer no penalties (whether in court or in battle), you must succeed at a
to movement or attacks for rough or uneven terrain. You do Perception Trait Roll (TN 20) in order to recognize the
not lose Glory or Honor when using improvised weapons, or situation for what it is and leave instead of engaging.
weapons with the Peasant keyword, in combat. You suffer Outfit: Light Armor, Sturdy Clothing, Daisho, pair of kama,
no penalties for fighting with a Small or Medium weapon Traveling Pack, 10 koku
in your off-hand if that weapon has the Peasant keyword.
Finally, you gain a bonus of +1k0 to all attack rolls
Skills: Athletics 1, Commerce 1, Defense 3, Games: Kemari
2, Hunting 1, Jiujutsu (Improvised Weapons) 1, Kenjutsu 1,
Knives (Kama) 3, Kyujutsu 1, Sailing 1, Stealth 1
Advantages:
c Absolute Direction: You possess an almost supernat-
ural sense of direction, and you always know what
direction is north, no matter the circumstances. This
ability does not function if you are more than one
day’s travel inside the Shadowlands.
c Blood of Osano-wo: You are descended from a blood-
line of Hida Osano-Wo, the Fortune of Fire and Thun-
der, and his resilience lives on in you. You are immune
Touch, Extinguish, Never Alone, Fury of Osano-wo. include music, horses, poetry, and history. This fas-
cination badly impedes your judgment, and you will
Kiho: Riding the Clouds.
take even dishonorable actions to learn more, which
Advantages: could end in absolute disgrace if your actions are dis-
c Friend of the Brotherhood: You have studied among covered.
your allies at the Brotherhood of Shinsei, and as
c Gullible: Your trust is given easily and you place tre-
a result you understand your place in the universe
mendous faith in those whom you trust, unfortunately
slightly better than most. You may purchase Kiho as
22 making it very simple for others to take advantage
though you are a Monk of the Brotherhood o f
of your naïve nature. Opponents at-
Shinsei, instead of paying a higher cost.
tempting to use Sincerity (Deceit)
Legacy of Disaster
legacy of disaster
times per session equal to your rank in this Advan-
c Magic Resistance: For reasons beyond your under- tage, you may choose to immediately re-roll any one
standing, the kami are reluctant to involve themselves roll you make, keeping the higher of the two results.
with you in any way. For each rank you possess in this
c Sage: You have a love of learning, and have accumu-
Advantage, all elemental spells targeting you have the
lated a staggering amount of information during the
TN of the Spell Casting Roll made to enact it increased
course of your lifetime. Whenever you would be forced 23
by +3. Maho, gaijin, and non-human forms of magic
to make an Unskilled Roll when using a Lore Skill, you
are not affected by this Advantage.
instead are considered to have 1 rank in that Skill.
Adventure Module
c Quick: You can react quickly to others, seizing advan-
tage where previously there had been none. If you did Disadvantages:
not act first during a Combat Round, during the Reac- c Consumed by Insight (Divination): You have walked
tions Stage of combat you may add your Reflexes Trait the path of Shourido, and it has consumed you utterly.
to the total of your Initiative Score for all subsequent One of the tenets has become your existence, and you
rounds of this skirmish. This may done each Round live only to enact it. You seek profound insight in even
that you did not act first. the most trivial things, to the exclusion of normal ac-
Disadvantages: tivity. Choose one of your School Skills. Any time you
c Ascetic: You have no taste for or interest in mate- use this Skill, you must make a Willpower Trait Roll
rial things, and this minimalist attitude has impacted at TN 20 or become lost in reverie as you seek a deeper
how others view you. Your School Outfit includes understanding of this skill. (You can be snapped out of
only weapons, armor, clothing, necessary tools of the this reverie by pain, loud noise, shaking, etc.)
trade for your profession (such as a scroll satchel for
c Small: You are noticeably smaller than average for
shugenja), and nothing else. Any time you would be
a denizen of the Emerald Empire. As a result, your
awarded Status as a result of your actions, you receive
Water Ring is considered one rank lower for determin-
only half the normal amount. Coupled with the normal
ing the distance of your Move Actions, and you suffer
restriction for Monks in gaining Status, ascetic monk
a penalty of -1k0 on the Damage Rolls of all your
characters would only gain one quarter the normal
amount of Status. melee attacks.
c Obligation: There is someone to whom you are in- c Touch of the Void: You have been touched by the es-
debted or for whom you must fulfill some significant sence of the Void, and it has forever damaged your
duty. The nature of this debt can vary considerably, mind. Whenever you draw upon the Void, the effect
but when it comes due, nothing else matters. You must is powerful, but can overwhelm you. When you spend
honor it, even if it leads to your ruination. This rep- a Void Point to augment a roll, you gain a bonus of
resents a major, significant obligation that could po- +2k1 instead of +1k1. Every time you spend a Void
tentially damage your family’s standing if you do not Point, however, you must succeed at a Willpower Trait
devote considerable time and resources to fulfilling it. Roll (TN 30) or be Dazed for one Round.
Outfit : Light Armor, Sturdy Clothing, Daisho, Yumi, Travel- Outfit : Robes, Wakizashi, Tanto, Scroll Satchel, Traveling
ing Pack, 5 koku Pack, 5 koku
Skill instead.
24
Legacy of Disaster
legacy of disaster
ous Flames, Fury of Osano-Wo, Path to Inner Peace
Advantages: Honor: 4.5 Glory: 1.0 Status: 1.0
c Friend of the Elements (Air): The spirits of a certain Attack Roll: 8k4 (dai tsuchi) Damage Roll: 8k2 (dai
Element swirl about you at all times, lending their aid tsuchi)
when possible even though you are likely unaware of
their presence. Choose a Ring when this Advantage Family: Moto 25
is purchased. Whenever you make a Trait Roll with School: Moto Bushi 1: The Way of the Unicorn: The Moto
either Trait associated with that Ring, you gain a Free combat style is a wild, unfettered fury that intimidates wit-
Adventure Module
Raise. nesses. You may wield any two-handed weapon with one
c Luck: Fortune favors the mortal man. Once per ses- hand (except for bows). You gain a bonus of +1k0 to damage
sion, you may choose to immediately re-roll any one rolls while mounted, using a scimitar, or while using a two-
roll you make, keeping the higher of the two results. handed melee weapon (these bonuses do not stack). Scimitars
c Silent: You have a natural talent for moving silently at have the Samurai keyword for you.
all times. You add +1k0 to the total of all Stealth rolls. Skills: Animal Handling 1, Athletics 1, Defense 3, Games 1,
Disadvantages: Heavy Weapons 4, Horsemanship 2, Hunting 1, Intimidation
c Antisocial: You find the presence of others uncom- 2, Jiujutsu 1, Kenjutsu (Scimitar) 3, Spears 2
fortable, so much so that it is immediately obvious to Advantages:
those around you. Your preference for solitude causes
c Large: You are significantly larger than the average
you to behave in a manner that might best be de-
Rokugani, ranging in height from 6’0” to 6’3” in
scribed as rude. You suffer a penalty of -1k0 to all
height. You gain a bonus of +1k0 to the total of all
Social Skill Rolls.
Damage Rolls for any large melee weapon.
c Contrary: Your strong will and rigid view of the world Disadvantages:
insists not only that you develop an opinion on every- c Antisocial: You find the presence of others uncom-
thing, but that you must share it at every opportunity. fortable, so much so that it is immediately obvious to
During any debate or dispute, or even casual discus- those around you. Your preference for solitude causes
sion, you feel compelled to weigh in and attempt to you to behave in a manner that might best be de-
persuade others to see the matter from your point of scribed as rude. You suffer a penalty of -1k0 to all
view. In any tense situation, you must succeed at a Social Skill Rolls.
Willpower Trait Roll to avoid taking action, whether
to resolve a conflict physically or simply to interject c Consumed by Strength: Raw physical power is the
into an argument. The TN for this roll can vary widely, only way to defeat your foes. Finesse and negotiation
and should be determined by the GM (typically some- are for fools. You must call one extra Raise (for no ef-
where between 5 and 25). fect) in order to use the Called Shot, Feint, or Disarm
Maneuvers in combat, and you suffer a -1k0 penalty
c Disbeliever: You have experienced a dramatic revela-
to any Etiquette roll.
tion that has shattered your faith in Rokugani theol-
ogy. Perhaps you believe that the Fortunes have no Outfit: Heavy Armor, Sturdy Clothing, Daisho, Dai Tsuchi,
interest in mankind, or perhaps you have come to be- Traveling Pack, Horse (Unicorn riding horse), 10 koku
legacy of disaster
c Duration: 1 hour
c Raises: Range (may increase range to 5’ with a single eartH becomes sky
Raise)
c Ring/Mastery: Earth 2 (Jade, Thunder)
By calling upon the air kami to whisper suggestions to oth- c Range: 100’
ers, you may cause them to perceive the target of this spell c Area of Effect: One target creature
more positively than they otherwise might. The target of this c Duration: Instantaneous 27
spell gains a bonus of +1k1, plus your Air Ring, to the total of
c Raises: Damage (+1k0), Targets (+1 target), Special
all Social Skill rolls made for the duration of the spell.
Adventure Module
(make boulders Jade with 2 Raises)
This spell summons up several huge boulders from the
blessed wiNd
earth, and hurls them through the air to unerringly strike one
c Ring/Mastery: Air 1 (Defense) (or more) target creatures. The target struck by these boulders
c Range: Personal suffers damage with a DR equal to the caster’s Earth rank. If
c Area of Effect: 10’ radius around the caster the caster strikes multiple targets, the DR is reduced by 1k1
c Duration: Concentration for each additional target, to a minimum of 1k1 damage per
target. These boulders are made of normal, mundane stone,
c Raises: Special (you may target another with this spell
and thus cannot normally bypass Reduction or Invulnerabil-
with 3 Raises)
ity, but a powerful caster can infuse the boulders with the
You summon a swirling aura of winds to protect you from power of Jade.
ranged attacks. The buffeting winds deflect arrows and other
projectiles. While you maintain your concentration, this spell eartH’s staGNatioN
adds +15 to your Armor TN versus all non-magical ranged c Ring/Mastery: Earth 1
attacks.
c Range: 50’
c Area of Effect: One target
by tHe liGHt of tHe mooN c Duration: 6 rounds
c Ring/Mastery: Air 1 c Raises: Duration (+2 rounds), Range (+10’), Targets
c Range: Personal (+1, to a maximum of 4 total targets)
c Area of Effect: 20’ radius around the caster
This spell calls on the Earth in the target’s body to weigh
c Duration: 1 minute him down, impeding his movements. The target suffers a –2k0
c Raises: Area (+5’ radius), Duration (+1 minute) penalty to all rolls using the Agility trait, and his Water Ring
is considered 1 Rank lower for the purpose of how far he can
You call upon the kami to reveal that which has been hid-
move.
den. All concealed objects within the area of effect appear as
slightly luminous outlines to you. Any non-magical conceal-
ment is revealed, including secret compartments, trap doors,
concealed weapons, etc. Only you can see the presence of
these objects.
tack takes 2k2 Wounds. Anyone the target strikes in melee with
an unarmed attack or a weapon he carried when the spell was
eNticiNG daNce of tHe flame
cast also takes an extra 2k2 Wounds. Anything the target puts
c Ring/Mastery: Fire 2 down, however, cannot be picked back up without subjecting it
c Range: 50’ to the damage from the spell. Ranged weapons such as arrows
c Area of Effect: 20’ radius bypass this barrier of fire, dealing Wounds as normal.
c Duration: 2 rounds
c Raises: Duration (+1 round) tHe fires tHat cleaNse
A more potent version of The Fires That Cleanse, this spell c Ring/Mastery: Fire 1
keeps the Fire kami under tighter control and persuades them c Range: Self
to remain present for longer. If the spell is cast successfully, c Area of Effect: 30’ radius
Fire kami erupt into a violent, ferocious dance at a location c Duration: Instantaneous
of your choice, igniting that area into flames. Every target in c Raises: Area of Effect (+5 feet per two Raises)
the area takes 3k2 Wounds on the Round the spell takes ef-
fect. At the beginning of each subsequent Round, if the spell Destruction is one of the basic impulses of Fire, and this
is still active, every target still in the affected area takes an spell calls on that urge to spread destruction in the caster’s
additional 2k1 Wounds. surroundings. The spell whips the kami into a frenetic chaos,
destroying everything around you. Everyone in the area of ef-
fect, including you, suffers damage with DR equal to your Fire
eNVious flames Ring. This result is rolled once and applied to everyone within
c Ring/Mastery: Fire 1 the area – however, you take only half damage (rounded up),
c Range: 30’ since the kami do make some effort to avoid you.
c Area of Effect: One target
c Duration: Instantaneous tHe fires tHat cleaNse
c Raises: None c Ring/Mastery: Fire 1
Fire’s most basic power is destruction, and summoned Fire c Range: Self
spirits can easily be unleashed on one’s enemies. This spell c Area of Effect: 30’ radius
invokes a single Fire kami, which lances toward the target, c Duration: Instantaneous
hitting unerringly so long as the target is within range. The c Raises: Area of Effect (+5 feet per two Raises)
legacy of disaster
iNari’s blessiNG leGacy of kaze-No-kami
c Ring/Mastery: Water 2 (Craft) c Ring/Mastery: Air 1 (Craft)
c Range: Personal c Range: School Rank x 10 miles
c Area of Effect: Created sustenance c Area of Effect: One known individual within range
c Duration: Instantaneous c Duration: Special 29
c Raises: Special (Enough food for one additional per- c Raises: Area (+1 individual), Range (+10 miles)
Adventure Module
son per Raise)
You are able to call upon the spirits of the wind to take
Inari is the Fortune of Rice, and one of the most beloved of form as a bird and carry a message for you. The bird that is
all divine entities throughout the Empire. This spell invokes created by this spell appears perfectly normal in all regards,
Inari’s blessing, and creates nourishing food and drink at your but if it takes any damage it dissipates into wind immediately,
command. This spell generates enough food and drink to sus- ending the spell. Upon creating the bird, you may speak to it,
tain a number of individuals equal to your School Rank +1 giving it a spoken message of up to one minute in length. The
for one day. Without Raises, this food is bland but sustaining, bird will then fly away to deliver the message to the person
such as unflavored rice and water, but with Raises, you can (or persons) specified when the spell is cast. The bird will fly
increase the quality of the food to seafood or tea at the GM’s to their location, deliver the message via a whisper (it can be
discretion. The TN to cast this spell is doubled when in the overheard by others, but not easily), and then disappear. If
Shadowlands. the bird is unable to reach the individual, but they are within
range (if they are within a building with no windows, for
jade strike instance) it will remain outside waiting for up to one week
before disappearing. If the person specified by the spell is not
c Ring/Mastery: Earth 1 (Jade, Thunder)
within range, the bird will fly away in a random direction and
c Range: 100’ disappear when it is out of your line of sight.
c Area of Effect: One target
c Duration: Instantaneous Nature’s toucH
c Raises: Damage (+1k0), Range (+10’), Targets (+1 tar-
c Ring/Mastery: Air 1
get, maximum of 5 total targets)
c Range: 10’
This spell summons forth the purest of Earth kami, those c Area of Effect: One creature
of jade, in the form of a blast of iridescent green energy. The c Duration: Special
jade power flies out and unerringly strikes the chosen tar-
c Raises: Range (+10’)
get – it cannot be intercepted or deflected, although Magic
Resistance or other forms of magical defense can thwart it. You are able to use the spirits of the wind to speak to an
If the target has at least one Rank of Taint, the Jade Strike animal and ensure that it understands what you are saying.
will inflict damage with a DR of 3k3, burning and blacken- This spell works only on natural animals, and will not work
ing the Tainted flesh. However, a target who does not have at with Shadowlands creatures or creatures from other realms. It
least a full Rank of Taint will not suffer any damage from the does not guarantee that the animal will regard you positively
spell. Casting Jade Strike on a non-Tainted target is generally or that it will fulfill requests made of it, but the creature will
to
stead. This spell cannot award a shugenja the ability to cast a
c Ring/Mastery: Water 1
second spell in the same Round.
c Range: Touch
c Area of Effect: One target individual
tempest of air
c Duration: Instantaneous
c Ring/Mastery: Air 1 (Thunder)
c Raises: None
c Range: Personal
The water kami can influence the flow of water through the c Area of Effect: A cone 75’ long and 15’ wide at its end
30
body, dramatically hastening the natural healing process. You
c Duration: Instantaneous
can use this spell to heal Wounds that another individual has
Raises: Area (+5’ to the width of the cone), Damage
Legacy of Disaster
c
suffered. This spell restores a number of Wounds to the target
(+1k0), Range (+5’ to the length of the cone), Special
equal to the amount by which the Spell Casting Roll exceeded
(+5 to Earth TN against Knockdown per Raise)
the spell’s TN to cast.
You summon a powerful gust of air emanating from your
reflectioNs of paN ku position that crashes into all in its path, knocking them to
c Ring/Mastery: Water 1 (Divination) the ground. All targets within the area of effect suffer 1k1
Wounds and must make a Contested Roll using their Earth
c Range: Touch
against your Air. Every target that fails suffers Knockdown.
c Area of Effect: One object
c Duration: Instantaneous
tetsubo of eartH
c Raises: None
c Ring/Mastery: Earth 1 (Craft, Jade)
Divining the abilities of an object is among the simplest c Range: Personal or 20’
lessons a student of water learns in the temple. If this spell
c Area of Effect: One created weapon
is successfully cast on an object, you automatically learn all
c Duration: 5 minutes
powers and abilities that object possesses. This is most fre-
quently used to identify any supernatural qualities an item c Raises: Damage (+1k0), Duration (+5 minutes), Range
possesses, such as a nemuranai or a cursed weapon, but it can (+5 feet)
also identify the spell contained within a shugenja’s prayer You summon a tetsubo of pure earth, studded with all man-
scroll. This spell will not allow a shugenja to read a scroll ner of stones. The weapon’s default form is a tetsubo, but one
if it is written in a cipher he does not understand, but he Raise can change its form to any other heavy weapon of your
can at least identify the spell in question. This spell will also choosing. The tetsubo has a DR of 2k2. When wielding this
grant the caster knowledge of the item’s origin in very broad weapon, you may use your School Rank in place of your Heavy
strokes, such as where it was forged, the Clan of the individual Weapons Skill if you wish. If you do have the Heavy Weapon
who has carried it the longest, or something similar at the skill, the tetsubo grants you a Free Raise for the Knockdown
GM’s discretion. maneuver (this bonus does not apply if you grant the Tetsubo
to another person instead of wielding it yourself). The tetsubo
reVersal of fortuNes disappears if it is lost from your hand. Instead of summoning
c Ring/Mastery: Water 1 the tetsubo for yourself, you may cause it to appear in the
c Range: 10’ hands of an ally within 20 feet. He is treated as the caster for
all purposes of the spell, but does not gain the Free Raise bonus.
legacy of disaster
c Raises: Area (+1 duplicate per 2 Raises), Range (+5
creased Damage Maneuvers. This weapon disappears if is lost
feet), Special (see below)
from your hand. Instead of summoning the yari for yourself,
You can entreat the capricious spirits of the wind to create you may cause it to appear in the hands of an ally within
a perfect duplicate image of you a short distance away. The 20 feet. He is treated as the caster for
illusion exactly reflects your appearance at the time the all purposes of the spell, but he
spell is cast, including your clothing and any equip- does not gain the Free
31
Raise bonus.
Adventure Module
In Rokugan, honoR Is
a foRce moRe poweRful
than steel.
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