TEXT: 1
  
  2
  Gentle Traveler,
  Thank you for purchasing the print copy of 
  Ryuutama. You are entitled to a free electronic 
  copy of this book as well! Please visit www.kotohi.
  com and contact us, provide a copy of your proof 
  of purchase, and we’ll email you a PDF version 
  of this book.
  Find more Ryuutama play materials, character 
  sheets, record sheets, and game aids, both for 
  free and as purchasable DLC, at the Kotodama 
  Heavy Industries Website:
  WWW.KOTOHI.COM
  
  3
  in the beginning of the world there were four types of dragons
  from the four dragons were born the seasons
  from the seasons were born the seven dragons of weather
  from the weather were born the thirteen dragons of earth
  the wind blowing out of the grasslands, the soft sunlight,
  pairs of beasts, lively castle towns
  all is given life by the long breath of the dragons
  from the 24 dragons, innumerable more are born into the world
  they wait for the time to awaken
  the time has not yet come
  the world is a Dragon’s Egg
  with the Travelers and Ryuujin warming it
  what sort of dragon will hatch into this world...?
  RYUUTAMA
  natural fantasy rpg
  
  4
  There is a magnificent tree, perhaps 10 meters tall.
  Layers upon layers of bright green leaves form a natural canopy overhead.
  This seems to be a perfect place to find respite from the rain.
  -From the tale, “The Rainy Season”
  
  5
  
  6
  Minstrel
  A traveler among travelers, minstrels trek from 
  town to town while showing off their skill in song 
  or dance. The Minstrel has various skills that can 
  support the party in a variety of situations.
   
  ❁
  Skill:  Well-traveled; Knowledge of Tradition; 
  Music
  Merchant
  Traveling tradespeople who exchange goods from 
  various locales for gold and jewels. Merchants have 
  skills that allow them to buy goods for cheap and 
  sell them for a higher price. They are also good at 
  negotiation using conversational skills.
   
  ❁
  Skill: Well-spoken; Animal Owner; Trader
  hunter
  Workers who make their living amidst nature, using 
  wisdom and technology to shoot down their prey. 
  Hunters are able to find food in any land or climate 
  while en route to their destination. They can even 
  eat monsters.
   
  ❁
  Skill: Animal Tracking; Trapping; Hunting
  Travelers
  
  7
  healer
  Medics who earn respect from everyone by curing 
  illness and healing injuries with herbs. You’ll want 
  to make sure you have a Healer with you if you 
  are traveling through potentially dangerous lands.
   
  ❁
  Skill: Healing; First-Aid; Herb Gathering
  FarMer
  Workers who live in harmony with the providence 
  of nature. In order to procure their food, they’ve 
  got to set their hand to a number of different 
  tasks, giving them practice with a single skill 
  from another class.
   
  ❁
  Skill: Robust; Animal Owner; Side-job
  artisan
  Craftsmen who make useful things, beautiful 
  things, delicious things, and other varieties of 
  items. Artisans are able to fix things that break 
  along the way to their destination. They can also 
  create the everyday objects they need.
   
  ❁
  Skill: Trapping; Crafting; Repair
  noble
  A member of a noble house, they are accomplished 
  in both the literary and military arts, and have 
  been instructed in correct etiquette. However, 
  nobles are not quite suited to outdoor life and are 
  not very good at traveling.
   
  ❁
  Skill: Etiquette; Refined Education; 
  Weapon Grace
  
  8
  Midori-ryuu
  Tales of journeys, pilgrimages, adventure, exploration, and hope are the domain 
  of the Green Ryuujin. While their abilities might be thought of as plain, they are 
  very versatile, and thus a great default choice for a novice GM.
   
  ❁
  Artefacts: Encyclopedia, Sextant, Torch
   
  ❁
  Bénédiction: Tale of the Journey, Tale of Nostalgia, Tale of the Traveler’s 
  Journal
  ao-ryuu
  Tales of romance, friendship, heartwarming episodes, human drama, family, and 
  animals all fall under the purview of the Azure Ryuujin. They have powers to 
  strengthen the bonds between travelers and to reward kindness.
   
  ❁
  Artefacts: Crystal, Ring, Mascot
   
  ❁
  Bénédiction: Tale of Kindness, Tale of Love, Tale of the Heart
  Ryuujin
  Game Master Character Race
  
  9
  Kurenai-ryuu
  Tales of battle, war, growth and experience, monster-hunting, and dungeon exploration 
  are the domain of the Crimson Ryuujin. They have powers which aid the travelers 
  in battle, as well as increase the chaos on the battlefield.
   
  ❁
  Artefacts: Greatsword, Longspear, Longbow
   
  ❁
  Bénédiction: Tale of the Hero, Tale of the Challenge, Tale of Revival
  Kuro-ryuu
  Tales of conspiracy, betrayal, assassination, tragedy, corruption, suspense, and the 
  solving of mysteries all fall within the realm of stories the Black Ryuujin controls. They 
  have the power to grant dark pasts to the travelers, and to twist hearts with dread.
   
  ❁
  Artefacts: Chalice, Dagger, Mirror
   
  ❁
  Bénédiction: Tale of Revenge, Tale of Guidance, Tale of Slaughter
  
  10
  How to read this book
  Punctuation
  Important Game Terms are Highlighted when they are introduced: Traveler, 
  Ryuujin, etc.
  Character Ability Scores are expressed with brackets: [STR] or [DEX:8] 
  to denote a character with a Dexterity score of 8.
  Skill Checks are expressed with the two applicable Ability Scores within 
  brackets. Any numbers included indicate the difficulty or target number: [STR 
  + DEX:7] means that a player rolls Strength and Dexterity dice together, and 
  succeed on a result of 7 or higher.
  dice notation: ndx
  The “n d x” notation is common in RPG and gaming literature. This is a simple 
  way to express the number and type of dice a player must roll. In this game, 
  the total of all dice would be added to find the final value of the roll. The “n” 
  expresses the number of dice, while the “x” expresses the number of sides on those 
  dice. For example, 2d6 means “two six-sided dice and add the results together,” 
  while 1d4 + 2d8 (unlikely to happen in this game) would mean “roll one four-
  sided die and two eight-sided dice and add the results together: 3, 6 and 7 = 16”
  d100
  The d100 notation is a special case. Though there are special one hundred-sided 
  dice on the market, it is far more common to roll two ten-sided dice, one of 
  which must be indicated as the 10s die before the roll. For example, if the 10s 
  die rolls a 4 and the normal die rolls a 9, the result of the dice is 49.
  rounding nuMbers
  Unless specified, all fractions of numbers are rounded down.
  
  11
  handling rules disPutes
  As these rules are written with the sole aim of providing entertainment, they 
  are not carved in stone. GMs should feel free to change or alter these rules as 
  best suits their group. After all, the GM knows their group best, and most RPG 
  rules work best with at least a slight modification or house ruling anyhow.
  If a GM will be changing a large portion of the rules, however, they should 
  explain the changes to their players in advance, and consider assigning the 
  Sextant artefact to their Ryuujin.
  There are many situations that will come up that are not found in this rule 
  book. The good and bad of tabletop role playing games is that the breadth of 
  possibilities means that we cannot foresee all of the player’s actions. A GM in 
  this situation can make the final determination, or better yet, come to a decision 
  with the input of the whole group.
  Finally, various resources online exist to help lost Travelers. You can find an FAQ 
  on the Kotodama Heavy Industries web site (www.kotohi.com) or interact with 
  us on social media such as Google+.
  
  12
  Table of Contents
  Travelers ..................................................6
  Ryuujin ....................................................8
  the Path to ryuutaMa ........................ 14
  About TRPGs .......................................16
  About Travelers .....................................18
  About the Ryuujin .................................20
  Travelers, Step by Step: .........................22
  Ryuujin, Step by Step: ...........................24
  Vocabulary .............................................26
  the booK oF sPring .............................. 28
  Player Character Creation .....................29
  Classes ...................................................36
  Minstrel .................................................38
  Merchant ...............................................40
  Hunter ...................................................42
  Healer ....................................................44
  Farmer ...................................................46
  Artisan ...................................................48
  Noble .....................................................50
  Type .......................................................52
  Party Roles ............................................54
  Level Up ................................................55
  Items ......................................................58
  Facilities.................................................61
  Weapons and Armor .............................63
  Traveling Gear .......................................64
  Animals .................................................65
  General Items ........................................66
  Healing Herbs .......................................69
  Magic ....................................................72
  How To Read The Spell Lists ...............74
  Incantation Magic .................................75
  Spring Magic .........................................79
  Summer Magic ......................................81
  Fall Magic .............................................83
  Winter Magic ........................................85
  Intro Replay 1 ........................................87
  the booK oF suMMer ...........................90
  Skill Check Rules ..................................91
  Success Checks ......................................93
  
  13
  Contested Checks..................................94
  Additional Check Information ..............95
  Concentration........................................96
  Condition ..............................................97
  Status Effects and Recovery ..................98
  Journey Rules .......................................100
  The Flow of Journey Checks ...............102
  More about Journey Checks ................103
  Terrain Dragons ..................................105
  Weather Dragons ................................113
  Combat Rules ......................................116
  The Battlefield and Objects .................117
  Combat Actions ..................................118
  Other Combat Related Rules ..............120
  Town Creation Rules ...........................123
  Town Creation Sheet ...........................125
  World Creation Rules .........................126
  World Building Sheet ..........................127
  Intro Replay 2 ......................................128
  the booK oF autuMn......................... 132
  Game Master Character Creation .......133
  Playing a Ryuujin ................................136
  Midori-Ryuu Green Dragon ...............138
  Ao-Ryuu Azure Dragon ......................140
  Kurenai-Ryuu Crimson Dragon ..........142
  Kuro-Ryuu Black Dragon ...................144
  Bénédiction  ........................................146
  Reveil ...................................................148
  Levelling Up Ryuujin ..........................150
  Scenario Creation ................................153
  In the Grasslands .................................159
  Nekogoblins and Strife in the Town 
  Market .................................................166
  Intro Replay 3 ......................................173
  the booK oF Winter ...........................176
  Monsters ..............................................177
  aPPendix ................................................. 208
  
  14
  THE 
  PATH TO 
  RYUUTAMA
  Welcome to the world of “Ryuutama,” the natural fantasy RPG! A vast expanse—-
  the fullness of nature and the wonder of the changing seasons—-beckons the 
  intrepid traveler.
  The world of Ryuutama was borne of four dragons.
  Four dragons preside over the whole of creation, each representing one of 
  the four seasons: Spring, Summer, Fall, Winter. The four dragons deigned to 
  breathe life into twenty more dragons and gift them with dominion over land 
  and sky. These twenty dragons crafted the beautiful earth and begat the chaos 
  of weather. The four dragons of the seasons and the twenty dragons of the earth 
  and sky were the beginning of all we know, and even now the world is protected 
  by the majesty of the dragons.
  In this game, the players assume the role of “Travelers,” those who have 
  embarked on a journey through unknown lands.
  In this world there exists an ancient custom: All men and women are expected 
  to leave their hometown for an extended journey at least once in their lifetime. 
  These people are called Travelers. Players choose a class for their Traveler from 
  the seven available choices: Hunter, Merchant, and Minstrel, among others. 
  Though armed with swords and a little magic, the world can be a perilous 
  place. Large expanses of uninhabited and unmapped land crawl with monsters 
  and hidden dangers. 
  Terrain and inclement weather conspire to make the Traveler’s journey 
  difficult. Will you make it to your destination safely? Do you have enough 
  food and water? Are you completely sure that you remembered to equip your 
  sturdy boots and rain-cape? Proper preparation is essential to survival in the 
  wilds. But one must not forget to take in the sights and sounds of the fantastic 
  places you visit, nor should you ignore the beauty of the mercurial seasons. The 
  seasoned Traveler knows to appreciate even the mundane scents and textures 
  along a journey.
  
  15
  In addition, there is someone watching over the Travelers. That is the 
  “Ryuujin,” the character controlled by the Game Master.
  Like other table-top RPGs, the Game Master (or “GM” for short) creates 
  the scenario and manages the play session. However, in Ryuutama, the GM 
  also has a chance to participate with a special character of their own which they 
  have created.
  The Game Master becomes a Ryuujin, of which only one-thousand and 
  one exist in this world. They are known as the hidden caretakers of this world, 
  whose aim it is to create Travelogues to feed the young seasonal dragons. Ryuujin 
  protect those Travelers that have caught their eye, and invite them to begin 
  Travelogues of their own. Using Benedictions, their power to create miracles, 
  Ryuujin often save their charges from peril, or conversely put them in a pickle.
  And so as the Ryuujin share with the seasonal dragons the Travelogues 
  they’ve recorded, the world becomes a richer place, and the Ryuujin grows. And 
  so the Ryuujin spins another Travelogue.
  There’s one more important thing in the world of Ryuutama. In this world 
  there is no official setting of kingdoms, towns, or even famous people.
  How are you supposed to play in a world with no setting?
  The answer is this: “Create it yourselves.”
  To that end, rules to create your own world are included. At the beginning 
  of the game, everyone involved will get together to create the towns and environs 
  that will become the foundations of the journey. You should try making the towns 
  and villages you’d like to travel to by discussing with your friends. Ryuutama 
  begins with the creation of the world and the towns that populate it.
  This world is the cosmos of a brand new Egg. Since your imagination is the 
  incubator for the Egg, I’m sure a fabulous universe is going to be born.
  Welcome to your own personal Ryuutama!
   
  —Okada Atsuhiro
  
  16
  About TRPGs
  TRPGs, or “Table-Talk Role Playing Games,” as they’re known in Japan, are a 
  type of game that can be enjoyed by a group of two or more players.
  Like in home console/video game RPGs, each player creates a single character and 
  follows a story with adventures, mystery-solving, and—just sometimes—combat.
  TRPGs differ from normal games in that there is no machine involved, so 
  they are very open. From the description of scenery, to the advancement of the 
  story, including the characters and enemies (Monsters) introduced, everything 
  is narrated by a participant who takes the role of the Game Master.
  With a single Game Master and one to six additional players, the group sits 
  around a table and uses rules to create a story while chatting with each other. I 
  guess you could say that it’s like an evolved version of Candy Land.
  As long as you have pencil and paper, dice, and this rulebook, you can play 
  this game anywhere, anytime; that is what makes TRPG so unique.
  Why are TRPGs so Fun?
  table-talK
  Table-Talk role-playing games are enjoyed by groups of players, usually sitting 
  at a table together, though technology allows players from around the world to 
  participate in games online.
  To many contemporary gamers, the term RPG carries connotations of a 
  particular video game genre. However, video game RPGs are limited in their 
  flexibility and cannot offer the range of choices available to a TRPG player. In 
  contrast, the TRPG player is solely responsible for coming up with their character’s 
  dialogue and action. Since the game is a product of the imagination of several 
  players at once, it is nearly impossible to know exactly where a particular gaming 
  session will end up. The bursts of creativity that come from excited players are 
  impossible for a computer to recreate, and this is where TRPGs really shine.
  The game itself isn’t limited to interaction with the rules alone, but extends 
  even to the interaction between the players themselves. Just as in board and 
  party games, as soon as the players engage each other in excited conversation, 
  the game has begun in earnest.
  
  17
  role Playing
  A TRPG is a game where you act out the character that you have created, 
  performing an improv session with everyone at the table.
  In fact, to put it simply, it’s just make-believe. When you were a child, you 
  probably played house and assigned duties, like, “I’m going to be the mom, 
  so you be the dad, ok?” In much the same way, in Ryuutama it’s, “I think it’d 
  be cool to be a magic-using princess!” or “Well, then I’ll play an adventuring, 
  sword-wielding merchant.” and “I’m going to be the minstrel!” In the world of 
  TRPGs you can be anybody you desire. When you “act out” your character, it 
  can be a little embarrassing until you get used to it, but it can also be great fun 
  to play out incredible scenes, like the ones you see in anime or movies, with 
  your friends.
  The bare minimum required to play, and the essence to make it even more 
  interesting, is written as text in books just like this.
  gaMe
  Part of the fun of TRPGs comes from the randomness of rolling dice and using 
  data to strategize.
  You must come up with a scheme to get past an obstacle based on the 
  attributes of weapons and magic, and the ability scores of enemies and comrades. 
  Computer games also do this, but TRPGs in particular have a lot of “coming up 
  with schemes.” Using items and spells in new and unexpected ways to overcome 
  problems is a hallmark of the genre.
  Also, the roll of the unpredictable dice can bring about unexpected situations 
  that would not normally ever come about simply through conversation. You can 
  probably say that one of the interesting parts about TRPGs is the way that dice 
  can at times bring out happy story elements, and at other times sad elements.
  
  18
  About Travelers
  As the kingdoms of man spread throughout the world of Ryuutama, various 
  cultures and traditions emerged, resulting in a wide range of disparate customs 
  and even languages. A common thread ties these communities together: the 
  Journey. Every woman and man in the world is expected to leave their home 
  town to experience nature and the world at large.
  Peasants from tranquil villages, citizens of bustling cities, the kind-hearted and 
  the short-tempered alike; all embark on the same odyssey. 
  This aspect of human culture carries such importance that a Traveler need not 
  fret about their home, the tilling of their land, or even their job. As the Traveler 
  undertakes their journey, her family, community, and country are expected to 
  protect her assets. Each Traveler can expect each human settlement to share a 
  culture that will support them on their trip.
  Why would you embark on a journey?
  Not everybody embarks on their Journey for the same reason. Some are called by 
  the beauty of nature; others long to once again come face-to-face with a certain 
  someone; some are searching for a rare or elusive item; a number of travelers 
  take to the roads the way migratory birds take to the skies. A legendary king of 
  an ancient kingdom is said to have suddenly announced, “Well, looks like this 
  is traveling season!” and abruptly left his kingdom to embark on his Journey.
  Journeys can last a year or two, with most travelers returning home after 
  satisfying their curiosity or otherwise completing their starting goal. Some 
  people find they never again want to leave the road, while some opt to make 
  repeat travels, though these additional journeys are not officially supported by 
  their community the way their first journey is.
  Although each traveler embarks on their Journey at a different stage in life, 
  for different reasons, and heads for different lands, they all strive to make the 
  most of their time on the road.
  
  19
  The Traveler Lifestyle
  Just as the frontiers and unexplored lands beyond beckon, monsters timid and 
  horrific, and terrain treacherous and mysterious await the intrepid explorer.
  The smart traveler knows to wear appropriate gear as she travels through 
  craggy mountains, dark forests, dry deserts, and muddy swamps. The Traveler 
  with a knack for survival knows to prepare enough water and food lest they 
  perish by the roadside.
  Monsters pose a constant threat to the unwary Traveler. All who walk in 
  unknown territory must carry--and expect to use--a weapon.
  As human settlements spread and encroach on the frontier, travelers are 
  sometimes asked to keep monster population in check. Unfortunately, this 
  “monster extermination” is sometimes seen as necessary to keep monsters from 
  intruding on human habitation. Some monsters, however, are best left alone.
  Over the years, travelers have come to find that the best way to reduce the 
  danger along a Journey is to form a “party,” a group of 3-6 like-minded travelers. 
  Collected wisdom says that parties composed of men and women from all walks 
  of life make the trek and the dangers therein that much easier to handle. And 
  of course, the more, the merrier.
  The Cost of Travel and Work
  More than monsters or traps, combat or colds, the savvy traveler’s greatest worry 
  is gold. This common currency is required to buy food, lodgings, clothing and 
  other supplies to keep the journey going.
  Luckily enough, Travelers should have no problem taking on odd jobs in 
  the towns they visit to make a little profit.
  Town inns usually have a notice board for locals to post jobs for travelers. 
  The contents of these jobs range from simple letter carrying to the extermination 
  of ferocious monsters. In this world, it has become commonplace to make a 
  request and pay travelers to solve burdensome problems as they arise. This has 
  also become a common means by which Travelers find help in paying their 
  traveling costs.
  When the townspeople themselves embark on a Journey, they take on these 
  jobs in the same way and receive the same pay; you can say this is sort of a give 
  and take relationship. Most Travelers are normal people that have posted jobs 
  of their own in their hometown, and are happy to pay back kindnesses done for 
  them by Travelers in the past.
  
  20
  About the 
  Ryuujin
  The Ryuujin is the Game Master’s alter-ego, akin to a guardian spirit that 
  watches over the world of Ryuutama.
  Ryuujin usually appear as beautiful humans with dragon wings and horns, 
  though they are known to take the form of animals, plants, and even ordinary 
  humans.
  Ryuujin make their abodes in lands far away from human civilization. 
  A Ryuujin might build her lair within a shrine sleeping at the bottom of the 
  ocean or a palace resting on the boughs of a great tree. While they are within 
  the confines of their demesne, their forms have substance, but once they leave, 
  that form becomes vague and indistinct to most humans and other living things. 
  Given time, Ryuujin can learn the gift of transformation, whereupon they can 
  once again become substantial and appear before humans in their humanoid 
  or great dragon forms.
  Ryuujin and the Seasonal Dragons
  There is a deep connection between Ryuujin and the Seasonal Dragons. The 
  seasonal dragons are the dragons responsible for the creation of the world, but 
  compared to the nearly eternal lifespan of a dragon, they are still very young. 
  The seasonal dragons have an eternity of growth before them.
  But the exact process of raising a dragon is a deep mystery to most.
  Seasonal dragons do not eat normal food, but instead consume “Travelogues”, 
  the very stories that are borne of those who traverse the world of Ryuutama.
  The Ryuujin record Travelogues from the deeds of Travelers and offer them 
  to the seasonal dragons. As the Ryuujin feed Travelogues to the seasonal dragons, 
  the dragons grow. Travelogues from Spring are fed to the spring dragon, while 
  Summer tales are given to the summer dragon. Travelogues are brought to their 
  respective dragons and become nourishment.
  And, as the seasonal dragons grow, the world, too, becomes brighter and 
  more colorful. The form of the seasonal dragons, and of the world itself, depends 
  on the type of travelogues consumed.
  Ryuujin are the caretakers of the seasonal dragons, and in a way, the world.
  
  21
  Ryuujin Actions and Ability Scores
  When a Ryuujin comes across a party of travelers that they want to watch over, 
  they do so quietly from the shadows or from within their dwelling.
  At times the Ryuujin will guide travelers to a place where something is about 
  to happen and at other times the Ryuujin will lend a hand when the travelers 
  seem to be in danger. Rumors have even been heard of mischievous Ryuujin 
  that annoy travelers with their tricks.
  To these ends, Ryuujin have three special powers at their disposal: “Artefacts” 
  which have the power to influence the natural laws of the world; “Benedictions” 
  that have miraculous powers over travelers creating a Travelogue, and “Reveil” 
  which allow a Ryuujin to exert some of their life energy to change into a substantial 
  form. Using these three powers, Ryuujin are able to help shape Travelogues into 
  amazing stories fit to serve a dragon.
  Dragon Statues (or “Ryuuzoh”) are small stone 
  carvings that can be found along just about 
  any road. They are generally representations 
  of the Ryuujin, guardians of travelers, and are 
  placed along roads as guides. It is said that 
  dragon statues point travelers to the right 
  direction, and they hold a walking stick that 
  any new traveler can feel free to take along 
  on their journey. It is customary for travelers 
  who find a Dragon Statue without its walking 
  stick to leave their own walking stick with 
  the statue for the next unfortunate Traveler 
  in need of aid.
  
  22
  Travelers, 
  Step by Step:
  Step 1: Before we embark, let’s get ready!
   
  ❁
  Get to know what sort of game Ryuutama is. ➙ Read through the rulebook.
   
  ❁
  Prepare the game. ➙ Review character creation
   
  ❁
  Gather the necessary materials. ➙ Writing utensils, dice (one each of 4, 
  6, 8, 10, and 12-sided dice), copies of each character sheet.
   
  ❁
  Create the traveling companions together. ➙ Gather your party, discuss 
  everyone’s party roles and give self-introductions.
   
  ❁
  Create the town that will become the destination. ➙ “Town Creation” rules
  Step 2: The Voyage!  What’s a single day of travel like?
  traveling rules
   
  ❁
  Determine how good or bad you 
  feel that day. ➙ Condition Check
   
  ❁
  Are you able to travel without 
  getting hurt? ➙ Travel Check
   
  ❁
  Are you able to find your way 
  without getting lost? ➙ Direction 
  Check 
   
  ❁
  Are you able to spend the night 
  safely and without incident? ➙ 
  Camping Check
  encounters on the trail
   
  ❁
  What happens if I don’t feel well? 
  ➙ Status effects rules
   
  ❁
  Monster encounter! ➙ Combat 
  rules
  WalK around toWn
   
  ❁
  Enjoy shopping. ➙ Shopping 
  rules
   
  ❁
  Services and facilities in town. 
  ➙ Facilities
   
  ❁
  Bring animals. ➙ Animals 
  Step 3: Things you can do to make your trip comfortable
   
  ❁
  Make use of your skills ➙ Skills, Type
   
  ❁
  Use tools and items. ➙ Items
   
  ❁
  Use medicinal herbs. ➙ Healing Herbs
   
  ❁
  Use magic. ➙ Magic
  Step 4: Growth upon completion of your journey
   
  ❁
  Add up your EXP and level up. ➙ Level up
  The Player’s Role
  • Control a single character.
  • Cooperate with the other players and 
  make the session fun for everyone.
  • Proceed through a scenario with the GM.
  • Follow the rules of the game.
  
  23
  
  24
  Ryuujin, 
  Step by Step:
  Step 1: Before creating the scenario, let’s get equipped!
   
  ❁
  Get to know what sort of game Ryuutama is. ➙ Read through the rulebook.
   
  ❁
  Gather the necessary materials. ➙ Writing utensils, dice (1 each of 4, 6, 
  8, 10, 12 sided dice), copies of each game reference sheet (Ryuujin, Town 
  Creation, etc).
  Step 2: Creating the scenario
  creating the basis For the Journey tale
   
  ❁
  Determine the scenario type ➙ Scenario creation 
   
  ❁
  Complete the Scenario Objective sheet
   
  ❁
  Complete the Scenario Structure sheet
   
  ❁
  Complete the Event sheet
   
  ❁
  Decide the Ryuujin’s Benediction ➙ Benediction 
  Step 3: Embarking and starting the scenario
  gaMe PreParation
   
  ❁
  Rules explanation
   
  ❁
  Ryuujin gives self-introduction
   
  ❁
  Supporting and helping the PCs
  throughout the Journey’s Proceedings, Watching over the Pcs
   
  ❁
  Advancing the scenario ➙ Narration, rules adjucation, controlling NPCs
   
  ❁
  Support the scenario by creating miracles using the Ryuujin’s Bènèdiction.
  Step 4: Offer the completed story to the dragons of the 4 
  seasons to consume.
   
  ❁
  Make a record of the session and level up. ➙ Level up
  Step 5: If any other trouble arises
   
  ❁
  If you need help ➙ FAQ and Glossary
  The GM’s Role
  • Act as a fair referee
  • Narrate the scenery and conditions
  • Explain the outcome of the player’s 
  actions
  • Control NPCs and Monsters 
  • Help make the session fun for 
  everyone
  
  25
  
  26
  Vocabulary
  Player
  A person that is participating in the travelogue/scenario created by the GM.
  A player creates a character that appears in the travelogue and plays the role 
  of that character. In the world of Ryuutama, these characters become Travelers.
  gaMe Master (gM)
  The person that creates the scenario and guides the players through the travelogue 
  and world they have created. They act out the parts of the non-player characters 
  (NPCs) and nudge the travelogue forward. In the world of Ryuutama, GMs take 
  on the role of the Ryuujin and watch over the Travelers, played by the players.
  Player character (Pc)
  These are the characters created by the players before the start of the game. 
  They appear in the Game Master’s travelogue. The players determine the PC’s 
  details such as name and gender, then act out these characters during the game. 
  In Ryuutama, the PCs are called Travelers.
  non-Player characters (nPc)
  These are the characters that appear in the travelogue prepared by the GM 
  that are not controlled by the players. These can be supporting characters or 
  even enemies.
  Party
  This is the group of PCs traveling together within the travelogue.
  sheet
  These are the various print-outs, prepared each session for GMs and players to 
  access necessary data while playing. The various sheets in the back of the book 
  can be copied as required. They can also be downloaded from the Ryuutama 
  website.
  session
  A single game from beginning to end, usually lasting between 3 to 6 hours. 
  Usually one session has enough events to become a memorable story.
  caMPaign
  Continuing the adventures of a static party across successive sessions. During 
  a campaign, scenarios often continue one after another.
  
  27
  scenario
  The framework for a travelogue prepared 
  by a GM, which becomes the basis for the 
  session. Depending on the player’s choices 
  and the result of the dice, the session may 
  shift away from the GM’s prepared scenario, 
  but this usually means that it is veering into 
  more interesting territory.
  dice
  These are the multiple-sided tools used to randomize 
  events during the game. The dice used in Ryuutama are: 
  4-sided dice (d4), 6-sided dice (d6), 8-sided dice (d8), 
  10-sided dice (d10), and even 12- and 20-sided dice (d12 
  and d20 respectively) when characters become high level! 
  Note: It’s common to see a “0” on one of the faces of 
  a 10-sided die: This represents a result of “10”.
  checK
  A check is the rolling of the dice to randomly determine the outcome of an 
  action. In Ryuutama, almost all checks are performed by rolling 2 dice and 
  adding both results. Other games may refer to this as a “roll.” 
  critical
  Criticals (or “Crits” for short) occur when both dice rolled during a check 
  show 6s, or both dice rolled show the highest possible result (Ex: a d4 and a d8 
  together result in a “4 and 8”). A Critical always results in a spectacular success.
  FuMble
  Fumbles occur when both dice rolled during a check show 1s. A Fumble always 
  results in a terrible failure. However, all members of the party (not just the player 
  who fumbles) receive a Fumble Point.
  The Various 
  Dice
  Among 4-sided dice, there two basic variants. 
  One type has numbers at each corner, 
  showing the die value at the topmost corner 
  when rolled. The second type has numbers 
  along each edge, showing the die value 
  at the bottom of the die when rolled.
  You can get these dice 
  at hobby stores catering 
  to board and role-
  playing gamers or at 
  specialty stores online.
  Dice are created in so many 
  different colors that it shouldn’t 
  be too hard to find dice that match 
  your character’s Image Color. 
  Try using dice that match your 
  character--it’ll add to your fun!
  It hurts when 
  you step on it, 
  so be careful!
  d4
  d6
  d8
  d10
  d12
  d20
  I guess you can 
  say it is the most 
  common die
  Each die face 
  looks like a 
  drop of water
  Each face is 
  a pentagon
  
  28
  Book of Spring
  THE BOOK 
  of SPRING
  wherein are provided the rules 
  and information for player 
  characters and travelers
  
  29
  Book of Spring
  Player Character 
  Creation
  The players must create their player characters—their Travelers—before the 
  game can begin. These are the instructions for character creation.
  Choose a Class
  Character creation starts with the selection of the character’s Class. The seven 
  Classes represent different character jobs and standings in their community. 
  Players should cooperate when choosing Classes so that their specialties and 
  skills don’t overlap.
  The Minstrel, Merchant, Healer and Hunter classes are recommended for 
  new players.
  The Artisan, Farmer and Noble classes are recommended for players with 
  a little experience playing Ryuutama.
  Choosing a class determines the Skills that are available to your character. 
  Your character is able to use any Skills available to their class at first level.
  Choose a Type
  Next, the players should determine their character’s Type. Each Type is adept at 
  handling certain kinds of danger that the PCs might come across in their journey.
  Attack Type
  This type specializes in combat and using weapons.
  Technical Type
  This type can quickly assess a situation and find
  clever ways to solve problems.
  Magic Type
  This type enables the use of various types of magic.
  
  30
  Book of Spring
  Determine Starting Ability Scores
  A character’s Starting Ability Scores are the numbers that represent the physical 
  and mental statistics of each starting character. They are expressed as 4 values: 
  Strength [STR], Dexterity [DEX], Intelligence [INT], and Spirit [SPI]. These 
  are often called “stats”.
  Each ability score is expressed as an even number from 4-12, i.e. 4, 6, 8, 10, 
  or 12. Starting scores may not be above 8 and therefore must be either 4, 6, or 
  8. The higher the number, the better the ability.
  Furthermore, the value of each score determines the type of dice that will 
  be rolled when that stat comes into play: for example, a character with [STR: 
  6] will roll a 6-sided die when a [STR] check is called for.
  To determine a character’s Starting Ability Scores, choose one of the following 
  three sets of numbers and arrange them as you like between the four scores:
   
  Average Set  
   
  6  6  6  6
   
  Standard Set 
   
  4  6  6  8
   
  Specialized Set   
  4  4  8  8
  Explanation of Stats
  Strength [STR]
  Represents physical power, stamina, and endurance.
  Dexterity [DEX]
  Represents speed, nimbleness, and lightness of foot.
  Intelligence [INT]
  Represents power of judgment, thought, and memory.
  Spirit [SPI]
  Represents focus, bravery and strength of conviction.
  The mysterious player M.N. decides to create a Farmer class character. Perhaps 
  the ability to have multiple animals is appealing. M.N. decides that this 
  character will want to help out the party on the road and is perhaps a bit 
  of a free spirit, so this character’s side-job will be the Minstrel’s Music skill.
  This character is starting to feel like a bright personality, so M.N. chooses 
  the Magic Type, and selects Spring as this character’s magic season. Suddenly 
  
  31
  Book of Spring
  M.N. thinks up the perfect name: Haruka! Haruka chooses her 2 initial 
  incantation spells.
  Haruka is strong in body and spirit, but not quite as nimble as others. 
  A high [SPI] score will help with her magic and [DEX] is probably her 
  least important Ability Score. She chooses to spread out her starting scores as 
  follows: [STR:6] [DEX:4] [INT:6] [SPI:8]
  hit Points (hP)
  Max HP = [STR]x2
  HP is an abstract value that represents a character’s stamina and ability to take damage 
  before being knocked out. Being attacked and beset by mishaps on the trail will reduce 
  your HP. When a character’s HP is reduced to 0, they are knocked unconscious. Any 
  damage that reduces a character’s HP below 0 has a chance to cause that character’s 
  death. Rules for fainting and death are covered in the combat section of the rules.
  Mental Points (MP)
  Max MP = [SPI]x2
  MP is an abstract value that represents a character’s force of will and concentration. 
  A character may use magic and Concentration by spending MP. MP may never drop 
  below 0, so if a magic spell requires more MP than a character has, that spell may not 
  be cast. If a character’s MP falls to 0, they fall unconscious.
  carrying caPacity
  [STR] +3
  Carrying Capacity represents how much a Traveler can carry on their person. This is an 
  abstract notion that combines weight and volume; a Traveler can equip containers or 
  bags that have their own Carrying Capacity to increase the amount of goods or items 
  they can carry.
  Haruka starts off with [STR:6], so doubling that brings her starting HP to 12. She 
  cannot go above that, even via healing.
  With her [SPI:8], she gets a big MP total right away with a base of 16 MP. 
  She adds her Magic Type bonus of +4 starting MP, for a final total of 20 MP! That’s 
  the most any character can start with.
  With a [STR:6] and the Farmer Skill Robust, Haruka’s starting Capacity is 12.
  Haruka can raise her maximum HP and MP as she levels up, but from now on 
  any changes to her [STR] or [SPI] will have no effect on those values. A character’s 
  Capacity, however, will change as their [STR] is raised or lowered.
  
  32
  Book of Spring
  Choose your Mastered Weapon
  Each character is skilled in the use of a particular weapon, called their Mastered 
  Weapon. This is the weapon that the character will use the most in combat.
  Choose one of the five weapon types as your character’s Mastered Weapon: 
  Light Blade, Blade, Polearm, Axe, and Bow. A character starts with their chosen 
  Mastered Weapon. If the GM allows it, a Traveler may choose Unarmed as their 
  Mastered Weapon, but if they do, they will start with no weapon.
  During combat, attacking with a weapon that is NOT a character’s Mastered 
  Weapon will reduce that character’s HP by 1 for each attack. This is caused by 
  the exertion of using a weapon that the character is not used to.
  Weapon Categories
  Light Blade: dagger, short sword, wakizashi, etc.
  Accuracy:  [DEX + INT] +1
  Damage: [INT] -1
  An accurate but weak weapon. 1-handed
  Blade: broadsword, rapier, katana, etc.
  Accuracy: [DEX + STR]
  Damage: [STR]
  A weapon with good balance between accuracy and damage. 1-handed
  Polearm: longspear, trident, lance, etc.
  Accuracy: [DEX + STR]
  Damage: [STR] +1
  A weapon with high damage. 2-handed
  Axe: battleaxe, greataxe, etc.
  Accuracy: [STR + STR] -1
  Damage: [STR]
  A weapon with poor accuracy but which takes advantage of the bearer’s strength. 
  2-handed
  Bow: shortbow, longbow, crossbow, etc.
  Accuracy: [INT + DEX] -2
  Damage: [DEX]
  Can attack from long range, but has poor accuracy. 2-handed
  Unarmed: unarmed combat, using a stick, etc.
  Accuracy: [DEX + STR]
  Damage: [STR] -2 (Using an improvised weapon makes this -1 instead)
  Attempting to fight without a weapon. Uses both hands.
  Accuracy: Determines whether your attack hits the enemy or not.
  Damage: Determines the amount of damage dealt if your attack connects.
  Micka is Haruka’s traveling companion. As a Magic Type Merchant, he 
  has no particular combat training but realizes that he should be prepared to 
  protect his goods on any road. With his [DEX:6] and [INT:8], he realizes 
  
  33
  Book of Spring
  that the “short sword” type weapon is best suited for him. He decides to take 
  a small dagger (a Light Blade weapon) with him in case of trouble on the 
  road, and notes the weapon’s information on his character sheet.
  Determine your Personal Item
  Next, choose for your character a small item that they would have an emotional 
  bond with. This should be something the character would have on them at all 
  times.
  This item is only to add flavor and background to your character, and has 
  no mechanical effects or rules of its own. With consent from your GM, you 
  may choose a piece of travel gear or weapon as your character’s Personal Item, 
  but this is strongly discouraged.
  Shop for items
  Characters start with 1,000 gold. Consult the item list and use this money to 
  buy and equip any items your character will need for the journey ahead. 
  Your GM may specify that the player characters will spend the first portion 
  of the session shopping. If this is the case, you can skip this step for now. 
  Alternately, the GM may specify that you will be using the Picnic Rules, below, 
  in which case this step does not take place.
  Pick Your Character Details
  Now that the mechanical aspects of the character are dealt with, hopefully it 
  will be easier for the player to come up with the more important details - the 
  ones that bring their character to life.
  character naMe
  In addition to a name, thinking of a character’s nickname or alias may help to 
  add some flavor.
  age/gender
  People of all ages and genders may decide that this is the time to set out on 
  their Journey. 
  iMage color/outWard aPPearance
  A character’s image color can be their favorite color or merely a color that they 
  always seem to be wearing.
  A character’s outward appearance can include their style, clothing, aura, 
  skin, eye or hair color.
  
  34
  Book of Spring
  hoMetoWn/reason For Journeying
  Players are encouraged to come up with the details of their hometown, as well 
  as character details, like where they were born and how they make their living.
  Some characters may not have a pressing reason for journeying, while others 
  may have a dramatic goal that the GM may use in future scenarios.
  Personality/other details, etc.
  As you play your character, this will become very important. You may want to 
  discuss your character with the other players. If your character’s personality 
  doesn’t jump out at you immediately, it is perfectly fine to leave yourself room 
  for the character to grow throughout the first few sessions of play.
  Picnic Rules
  You can use these rules to simplify things for players new to Ryuutama, or to 
  get a game going more quickly.
  Under these rules, item size and durability are ignored, as are the rules 
  for Concentration. All weapons use [STR + DEX] for accuracy checks and [STR] 
  for damage rolls.
  Also, food and water are automatically refilled, so there is no need for 
  shopping. You may start with the following items:
  Basic Traveler’s Set (Everyone)
  Backpack, sleeping bag, wooden utensils, water pouch, rations
  Party Set (assigned to 1 person)
  Pack animal, barrel, wooden chest, repair set, soap, washing set, torch, 
  firestarter set, tent
  
  35
  Book of Spring
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Character Sheet
  Ryuujin
  Created
  Character
         name
  Player name
  Level
  Gender
  EXP
  Age
  Class
  Type
  Class Skill
  Stats Used
  Effect
  Specialized
  weapon
  Specialized
  Terrain
  Personal Item
  Stats
  Condition
  Fumble Points
  Initiative
  Weapons
  Shield
  Armor
  Traveler’s
  Outfit
  Check
  Bonus
  Check
  Penalty
  Weather:
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  Weather:
  Weather:
  Accuracy
  Damage
  Durability
  Durability
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Defensive Points
  Penalty
  STR
  DEX
  INT
  SPI
  Max
  Max
  STR
  SPI
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  STR
  SPI
  Equipment
  If over 10, add 1 dice size to any 1 stat
  DEX
  INT
  Traveling Rules
  [STR + DEX]
  1) Movement Check
  2) Direction Check [INT + INT]
  3) Camp Check [DEX + INT]
  Equipped items count as size 0
  Weather
  Terrain
  Determine bonuses and penalties for Terrain and Weather here
  grassland wasteland
  woods
  highlands
  rocky
  terrain
  deep
  forest
  swamp
  mountain
  desert
  jungle
  alpine
  rain
  strong
  wind
  fog
  hot
  cold
  hard
  rain
  snow
  deep
  fog
  dark
  hurricane
  blizzard
  DEX
  SPI
  INT
  STR
  ALL
  ALL
  Injury
  Tired
  Poison
  Muddled
  Sick
  Shock
  Mind Body
  Status Effects If the next day’s Condition Check is higher than the status effect number, it is cured.
  Image Color / Appearance
  Hometown / Reason for Travel
  Notes
  Ryuu    tama
  Haruka Bryute
  M.N.
  1
  0
  F
  16 y.o.
  Farmer
  Magic (Spring)
  Robust
  Animal Owner
  Side Job
  Carrying capacity +3, 
  condition check +1
  Can own 3 animals
  DEX      SPT
  Play inspiring music
  Her image color is yellow.
  She has chestnut-color (semi-long), an embroidered blouse, 
  skirt, and a sun hood.
  She is from Elnte, famous for windmills and wheat.
  She has a letter from her late father that she is trying to give
  to her brother Fiore, who left the town 3 years ago.
  She is in charge of the travel diary. Nickname: Hina the flowerbird.
  She loves singing and her white dog Kasta is her best friend.
  She is a crybaby when it comes to dark places.
  6
  4
  6
  8
  12
  20
  short sword DEX + INT +1
  INT -1
  1
  one-handed
  cute sunhat
  heat +1
  +1
  Gloves from
  her brother
  
  36
  Book of Spring
  Classes
  The seven character classes of Ryuutama represent a variety of possible jobs and 
  positions in the community.
  Skills
  Skills are specialties and techniques that are learned through experience on the 
  job, turned into rules that can be used to affect the game.
  Each class has three skills.
  These skills have been learned by years of training or service in a town or village, 
  and will come in handy during a long journey.
  sKill eFFect
  This field explains the effect a skill has when it is used, including results for 
  successes, critical successes, and fumbles.
  usable circuMstances
  This explains the conditions that must be met before the skill can be used. Skills 
  that do not require any particular circumstances will have a (-) in this box and 
  can be used at any time.
  stat used
  This field indicates the dice that must be rolled in order to determine the 
  outcome of a skill check. The stats listed here determine the dice to be rolled.
  target nuMber
  This shows the value the dice roll must meet or exceed in order for the Skill 
  check to be successful. An entry of “Topography” means that the value is the 
  level of the Terrain + the Weather modifier.
  
  37
  Book of Spring
  
  38
  Book of Spring
  Minstrel
  A traveler among travelers, who roams from town to town performing songs or dances. The Minstrel 
  has a wide array of skills that can help the party in a variety of situations.
  Example jobs: dancer, musician, minstrel, etc.
  Example actions: dancing, singing, storytelling, 
  etc.
  Well-traveled
  As a minstrel who makes his earning by constant travel, you’ve learned how to travel safely.
  Skill Effect: +1 to Journey Checks (Travel/Direction/Camping Checks; always in effect)
  Usable Circumstances 
  Stat Used 
  TN
  - 
  - 
  -
  Knowledge of Tradition
  The people you have met on your travels have taught you their old songs and legends. 
  You have learned a great deal about the world in this way.
  Skill Effect: You can get more information about the things you see and hear.
  Usable Circumstances 
  Stat Used 
  TN
  Anytime you come across something interesting [INT + INT] 
  GM’s discretion
  Music
  You can play music that reinvigorates your companions.
  Once per scenario you may choose one terrain or weather type you are currently traveling 
  through and gain it is as a song. For example, if your character is currently in a rainy 
  grassland, they might learn “Rain Song” or “Ballad of the Grassland,” but not “Desert 
  Rumba.”  You may later use the song only if it matches the specific condition in which it 
  was acquired: for example, “Rain Song” can be used anytime it is raining, regardless of 
  terrain. You can name your song whatever you like (the above names are only examples).
  Skill Effect: Give all party members a +1 bonus to their next roll. Critical: +3 bonus 
   Fumble: Any PCs with Condition of 6 or less gain the [Muddled: 6] status effect.
  Usable Circumstances 
  Stat Used 
  TN
  Usable when in a suitable area. 
  [DEX + SPI]  
  Topography
  Each use reduces the Minstrel’s HP by 1 
  
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  Book of Spring
  
  40
  Book of Spring
  Merchant
  A traveling tradesman who exchanges goods from various locales for gold and jewels. The Merchant 
  has skills that allow them to buy goods cheaply and sell them for a higher price. They are also good 
  at negotiations using conversational skills.
  Example Jobs: trader, store owner, caravan 
  leader, etc.
  Example actions: selling, buying, trading, 
  carrying, etc.
  Well-spoken
  As a merchant who earns her keep by trading, your communication skills are top notch.
  Skill Effect: Negotiation Check [INT + SPI] gets +1, always in effect
  Usable Circumstances 
  Stat Used 
  TN
  Any Negotiation Check 
  - 
  -
  Animal Owner
  You have learned how to raise animals that will help you carry your goods. Normally, only 
  one animal can be taken on a Journey for free (without paying their daily food and water 
  costs). With this skill, you can keep more animals without incurring their food and water 
  costs. The animal rules are explained in detail in the Items section.
  Skill Effect: You can keep 2 more animals for a total of 3 without paying for their food and water.
  Usable Circumstances 
  Stat Used 
  TN
  - 
  - 
  -
  Trader
  When you go shopping, you can buy items cheaply and sell items at a higher price. 
  However, in order to do so, you must buy or sell at least four items of the same type at 
  once. When buying, you must have enough money to buy all the items at once. at their 
  normal price. If you succeed on the check, the price of the items will change. If you fail 
  a check when buying, you cannot cancel the deal: You must buy the goods at full price.   
  There may be times when supplies are short or shop owners refuse to deal with you, and 
  you cannot use this skill. You may not use Trader to sell items in the same town that you 
  have bought them.
  Skill Effect: You may buy items at a reduced price or sell items at an increased value; see table 1.
  Usable Circumstances 
  Stat Used 
  TN
  When selling/buying 4 or more of the same item [INT + SPI] 
  See table 1
  Table 1
  Check Result 
  6-7 
  8-9 
  10-13 
  14-17 
  18+
  % In Price Change 
  10% 
  20% 
  40% 
  60% 
  80%
  When purchasing goods reduce the price by this amount; when selling goods increase the price by 
  this amount.
  
  41
  Book of Spring
  
  42
  Book of Spring
  Hunter
  An outdoorsman who makes their living from nature, using their wisdom, cunning and technology to 
  bring down their prey. They are able to find food in any terrain while en route to their destination, 
  and can even carve out the edible or useful parts of monsters.
  Example Jobs: hunter, trapper, monster hunter, 
  etc.
  Example actions: hunting, chasing/stalking, 
  fishing, etc.
  Animal Tracking
  You can track four types of monsters (animal, phantom beast, demonstone, or phantom 
  plant) by following their prints and spoor. You will also receive a +1 bonus to damage 
  against a monster tracked using this skill.
  Skill Effect: Find a monster’s location. +1 bonus to damage against any monsters found.
  Usable Circumstances 
  Stat Used 
  TN
  When finding an animal’s tracks 
  [STR + INT] 
  Topography
  Trapping
  You are able to harvest valuable materials, such as leather or food, from defeated monsters. 
  The type of item you receive on a success is shown in the Monster’s entry in the Dragonica.
  Skill Effect: Harvest materials from a defeated Monster
  Usable Circumstances 
  Stat Used 
  TN
  After defeating a monster 
  [DEX + INT] 
  Monster level x2
  Hunting
  You are able to catch small wild animals for food. This skill is used just before the camp 
  check is made, however, if you decide to go hunting, you cannot also help set up camp. 
  The higher the result of the check, the more food you catch.
  Skill Effect: Receive a number of rations equal to Check result – target number, but cannot participate 
  in the camp check. Critical: All food is Delicious. Fumble: Afflicted by [Injury: 6] status effect
  Usable Circumstances 
  Stat Used 
  TN
  Before camp check, once per day 
  [DEX + INT] 
  Topography
  
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  Book of Spring
  
  44
  Book of Spring
  Healer
  A medic respected by all for their skill in using herbs to cure illnesses and heal injuries. You’ll want 
  to make sure you have a Healer with you if you are traveling in dangerous areas.
  Example Jobs: doctor, pharmacist, alchemist, 
  herbalist etc.
  Example actions: cure, operate, heal, etc.
  Healing
  You heal a companion’s injuries by creating a secret remedy from Healing Herbs and water. 
  Any Healing Herb may be used, but the process takes time, so this skill is less effective 
  if used during combat.
  Skill Effect: Target character recovers HP equal to the result of [INT + SPI]. During combat, recover 
  only the result of [INT] (only 1 die.)
  Usable Circumstances 
  Stat Used 
  TN
  Spend 1 Healing Herb and 1 day’s water ration 
  [INT + SPI]  
  None 
   
  (During combat, [INT] only) 
  First Aid
  You can relieve a character’s status effect for one hour. This also reduces the strength of 
  the status ailment by your current level. If this reduces the strength of the status ailment 
  to 0 or below, the status effect is immediately cured. A character may only receive First 
  Aid once per day, regardless of whether or not the check is successful.
  Skill Effect: Relieve a character’s status effect for 1 hour. Then, reduce that status effect’s strength 
  permanently by a number equal to the Healer’s level.
  Usable Circumstances 
  Stat Used 
  TN 
  A character with a status effect who has not  
  [INT + SPI] 
   Status effect’s strength
  yet received first aid today
  Herb Gathering
  You know where to find potent Healing Herbs. Once each morning, when you succeed on 
  this Skill Check, you can explore the wilderness to obtain a Healing Herb. The Healing Herb 
  obtained depends on the current terrain. See the Healing Herb list in the Item Section for 
  more information. Healing Herbs are only good for one day, unless you use a disposable 
  herb bottle to keep it fresh for up to a week.
  Skill Effect: Find a single Healing Herb. Critical:  Find 3 Healing Herbs. Fumble:  Afflicted with [Poison: 6] 
  Usable Circumstances 
  Stat Used 
  TN 
  Once each morning, before the Travel check 
  [STR + INT] 
  Topography 
  
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  46
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  Farmer
  A worker who lives in harmony with the bounty of nature. In order to reap their harvest, they 
  must set their hand to a number of different tasks, giving them practice with a single skill from 
  another class.
  Example Jobs: farmer, breeder, milkmaid, etc.
  Example actions: farming, planting, hauling, etc.
  Robust
  Thanks to your healthy lifestyle, your body is sturdy, and you are in tune with its natural 
  rhythm. You are naturally resistant to ill effects and can carry more items.
  Skill Effect: +1 bonus to Condition Checks. +3 bonus to Carrying Capacity
  Usable Circumstances 
  Stat Used 
  TN
  - 
  - 
  -
  Animal Owner
  You have learned how to raise animals that will help you carry your goods. Normally, only 
  one animal can be taken on a Journey for free (without paying their daily food and water 
  costs). With this skill, you can keep more animals without incurring their food and water 
  costs. The animal rules are explained in detail in the Items section.
  Skill Effect: You can keep 2 more animals for a total of 3 without paying for their food and water.
  Usable Circumstances 
  Stat Used 
  TN
  - 
  - 
  -
  Side-Job
  Since a farmer’s life can be tough without extra money in the off-season, you’ve taken up 
  another job on the side. When you choose the Farmer Class, choose a single Skill from any 
  other class that requires a Skill Check. You may use that skill as if you were a member of 
  that class. However, you aren’t as practiced as a person of that class, so you will always 
  have a -1 penalty to the check.
  Skill Effect: Use a single skill from another class with a -1 penalty
  Usable Circumstances 
  Stat Used 
  TN
  Depends on the skill 
  Depends on the skill 
  Depends on the skill
  
  47
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  48
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  Artisan
  A craftsperson that makes useful things, beautiful things, delicious things—all kinds of items. They are able 
  to fix things that break along the way to their destination, and create things they need along the way.
  Example Jobs: shoemaker, hatmaker, cook, etc.
  Example actions: sewing, cooking, repairing, etc.
  Trapping
  You are able to harvest valuable materials, such as leather or food, from defeated monsters. 
  The type of item you receive on a success is shown in the Monster’s entry in the Dragonica.
  Skill Effect: Take materials from a defeated Monster
  Usable Circumstances 
  Stat Used 
  TN
  After defeating a monster 
  [DEX + INT] 
  Monster level x2
  Crafting
  You can use this skill to make handy, cute, beautiful and delicious things. As long as you have 
  the time and tools, you can make things during your Journey. Since each craft is different, so 
  too are the things each character can make. When choosing the Artisan class, choose a single 
  category from the item list below as your specialization. If you choose “Shoes”, for example, 
  you can make any item from the Shoes category. If you fail this skill check, you may try again; 
  the materials won’t be lost, but the time will.
  Possible categories: Weapons, Armor, Shoes, Capes, Staves, Hats, Accessories, Food, Sundries, 
  Camping Equipment, Containers
  Skill Effect: Make an item from your specialization. Choose the specialization category when 
  choosing this class.
  Usable Circumstances 
  Stat Used 
  TN
  Anytime you have the time (1 day per size) 
  [STR + DEX] 
  See table 1 
  and materials (1/2 the gold cost)
  Table 1
  Item Price 
  100g	
  1000g	
  10,000g	
  100,000g 
   
   
  or	less	
  or	less	
  or	less	
  or	less	
  More
  TN 
  6 
  8 
  10 
  14 
  18
  Repair
  You can repair damaged items, restoring their durability to its full value. Use the chart from 
  the Crafting skill to determine the Repair Check target number. 10% of the item’s gold value 
  is spent, regardless of whether you succeed or fail. You may retry a failed skill check, but you 
  will have to pay the cost again.
  Skill Effect: Repair an item and return its durability to its original value
  Usable Circumstances 
  Stat Used 
  TN
  Anytime you have the time (1 day per size)  
  [STR + DEX] 
  See table 1 
  and materials (10% the gold cost)
  
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  50
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  Noble
  A member of a noble house, accomplished in both the literary and military arts as well as instructed 
  in proper etiquette. However, Nobles are not quite suited to the life outdoors and are not very good 
  at traveling.
  Example Jobs: knight, samurai, daimyo, lord, etc.
  Example actions: giving orders, protecting, 
  studying, etc.
  Etiquette
  Due to your long years of tutelage and experience in noble society, you are aware of the 
  importance of proper etiquette. When speaking to someone of rank or status, you are able 
  to leave them with a positive impression of you when you win a contested Etiquette check.
  Skill Effect: Leave a positive impression on someone of high rank or status.
  Usable Circumstances 
  Stat Used 
  TN
  Conversing with someone of rank or status 
  [DEX + INT] 
  contested
  Refined Education
  After years of study under a learned tutor, you have memorized facts and trivia about 
  many aspects of the world. You know more than the average person about history, famous 
  people and well-traveled places.
  Skill Effect: Know detailed information about the things you see or hear.
  Usable Circumstances 
  Stat Used 
  TN
  Seeing or hearing something. 
  [INT + INT] 
  GM’s discretion
  Weapon Grace
  After long years of practice and extensive training under a master-at-arms, you have 
  learned to be graceful when wielding a certain weapon. When creating your character, 
  choose either Blade, Polearm or Bow. You receive this weapon as a Mastered Weapon. If 
  you already have this chosen category as a Mastered Weapon, you receive a +1 bonus to 
  your Accuracy checks when using a weapon from that category.
  Skill Effect: Choose Blade/Polearm/Bow; it becomes an additional Mastered Weapon. If chosen 
  category is already a Mastered Weapon, gain +1 bonus to Accuracy checks.
  Usable Circumstances 
  Stat Used 
  TN
  - 
  - 
  -
  
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  52
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  Type
  By and large,the ways in which Travelers deal with problems can be broken 
  down into three groups. These three ways of coping with adversity are listed 
  below; characters receive all abilities listed in their chosen “Type”.
  Attack Type
  This type is adept at fighting and has great physical prowess, whether making 
  shows of strength or bashing a monster over the head.
  Ability 
      Effect
  Toughness 
      Max HP +4
  Power 
      +1 bonus to damage rolls during combat
  Weapon Focus     Gain 1 more Mastered Weapon
  Technical Type
  This type has great focus and excels at overcoming adverse circumstances. They 
  shine brightest when there is a check that they must not fail.
  Ability 
      Effect
  Accurate 
      Gain an extra +1 bonus to any check when using 
  Concentration, for a total bonus of +2.
  Quick 
      +1 bonus to Initiative checks in combat
  Pocket 
      Your Carrying Capacity is increased by +3
  Magic Type
  This type can harness the mystical energy known as “Magic.” Magic is split into 
  two styles -  “Seasonal Magic” and “Incantation Magic.”  As characters gain 
  levels, the more powerful effects of both types of magic become available to 
  them. When a Traveler chooses Magic Type, they receive a grimoire in which 
  to store their Incantations. The Traveler then records their first two Incantation 
  Spells within. If the grimoire is lost, the recorded spells within it are lost as well.
  Ability 
       Effect
  Will 
       Max MP +4
  Spellbook 
       Acquire 2 Incantation spells per level 
  Seasonal Sorcerer  Acquire Seasonal Magic
  
  53
  Book of Spring
  acquiring incantation Magic
  First, choose 2 spells from the Low Level Incantation Magic list to acquire. 
  Every level thereafter, you may choose and acquire two more incantation spells 
  from any list available to you.
  At levels 1-3, characters choose from the Low Level Incantation Magic 
  list. Upon reaching level 4, characters have access to the Mid Level Incantation 
  Magic List. Characters of level 7 or higher also have access to the High Level 
  Incantation Magic List. You may always acquire spells from a lower level list.
  acquiring seasonal Magic
  When creating a Magic Type character, the player must choose one of the four 
  seasons. At first level, a character may cast any spell from that season’s Low 
  Level Spell List. At level 4, characters acquire all spells from that season’s Mid 
  Level Spell List, and characters of level 7 or higher possess all spells from the 
  High Level Spell List of that season.
  Brian has created a Noble named Sezna. Sezna has shown an appreciation for fencing from a 
  young age, and has studied at a prestigious college for future military officers. While he doesn’t 
  resort to violence unless necessary, but the Attack Type still seems like a good fit. With [STR:8], 
  Sezna starts with 20 HP—the maximum possible—and marks an extra +1 to damage next 
  to his weapon stats. He writes it large since it will be his responsibility to remember it in the 
  heat of battle! Finally, Sezna chooses his third Mastered Weapon. His starting weapon was 
  a short sword and he chose the pike as his second Mastered Weapon when he chose the Noble 
  Class. To round out his weapon choices, he decides on a bow. Sezna starts with all three weapons 
  for free, but he’ll need to make sure he has enough room to carrythem all while on the road. 
  Or perhaps he’ll sell off or trade some of his weapons at the beginning of the journey, to gain 
  more starting equipment or gold: Nobles tend to be rich, after all!
  Haruka has chosen Magic as her Type and immediately chooses the Spring season. She 
  adds her extra MP to her starting total and looks at the spell lists to decide which spells she 
  wants to take at level 1. She will choose two incantation spells and will also receive all low 
  level Spring magic spells.
  She notices that there is no Healer in the party, so right away she decides to take the Cure 
  Touch spell. She also sees that her short sword isn’t going to be much use to her in combat so 
  she jots down the info for the Shooting Star spell as well.
  Since there are so many Spring spells she asks her Ryuujin for a secret photocopy of the 
  Low Level Spring Magic list, promising to destroy it after the session. The Ryuujin lets her 
  know that it is fine to copy the list for personal use and gives her a copy of her Spring spells.
  
  54
  Book of Spring
  Party Roles
  Ideally, the party should be made up of a variety of classes. As PCs take wounds, run 
  low on food, break their weapons and lose their way, it’ll become very important to 
  have a balanced team.
  However, besides the role that each class plays, there is another set of roles that 
  must be spread out amongst the party to ensure a smooth and enjoyable play experience. 
  There are four important roles essential to all successful parties. Once the players have 
  created their characters, they should assign these roles before playing.
  Explanation of Roles
  leader
  The person that keeps the party together. The leader has the last word on any discussion 
  concerning the party. The leader also keeps track of initiative and turn order during battle.
  MaPPer
  The person that makes sure the party is on the right path to their destination. They are 
  responsible for the Direction Check part of the Traveling Check phase and for keeping 
  the Map Sheet up to date.
  A character with high [INT] is recommended.
  Leader
  Mapper
  This way, 
  folks, for the 
  gourmet hot 
  springs tour!
  Ryuutama 
  Travel, Inc
  
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  Book of Spring
  quarterMaster
  This person keeps track of the party’s food and water, and takes responsibility for buying 
  the necessary supplies for the trip. Keeping food and water in barrels and trunks is 
  much easier than each PC holding their own. This person will be responsible for the 
  Ration Sheet.
  A character with a pack animal is recommended.
  Journal KeePer
  This person keeps a detailed diary of events that happen in the game, as if through the 
  eyes of their character. Another option is to have everyone in the party take turns writing 
  the diary, switching off every day or every few days, so that you get a more interesting 
  diary at the end of the journey.
  Level Up
  As travelers gain experience on the road, they will grow in strength and spirit.
  How to Level Up
  At the end of each session--that is, at the end of each journey--each PC will 
  receive a number of XP. Once the character’s XP total exceeds a certain value, 
  they will level up.
  Quarter-
  master
  Journal
  Keeper
  Can bananas 
  count as a meal?
  It’s up to 
  the GM
  No 
  snacking!!
   I can feel the monster drawing 
  closer. I can barely restrain the 
  shaking of my hand as I pen these 
  words. This thing, this entity, is 
  here to decide our final fate. Oh! 
  what horrible justice! I can hear 
  it approaching the room, perhaps 
  standing right outside. In just 
  a few moments, we’ll have 
  no time left to escape...
  If you have enough 
  time to write in your 
  journal, why don’t 
  you just run away?
  
  56
  Book of Spring
  Ways to acquire xP
  1. Gain XP according to the highest Topography [Terrain + Weather] target 
  number encoutered during the session.
  Target Number 
  XP 
  Target Number 
  XP
  5-7 
  100 
  11-13 
  300
  8-10 
  200 
  14~ 
  500
  2. Gain 50 XP for each time the Ryuujin used a Bènèdiction ability.
  3. Gain XP equal to 10x the level of the highest level monster defeated this 
  session.
  Add these three subtotals together to determine the total amount of XP that 
  each PC gains for participating in the session.
  The party went through a rainy grassland (Terrain level 6 + Weather modifier 
  1 = Difficulty 7) as its hardest topography for 100 xp, the Ryuujin used its 
  Story of Kindness Bènèdiction once for 50 xp, and the highest level enemy 
  they defeated was a level 3 slime, for 30 xp. Each traveler receives 180 XP.
  What Happens When You Level Up?
  Characters improve, and gain new abilities upon leveling up.
  1. Max HP and MP are increased. Each level, you gain three points to divide 
  between the two.
  Max HP +2, Max MP +1 OR Max HP +0, Max MP +3, etc.
  2. Carrying Capacity increases by 1.
  3. Gain new abilities (perks) depending on level.
  level uP chart
  Level 
  Req. XP 
  New Perk 
   2 
  100 
  Stat Increase, Feint and Search Combat Actions
   3 
  600 
  Terrain/Weather Specialty
   4 
  1200 
  Stat Increase, Status Effect Immunity
   5 
  2000 
  Extra Class
   6 
  3000 
  Stat Increase, Extra Type
   7 
  4200 
  Terrain/Weather Specialty
   8 
  5800 
  Stat Increase
   9 
  7500 
  Favor of the Seasonal Dragons
   10 
  10000 
  Stat Increase, Embark on Legendary Journey
  
  57
  Book of Spring
  Stat Increase
  At every even level, one of a character’s ability scores increases. Choose one 
  stat from [STR], [DEX], [INT] and [SPI] to increase by 1 die size. The dice 
  rolled for the chosen stat increases in this order: d4 ➙ d6 ➙ d8 ➙ d10 
  ➙ d12 (max).
  Increasing stats will not increase Max HP or Max MP, but increasing STR will 
  increase Carrying Capacity. If STR increases by one die step (for example, d6 
  to d8), add 2 to Carrying Capacity, just like in character creation.
  Terrain/Weather Specialty
  At third and seventh levels, a character has enough experience on the road to 
  become used to a certain terrain or weather pattern. Choose 1 from the twenty-
  two types of terrain and weather patterns. From now on, this character gains a 
  +2 bonus on any rolls involving that terrain or weather.
  Status Effect Immunity
  At fourth level, a character learns how to avoid a single status effect. Choose 
  one of the six status effects (injury, poison, illness, tired, muddled, shock). The 
  character will be immune to that effect from now on.
  Extra Class
  By the time they reach fifth level, a character will have learned the trade of 
  another class while on the road. This can be used to cover skills that the party 
  is missing, or simply to strengthen existing skills.
  The character chooses a new class and receives that class’s skills as normal. 
  If the class chosen is the same as the character’s existing class, their skills are 
  instead strengthened. Those skills which give a static bonus (Skills with a “-“ 
  in the Stat Used box) are cumulative; while skills requiring a Check receive a 
  permanent +1 bonus.
  Extra Type
  A character gains a second type at sixth level. They choose a new type and gains 
  its abilities. If the type chosen is the same as the character’s existing type, the 
  abilities are cumulative. For example, if a character chooses Magic Type both 
  times, they will receive 4 spells every time they level up from that point forward, 
  and immediately receive access to another Seasonal Magic category.
  Favor of the Seasonal Dragons
  By ninth level, the dragon to whom you have been offering your Travelogues 
  has grown attached to you. Choose a single season. While you are traveling 
  during that season, you are under the protection of the dragons of that season. 
  
  58
  Book of Spring
  Once a day, you can decide to automatically roll a 10 on any check. You may 
  use this after rolling the check, and you may use this benefit regardless of the 
  size of the dice you roll.
  LEGENDARY JOURNEY
  The most arduous and longest of travels are known as the Seven Great Journeys. 
  These Seven Great Journeys are pilgrimages to the most secret treasures, most 
  beautiful paradises, and most wondrous sights in the world. At tenth level, a 
  character is able to embark on a legendary journey of her own. The specifics 
  of each Journey are left up to the GM, though ideas will be forthcoming in an 
  upcoming supplement.
  After a session interacting with the mischievous Neko Goblins, Haruka gains 
  enough experience to reach level 2!
  The first thing she does is increase her HP and MP. She feels she has quite 
  enough MP for now (20 MP max!) so she puts all 3 points into HP, for a 
  new total of 15 HP. She hopes this will help her through some troublesome 
  stretches of forest that she’ll be going through next.
  She then marks an extra point of carrying capacity on her item sheet, 
  for a total of 13: [STR:6] +3 (starting character) +3 (for Farmer’s “Robust” 
  skill) +1 (level increase)
  Lastly, she looks to see what the level 2 perk is: she gets to raise an 
  Ability Score! She noted how her [STR:6] failed her several times during 
  the last session, so she decides to raise it to [STR:8]. Note that she does not 
  recalculate her HP again as she does so, but her carrying capacity will now 
  increase from 13 to 15.
  Items
  What are Items?
  Items are the tools, armor and clothing that will aid you in your Journey. Items 
  are divided into the following categories: weapons, armor, shoes, cloaks, staves, 
  hats, accessories, food, sundries, camping equipment, and containers. 
  Items are mostly obtained by shopping, though many items may also be found 
  or given to Travelers by NPCs.
  
  59
  Book of Spring
  Traveling Rules
  size and caPacity
  All items have a size of 1, 3, or 5. An item’s size represents its volume, weight, 
  heft, or encumbrance.
  -Size 1: Fits in the palm of your hand.
  -Size 3: Can be held with one hand.
  -Size 5: Must be held with 2 hands.
  MaxiMuM carrying caPacity
  A character’s Maximum Carrying Capacity is equal to [STR +3], plus modifiers 
  for type. For example, a character with a [STR] of 8 will have a maximum 
  carrying capacity of 11.
  Characters that carry items with sizes that add up to more than their Max 
  Carrying Capacity will suffer a penalty to all checks equal to the difference 
  between the size total and their Max Capacity.
  A character with a Max Capacity of 9 is carrying items with sizes that add 
  up to 12. They will suffer a -3 penalty to all checks until they drop 3 sizes 
  worth of items.
  durability
  Items start with a durability value equal to their size.
  When using an item, rolling two 1s (a Fumble) on a Check will reduce its 
  durability by 1 point. If an item’s durability is reduced to 0, the item becomes 
  broken and unusable. The item will remain unusable until it is repaired. You 
  may repair an item only up to its original durability.
  Shopping Rules
  buying
  You may buy an item while shopping as long as you are able to pay the listed 
  gold (G) cost. Shopping is done in the shops found in most towns, or at the 
  occasional passing peddler.
  selling
  You may sell unnecessary or extra items for half of their listed price. You may 
  not, however, sell a broken item.
  
  60
  Book of Spring
  Additional Item Rules
  Items can vary quite wildly, depending on who made it and where. “For example, 
  hats may be “cute,” “uncool,” or “tough,” and one might even find hats made 
  of the magical steel called “mythril” for sale. The modifiers on the table below 
  show how the price of an item changes according to its characteristics.  If you 
  are buying an item with special modifiers, the cost is adjusted by the modifiers 
  shown on the chart. For example, as you can see from the table below, “cute” 
  hats are more expensive than “uncool” hats.
  cuMulative eFFects
  You may apply any number of modifiers to an item provided they are not the 
  same. An item may not have the same characteristic twice: “Cute cute” hats do 
  not exist.
  Magical iteMs
  Somewhere in this world, magical items are waiting to be found. The intrepid 
  explorer may find items that walk and items that shine with a light of their own.
  You may encounter specialist magicians called Enchanters who are able to imbue 
  items with magical effects, and in the largest of cities, you may even find stores 
  full of enchanted goods.
  order oF aPPlied cost ModiFiers
  When an item has several price modifiers applied to it, always apply the 
  multiplying modifiers before the additive magical modifiers.
  Characteristic Cost Modifier Effect/Explanation
  Cute 
  x2 
  The shape or color is cute
  Beautiful 
  x2 
  The shape or color is beautiful
  Sturdy 
  x3 
  The item’s durability is doubled
  High Quality 
  x5 
  Weapons: Accuracy +1, armor: +1 defense,
    
   
  others items: +1 to item bonus
  Used 
  x0.8 
  The item’s durability is 0.8 x its original value
  Gross 
  x0.8 
  The sight of it makes you uncomfortable
  Uncool 
  x0.8 
  Old, or made with poor style sense
  Smelly 
  x0.7 
  Has a horrible smell that doesn’t come off, even 
  after washing
  Cursed 
  x0.5 
  The user suffers a -1 penalty to Condition checks
    
   
  every day
  Broken 
  x0.5 
  Unusable until fixed
  Mythril 
  x10 
  Reduce armor penalties by 1, size value is -2 due to 
  lightness, durability automatically starts at 5
  Orichalcum 
  x50 
  Will never break. If worn, Max HP and MP +2
  
  61
  Book of Spring
  Magical Characteristics
  The price of the following characteristics are added after the non-magical 
  modifiers are calculated.
  Characteristic 
  Modifier 
  Effect/Explanation
  Walking 
  +5000 
  During travel, this item will walk on its own so you 
  don’t need to carry it
  Shining 
  +1200 
  Emits light about equal to a torch
  Speaking 
  +2000 
  Loves to talk
  Plus One 
  +8000 
  Weapon: damage +1; Armor: defense +1,  
  other items: +1 to item bonus
  Facilities
  Food
  Different foods can be found at restaurants and inns. The more delicious the 
  food, the better the modifier to the next day’s Condition. However, modifiers 
  for eating multiple foods in a single day do not stack, and only the best effect 
  is gained.
  Flavor 
  Price (G) Where found 
  Effect/Explanation
  Disgusting 
  1 
  - 
  -1 penalty to next day’s Condition Check
  Normal 
  3 
  - 
  -
  Delicious 
  30 
  - 
  +1 bonus to next day’s Condition Check
  Feast 
  1500 
  Large city 
  +3 bonus to next day’s Condition Check
  Inns
  The size and condition of rooms at inns will affect the next day’s Condition check.
  Room Rank Price (G) Where found 
  Effect/Explanation
  Squalor 
  5 
  - 
  A room without so much as a bed.  For 
  the next day’s Condition check, roll 
  twice and take the lower roll.
  Basic Room 
  20 
  - 
  A large room with beds for 
  3-6 people and a table.
  Suite 
  100 
  Town or larger 
  A well appointed set of rooms with a soft 
  bed for one individual.  Gives a +1 bonus 
  bonus to the next day’s Condition check.
  Royal Suite 1200 
  City or larger 
  A set of rooms filled with exquisitely crafted 
  furniture and an extremely comfortable 
  bed. For the next day’s Condition check, 
  roll twice and take the better roll.
  
  62
  Book of Spring
  Services and Other Facilities
  There are various facilities and services available in towns and cities. Anything 
  from postal services to laundry or even weather prediction is available.
  Service 
  Price (G) Where found 
  Effect/Explanation
  Public Bath 
  2 
  Town or larger 
  A public area where anyone may bathe.
  Cleaners 
  2 
  Town or larger 
  This price is per item of clothing cleaned.
  Post Office 
  20 
  City or larger 
  Send one sheet of paper to another city
  Shipping 
  80 
  City or larger 
  Send up to 5 size worth of 
  items to another city
  Wound healing
   
  100 
  - 
  Recover 2d8 HP
  Status Effect: First Aid
   
  250 
  Town or larger 
  Nullify a status effect’s penalty for 12 hours
  Status Effect: Healing
   
  300 
  Town or larger 
  Reduce a status effect’s target number to 3
  Item repair 
   
  Item cost x 0.2 
  - 
  Repair an item’s durability to max
  Library 
  20~ 
  Large City 
  Look up information about the 
  past, including ancient history
  Information 10~ 
  Town or larger 
  Get information about the 
  present or recent past
  Weather prediction
   
  10 
  - 
  Get a prediction about the weather, up 
  to 3 days in advance.  70% accurate
  Fortune Teller 
   
  10~ 
  City or larger 
  Hear a prediction about the future
  Specialty Goods
  These goods are regional specialties. When you buy these items in a town, you 
  may resell them at full price in another town.
  Type 
  Price (G) 
  Size 
  Effect/Explanation
  Small Goods 
  100 
  1 
  Jewel, accessory, spices, etc.
  Medium Goods 
  500 
  3 
  Fruits, vegetables, crafts, etc.
  Large Goods 
  1000 
  5 
  Furniture, woodworking, etc.
  
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  Book of Spring
  Weapons and Armor
  A character may not equip weapons or armor that total more than their carrying 
  capacity. In addition, heavier armors have penalties that are applied to Travel 
  and Initiative Checks. If a character sleeps in their armor, these penalties also 
  apply to the next day’s Condition Check.
  Weapon 
  Price (G) 
  Size 
  Equip: 
  Accuracy 
  Damage.
  Light Blade 
  400 
  1 
  1 hand 
  DEX + INT +1 
  INT -1 
  A blade that can be held in the hand. It can be useful outside of combat in the preparation of food, 
  harvesting herbs, and various other situations.
  Blade 
  700 
  3 
  1 hand 
  DEX + STR 
  STR
   A weapon with a long, flat blade. Beloved around the world, a single-edged blade is called a “saber” 
  while double-edged blade is called a “sword.”
  Polearm 
  350 
  3 
  2 hands 
  DEX + STR 
  STR +1 
  A weapon consisting of a long pole with a sharp point fastened at the end. As it can be used to stab 
  with the tip or bash with the handle, it has a wide breadth of usefulness. Its price also makes it easy to 
  obtain.
  Axe 
  500 
  3 
  2 hands 
  STR + STR -1 
  STR
   A tool used to cut down trees. Due to its weight, it is powered with brute strength, and not effective 
  with small swings.
  Bow 
  750 
  3 
  2 hands 
  INT + DEX -2 
  DEX 
  A projectile tool used by hunters and the like. Since it can attack from afar, it is popular with nobles 
  and soldiers. *Players	don’t	need	to	keep	track	of	arrows
  Armor 
  Price (G) 
  Size 
  Equip: Defense Points 
  Penalty 
  Clothes 
  50 
  3 
  Chest 
  - 
  -
   Normal clothes. Thick, tough clothing is preferred by travelers. Generally they are made from wool and 
  thread.
  Light Armor 
  900 
  3 
  Chest 
  1 
  - 
  Armor constructed from the hide of animals, with metal plates covering vital points. Only the chest is 
  protected, but because of its light weight it is easily worn.
  Medium Armor 2000 
  5 
  Chest 
  2 
  -1 
  Armor constructed from metal plates. The arms and legs are protected in addition to the chest area, 
  but the weight increases proportionally.
  Heavy Armor 10000 
  5 
  Chest 
  3 
  -3
  Heavy armor constructed from metal plates that completely covers the entire body. The body’s 
  movement is restricted, so movement is hampered with the armor equipped.
  shields
  Shield Dodge Value: When a character has a shield equipped, the target number 
  for an Attack Check to hit them is the greater of either their Initiative value or 
  their Shield Dodge Value. There is no effect on the shield-equipped character’s 
  initiative order. “High quality” and “Plus 1” modifiers on a shield add 1 each to 
  their Shield Dodge Value.
  Shield 
  Price (G) Size Equip: Defense Points 
  Penalty Shield Dodge Value
  Light shield 
  400 
  3 
  1 hand 
  1 
  - 
  7
  A shield that can be held in one hand. Made from wood and grass, its light weight keeps it from being a 
  nuisance in battle.
  Heavy shield 1200 
  3 
  1 hand 
  2 
  -1 
  9
  A shield large enough to cast half of the body in shadow. Most of them are made from metal; their 
  heavy weight make it hard to carry.
  
  64
  Book of Spring
  Traveling Gear
  Traveling gear is the shoes, the hats, and all the other things that a traveler 
  needs on her travels. At any given time, a character may equip one each of 
  hat, cape, staff, and shoes. Bonuses from these items that refer to a particular 
  terrain or weather type will apply to any check that uses that terrain or weather 
  in its target number.
  Shoes 
  Price (G) Size 
  Bonus (+1)
  Rain boots 
  300 
  1 
  Rain/Hard Rain/Storm
  These boots have been finished with a coating that makes them resistant to water. They do a good job of 
  keeping your feet dry.
  Walking shoes 
  350 
  1 
  On a road
  These shoes are made from soft leather that make it easy to walk on paved surfaces. They are very 
  lightweight and do not impede the movement of your feet.
  Climbing shoes 
  450 
  1 
  Wasteland/Rocky Terrain/Mountain/Alpine
  These shoes have thick soles that allow walking across rocky terrain without hurting your feet. The soles 
  also help to keep your feet from slipping.
  Snow boots 
  500 
  1 
  Snow/Blizzard
  These shoes are specially finished to protect toes from frostbite.
  Mud boots 
  500 
  1 
  Swamp
  These boots have wide soles that keep your feet from sinking into mud. They allow you to glide across the 
  surface of the mud.
  Jungle boots 
  600 
  1 
  Woods/Deep Forest/Jungle
  These boots are made to help you traverse overgrown jungles. They offer complete protection for your feet 
  and are extremely sturdy.
  Capes 
  Price (G) Size 
  Bonus (+1)
  Windbreaker 
  120 
  3 
  Strong wind
  A cape with a hood that covers the entire body. Weights are stitched into the cape to keep it from flapping 
  around in the wind.
  Warm cape 
  160 
  3 
  Cold
  A cape made from the pelt of a thickly-furred animal. It can also be used as bedding or a blanket.
  Raincoat 
  400 
  3 
  Rain/Hard rain/Snow
  A leather cape that has been finished with a water-resistant coating. It requires constant upkeep.
  Camo cape 
  400 
  3 
  Hide check +1 for chosen Terrain
  Choose a terrain when purchasing this item. This cape allows you to conceal your entire body by blending 
  into the surrounding topography.
  Fire cape 
  700 
  3 
  -1 fire damage
  A cape made from the fur of a fire-resistant monster. It is weak to water: If it gets wet, it will be ruined.
  Sun cape 
  400 
  3 
  Hot
  A cape made from a light, very breathable material that keeps heat from reaching inside.
  
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  Book of Spring
  Staffs 
  Price (G) Size 
  Bonus (+1)
  Walking stick 
  50 
  3 
  Level 3 or lower Terrain
  A staff that is used by frail travelers. It is also useful when you have heavy bags. Its bonus only applies 
  to weaker characters with STR of 4.
  Hiking staff 
  100 
  3 
  Rocky terrain/Mountain
  A staff that helps you keep your footing when climbing in high places. You can adjust the length.
  Snow staff 
  280 
  3 
  Snow
  A staff used to dig through snow. The tip is reinforced with metal to help break through ice.
  Hats 
  Price (G) Size 
  Bonus (+1)
  Cap 
  120 
  1 
  -
  A normal hat. Hats and caps are believed to offer protection from evil. There are a variety of colors and 
  shapes.
  Sun hat 
  180 
  1 
  Hot
  A hat with a large brim to block sunlight. It is made from linen and thread for extra breathability.
  Woolen hat 
  200 
  1 
  Cold
  A hat made from the pelt of a thickly-furred animal. It has ear covers to protect from frostbite.
  Sand hood 
  340 
  1 
  Desert
  A hood that keeps wind and sandstorms from obscuring your vision. The material is thick and heavy 
  but does not let direct sunlight through.
  Accessories 
  Price (G) Size 
  Bonus (+1)
  Goggles 
  4000 
  1 
  All Rain, Wind and Snow and related conditions
  A tool used to protect your eyes during rain, wind, snow, or other extreme weather. Since numerous 
  techniques are required to create a single pair, the cost can be prohibitive.
  Accessory 
  100~ 
  1 
  -
  Rings, earrings, bracelets, or any other decorative accessory. These can be created from metal, clam 
  shells, seeds, or any other element that shows off the special colors of the land where it was created.
  Animals
  Travelers often take animals with them on their journeys. Riding animals make 
  movement through the countryside easy, while pack animals can carry much 
  more than humans.
  Number of animal companions
  A character can take one animal with them without having to worry about food 
  and water; they automatically have enough for the one creature. Members of the 
  Farmer and Merchant classes, however, can take up to three animals without 
  needing to worry about food and water. A character with both those Classes can 
  bring up to five animals before supplies become an issue. If a character brings 
  more animals than they can support for free, the additional ones must be fed 
  and watered daily, requiring supplies like a Traveler.
  Animal Characteristics
  Just like items, animals may have additional characteristics that add effects and 
  raise or lower their price. These work exactly like items.
  
  66
  Book of Spring
  Animal type 
  Price (G) Effect/Explanation
  Riding animal 
  900 
  +1 bonus to travel checks on topographies of Level 2 
  or less.  Only one person may ride at a time.
  Large Riding animal 
  3800 
  +1 bonus to travel checks on topographies of Level 2 
  or less.  Four people may ride at a time.
  Pack animal 
  500 
  This animal has a carrying capacity of 15
  Large Pack animal 
  2000 
  This animal has a carrying capacity of 30
  Pet animal 
  300 
  A pet; must be no larger than one meter. i.e.: cat, 
  turtle, rabbit, etc
  Characteristic 
  Modifier Effect/Explanation
  Tough 
  x 2 
  Needs no food, even in desert or alpine environments
  Clever 
  x 3 
  Understands and tries to follow its owner’s 
  commands
  Bad attitude 
  x 0.7 
  Sometimes does not follow its owner’s commands
  Loud 
  x 0.7 
  Calls/brays/footsteps are loud and annoying
  Baby 
  x 0.3 
  Not more than 6 months old.  Has no abilities and 
  counts as Pet animal
  Loyal 
  1000 
  Never leaves its owner’s side.  You may pay 1000g to 
  add this to any animal you have with you
  Well-traveled 
  5000 
  Grants a +1 bonus to all travel checks.  May only be 
  applied to riding animals. Pay 5000g to add this to 
  any animal you have with you
  General Items
  Small Items
  This section covers food, sundries, everyday tools, and items useful for gathering 
  materials. Characters should buy things as appropriate for their daily lives.
  Rations 
  Price (G) Size 
  Effect/Explanation
  Food 
  5 
  1 
  A single day’s ration of food.
    
   
   
  Goes bad in 24 hours.
  Alcohol 
  10 
  1 
  If drunk when a character’s Condition is 3 or less,
    
   
   
  gain [Muddled: 4]
  Disgusting Rations 5 
  1 
  Disgusting but edible.  If eaten when character’s
    
   
   
  Condition is 3 or less, lose half current MP
  Rations 
  10 
  1 
  Portable food that can be taken on a trip
  Delicious Rations 70 
  1 
  When eaten, next day’s Condition check
    
   
   
  gains a +1 bonus.
  Animal Feed 
  5 
  1 
  Needed when taking animals to the foodless
    
   
   
  desert or alpine environments
  
  67
  Book of Spring
  Sundries 
  Price (G) Size 
  Effect/Explanation
  Perfume 
  500 
  1 
  Can get rid of the “Smelly” item attribute for 12 hours
  Quill pen 
  2 
  1 
  A feather cut to be used as a writing utensil
  Glass pen 
  120 
  1 
  Fancy pen with a nice grip
  Leather page 
  2 
  1 
  Durable, single page for writing
  Leather notebook 100 
  1 
  A notebook made of animal skin
  Soap 
  5 
  1 
  Just add water!
  Washing Set 
  15 
  3 
  Used to wash clothes
  Umbrella 
  50 
  3 
  Held in a single hand. 
    
   
   
  +1 bonus to Travel Checks on hot/rainy days
  Compass 
  1500 
  1 
  +1 to Direction Checks
  Torch 
  5 
  1 
  Makes dark places brighter
  Lantern 
  80 
  1 
  Comes with windshield; light is hard to blow out
  Firestarter set 
  20 
  1 
  Flint and steel to make firestarting easy
  Utensils 
  10 
  1 
  Forks, spoons, etc. of various materials
  Repair kit 
  100 
  1 
  Handy tools to make repairs with
  Rope 
  50 
  1 
  10 meter-long rope
  Hand mirror 
  300 
  1 
  Handy mirror, sized to fit in the palm of a hand
  Instrument 
  300+ 
  3+ 
  Tamborine, guitar, lyre, trumpet, etc
  Grandfather Clock 1000 
  5 
  A well-crafted ornate luxury item, heavy but sturdy
  Camping Equipment Price (G) Size Effect/Explanation
  Bedding 
  40 
  1 
  Fleece, blankets, etc. to make bedding
    
   
   
  down more comfortable
  Sleeping bag 
  50 
  1 
  A small portable bed suitable for a single person
  Tent 
  120 
  3 
  A tent large enough for 3 people
  Arctic Tent 
  300 
  5 
  A 3-man tent that gives shelter from the cold;
    
   
   
  +2 bonus to camping checks in cold weather
  Large Tent 
  500 
  5 
  A tent large enough for 10 people
  Flow stone 
  20 
  1 
  Single use item that is used to warm bathwater
    
   
   
  up to 40 degrees c
  Portable bath 
  450 
  5 
  A bathtub that can be taken anywhere
  Pillow 
  10 
  1 
  Soft sleeping aid for those who can’t
    
   
   
  sleep without one
  Stuffed animal 
  100 
  1-5 
  Stuffed doll in various shapes and sizes
  Insect repellant candle 10 
  1 
  Smelly  candle that repells vermin and insects. 
    
   
   
  Lasts for 12 hours
  
  68
  Book of Spring
  Containers
  Containers are used to carry food, water and other heavy items. Each container 
  has a carrying capacity equal to the value shown in the “Can hold” column. A 
  person may only carry one big container at a time, though a pack animal may 
  carry more.
  Container 
  Price (G) 
  Size 
  Can hold
  Waterskin 
  30 
  1 
  - 
  A pouch of leather that can hold a  day’s ration of water
  Magic jar 
  2000 
  1 
  -
  A magical jar that keeps cold liquids  cold or hot liquids hot: +1 Travel. Check while in hot/cold weather
  Travel bag 
  10 
  1 
  3
  A bag held in 1 hand
  Belt pouch 
  30 
  1 
  2
  Only one can be equipped.  Good when you want to be able to grab something quickly
  Herb bottle 
  100 
  3 
  -
  Magically keeps up to ten herbs fresh; once opened for the first time, the bottle is good for seven days 
  before it no longer works.
  Big Container Price (G) 
  Size 
  Can hold
  Barrel 
  10 
  5 
  10
  Holds 15 days worth of water, or holds 10 size worth of other items.
  Backpack 
  20 
  3 
  5
  A rucksack used by many travelers
  Large Backpack 
  40 
  5 
  10
  Large rucksack that holds many items
  Wooden chest 
  10 
  5 
  15
  If carried by a human, they take a -1  penalty to Travel Checks 
  Item Kits
  A basic kit contains the essentials a character needs to survive, so it can be a good 
  idea to simply buy a kit and then see what else a character needs. A party kit 
  has everything else that a party would need, so a starting party should generally 
  pool their money to purchase one.
  Kit 
  Price (G) 
  Size 
  Set contents
  Basic Kit 
  150 
  Total: 3 
  Backpack, sleeping bag, wooden utensils,
    
   
   
  waterskin, rations x2
  Party Kit 
  800 
  Total: 10 
  Pack animal, barrel, wooden chest, repair kit, 
    
   
   
  torches x3, firestarter kit, soap x2, washing set, tent
  
  69
  Book of Spring
  Healing Herbs
  What Are Healing Herbs?
  In this world rich with natural treasures, there are a number of plants that have 
  special properties. Among these are plants that have medicinal uses - these plants 
  are called Healing Herbs. The benefits of Healing Herbs vary depending on 
  the terrain in which the herb grows, and generally, wilder, rougher areas have 
  herbs with more potent effects.
  The standard benefits of healing herbs can be used by anyone, but members 
  of the Healer Class are also able to use any Healing Herb with the Healing skill 
  in order to treat a character’s wounds.
  Using and Storing Healing Herbs
  The beneficial effects of the same type of herb do not stack.
  Healing herbs must be used within 24 hours or they lose their potency and 
  become unusable.
  By using a disposable magic herb bottle, you can keep a healing herb fresh 
  for seven days, avoiding the 24 hour limit. Once an herb bottle is opened for the 
  first time (to put in an herb), its “seven day countdown” begins. At the end of 
  those seven days, all unused herbs in the bottle immediately wither and become 
  unusable. Herbs taken out cannot be transferred to another bottle.
  You may use a healing herb during battle as a single action.
  Each healing herb collected has a size of 1 when not in a bottle (which 
  holds 10).
  Buying Herbs On The Market
  Herbs are only available for purchase at herbalist shops found in large cities. 
  Most shops will not purchase herbs from travelers.
  Level 
  Price (G)
  1 
  100
  2 
  300
  3 
  800
  4 
  Not for sale
  5 
  Not for sale
  
  70
  Book of Spring
  Herb List And Location
  Physical Type 
  Lv 
  Terrain 
  Portion
  Sunset Hime Apple 
  1 
  Grassland 
  Fruit
  Use:  
  Recover 2 HP
  Description: A fruit that resembles an apple. Hime Apples become rich and nourishing 
  as their colors deepen like the sunset.
  Crowned Morning Glory 
  1 
  Wasteland 
  Flower
  Use:  
  Used to help ease sleep. Next day’s Condition will be 6.
  Description:  An annual that blooms into several gorgeous flowers. The colors of the 
  flowers vary between white, violet, crimson, and indigo, depending on 
  the weather.
  Giant’s Palm 
  2 
  Rocky 
  Leaf
  Use:  
  Used to help ease foot pain. Used after taking damage from a Travel 
  Check: recover that damage.
  Description:  An annual that produces light green leaves covered in mucus. It prefers 
  wet climates.
  Demon Lacquer 
  2 
  Woods 
  Sap
  Use:  
  Enough for 1 poison arrow: add 2 damage to 1 bow attack.
  Description:  A decidious tree that grows to about 12 feet tall with ash-white bark. 
  A dark sap oozes when cuts are made in its bark.
  Daybreak Crimsonflower 
  3 
  Swamp 
  Stalk
  Use:  
  Use after making a Condition Check to remove a physical status ailment; 
  Reroll the check with a +1 bonus.
  Description:  A thistle where blood red flowers bloom. The stalk contains a powerful 
  narcotic, so care must be taken in handling it.
  Mental Type 
  Lv 
  Terrain 
  Portion
  Churchbell Dayflower 
  2 
  Hill 
  Flower
  Use: 
  Next check using [SPI] gets a +1 bonus
  Description: Cousin to the ordinary dayflower, the Churchbell Dayflower produces 
  blooms of up to three feet in size.  They prefer to grow on hills and 
  bloom only in the brightest sun.
  Moonlight Snowgrass 
  3 
  Forest 
  Leaf
  Use: 
  Helps focus the mind: For one full day, when MP is used, 1 less MP is 
  spent. Has no effect when spending 1 MP.
  Description: A diminutive species of grass that only grows in the moonlight, it is 
  said that it takes an entire year to grow even a single centimeter. Juice 
  squeezed from this grass is used to rouse one’s spirit.
  White Night Chrysanthemum 
  3 
  Mountain 
  Leaf
  Use: 
  May be used to reroll a Condition Check in order to cure a mental status 
  ailment. Reroll once with a +1 bonus.
  Description: A chrysanthemum with a deep violet hue. It only grows in frigid climes 
  and blooms only during the shortest winter nights. Locals use it to brew 
  a kind of tea.
  
  71
  Book of Spring
  Enhance Type 
  Lv 
  Terrain 
  Portion
  Firefly Darkpouch 
  3 
  3rd level terrain; Night only 
  Pollen
  Use: 
  Magical effects that deal damage or recover HP receive a bonus equal 
  to the Caster’s Level. Description: An annual that blooms only at night. 
  The light-purple flower resembles a pouch, and glows in total darkness.
  Kingmilk Salve 
  4 
  Jungle 
  Hive Use: Duration of 
  the next magic spell cast is doubled; Has no effect on “instant” duration 
  spells.
  Description: Homecomb from a bee’s nest made of mud and dirt resembling an ant’s 
  hive, found deep in the jungle. The nest can grow over 2 meters tall and 
  as hard as stone.
  Windcrying Tulip 
  4 
  Jungle, Only during strong winds 
  Flower
  Use: 
  When casting a single target spell, you may select one additional target.
  Description: A type of tulip that only takes root in areas with strong winds. The jade-
  hued petals of its flowers are carried by the wind to disperse its pollen.
  Black Temple Melon 
  4 
  Desert 
  Fruit
  Use: 
  May cast one “1 area” or “all area” spell without harming allies in the 
  area.
  Description: A type of melon that thrives in the shelter of deadfalls. Well known for 
  the fact that every part of the plant, from leaves, to roots and even the 
  fruit, is jet black. Has the distinct odor of cheese. Really stinky cheese.
  Barrierwood Stalk 
  5 
  Alpine 
  Branch
  Use: 
  May use a “normal” incantation spell as a “ritual” spell. The target 
  becomes “all nearby companions”, and the duration becomes 12 hours. 
  No effect on spells with “instant” duration, and only effects spells with 
  “single” targets.
  Description: A subspecies of Barrierwood, also known as the Guardsman of the 
  Woods. It thrives in the alpine heights and its hardness is said to be 
  comparable to orichalcum.
  a sPell May only be aFFected by one enhance tyPe herb at a tiMe.
  herb by level/location
  Terrain level 
  Terrain  
  Name 
  Type
   
  1 
  Grassland 
  Sunset Hime Apple 
  Physical
   
  1 
  Wasteland 
  Crowned Morning Glory 
  Physical
   
  2 
  Rocky 
  Giant’s Palm 
  Physical
   
  2 
  Woods 
  Demon Lacquer 
  Physical
   
  3 
  Swamp 
  Daybreak Crimsonflower 
  Physical
   
  2 
  Hills 
  Churchbell Dayflower 
  Mental
   
  3 
  Forest 
  Moonlight Snowgrass 
  Mental
   
  3 
  Mountain 
  White Night Chrysanthemum 
  Mental
   
  3 
  3rd level terrain; Night only 
  Firefly Darkpouch 
  Enhance
   
  4 
  Jungle 
  Kingmilk Salve 
  Enhance
   
  4 Jungle, Only during strong winds 
  Windcrying Tulip 
  Enhance
   
  4 
  Desert 
  Black Temple Melon 
  Enhance
   
  5 
  Alpine 
  Barrierwood Stalk 
  Enhance
  
  72
  Book of Spring
  Magic
  What Is Magic?
  The seasonal dragons wield the very power of Creation. Magic is the tiny portion 
  of that power that humans can use.
  With magic, all manner of things suddenly become possible. A magic user 
  can create a point of light out of nothing, or cure a wound in an instant.
  This power comes in two forms: Incantantion Magic, and Seasonal Magic.
  How To Use Magic
  In order to use magic, one must repeat a fragment of Dragonic verse while 
  imitating the motion of dragons. The magic user must focus her energy on the 
  desired result, and the concentration required means that using magic depletes 
  spiritual energy. This is why using magic costs MP.
  When You Can Use Magic
  To use magic, all of the following must be true:
   
  ❁
  Your entire body is free to move around, and not restrained (you can hold items in 
  both hands, as long as your arms are free to move around)
   
  ❁
  You can speak
   
  ❁
  You have enough MP to cover the spell’s cost
   
  ❁
  If you are using a spell with a range other than “touch” or “caster”, you must be 
  able to see the target
  Incantation Magic
  Magic that can be learned through study or practice is called Incantation Magic. 
  This magic has spread throughout the world because it can be expressed as 
  written incantations. Most users of Incantation magic use a spell book to record 
  their spells, so if this tome is lost, the magic user is unable to cast incantation 
  magic until a new book is acquired.
  Seasonal Magic
  It is said that every person in the world has an affinity with one of the seasons. 
  Magic users are able to tap into their affinity for the season that matches their 
  personality to create magical effects. This is called Seasonal Magic.
  In contrast to Incantation Magic, Seasonal Magic relies on feelings and 
  emotion to cast spells. This type of magic cannot be taught to or otherwise 
  bestowed upon another person. People with magical abilities are, one day, simply 
  able to use magic drawn from their season. As a magic user grows in power, they 
  become able to use a large number of spells without needing to study.
  
  73
  Book of Spring
  Invoking Magic
  stePs to invoKe Magic
  Select which spell to cast from your list of available spells.
  Refer to the spell’s “range” value, and choose the target.
  Chant the magic words.
  Spend the required MP.
  Roll the Magic Check [INT + SPI]. If two 1s are rolled, the 
  spell fails. Any other result usually indicates success.
  The magic is invoked and lasts for the duration 
  given in the spell’s description.
  casting a sPell on an eneMy
  When casting a spell on an enemy or Monster, the Magic Check will succeed 
  on a roll that is equal to or higher than the target’s Condition. If the Magic 
  Check total is less than the target’s Condition, there is no effect.
  If the Magic Check is a critical success, the spell automatically succeeds even 
  if the Check is lower than the target’s Condition.
  cuMulative Magic eFFects
  Effects from consecutive castings of the same spell do not stack. However, 
  similar effects from different spells do stack. For example, casting both Alert Bell 
  Alarm and Lightning Bug Net will result in a +3 bonus to Camping Checks.
  ending Magical eFFects
  The person who cast a spell may decide to end its magical effect at any time.
  
  74
  Book of Spring
  How To Read 
  The Spell Lists
  Casting Time
  Before invoking a spell, the magic user must consider how long a spell takes 
  to cast. There are two ways of casting a spell, and each one takes a different 
  length of time.
  norMal Magic
  This magic can be cast instantaneously. If a spell is cast during combat as the 
  character’s action, the spell takes effect as soon as it is successfully cast.
  ritual Magic
  This type of magic requires an hour long ritual to take place before it is successfully 
  cast. Within that hour, the caster spends their time drawing magical symbols 
  and reciting Dragonic words of power. If, for whatever reason, the casting is 
  interrupted, the caster loses no MP but must start again from the beginning.
  MP Cost
  Magic costs MP to cast. Generally spells cost 2, 4, or 10 MP to cast. More 
  powerful spells require more MP.
  Effect Duration
  This is the duration of the spell’s effect. Generally, spells that are used in combat 
  are measured in rounds. 1 round is equal to about 10 seconds of game time.
  Target
  This determines whether the spell affects a single target or “all targets in a 
  given area.” Other spells may target “1 tool” or have some other specific target 
  in the spell entry. If a spell targets an area, the spell will target both enemies 
  and allies in the area.
  If a spell with a target of “1 area” is cast out of combat, it will target a 5x5 
  meter square. If a spell with a target of “entire field” is cast out of combat, it 
  will target a 15x15 meter square.
  The shorthand “sqm” in the spell list Target field means “square meters”.
  Range
  This determines how far away the caster may be from the target when casting 
  the spell.
  
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  Book of Spring
  touch
  The caster must be touching the target when the spell is cast. It is possible to 
  wear gloves, clothing or armor and still count as touching the target. In the case 
  of a ritual spell, the target must be touched at the end of the ritual.
  caster
  The spell only affects the caster.
  close area
  The spell can affect targets in either the caster’s area or 1 area away. It has a 
  range of about 10 m.
  all areas
  The spell can affect any area the caster chooses. It has a range of about 15 m.
  any
  The spell can affect anything as far as the caster can see.
  
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  Incantation Magic
  Low Level Spells
  Magic-type characters receive 2 spells each level
  Normal 
  MP  
  Duration 
  Target 
  Range
  Pure Crystalight 
  2 
  12 hours 
  1 Tool 
  Touch
  Crystallizes the part of the tool touched. The crystallized part gives off a white light similar 
  in intensity to the glow of a lantern. It may be turned off and on by tapping it. 
  Alert Bell Alarm 
  4 
  12 hours 
  10 sqm area 
  Touch
  Causes a magical bell to appear. The bell will sound an alarm if a monster comes within 
  10 m. The bell cannot be moved. This spell is recommended for new players. Grants 
  +1 on Camp Checks.
  Arrow Compass 
  4 
  12 hours 
  - 
  Touch
  Causes a magical compass to appear. Recommended for new players. Grants +1 on 
  Direction Checks 
   
   
   
  Enhanced Red Hand 
  4 
  6 rounds 
  1 person 
  Close Area
  The target’s main weapon hand glows red. It confers strength and skill and guides the 
  weapon to its target. Grants +1 to Accuracy Checks. 
   
   
  Cure Touch 
  4 
  Instant 
  1 person 
  Touch
  Heals a wound in an instant. Caster rolls [INT] (1 die) and heals a target’s HP for that 
  amount. 
    
   
  Shooting Star 
  4 
  Instant 
  1 person 
  All Areas
  Shoots a blast of heat from the caster’s palm that slams into the target. Caster rolls 
  [SPI] (1 die) and deals damage to target equal to that amount.  
   
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Animal Tamer 
  10 
  12 hours 
  Up to 7 animals 
  All
  For the duration of the spell, the caster may tame a number of wild animals that are 
  within sight at the end of the ritual. They may be used as either riding or pack animals. 
  In order to cast the spell, the caster must capture or detain the target animals. Caster 
  rolls [SPI] (1 die): a number of animals equal to that result are tamed. The spell has no 
  effect on monsters.
  Round Reflection 
  10 
  12 hours 
  1 person 
  Touch
  A round pale barrier appears and protects the target. The target receives the benefit 
  of 3 defense points (-3 damage from enemy attacks).  
   
   
  Tastegood Taste 
  10 
  1 hour 
  Rations 
  Touch
  Caster rolls [SPI] (1 die): that many rations are now “Delicious.” The caster decides 
  exactly what flavor. Any affected rations not eaten within an hour rot and are destroyed.
  
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  Book of Spring
  Mid Level Spells
  Magic-type characters receive 2 spells each level
  Normal Spell 
  MP  
  Duration 
  Target 
  Range
  Dragonica, Open! 
  2 
  Instant 
  1 person 
  All Areas
  Summons the monster compendium, Dragonica. The target monster’s page automatically 
  opens and displays its data.
  Attack of the Killer Object
   
  4 
  Instant 
  1 person 
  All Areas
  An object on the battlefield strikes the target for 1d6 damage. As long as the Magic 
  Check is not a Fumble, the magic will take effect no matter the target’s Condition. The 
  object used disappears.
  Safety Zero 
  4 
  6 rounds 
  1 person 
  Touch
  The target’s heart is shrouded in light. One time when the target takes damage that 
  would take its HP to 0 or below, the target is instead left with 1 HP. This spell cannot 
  be cast multiple times on the same person.
  Magematik Shield 
  4 
  10 minutes 
  1 person 
  Touch
  A magical shield appears that automatically moves to protect the target. Target receives 
  1 defense point (-1 damage from enemy attacks).
  Remove Touch 
  4 
  Instant 
  1 person 
  Touch
  Restores the target’s body and mind to a state of equilibrium. A target suffering a status 
  effect may reroll their Condition Check and use the new one if it is higher.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Knights of Cleaning 
  4 (Length of ritual) 
  Dirty clothes 
  Touch
  Dirty clothing flies away at the start of the ritual to be cleaned by the mysterious 
  Knights of Cleaning. At the end of the ritual, the clothes are returned with no loss of 
  color or quality. Items that cannot be cleaned (up to the GM) are returned unchanged.
  Elfwish 
  4 
  Overnight 
  1 work in progress 
  Caster
  After the ritual is complete, little elves appear while the caster is sleeping to work on 
  a simple project of the caster’s choice. They will do work equal to what a 6 year old 
  child can do.
  Cat’s Drive 
  10 
  12 hours 
  5 sqm from caster 
  Caster
  While walking through a forest, the trees will move out of your way. While moving 
  through a forest, movement is no longer halved and the party may move as normal.
  Type Wild 
  10 
  12 hours 
  Up to 7 people 
  Touch
  Summons a magical stuffed animal that allows the party to escape from an encounter 
  with a phantom beast or animal monster, unless the GM decides otherwise. Because 
  the caster has to carry around the cumbersome stuffed animal all day, their DEX is 
  reduced by 1 dice size while the spell is in effect.
  
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  High Level Spells
  Magic-type characters receive 2 spells each level
  Normal 
  MP  
  Duration 
  Target 
  Range
  Dragon Fly 
  4 
  10 minutes 
  1 person 
  Touch
  Wings similar to a dragonfly’s appear on the target’s back, allowing them to fly at 30 
  km/hour. They are able to move in the air as freely as if they were on land. The wings 
  give neither bonuses nor penalties while in combat.
  Hayabusa 
  4 
  6 rounds 
  1 person 
  Touch
  The target is imbued with the speed of a hawk. The target may attack twice each round 
  for the spell’s duration. After the spell wears off, the target is exhausted and receives 
  [Injury: 10]
  War Metafield 
  10 
  6 rounds 
  All area 
  Caster
  Erects a barrier around the battlefield, trapping friend and foe alike. Within the field, 
  damage rolls made by allies gain a +1 bonus, and damage they receive is reduced by 
  1. However, all objects in the battlefield disappear. Nobody may leave or enter the 
  field while the spell is active.
  Bloodbath Blades 
  10 
  Instant 
  All area 
  Caster
  Summons countless magical spinning blades that slash through the air. All characters 
  and all monsters take damage equal to [INT + SPI]. The caster alone is unaffected by 
  this spell.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Rainbow Drop Bridge 
  4 
  12 hours 
  Airspace 
  Touch
  Creates a rainbow bridge that spans up to 50m horizontally and up to 20m vertically. 
  The bridge must be anchored on solid ground at both ends, and may be used by anyone.
  Dragon Sign 
  4 
  1 hour 
  Chosen person 
  All
  A brightly lit signal shines in the sky. The signal may contain up to 140 characters and 
  may be made visible only to any one chosen person if the caster wishes. The chosen 
  person can “sense” that the message exists in the sky but cannot know the contents 
  until they read it.
  Anywhere Cottage 
  10 
  12 hours 
  Airspace 
  Touch
  Creates a cottage large enough for seven people.  Characters who sleep in the cottage 
  receive a +2 bonus on their Camp Check, but if more than seven people enter the 
  cottage, it will disappear.
  Dragon Banquet 
  10 
  2 hours 
  Up to 7 people 
  Caster
  Creates a humongous feast including a table, seats and food for up to 7 people. Any 
  character that eats this food has their HP completely replenished. It takes two hours 
  to eat your fill.
  Replica 
  10 
  12 hours 
  1 item 
  Touch
  Replicates an item for the duration of the spell. The replica item has the same size, 
  effect, etc. as the original. If, before the spell ends, one of the items is destroyed or 
  lost, the other will be destroyed as well.
  
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  Spring Magic
  Low level – Automatically learned at level 1
  Normal 
  MP  
  Duration 
  Target 
  Range
  Wake up and Stand Up 
  2 
  Instant 
  1 area 
  Close Area
  Anyone sleeping in the area immediately awakens and stands up. Anyone awake but 
  lying down will immediately stand up. This only affects living things with 2 legs.
  Emina Nonno 
  2 
  1 day 
  Touched area 
  Touch
  The area touched will be covered with lots of tiny flowers. The caster decides the variety 
  of flower. If the flower chosen is appropriate for the area touched, and is cared for, the 
  flowers may last longer than the normal duration.
  Cure Plus Plus 
  2 
  Instant 
  1 person 
  Touch
  This is cast at the same time as Cure Touch (only one Magic Check required) and makes 
  that magic stronger. Add 1d6 to the effect of Cure Touch. This spell may not be cast 
  separately.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  A Little Beauty 
  4 
  1 day 
  1 person 
  Touch
  The target’s hairstyle and hair color are changed, and makeup is applied to fit a desired 
  image. This hairstyle and makeup will not change until the end of the spell’s duration. 
  This spell cannot actually change a person’s features.
  Mid level – Automatically learned at level 4
  Normal 
  MP  
  Duration 
  Target 
  Range
  Detect Loveheart 
  2 
  Instant 
  Loving heart 
  All
  This spell reveals to the caster any “hearts in love” within sight. This knowledge comes 
  softly to the caster, and is revealed to no one else. However, the spell does not reveal 
  the object of the person’s affections.  Obviously, this spell only affects beings that are 
  capable of love.
  Kaguya’s Leylance 
  4 
  Instant 
  1 person 
  All Areas
  Beams of light as thick as bamboo shoots skewer the enemy. Deals [SPI] (1 die) damage 
  to target. If it is night and the moon is visible increase the damage by 1d6.
  Rose Fever Scatter 
  4 
  Until cured 
  1 area 
  Close Area
  Allergenic pollen is scattered through the air, causing eyes to water and noses to run. 
  All creatues within the same target area receive [Poison: 6] no matter how high their 
  Condition is, as long as the caster doesn’t fumble the Casting Check.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Luck Luck Luck 
  10 
  12 hours 
  3 people 
  Touch
  Good things seem to happen more often. This spell can be cast on 3 people at once. 
  Once, within the duration of the spell, each target may reroll one check.
  
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  Book of Spring
  High level – Automatically learned at level 7
  Normal 
  MP  
  Duration 
  Target 
  Range
  Cure Plus XL 
  2 
  Instant 
  1 person 
  All Areas
  Cast at the same time as Cure Touch. (Only one Magic Check required) This spell turns 
  the touch-range Cure Touch into a spell that can target someone in any area. This spell 
  may be used with Cure Plus Plus, but may not be cast alone.
  Sprout 
  10 
  6 rounds 
  1 person 
  Touch
  Awakens a person’s dormant power. It changes one (and only one) of the target’s stats 
  from 12 to 20. Targets with no stat of 12 are unaffected.
  Resurrection Kiss 
  10 
  Instant 
  1 person 
  Touch
  This spell has the power to resurrect anything that has died within the last 6 rounds 
  (1 minute); in order to do so, the caster must kiss the target, which then revives them 
  to half their maximum HP.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Spring’s Daybreak 
  4 
  Instant 
  1 person 
  Touch
  The most beautiful moment of Spring is Daybreak, when the beauty of nature fills one’s 
  heart. The target may roll their Condition Check twice and take the better roll. This spell 
  may only be used just before the target rolls their Condition Check.
  The sleeping seeds sprout; flower buds 
  stretch, blooming, towards the sun.
  Like the soft sunlight, Spring magic has the 
  power to heal and and spread cheer.
  
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  Book of Spring
  Summer Magic
  Low level – Automatically learned at level 1
  Normal 
  MP  
  Duration 
  Target 
  Range
  Briar Nonno 
  4 
  6 rounds 
  1 area 
  All Areas
  Thorny briars rise from the ground, entangling all in the area. Everyone in the target 
  area receives a -2 penalty to Initiative, starting the next round.
  Vacation Vitality 
  4 
  6 rounds 
  1 person 
  Touch
  The target’s health and cheer rise, as if they had just returned from a long, refreshing 
  vacation. Target receives a +2 bonus to Condition.
  Min-Min Cicada Chorus 4 
  6 rounds 
  All area 
  Caster
  The loud cries of cicadas (which make a sound like “MIN MIN MIN MIN MIN”) fill the 
  area, disrupting concentration. For the duration of the spell, anyone who attempts to 
  cast a spell must first beat the caster in a contested [SPI + SPI] check. If the person 
  attempting to cast a new spell loses, their spell automatically fails. Because the sound 
  is loudest near the caster, the caster may not cast any other spells while this spell is 
  active. Plugging one’s ears does not stop the effect.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Koro-pok-kuru Cute Leaf 2 
  12 hours 
  Up to 7 people 
  Touch
  Huge leaves appear that can be used as umbrellas for up to 7 people. The leaves may 
  be used for a +1 bonus to rolls involving “rainy” weather. The leaves cannot be used 
  in conjunction with actual umbrellas.
  Mid level – Automatically learned at level 4
  Normal 
  MP  
  Duration 
  Target 
  Range
  Scarlet Passion 
  4 
  Instant 
  1 person 
  Touch
  The target becomes fired up with passion, and moves their body with newfound energy. 
  The target may immediately roll Initiative again, and use the new value if it is higher. 
  The target acts on this new initiative number starting from the next round.
  The Illness of May 
  4 
  Until cured 
  1 person 
  Close Area
  This spell brings upon enemies the magical force known as “Gogatsubyo”, or “May 
  Sickness”, which saps one’s will to do anything other than mope. Though the normal 
  Magic Check is required, the target suffers [Tired: 6], no matter what their Condition is.
  Lightning Bug Net 
  4 
  12 hours 
  5 sqm 
  Caster
  Summons a tent of magical mosquito netting that zaps approaching bugs. Grants a +2 
  bonus to Camp Checks in areas with flying insects.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Call Squall Code 
  10 
  10 minutes 
  5 sqm 
  Caster
  This spell summons a sudden and powerful but extremely accurate rainshower, pouring 
  down water as if a barrel was up-ended. The water is drinkable, and fills all available 
  water skins and barrels.
  
  82
  Book of Spring
  High level – Automatically learned at level 7
  Normal 
  MP  
  Duration 
  Target 
  Range
  Cyclone 
  4 
  Instant 
  1 person + caster 
  Touch
  Calls upon the calamitous power of thunderstorms in the form of a cyclone. Deals [DEX 
  + SPI] damage to both the target and the caster.
  Be Brave 
  4 
  Instant 
  All area 
  All Areas
  Summons an incredibly terrifying being (of the player’s choice) for a split second. 
  Assuming the Magic Check succeeds, all characters suffer [Shock: 10]. Covering one’s 
  eyes or hiding one’s face will not stop the terror from seeping into your hearts.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Tanabata’s Wish 
  10 
  ? 
  Paper 
  ?
  Make a wish upon the light of the Milky Way, and maybe even two star-crossed lovers 
  fated to be apart forever could meet for one night a year. All players write a wish on a 
  small piece of paper and hand it to the GM. The GM chooses a single wish and makes 
  it come true during the scenario. If all the players write truly terrible wishes, the GM 
  may secretly discard them all.
  Summer’s Midnight 
  10 
  1 hour 
  Caster 
  Caster
  The most beautiful event in the Summer is Midnight, a time of illusion and calm. This 
  spell can only be used at night. While the spell is in effect, the caster’s form becomes 
  a transparent, glowing silhouette that can pass through walls and man-made obstacles. 
  The caster may not pass through natural landscape features, trees, stones, etc. and may 
  not speak or interact with objects. While the spell is in effect, the caster’s true body lies 
  sleeping; when the spell’s duration ends, the caster returns to their body automatically.
  Living things hustle and bustle in an atmosphere 
  of deep green; people are livelier than ever.
  From crashing lightning to evening showers, Summer 
  magic has the power to affect the environment.
  
  83
  Book of Spring
  Fall Magic
  Low level – Automatically learned at level 1
  Normal 
  MP  
  Duration 
  Target 
  Range
  Fallen Leaves 
  2 
  Permanent 
  Ground 
  Touch
  A cubic meter of dead leaves appears.
  Harvest Moon 
  2 
  6 rounds 
  All area 
  All Areas
  A beautiful full moon appears in the night sky. This magic may only be used at night, in an area 
  where the sky is visible. While the spell is in effect, the weather becomes “clear” and moonlight 
  illuminates the area. The Spring Magic “Kaguya’s Leylance” may use this moon as though it was 
  a real moon.
  Otome Tears 
  4 
  6 rounds 
  1 person 
  All Areas
  The target’s eyes are filled with tears, blurring their vision and giving them a -2 penalty to 
  Accuracy Checks.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Magic Jam Bottle 
  4 
  7 days 
  Food 
  Touch
  Any edible item can be made into a long-lasting jam, keeping all its flavor, but preserved for 
  one week. The amount of rations created is determined by a roll of [SPI] (1 die); Healing Herbs 
  are unaffected.
  Mid level – Automatically learned at level 4
  Normal 
  MP  
  Duration 
  Target 
  Range
  Grateful Scarecrow 
  4 
  6 round 
  1 person 
  Close Area
  A scarecrow appears and draws an enemy’s attacks. The target has a 50% chance of targeting the 
  dummy scarecrow with all magic, attacks, and special attacks, but area attacks are not affected. Though 
  the dummy is virtually indestructible, if hit with a fire attack, it becomes a “Flaming Scarecrow.” 
  Spirit of Obon 
  4 
  Instant 
  1 person 
  All Areas
  Obon is the Fall festival where the spirits of the dead return home. This spell releases the soul 
  of an undead-type monster from our world, returning it to the other side. An undead monster 
  that has its soul released by this spell falls to the ground and disappears. However, in order for 
  the soul to be released, this spell must be cast twice - though these castings do not need to be 
  consecutive. There may be some rare undead whose souls will never return, or some undead 
  who refuse to rest even after their soul has been returned, requiring other means of release...
  Chocolate Cosmos 
  4 
  Until cured 
  1 person 
  Close Area
  The target remembers or thinks of a past or recent heartbreak. The target suffers [Shock:6], no 
  matter its Condition, though the normal Magic Check is still required. The target must have loved 
  or must be in love, and the strength of their love may raise the Shock value (at the GM’s discretion).
  Mignon Bivouac 
  4 
  12 hours 
  1 person 
  Touch
  Creates a cocoon-like hanging sleeping bag, that maintains a constant temperature whatever its 
  surroundings. Sleeping in this bag grants a +1 bonus to the next day’s Condition, but this spell 
  may only be used if there is a ceiling or something for the ‘cocoon’ to hang from.
  
  84
  Book of Spring
  High level – Automatically learned at level 7
  Normal 
  MP  
  Duration 
  Target 
  Range
  Autumn Sky 
  4 
  1 round 
  1 person 
  All Areas
  Completely destroys a target’s willpower, as they gaze longingly at the autumn sky. 
  Regardless of what they had resolved to do previously, they become lost in thought 
  or second guess themselves and just give up. If used in combat, the target loses their 
  next action.
  Lie 
  10 
  Instant 
  1 person 
  Touch
  The caster speaks a word and the target withers. If the target has 2 HP or more, they are 
  reduced to 1 HP. Only affects phantom beasts, phantom plants and humanoid targets.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Autumn’s Dusk 
  10 
  Flight duration 
  Up to 7 people 
  Touch
  The most beautiful sight to behold in autumn is dusk, when the subtlety and elegance 
  of all things in nature can be felt the most; even crows in the sky. The targets may fly 
  with a flock of migrating birds. Calling a flock of migrating birds from a range of one 
  kilometer, the targets may fly to the same destination as the flock. The spell’s effect 
  wears off when the birds land. Details such as whether and how many birds are nearby, 
  and how far they are flying are left up to the GM.
  Rin-Rin Relaxing Orchestra 10 
  Ritual length 
  All who can hear 
  Caster
  The soft calls of crickets (which sound like, “rin rin rin rin rin”) creates a pleasant and 
  relaxing background tapestry of sound. All within earshot of the insect orchestra 
  recover [SPI] (1 die) MP.
  Birds embark on their seasonal journey while 
  trees wither; crops produce their bounty.
  Fall magic has the power to summon autumn cicadas 
  and their soothing call, or change the hearts of people.
  
  85
  Book of Spring
  Winter Magic
  Low level – Automatically learned at level 1
  Normal 
  MP  
  Duration 
  Target 
  Range
  Candy Ice Cube 
  2 
  10 minutes 
  Open space 
  Touch
  Creates a large, translucent, frozen block 50cm on each side. This block may be used as an 
  object in battle. Once it melts, it disappears so it cannot be used for water.
  Cool Masquerade 
  4 
  6 rounds 
  1 person 
  Touch
  The target’s countenance is frozen in place like a mask. The target does not suffer any 
  mind-based status effects while the spell is in effect. Once the spell expires, any previous 
  status effects return.
  Snowball Storm 
  4 
  Instant 
  1 area 
  Close Area
  A barrage of snowballs is hurled at the area, inflicting [SPI] (1 die) damage to enemies, while 
  allies in the area receive half damage.
  Winter Sleep 
  4 
  Instant 
  1 area 
  All Areas
  The targets feels the lethargy of winter overcome them, and they fall asleep. On the targets’ 
  next action and every action thereafter, they may attempt to wake up by rolling a [STR + 
  SPI] check with a target number of 6. If they succeed, they awaken, but their turn is over. If 
  a sleeping creature takes any damage, they immediately wake up. 
  Mid level – Automatically learned at level 4
  Normal 
  MP  
  Duration 
  Target 
  Range
  Pirika Crackle-Static 
  2 
  6 rounds 
  Touched person 
  Caster
  A powerful charge of static electricity zaps anyone who attacks the caster. Anybody whom 
  the caster touches or attacks, or anyone who attacks the caster suffers [SPI] (1 die) damage. 
  The caster also suffers this damage once, when the spell is cast.
  Catch an Evil Wind 
  4 
  Until Cured 
  1 person 
  Touch
  This spell summons an illness which causes headache, fever, coughing, and all other symptoms 
  of a bad cold. The target suffers [Sick: 6], no matter their Condition, as long as the caster 
  doesn’t fumble the Magic Check. In the world of Ryuutama, when someone catches a cold, 
  some people say “Oh dear! An evil wind snuck up on you!”
  Icesword of Desire 
  4 
  1 hour 
  1 person 
  Close Area
  A weapon of ice is created in the hand of the target. This weapon can be of any type, and 
  has a +2 bonus to damage. If the wielder of the Icesword of Desire is attacked and reduced 
  to 0 HP or less, the attacker automatically aquires this weapon.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Magical Kotatsu & Mikan 
  2 
  12 hours 
  Open space 
  Touch
  A warm low-table with blankets and mandarin oranges suddenly appears. It provides a +2 
  bonus to Camping Checks while in “cold” weather. However, any character that Fumbles 
  on the next day’s Condition suffers [Sick: 4].
  
  86
  Book of Spring
  High level – Automatically learned at level 7
  Normal 
  MP  
  Duration 
  Target 
  Range
  Absolute Zero Clock 
  10 
  D4 rounds 
  All area 
  Caster
  The caster freezes time around her, gaining 1d4 extra rounds during which only she 
  may act. The caster may use this time only to cast magic.
  Grave Glacier 
  10 Until thawed 
  1 person 
  Touch
  The target is frozen in a glacier, trapped until the ice melts. Physical attacks have no 
  effect on the glacier, though in sunny weather, it will melt in a day; in cold weather, 
  however, the glacier may never melt.
  Winter’s Early Morning 
  4 
  6 rounds 
  Caster’s area 
  Caster
  The most wonderful experience of winter is the early morning, a time when nature is 
  still and folk are filled with a quiet tension. Just like Winter’s early morning, the caster 
  silences the area around him. For the duration of the spell, no sound can be heard in 
  the caster’s area, and magic has no effect there.
  Ritual 
  MP  
  Duration 
  Target 
  Range
  Seven Fortune Frigate 
  10 
  12 hours 
  Various 
  Caster
  A treasure-laden boat bearing seven legendary heroes arrives from the East to bless the 
  caster and his companions. While the spell lasts, any character that is blessed turns any 
  Fumbles into Criticals. Roll a d8 to see what class is blessed. If a class is blessed but the 
  party lacks characters of that class, the heroes bless nobody and leave disappointed.
  1: Merchant  2: Farmer  3: Minstrel  4: Hunter  5: Artisan  6: Healer  7:  Noble  8: All Classes
  Life deteriorates on a white canvas, plunged into icy grief.
  As snow blankets the land in a drowsy dream, 
  Winter magic has the power to inhibit action.
  
  87
  Book of Spring
  Intro Replay 1
  GM:  
  Well, let’s start this session of Ryuutama! Today’s GM character 
  is a blue Ryuujin named Aster. His alternate form is a secret, but 
  he’ll actually be near the party at all times, watching over them.
  A: 
  So if it’s a blue Ryuujin, that means this is a human drama scenario, 
  right? What is the Benediction you’ll be using to support the party?
  GM: 
  It’ll be “The Tale of Kindness.” Ok, first I’m going to ask each of 
  you to give a quick self-introduction for the characters you created. 
  Let’s start with Player A.
  A: 
  My character’s name is Leo. He’s an 18-year-old boy, a Technical-
  type Merchant. He has pale skin and black hair. He’s short, but he’s 
  sort of the type of peddler that carries a bunch of heavy stuff on 
  his back as he travels. He is honing his trading skills as he travels, 
  and he sort of speaks in a pseudo-southern drawl.
  GM: 
  What kind of trader is he? What goods does he sell?
  A: 
  Hmm. Foodstuffs, y’all.
  GM: 
  Gotcha. Alright, next is B.
  B: 
  My character’s name is Haruka. She’s a 16-year-old girl and is a 
  Magical-type Farmer who uses Spring magic. I’m taking the Minstrel 
  skill Music as my Side-job. She has chestnut-colored semi-long hair 
  and I guess has a healthy-looking tan. Her hometown is famous 
  for its wheat. She left her town with a white dog named Custer to 
  look for her brother, who has moved away. I think her party role is 
  going to be the Mapper and Diary Keeper!
  A: 
  Oh yeah! I forgot to say that Leo is going to be the Leader and 
  Quartermaster.
  GM: 
  Alright, let’s get this two-person travelogue on the road... It’s now 
  the beginning of Fall, and Leo, Haruka and Custer the dog are 
  walking down a road to the next town, admiring the auburn leaves 
  on the nearby trees in light drizzle. It is currently about just past 
  noon.
  A ➙ Leo: Fall! That means mushroom hunting! Keep an eye out there fer any 
  spots where mushrooms might be bloomin’! I’m fixin’ to sell ’em! 
  (laughs)
  B ➙ Haruka: Mr. Leo, please don’t sell any poisonous mushrooms, ok? (laughs)
  
  88
  Book of Spring
  GM: 
  And so, while you two are walking in the rain, talking about 
  mushrooms… How do you two feel today? Please roll your Condition 
  Checks!
  Leo: 
  Okie dokie! Hmm, I roll my Strength and Spirit dice, right? (rolls) 
  Looks like I got myself a 4 and 3 to make 7.
  GM: 
  Well, today Leo is in good health.
  Haruka: 
  (Rolls) —ah, Oh no! I rolled double ones!!
  GM: 
  Well, it looks like Haruka didn’t sleep very well this morning, and 
  her face looks really pale. Also, since you rolled double ones, you 
  have to choose one of your Attributes and downgrade it.
  Haruka: 
  Downgrade?
  GM: 
  For example… since Haruka’s Spirit is d8 (an 8-sided die), a 
  downgrade would make it a d6 (a 6-sided die). That’s what you 
  would use, but just for the rest of the day.
  Haruka: 
  I see. Ok, so my Spirit becomes a d6. Gahhh...
  GM: 
  After that, you both get Fumble Points. Any time someone in your 
  party rolls double ones, you receive one of these automatically. Good 
  things happen when you use these, so make sure you mark it on 
  your character sheet!
  Leo and Haruka: 
  Got it!
  GM: 
  Next, we’re going to find out if you run into any trouble while 
  traveling on foot by rolling a Movement Check. The grassland 
  topography has a difficulty level of 6, and the rainy weather gives it 
  a +1 modifier, so the Difficulty Number is 7. Alright, both of you, 
  please roll Strength and Dexterity!
  Haruka: 
  Would it be ok if I learned a song first for my Music skill?
  GM: 
  Grasslands or rain, which type of song?
  Haruka: 
  I’ll go with rain. I’ll use it right away. (rolls) That comes out to 9, 
  that’s a success. Haruka uses “Candy Drop Song!” My friends get 
  +1~!
  Leo: 
  Ain’t that the wrong kind of drops? Shouldn’t it be raindrops?? 
  (rolls) and I rolled myself a 6… if tweren’t for the +1 Music bonus 
  I’d be a goner fer sure!
  Haruka: 
  Yay, I was useful! I got a 9 so I succeeded just fine!
  GM: 
  So both of you traveled through the grasslands without any troubles. 
  However, along the way you find that the road has washed away! Roll 
  the Direction Check to see if you lose the way to your destination. 
  Who’s the Mapper?
  
  89
  Book of Spring
  Haruka: 
  That’s me! Just in case, I’ll be casting my beginner’s magic “Acorn 
  Compass.” The magic Incantation Check… (rolls) worked so I 
  rolled an 8, a success!
  GM: 
  Ok, an arrow-shaped object is conjured by Haruka’s magic, and 
  points out the way to the destination as you walk!
  Haruka: 
  Alright, let’s follow Mr. Arrow~! (laughs)
  
  90
  Book of Summer
  THE BOOK 
  of SUMMER
  wherein lie the frequently used 
  rules for both players and GM
  
  91
  Book of Summer
  Skill Check Rules
  What is a Check?
  Role-playing games frequently include a random element to represent uncertainty 
  and the looming possibility of failure. Ryuutama is no different.
  When performing an action, a character’s stats are used to determine success 
  or failure. The higher the stat, the better chances are for success. However, no 
  matter how high your stats are, there is always a chance of failure. In Ryuutama, 
  the roll of the dice provides an exciting random influence upon the story.
  Rolling dice to determine success or failure is called a “Check.”  There are two 
  main types of Checks: “Success Checks,” and “Contested Checks.”
  The Basics of Rolling a Check
  1. Unless otherwise noted, two dice are rolled.
  2. The results of both dice are added together. The higher the total, the better.
  3. The dice used correspond to the character’s stats, but the exact stats used 
  will be determined by either the rules or the GM.
  Stats used in a Check
  The values of a character’s statistics [STR, DEX, INT, SPI] determine the type 
  of dice used in a check, with the numbers directly indicating the number of 
  sides on the dice that should be rolled.
  In some rare instances, you will roll only one die.  In those cases, take the 
  value of that single die without adding anything except situational modifiers.
  
  92
  Book of Summer
  Fumbles and Criticals
  FuMbles
  A Fumble occurs any time all dice rolled show a 
  value of 1. A Fumble is a crushing failure. An item 
  used for a bonus on the check will automatically 
  have its durability reduced by one (if multiple items 
  are being used, choose one item at random or at 
  the GM’s discretion).
  The experience of failure, however, will leave an 
  impression on the party. When a fumble is rolled, 
  each party member receives a Fumble Point that 
  will aid him or her later. Fumble Points are used 
  for Concentration and carry between sessions.
  critical success
  A Critical Success (otherwise known as a ‘critical,’ or 
  ‘crit’) happens anytime both dice rolled for a Check 
  come up as either sixes or showing the maximum 
  value for their dice size. This represents a great 
  success! For example, if rolling a d6 and a d8, a 
  roll of either 6+8 or 6+6 would result in a Critical 
  Success. If rolling a d4 and a d8, only a roll of 4+8 
  would trigger a Critical Success.
  
  93
  Book of Summer
  Success 
  Checks
  Success Checks are used to see if a character is able to successfully complete a 
  particular action. A Success Check is used only when the action is not a simple 
  affair, and success is not guaranteed, such as when jumping over a large pit or 
  searching for hidden items. The process for making Success Checks is:
  A spellcaster may cast a spell that effects the roll before the dice are rolled.
  The GM determines the stats to be used and the target number.
  The GM may decide to keep the target number a secret.
  The Player rolls the dice and tells the GM the outcome of the roll. Various penalties 
  and/or bonuses - called “modifiers” - may apply due to magic, items, or skills.
  The results of the dice are compared to the Target Number (or “difficulty”) and the 
  action is determined to be a success, failure, critical success, or fumble by the GM.
  Success: The total of the dice rolled + modifiers ≥ 
  Target Number. Ties go to the character!
  Failure: The total of the dice rolled + modifiers < Target Number
  In some instances, the outcome of the Success Check is not a binary success/
  failure, but an indication of how well the feat was accomplished. For example, a 
  check result of 4~5 may mean that a character managed to find a key in a dusty 
  room after a long search, but a check result of 9~10 means that the character 
  finds the key immediately.
   
  TN 
  Difficulty
   
  4 
  Easy
   
  7 
  A little difficult
   
  9 
  Difficult
   
  12 
  Very difficult
   
  16 
  Impossible for normal people
   
  20 
  Probably requires a miracle
   
  Result 
  Evaluation
   
  1 – Fumble Total failure
   
  4 
  Even a 
  kid could do better 
   
  7 
  Pretty good
   
  9 
  As good as a pro!
   
  12 
  You’re probably
   
   
  famous in your town
   
  16 
  Best in the land
   
  20 
  Legendary
   
  Critical 
  The best
   
   
  outcome possible
  
  94
  Book of Summer
  Contested 
  Checks
  Contested Checks are used to determine the result of a competition between two 
  parties. For example, a 50-yard foot race in which the victor would be uncertain.
  To determine the winner, both parties make rolls, any modifiers are added 
  to the results, and the highest total is the winner. In the case of a tie, the results 
  are ignored and the Check is repeated until a victor is determined. The process 
  for making Contested Checks is:
  The GM determines the appropriate 
  statistics to be used.
  Both parties roll two dice and report the results to the GM.
  The GM compares the results and determines the winner.
  Haruka tries to arm wrestle with Rick, the strongest guy in town.
  1) The GM determines that the stats to be used are [STR] and [SPI].
  2) Rick has [STR:8] and [SPI:4], while Haruka has [STR:6] and [SPI:8]. 
  They both roll their dice and get their totals: Rick gets 9 while Haruka 
  gets 8.
  3) The check results are compared; Rick is the winner since he had the highest 
  total.
  
  95
  Book of Summer
  Additional Check 
  Information
  General Check Examples
  Here is a list of common situations and the corresponding stats to be used in 
  skill checks. If a situation arises that is not covered by this chart, the GM should 
  use their best judgement to determine the appropriate stats.
   
  Check Name 
  Stats 
  Situation
   
  Hard exercise 
  [STR + DEX] 
  Climbing trees or rocks, swimming in the sea or a river
   
  Drinking 
  [STR + SPI] 
  Drinking lots of liquor; drinking competitions
   
  Stealth 
  [DEX + DEX] 
  Hiding; keeping footsteps quiet
   
  Perception 
  [DEX + INT] 
  Seeing hidden things
   
  Dodge 
  [DEX + INT] 
  Dodging arrows or falling things
   
  Delicate Work 
  [DEX + SPI] 
  Making intricate items; setting traps
   
  Negotiation 
  [INT + SPI] 
  Getting information from enemies; 
   
   
   
  increasing your  business opportunities
   
  Sense 
  [INT + SPI] 
  Sense nearby living things
   Job Knowledge [INT + INT] 
  Know the basics of your Class’s craft
  Situational Modifiers
  Depending on the situation, the GM may decide that circumstances favor 
  your character, giving you a +1 or +2 bonus to your check. However, the GM 
  may also decide that your character is in an awkward position that calls for a 
  penalty instead.
  Retrying Checks
  Generally, once a character has failed a check, they may not retry the action. 
  However, the GM may decide to allow them to try again. In this case, the 
  character recieves a -1 penalty to the second check.
  A reminder to GMs: If the character absolutely needs to succeed on a task in 
  order to progress in the scenario, it’s probably not a good idea to force them to 
  roll the dice. Just let the character succeed. Or, alternately, let the player make 
  the roll, and if they fail, the character still succeeds at the action, but a future 
  (or even immediate) setback is triggered that will affect the story.
  
  96
  Book of Summer
  Concentration
  What is Concentration?
  When faced with a difficult action or perilous situation, a character can concentrate, 
  increasing their chance of success.
  concentration tiMing
  A character can “Concentrate” whenever attempting a check. Concentration 
  must be declared before the dice are rolled.
  checKs Where concentrate cannot be used
  Condition Checks, Initiative Checks, Damage Checks
  concentration cost
  In order for a character to Concentrate, one of the following costs must be paid:
  Half of the character’s current MP (rounded up), One Fumble Point
  concentration eFFect
  The character gains a +1 bonus to the Check result.
   
  ❁
  If both Concentration costs are paid (Half MP and a Fumble Point), a 
  character may gain a +2 bonus to the check instead. A normal character may 
  never gain more than a +2 bonus due to Concentration. A Technical Type 
  character can get a maximum +3 total bonus by utilizing both MP and a 
  Fumble Point. No character can receive a +4 or higher bonus.
   
  ❁
  If a character is at 1 MP and concentrates, they use half their MP rounded 
  up: 1. This brings them to 0 MP, which normally would cause that character 
  to faint (see combat). The concentrating character is still able to finish their 
  action, but no matter the outcome they will end up fainting afterward. 
  Better make it count!
  Concentration can be used to gain advantage during checks. See page 96.
  
  97
  Book of Summer
  Condition
  What is Condition?
  Condition is an abstraction of a character’s current status. When a character’s 
  Condition is high, the character is feeling full of energy and confidence. When 
  a character’s Condition is low, they are more likely to be ensnared by an enemy’s 
  magic or be affected by status effects. Having a low Condition can be a perilous 
  situation to be in.
  Condition Check
  A character’s Condition score is determined at the beginning of every day, by 
  rolling a Condition Check using [STR + SPI].
  sleePless Penalty
  If a character stays up all night to get to their destination as quickly as possible, 
  or are in some sort of jam that prevents them from sleeping, the Condition 
  Check does not occur. Instead, their current Condition score is halved, rounding 
  down. If this results in the character’s Condition dropping to 2 or less, they 
  automatically Faint. A character whose Condition drops to 0 dies.
  Tip-Top Shape
  When a character’s Condition is 10 or higher, the character is feeling so great 
  that one of their stats is temporarily increased. The player may choose one of 
  their character’s four statistics and increase it by one die size for that day. A stat 
  may not be raised above 12 in this manner.
  Out of Shape
  When a character’s Condition is 2 (a Fumble roll), the character is feeling run 
  down and out of sorts. The player must choose one of the following status effect 
  to affect their character: [Injury: 4], [Poison: 4], [Exhaustion: 4], [Muddled: 4].
  Die size up and down
  When a character’s stats are affected by magic spells, leveling up, or being in 
  Tip-Top Shape, the order in which the die size progresses is as follows: 4 ➙ 
  6 ➙ 8 ➙ 10 ➙ 12. A stat may not be raised higher than 12 except with a 
  certain spell.
  When effects such as Injury or Poison reduce a character’s stats, the order 
  in which die size is reduced is as follows: 12 ➙ 10 ➙ 8 ➙ 6 ➙ 4. A stat 
  may not be lower than 4.
  
  98
  Book of Summer
  Status Effects 
  and Recovery
  What are status effects?
  There are times during a Journey when travelers will be afflicted by various 
  types of injury or ill fortune. These ailments are called status effects. There are 
  six different status effects, which are divided into two categories.
  The number attached to a status effect indicates the strength of the status 
  effect and represents how likely a character is succumb to it. A character with a 
  Condition equal to or less than this number will suffer the effects of the status 
  effect. For example, Poison: 6 will affect a character with a Condition of 6 or less.
  A traveler who receives a status effect weaker than their current Condition 
  still records the Status Effect, even though it does not affect him that day, since 
  it may affect him the next. 
  A traveler afflicted with two status effects of the same type only records 
  the one with the higher value. For example, if a character with Shock: 6 is 
  later afflicted with Shock: 4 from another source, only the original instance of 
  Shock: 6 is kept.
  How to Recover from Status Effects
  If any of the following occur, a character will recover from a status effect:
  The next day’s Condition is equal to or higher than the status effect’s strength.
  The character is treated with a healing herb or magic spell that affects 
  status effects.
  They receive aid at a facility in a town or city. 
  They are given First Aid by a Healer class character. However, this is only 
  temporary and the status effect is only relieved for one hour.
  
  99
  Book of Summer
  Body-based status effects 
  Injury
  [DEX] is reduced by one die size
  Poison
  [STR] is reduced by one die size
  Sickness
  All four stats reduced by one die size
  Mind-based Status Effects
  Exhaustion
  [SPI] is reduced by one die size
  Muddled
  [INT] is reduced by one die size
  Shock
  All four stats reduced by one die size
  Micka had a bad day. He slept poorly, waking up with a Condition of 5. 
  During the day he was distracted by a rare butterfly and tumbled down a 
  ravine. He thought he might have twisted his ankle [Injury:5] but he was able 
  to walk it off… temporarily. Unfortunately, he walked right into a bottlesnake 
  den. He was bitten before he realized what was going on [Poison:6], and 
  had to be rescued by his friends. His Condition of 5 is less than the strength 
  of the [Poison] but higher than the [Injury], so he records them both but only 
  suffers the [STR] die size reduction. Luckily(?) for him, his [STR] is already 
  at [STR:4], so it cannot be reduced any further.
  In the morning, Micka is looking pale and rolls poorly: Condition 4! 
  Now Micka’s foot is swollen and aching due to his [Injury:5]! His [DEX:6] 
  is reduced to [DEX:4] because of the status effect, increasing the chance that 
  he will continue to roll poorly until he is cured.
  
  100
  Book of Summer
  Journey Rules
  What are Journey Rules?
  Travelers tend to spend more time outdoors than in human settlements: Hiking 
  along mountain trails, scavenging for food to be cooked over a campfire, or 
  finding suitable caves to take refuge in. Journey Checks exist to find out how 
  smoothly each day in the wilderness goes for your characters. Once characters 
  reach a settlement, only the Condition Check is required.
  As long as characters are travelling in the wilderness, they make the three 
  Journey Checks detailed below, each day, in order. The difficulty for these 
  checks will change depending on the current terrain and weather. The rougher 
  the terrain and the harsher the weather, the higher the target number will be.
  If travelers are passing through familiar terrain, following clearly marked 
  roads, or on very long Journeys, the GM may feel free to skip Direction or even 
  Travel Checks if they feel unnecessary.
  The target number for all Journey Checks is equal to: Terrain Difficulty + 
  Weather Modifier.
   
  Roughly 
  Movement distance
   
  1 day’s movement (~8 hours on foot) 
  About 30 km
   
  2 hours on foot 
  About 7.5 km
   
  1 square on the map sheet 
  About 30 km
   
  Terrain 
  Difficulty
   
  Level 1: grasslands, wasteland 
  6
   
  Level 2: woods, highlands, rocky terrain 
  8
   
  Level 3: deep forest, swamp, mountain 
  10
   
  Level 4: desert, jungle 
  12
   
  Level 5: alpine 
  14
   
  Weather 
  Modifier
   
  Clear skies/cloudy 
  None
   
  Hot/cold/rain/strong wind/fog 
  +1
   
  Hard rain/snow/night/deep fog 
  +3
   
  hurricane/blizzard 
  +5
  Traveling through Level 3 terrain - Move at 1/2 speed
  Traveling through Level 4 terrain - Move at 1/3 speed
  Traveling through Level 5 terrain - Move at 1/4 speed
  
  101
  Book of Summer
  terrain descriPtions
  Grassland - Rolling plains of relatively peaceful, grassy land with shrubs and 
  maybe small or stunted trees. There are usually few dangers in the grassland, 
  but it can be easy to get lost due to the lack of landmarks
  Wasteland - Craggy wastes, dried lakebeds, or rocky areas between mountains 
  where life has yet to firmly take root - or has already died off. Danger is scarce, 
  but so are animals and resources.
  Woods - Gentle, forested areas of trees or bamboo, full of plant and animal life.
  Highlands - Sloping hills and elevated plateaus, usually covered in pasture land 
  and rich in plant life.
  Rocky Terrain - Rough areas, tougher to traverse than wastelands, but not 
  quite mountainous. These rocky areas tend to be steep, stony inclines, with 
  little plant and animal life; or else flat and very dry, verging on being desert.
  Deep Forest - Think the Black Forest of the Grimm tales: Ancient, dark, 
  powerful forests that seem to swallow the sunlight. No amount of familiarity 
  will allow you to feel truly at ease here, and it can be easy for unwary travelers 
  to become lost.
  Swamp - Wetlands or forested bogs, swamps tend to be rich ecologies with a wide 
  variety of plants, animals and bugs. However, it is difficult to cross wetlands 
  quickly, and it is all too easy for gear to be lost or ruined in the process.
  Mountain - Huge, rocky protrusions that reach into the clouds and can stretch 
  for miles. Mountains and mountain ranges are home to specialized flora and 
  fauna that have adapted to steep slopes and frigid temperatures. They can be 
  very dangerous to cross without a lot of preparation.
  Desert - Barren, sandy land with little plant or animal life. Extremely hazardous 
  to cross without preparation.
  Jungle - A rich biome, rife with dangers both obvious and hidden.  Jungles 
  have great biodiversity, always surprising travelers with new sights, smells 
  and experiences, but great care must be taken in dealing with the plants and 
  animals found there.
  Alpine - The highest, coldest reaches of the tallest mountains, alpine regions 
  are almost entirely devoid of life. Travelers come here only if there is no other 
  path, and can do nothing but hasten on their way.  Extremely dangerous 
  without proper gear and training. This terrain can also represent the tops of 
  active volcanic mountains, which present their own challenges.
  
  102
  Book of Summer
  3
  2
  4
  The Flow of Journey Checks
  Condition Check [STR + SPI]
  Who:  
  Each party member
  Determines everyone’s Condition for that day.
  Travel Check [STR + DEX]  Target number: Terrain + Weather
  Who: 
  Each party member
  Determines the ability of each traveler to traverse the terrain without incident.
  Success: 
  The character travels all day without harm.
  Failure: 
  Halve the character’s current HP, rounding down.
  Critical: +1 to Condition until the next day’s Condition Check.
  Fumble: 
  Quarter the character’s current HP, rounding down.
  Direction Check [INT + INT] Target number: Terrain + Weather
  Who:  
  Only the Mapper (One other person may provide support)
  Determines the ability of the party to find their way.
  Success:  The party finds their way.
  Failure:  
  Movement is halved. If the party traverses the same terrain the next 
  day, they receive a +1 to their next Direction Check.
  Critical:  The party finds their way, regardless of the terrain difficulty.
  Fumble:  
  The party ends up in the exact same spot at the end of the day.
  Camping Check [DEX + INT]  Target number: Terrain + Weather
  Who:  
  1 person (One other person may provide support)
  If the party doesn’t have enough tents and sleeping gear, this Check receives a 
  -1 penalty
  Determines whether the party passes the night safely.
  Success:  At the start of the next day each character’s current HP is doubled 
  (up to their max). MP is fully restored.
  Failure: 
  At the start of the next day each character recovers only two HP and 
  MP.
  Critical:  At the start of the next day each character recovers all their HP and 
  MP, and gains a +1 bonus to the that day’s Condition.
  Fumble:  
  No recovery occurs and the group suffers a -1 penalty to the next 
  day’s Condition.
  At the end of each day, each traveler 
  consumes one food and water ration.
  
  103
  Book of Summer
  More about 
  Journey Checks
  An Important Reminder about Journey 
  Checks and Role-Playing
  One of the most important things to remember about Journey Checks is that 
  they should not feel like a series of simple, silent die rolls, to be made over and 
  over again on the journey between points A and B. Every success should prompt 
  an in-character reaction. Every failure should set up an interesting challenge or 
  role-play scene in the game. The GM should embellish the description of what 
  happens, or perhaps leave it to the players to tell the group how they managed 
  to succeed, or what occurred when they failed.
  While, yes, they are a series of static, rules-based die rolls, Journey Checks 
  should immediately prompt role-playing and potentially create new twists in 
  the story. Don’t let them become a rote chore that silences the players and just 
  produces numeric results. See the examples in the Replays for insight into simple 
  narration of journey check results.
  Support Rules
  The characters attempting the Direction Check and the Camping Check may 
  each receive assistance from one other character. If the supporting character 
  makes the same check with a target number of 5, the main check gains a +1 
  bonus. The GM may decide to allow characters to support other checks as well. 
  Condition checks, however, cannot be supported.
  Return Route
  Because travelers remember the roads they’ve tread, the return home from a 
  journey is much easier.
  If the characters travel through the same area of level 2 or lower terrain twice 
  in less than a week, they only need to perform Condition and Camping Checks.
  Penalties for Lack of Food and Water
  If a character has run out of food or water, every check they perform receives a 
  -1 penalty. If both food and water have run out, the penalty is -2. The penalty 
  is cumulative, stacking each day that the situation is not remedied.
  
  104
  Book of Summer
  Food and water supply
  Food can be restocked by shopping in town or by gathering materials from fallen 
  monsters. Water is refilled automatically when entering a town.
  A party can spend time while moving to find more food and water along 
  the way.   To do this, choose 1 character to perform a supportable [STR + INT] 
  check with a target number of terrain + weather. A number of food and water 
  rations are found equal to the difference between the target number and the 
  number rolled on the dice. However, movement for that day is halved.
  Random Events
  Sometimes random events happen to travellers on the road. Included is a chart 
  with a list of possibilities with appropriate status effects. The GM may feel free 
  to include these as part of a scenario.
   
  Event 
  Status Effect 
  Strength of Effect
   
  Twisted ankle 
  Injury 
  4
   
  Rock fall/avalanche 
  Injury 
  6
   
  Fall from a great height 
  Injury 
  6
   
  Touching a poisonous plant 
  Poison 
  4
   
  Food poisoning 
  Poison 
  4
   
  Poisonous snakebite 
  Poison 
  6
   
  Catching a cold 
  Sickness 
  4
   
  Heatstroke 
  Sickness 
  4
   
  Contagious disease 
  Sickness 
  6
   
  Insomnia 
  Exhaustion 
  4
   
  Homesickness 
  Exhaustion 
  6
   
  Walking High 
  Muddled 
  4
   
  Drunkness 
  Muddled 
  6
  
  105
  Book of Summer
  Terrain 
  Dragons
  Innumerable breathtaking vistas populate the world of Ryuutama, from prairies 
  that stretch across green horizons, to deserts cracked and ruined by heat and 
  thirst. From rain that bestows blessings upon the earth to freezing blizzards 
  that ravage mountainous paths, nature’s power is on display wherever you may 
  travel. Living in and among these natural phenomenon are the Terrain and 
  Weather Dragons.
  Just as the grassland explodes into bursts of green when populated by prairie 
  dragons, a landscape will quickly become sandy and hot once a sand dragon makes 
  a nest. Of course, this means that rainy skies follow wherever the rain dragons 
  may go. In any case, it is said that the very breath of these dragons creates the 
  various terrain and weather patterns that make up our world.
  However, the exact nature of the Terrain and Weather Dragons is still 
  unknown. Some sages say that dragons are little smarter than most other animals 
  and live like beasts on the land. Other wise men suggest that dragons are actually 
  spirits, with keen intellects that surpass even mankind.
  In any case, it seems that they are both; both are true at the same time. 
  Most dragons are similar to wild animals, but there are long-lived dragons that 
  have been around for hundreds of years that are smarter and more powerful 
  than we can even imagine.
  It cannot be denied, however, that dragons are complicated creatures. The 
  existence of many dragons is a boon to mankind, although some dragons, like 
  the crag or sand dragons, tend to destroy any earth they settle. Occasionally, 
  territorial disputes between dragons can lead to topographical shifts across wide 
  areas. What are we supposed to do in such a situation?
  As far as humankind is concerned, dragons are creatures worthy of respect and 
  admiration, but certainly also fear and wariness.
  
  106
  Book of Summer
  Prairie Dragon
  Wasteland Dragon
  For farmers, this 
  dragon is probably 
  a nuisance.
  Prairie dragons specialize 
  in planting seeds in lands 
  laid bare by fire.
  First, the prairie 
  dragons emerge; 
  they plant seeds, 
  and grass emerges. 
  The land becomes a steppe. 
  Over time, more plants emerge 
  and it becomes a forest. 
  Side View 
  Top View
  
  107
  Book of Summer
  Woodland Dragon
  Highland Dragon
  Compared to the deep forest, 
  the woods are easy for humans 
  and dragons alike to live in.
  On the antenna that springs from the head of 
  the woodland dragon, there grow glowing pouches 
  in the shape of flowers. When it is in a good 
  mood, these “blossoms” emit a soft glow.
  This dragon has a relatively large body, with 
  a wave of soft grass covering its broad back. 
  Its bony ridges, claws, and great horns all 
  have a white, limestone-like appearance.
  Possessed of a timeless, calming presence, 
  the Highland seems to have the carefree, 
  tolerant attitude of a kindly old man, 
  rather than a more distant, noble bearing. 
  It seems almost to invite one to curl up 
  next to it for a nap.... though it could 
  be that this dragon is a little...slow.
  
  108
  Book of Summer
  Stone Dragon
  Its surface is covered in rocks, with crystals and clumps of quartz here and 
  there. It almost looks as if it could curl into a ball and roll away like a stone. 
  Dark Dragon
  This dragon prefers deep, mysterious forests, like the Black Forest of Grimm 
  tales, or the impenetrable forest surrounding Mount Fuji. Deep forests that 
  seem to reject human incursions, creating an environment in which monsters 
  can thrive. Many thorny tendrils unfurl from where the dark dragon’s wings 
  meet its body, and it sports a second pair of eyes on its collarbone.
  
  109
  Book of Summer
  Muck Dragon
  This dragon has a frog-like tongue it uses to snatch marsh 
  insects from the air, and a membraneous sac hangs from 
  its throat, stretching taut and translucent when the muck 
  dragon calls to its mate. Oddly, the mating call of the 
  muck dragon can be quite enchanting. Covered in a thin layer 
  of slime, this dragon is danger of dying if it dries out.
  Cliff Dragon
  On this dragon’s shell grow many plants, thriving amidst the stones and small 
  pools of water that cover its back; It is almost as if it 
  were carrying the whole ecosystem of the mountain with it.
  
  110
  Book of Summer
  Sand Dragon
  The sand dragon is always surrounded by sandstorms, and its breath forms 
  mirages on the hot desert sand. While it has vast, billowing wings, they are 
  ill-suited for flying, instead reaching out to overshadow the creature’s 
  surroundings, like a terrifying vision of the power of the desert.
  Vine Dragon
  Standing with its rootlike feet sunk into the earth, the vine dragon 
  rarely moves, though when it does, the beasts of the jungle erupt into 
  a frenzy. Its body is birdlike, but covered in living plants, giving it 
  the appearance of being a mass of vegetation rather than a creature. 
  Indeed, like a plant, it has no need to eat, and thus no mouth.
  
  111
  Book of Summer
  Alpine Dragon
  In the 
  highest 
  mountain 
  regions, travellers 
  might even encounter 
  volcanic dragons that 
  breathe magma and 
  volcanic ash.
  coMMon sights For various toPologies
  Lv 1: 
   
  ❁
  Grassland: Grassy Thickets, Sparse Trees, Fields of Flowers, Burrows/
  Dens, Small Rivers
   
  ❁
  Wasteland: Animal Remains, Bones, Withered Trees, Withering Grass, 
  Rocks, Sand, Boulders, An Abandoned Shack, Fallen Trees, Cliffs, Scree/
  Rubble
  lv 2
   
  ❁
  Wood: Thickets, A Grove of Trees, Seeds/Acorns, Fallen Leaves, Fallen 
  Trees, Sunlight Filtering through Trees, Flowers, Animal Trails 
   
  ❁
  Highland: Hills, Grassy Thickets, Fields of Flowers, Pastureland, Fences, 
  Trees, Cow or Sheep Stables, Animal Droppings
   
  ❁
  Rocky Terrain: Ledges, Rocky Paths, Falling Rocks, Boulders, Rocks, 
  Bluffs, Gravel Banks, River Rapids, Chasms
  
  112
  Book of Summer
  lv 3
   
  ❁
  Deep Forest: Moss-Covered Rocks, Dense Trees, Seeds/Acorns, Thickets, 
  Fallen Trees, Fallen Leaves, Mushrooms, Mist, Animal Trails
   
  ❁
  Swamp: Bogs, Mud, Holes, Quagmires, Thickets, Driftwood, Lotus Petals, 
  Frogs, Snakes, Bubbling Water, Small Paths, A Bridge
   
  ❁
  Mountain: Valleys, Hills, Steep Slopes, Suspension Bridges, Animal Trails, 
  Signposts, Groves of Trees, Geysers, Hot Springs, Poisonous Gasses, 
  Waterfalls, Emergency Shelters
  lv 4
   
  ❁
  Desert: Sand, Quicksand, Sand Dunes, Boulders, Rocks, Bones, Cactus, 
  Sandstorms, Mirages, Heat Haze, Oasis Springs, Ruins Half-Buried in 
  Sand, A Pyramid, Ancient Ruins
   
  ❁
  Jungle: Coiling Vines, Tree Canopies, Brightly Colored Flowers, Giant 
  Plants, Mist, Mud, Fallen Trees, Animal Cries, Bleached-White Bones, 
  Mushrooms, Animal Trails, Giant Insects, Ancient Ruins, Mysterious 
  Objects from Another Civilization
  lv 5
   
  ❁
  Alpine: Snow, Ice, Alpine Plants, Boulders, Snow Drifts, Sheer Cliffs, 
  Falling Rocks, Scree/Rubble, Volcanic Caldera, Vapor, Geysers, Ledges, 
  Emergency Shelters
  things that aPPear in all toPologies
  Animal Tracks, Wild Animals, Insects, Dragon Statues
  
  113
  Book of Summer
  Weather 
  Dragons
  Sun Dragon
  Sun dragons have warm, sunny personalities. In 
  fact, all weather dragons have personalities 
  that reflect the weather they represent.
  As they are attracted to “teru-teru bozu”--a type of 
  simple, handcrafted charm--there is a tradition of hanging 
  these trinkets about the house to invite warm weather. 
  In fact, children are taught a simple song that goes, 
  “Sun dragons love teruteru bozu, so if we hang them from 
  our house, the sun dragons will come out and play”.
  On cloudy or rainy days, sun dragons unhappily tuck in their fins and 
  tails, but when they are content they unfurl them. Front view
  Weathzerds (Weather Wizards) use symbols representing the 
  dragons when relaying the weather report for the day.
  Cloud Dragon
  Gentle, mild creatures… or at least, that’s what 
  folks tend to believe. In truth, they are simply 
  slow and spacey.  Cloud dragons are sleepyheads, 
  and their reputation as the calmest variety 
  of dragon is due to their being half-asleep.
  Their favorite activity is sleeping, which 
  is why when people can’t fall asleep 
  they count images of cloud dragons in 
  their mind until they drift off.
  Cloudy days in the world of 
  Ryuutama are sometimes 
  caused by groups of cloud 
  dragons flocking together 
  like sheep. When they 
  jostle about in the air, 
  clouds appear and the 
  day becomes overcast.
  warm 
  weather 
  symbol
  cloudy weather symbol
  
  114
  Book of Summer
  rain dragon
  Very different from sun dragons, rain dragons are introverted, 
  a little timid, and delicate in personality. 
  Wind dragon
  Wild, audacious, and free-spirited, wind dragons love 
  flying so much that they spend almost all their time 
  in the sky, and are rarely seen on the ground. When 
  they fly, their attitude is less “Where do I want to 
  fly today?”, but more like, “It’s so much fun to just 
  be carried along by the wind”. Wind dragons and cloud 
  dragons are unexpectedly friendly with each other.
  The tail of a wind dragon is 
  curly and twisting, trailing out 
  loosely behind it; must have been 
  these tails that inspired the 
  weathzerds when they came up with 
  the symbol for windy weather.
  Mist dragon
  Mysterious and a little unsettling, mist 
  dragons never make a sound, which makes 
  them seem even more inscrutable.
  Their bodies are completely white, and 
  semitransparent, flapping like the pages of a book 
  when they move, but possessed of a texture less 
  like paper and more like...boiled wonton noodles.
  They carry umbrella-shaped mushrooms--not that they are 
  at all put out by being wet; They just like mushrooms. 
  When they fly, they hold their mushrooms aloft. They are 
  also timid, so when frightened, in an unfamiliar location, 
  or confronted with something unexpected, they hide the 
  upper half of their bodies beneath their mushrooms.
  Their bodies are semi-
  transparent, and covered in 
  a kind of jelly-like slime.
  rainy weather 
  symbol
  windy weather 
  symbol
  Mist dragon 
  outstretched
  A thick, billowy fog always seems to 
  surround the body of a mist dragon.
  foggy weather 
  symbol
  They watch and wait, like this.
  This has subsequently become 
  the symbol of rainy weather.
  If you look closely, you can easily 
  see through their disguise; the 
  fact that they maintain the 
  ruse anyway is rather charming.
  
  115
  Book of Summer
  snoW dragon
  Snow dragons’ personalities are cool, calm and aloof, 
  though they are friendly with winter dragons.
  Their favorite food is rock candy, also 
  called “ice candy” by children.
  Their bodies seem like they are made of 
  spiky, jagged crystal, or artisan-cut glass.
  The unusual shape of their wings varies 
  from dragon to dragon. It is said, that no 
  two snow dragons look completely alike.
  Their wings are a pair of symmetrical, six-pointed crystals.
  thunder dragon
  Thunder dragons are playful, 
  reckless, troublesome, strong-willed, 
  temperamental, and excitable.
  Of all the weather dragons, they are 
  the most destructive, but it’s not that 
  they’re evil or hostile. The fact is 
  that they are simply a little foolish, 
  and don’t think things through.
  While they love making a racket, 
  they also get tired and bored 
  easily, which is why thunderstorms 
  never last a long time.
  On stormy days they frolic by 
  pointing their horn towards the 
  ground and dive-bombing the earth.
  Like crows, thunder dragons are 
  attracted to shiny materials, 
  and will often appear where metal 
  are visible from the sky.
  Their wings 
  unfurl and 
  retract 
  like this.
  When 
  they are 
  folded 
  they 
  look like 
  this.
  When both 
  wings are 
  unfurled, when 
  viewed from 
  behind it looks 
  like they 
  are carrying 
  a crystal 
  snowflake. 
  snowy 
  weather 
  symbol
  When a thunder dragon 
  becomes excited, 
  electricity will spark off 
  its body like fireworks.
  thunderstorm 
  weather 
  symbol
  
  116
  Book of Summer
  Combat Rules
  In the course of their journeys, travelers may be attacked by monsters, or need to 
  resort to monster hunting due to a shortage of food or materials. The following 
  combat rules have been prepared for just these types of situations.
  The Flow of Combat
  Decide on five “Objects” in the area
  Determine Initiative. PCs roll an Initiative Check [DEX + INT] to determine 
  activation order. This is done only at the start of the encounter unless 
  a special action is performed during combat. Monsters’ Initiative 
  can be found in their stat block in the Monster section
  The players place their characters in an area on the battlefield.
  The PC or monster with the highest initiative acts 
  first, followed by the next highest, etc.
  Once all participants have performed an action, the round is over.  
  Combat returns to step  
   and repeats.
  1 round is about 10 seconds.
  Conditions for the Start of Battle
  Battle begins when Monsters engage a party, negotiations fail, a party ambushes 
  monsters, or any other situation where violence becomes inevitable.
  Conditions for the End of Battle
  Battle ends when an entire side has left the battle by escaping, has been incapacitated 
  by injury, or when an agreement is made between both sides to end hostilities
  What is Initiative?
  Initiative is an abstraction of both character turn order and a character’s ability 
  to dodge attacks. High Initiative numbers are better.
  All characters participating in battle must make an Initiative Check by 
  rolling [DEX + INT]. If two or more characters have the same Initiative, the 
  character with the higher Condition score goes first. If both characters have 
  the same Condition, those characters act at the same time. For monsters, the 
  GM uses the Initiative score found in their stat block (See the Book of Winter).
  
  117
  Book of Summer
  The Battlefield and Objects
  The Battlefield
  The Battlefield Sheet is used to represent relative positions of characters in 
  battle. At the start of battle, each player should decide whether to place their 
  character in the Front Area or the Back Area. In normal situations, it is best 
  for strong melee-weapon users to start in the Front Area, while bow-users and 
  magic-users start in the Back Area.
  Enemy Back Area
  A character must be equipped with a bow 
  or use long ranged magic in order to attack 
  a Monster in the Enemy Back Area.
  Front Area
  In the Front Area, enemies and allies alike 
  join in close combat. Using spears, blades 
  and axes, you can attack monsters in the 
  Front Area. Spells or effects that target an 
  area will affect both enemies and allies in 
  this area. Characters in the Front Area can 
  be attacked by ranged or magic attacks 
  from a Back area.
  Back Areas (Enemy/Ally)
  The Back Areas are separated from the 
  Front Area, safe from close combat. If the 
  Front Area is totally clear of enemies, all 
  combantants in the Enemy Back Area will 
  automatically be moved into the Front 
  Area. Likewise, if no allies remain in the 
  Front Area, all allies in the Ally Back Area 
  are moved into the Front Area. 
  Objects
  “Objects” are items strewn about the battlefield that may be used to great 
  effect by characters during a battle. These objects must be things that suit the 
  battlefield: For example, if the combat takes place in a town, suitable objects 
  may be “carts,” “fruit stands,” “fountains,” “stone walls” and other things found 
  in a town. Travelers can use these items to gain an edge in combat. A player 
  may use an item by explaining how they use it, like, “I hide behind the wall 
  and shoot an arrow!”
  When a character describes a way in which their character uses an Object 
  during an attack, their Accuracy Check receives a +1 bonus. The Object that 
  was used is then erased and can no longer be used.
  Ryuu    tama
  Battlefeld Map
  Object
  Object
  Initiative
  F
  r
  o
  n
  t
   
  A
  r
  e
  a
  F
  r
  o
  n
  t
   
  A
  r
  e
  a
   
  A
  ll
  y 
  B
  a
  c
  k 
  A
  r
  e
  a
  E
  n
  e
  m
  y 
  B
  a
  c
  k 
  A
  r
  e
  a
  
  118
  Book of Summer
  setting uP obJects
  At the beginning of a normal combat, the group should come up with five 
  Objects, though boss battles should have ten Objects instead.  The Players and 
  the GM should come up with Objects are suitable for the combat at hand. A 
  common system is to have each player contribute one object to the field, going 
  clockwise around the table.
  Combat Actions
  During combat, each character may perform only one of the following actions 
  during their turn.
  Movement
  A character may choose to move to a different area of the battle. A character 
  may switch to the Front Area from the Back Area, or to Back from Front.
  Magic
  A character may use a magic spell with a casting time of “Normal.”  These 
  spells include long ranged attacks and spells that heal companions. Please see 
  the magic rules for more information.
  Assess the Situation
  By re-examining the situation around them, your character may change their 
  stance. You may then roll a new Initiative Check to use from the start of the 
  next round. If the new Initiative Check result is lower than the previous roll, 
  take the higher of the two.
  Defend
  A character may choose to focus completely on defense;  Until the character’s 
  next turn, whenever they take damage, the damage they receive is reduced by one. 
  In addition, this character may decide to become the target of any attack aimed 
  at an ally in the same area. If they decide to do so, the attack automatically hits.
  Attack
  A character may attack using a weapon or their bare hands. First, the character 
  rolls a check to see if the attack hits. If successful, they then roll for the amount 
  of damage dealt. 
  The weapons used determine the Accuracy Check and Damage Check 
  dice. Please see the character creation section for more information about each 
  weapon type.
  
  119
  Book of Summer
  1) accuracy checK
  When the character rolls the Accuracy Check, the target number is equal to 
  the target’s Initiative.
  2) daMage checK
  If the Accuracy Check is successful, the Damage Check is rolled. The result of 
  the Damage Check is the amount of damage that the target takes. 
  -A character may not Concentrate on a damage check.
  critical hit
    If the Accuracy Check succeeds with a Critical, the number of dice rolled for 
  the Damage Check is doubled, i.e. if the damage normally rolled is 1d6, 2d6 
  are rolled instead.
  Defense Points
  If a character has Defense Points as a result of wearing armor or other 
  protection, they may reduce any damage from an attack by their Defense 
  Points. This applies only to physical attacks, and does not reduce damage 
  caused by magic attacks.
  Shields
  Shields have a Shield Dodge Value: Light Shield is 7, Heavy Shield is 9. When 
  you roll initiative, if you roll less than the Shield Dodge Value, your defense 
  value automatically becomes the Shield Dodge Value. You still make actions 
  on your initiative value in combat, but you become harder to hit.
  use an iteM
  A character may use an item if the GM decides it is usable in ten seconds or 
  less.  A character may also switch weapons, or hand or trade items to another 
  character in the same area.
  use a sKill
  The Minstrel’s Music skill and the Healer’s Healing skill may both be used 
  during combat.   Other skills may also be used at the GM’s discretion.
  other actions
  A character may perform an action that takes about 10 seconds. The GM should 
  decide which actions are possible and which are not.
  
  120
  Book of Summer
  Ah! What’s 
  that?
  Bong!
  Gobunya!?!
  Feint
  Once they have reached level 2, a character may attempt to fake out an enemy. 
  The character makes an Accuracy Check. If the result meets or beats the 
  monster’s Condition, the monster receives a -1 penalty to its Initiative. This -1 
  is removed if the monster performs the “Assess the Situation” combat action. 
  Feints from multiple characters stack.
  search
  Once they have reached level 2, a character may search the battlefield to find 
  useful Objects. Each time a character uses a Search action, a single Object is 
  found. However, an item that has already appeared on the battlefield may not 
  appear again.
  Other Combat 
  Related Rules
  Wounds and recovery
  A PC’s HP can be reduced by enemy attacks and failed Journey checks, among 
  other things.
  The ways that they may recover it are listed on the chart, below. Remember 
  that no matter how much HP (or MP) is recovered, a character’s total may not 
  go above their maximum value.
   
  Healer class Skill: Healing 
  Recover HP equal to the check result
   
  Item use/Magic spell 
  Various
   
  Staying at an inn 
  Current HP is doubled; MP fully recovered
   
  Receiving care at a clinic 
  Gain 2d8 HP
   
  Camping 
  Current HP is doubled; MP fully recovered
  
  121
  Book of Summer
  Fainting and Death
  When a character’s HP or MP reaches zero, they faint, losing consciousness. 
  A character who has fainted is helpless and cannot perform any actions until 
  they recover. As soon as their HP and MP are back above zero, they return to 
  the action at their previous Initiative. 
  If a character’s HP reaches a negative value equal to the character’s current 
  Condition, the character dies. For example, a character with a Condition of 7 
  dies when their HP reaches -7.
  Characters who have fainted benefit from Camping Checks, but only gain 
  one HP (and/or MP, if that is at zero) on a Success. All other results work 
  normally. Fainted or dead characters can be carried and are treated as size 5 
  items. Obviously they do not need to roll Travel Checks!
  Surprise Attack
  There may be situations where one group catches another unawares and engages 
  them in battle before they can react. This is a Surprise Attack.
  The group that surprised the other gains a +1 bonus to Initiative. The group 
  that was surprised all start in their Front Area.
  Running Away
  When fighting enemies that are too strong, enemies that you no longer wish 
  to harm, or in other situations where your party wishes to disengage, the party 
  may choose to run away. This is possible if, at the end of a round of combat, the 
  sum of the party’s Initiative is equal to or higher than the sum of the enemies’ 
  Initiative.
  The GM may also decide that the party is fighting in an area that facilitates 
  easy movement and allow the party to retreat at any time.
  Speaking during combat
  Characters may speak during combat to relay information and act in character, so 
  long as the speech fits reasonably within the ten-seconds of their action. Players 
  may discuss plans during combat, but each player should mind their manners and 
  do their best not to take up their companion’s ten seconds of speech. Optionally, 
  GMs may feel free to allow as much table-talk as they feel comfortable with.
  Width of an area
  The GM is free to decide just how large each area of the battlefield is. If the GM 
  has trouble deciding, feel free to use five meters as a default size for each area.
  
  122
  Book of Summer
  Fighting in various environments
  Fighting in narroW sPaces
  Rope bridges, hallways, mountain roads, etc. In such an environment, the GM 
  may decide to limit the Front Area to one or two characters.
  Fighting in a craMPed area
  Around a campfire, in a crowded tavern, etc. In such an environment, the GM 
  may decide that both sides may only fight in the Front Area.
  Fighting in seParated areas
  Across a chasm, fighting on rooftops, etc. In such an environment, the GM may 
  decide that both sides may only fight in their respective Back Areas.
  Nonlethal damage
  A character may choose to deal nonlethal damage if they do not wish to kill 
  their opponent.  In order to do so, they must declare their intent before the 
  Accuracy Check and accept a -2 penalty on the Check.  If they succeed, the 
  Damage Check occurs as normal, except that damage applied may not reduce 
  the target to less than -2 HP.
  Monster Knowledge
  When they confront a monster for the first time, a character may attempt a 
  Check to see how much they know about it. On their turn, the character rolls a 
  Check using [INT + INT]. The target number is the sum of Terrain + Weather 
  unless the GM chooses otherwise. This check does not take up an action.
  On a successful Check, the GM will tell the player the Monster’s level and 
  give an idea of its main capabilities and ability scores (i.e. ”Its Condition is pretty 
  high, but it has a low Strength”). The “Open Dragonica” spell must be used 
  In order to determine more detailed information, such as actual stat numbers.
  Fighting in a 
  Narrow Space
  Fighting Across a 
  Long Distance
  Go, get’em, 
  gobunya!
  Don’t 
  push me, 
  gonbunya!
  
  123
  Book of Summer
  Town Creation Rules
  What are the Town Creation Rules?
  Travelers spend most of their time journeying through the wilderness;  while 
  this offers many wonderful opportunities to enjoy the beauty of nature, it also 
  leads to many dangerous encounters.
  When on such a journey, a town is more than a place of rest and respite for 
  weary travelers. A town might be the endpoint of a particular expedition, or 
  it could serve as an oasis of safety in the middle of a long, dangerous journey. 
  Indeed, most travelers will seize the opportunity to stop at any town along the way.
  Towns are places to buy things, see new sights, experience new things,  eat 
  delicious local food, and meet and talk to new people.
  In Ryuutama, the GM and players have the option of creating towns together 
  through discussion. Together you can create a lively town, an exciting town, 
  a strange town, a beautiful town, or a town you could imagine yourself living 
  in. The fun of the town creation system is that everyone gets to contribute an 
  element to the town, helping make it the kind of place they would like to visit. 
  By working together to add elements to the town, you and your friends can 
  create a town that exceeds what the GM might have imagined on their own. 
  And besides - the process of creating something together with your friends is 
  a wonderful gaming experience.
  How Do You Make Towns?
  Make a copy of the Town Creation Sheet: you can copy the contents onto a 
  sheet of paper, or download and print a copy of the sheet. On the Town Creation 
  Sheet are eight fields that represent various qualities of the town. Everyone will 
  fill in a piece of the sheet.
  The GM will usually determine the town’s name and population first, as 
  that information is often important for the town to fit within the GM’s scenario 
  plans (though she may leave the name or even population to the players, if she 
  wishes). From there, the GM and the players together discuss the other six 
  spaces, and fill them in together.
  A popular option is to go around the table and let each player choose one 
  space to fill in: They supply the details of one of the town’s qualities, and pass 
  the paper to the next player. If there are spaces left, the paper can make another 
  circle around the table, or the remaining items can be left to the GM, or even 
  hashed out together by the group. The GM should decide which method of 
  town generation will be used.
  
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  When Do You Create Towns?
  at the end oF the session
   One option is making the next session’s town at the end of the current session. 
  This is ideal for game groups that are organized and meet regularly. When the 
  players and GM create a town together at the end of one session, the GM will 
  have an easier time fitting the town into the next game.
  at the start oF the session 
  The second option is to create the town together at the beginning of the session. 
  The GM will need to fill out whatever details are necessary for the scenario 
  they have planned - perhaps more than just the town’s Name and Population. 
  Once the GM has done their part, the players can decide the rest of the options 
  together; This gives the GM less time to fit the town into the scenario, but can 
  be fun and rewarding.
  beFore the Players arrive at a toWn
  This is a trickier option, and requires a lot of ad-lib skills and confidence on the 
  part of the GM. It works essentially the same way as creating the town at the 
  start of the session, with the GM determining the important data, but leaves the 
  rest up to the players to decide as they approach the town. While this method is 
  the most unpredictable, and can be more stressful for the GM, it can also lead 
  to surprising and fun role-playing challenges for everyone. 
  
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  Town Creation Sheet
  Town Name
  Select a name for the town.
  Town Population
  Choose: Village (50-500 people), Town (500-5,000 people), City (5,000-20,000 
  people), or Large City (more than 20,000 people).
  Ruler or Representative
  Choose a system of government.  There are two basic systems of rule: 
  Aristocracies, ruled by a king or ruling family, and Democracies, run by a ruling 
  party or group of elders.  Also, jot down the name and personality of the head 
  of the ruling party. Of course, you’re also free to select a more complicated 
  government.
  Environment
  Note the terrain or environment where the town stands. For example, “a town 
  deep in a wispy wood”, “a city deep in a windy valley”, etc.
  Representative Building
  Think up a building, and some features (colors, descriptions) that are 
  representative of the town. For example, “a white castle atop a sharp cliff”, 
  “a giant windmill in the center of town”, etc.
  Specialty Goods
  Consider what goods or specialty products the town produces or is known 
  for.  Products include things like sheep, bricks, ore, wood, or wheat, while 
  ‘specialties’ might be things like wooden toys, mandarin oranges, or having 
  an unusually large number of skilled chefs.
  Town’s Sight/Sound/Smell
  Think about what sort of sensory impression a traveler might get from this 
  town. For example, “White painted walls and orange roofs, the smell of bread 
  baking, and the babble of the nearby stream”
  Town’s Threats
  Lastly, come up with a problem that is currently threatening the town.  Some 
  examples might be a specific type of monsters, a bandit group, or a drought.  
  If monsters, it might be fun to come up with some new ones that don’t appear 
  in the monster list.
  
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  World Creation Rules
  The World of Ryuutama
  The world of Ryuutama is a world of dragons and fantasy. It is a world of nature, 
  of seasons, and of strange monsters. Human civilization exists, with a culture 
  that evokes Western Europe during a highly idealized, pleasant Middle Ages 
  or Renaissance period. However, it also has some of the feel of old Japanese 
  towns and traditions.
  Between villages and towns, fields stretch across the land, travelers walk the 
  roads and merchants travel by horseback and carriage. In the towns, artisans and 
  merchants live in quiet boroughs and sell their wares in bustling marketplaces. 
  Inside the carefully constructed castles that dot the landscape reside decadent 
  royal families, lovely princesses and princes, and honorable knights, bearers of 
  ornate weapons.
  What are the World Creation Rules?
  The rules found in this book cover Journeys, travelers, Ryuujin, items, dragons, 
  magic, terrain, weather, and monsters. The details of the setting and the world 
  are left for you to decide.
  Much like the town creation system, the details of the world will be created 
  by the players and Game Master working together. In other words, the Ryuutama 
  you play will be the Ryuutama that you created together, a unique game just for 
  your group. Note that you can also play without using the world creation rules 
  to define the setting, and just enjoy the game on its own.
  How Do You Make the World?
  You use the World Creation Sheet to create your world. Together, the players will 
  discuss the details of the six world creation fields, and fill them in one at a time.
  When Do You Create the World?
  in the Middle oF the caMPaign
  This is a good method to use if the players are not accustomed to the game yet. 
  Play a few sessions using a vaguely defined fantasy world until everyone has a 
  handle on the feel of the game. Once everyone is used to playing Ryuutama, 
  set aside some time to create the world together. This lets you draw upon the 
  experiences you’ve had in play to help shape the world. Since everyone has 
  played a few sessions, it will be that much easier to create the world you have 
  been exploring.
  
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  beFore the caMPaign starts
  This method is recommended for when everyone is familiar with the feel of 
  Ryuutama. Before the campaign begins, everyone works together to build the 
  world. Once that is done, the GM can create scenarios, and everyone can set 
  off to explore the unique world they all helped create.
  World Building Sheet
  World Name
  Think up a name for the world
  Shape of the World
  Decide the physical shape of the world. It’s okay to leave it unclear or even “unknown”. 
  Ex:	A	flat	disk	on	the	back	of	a	turtle;	a	world	shaped	like	a	multi-level	tower; 	a	world	of	
  air	and	floating	continents,	where	dragons	carry	people	from	one	land	to	another;	etc.
  World History
  Record in brief the major events that have occurred in this world.
  Ex:	One	hundred	years	ago	a	demon	king	plunged	the	world	into	darkness,	but	the	
  world	was	saved	by	a	hero;	several	hundred	years	ago	there	was	a	great	civilization	
  based	on	magic,	but	it	fell	apart;	etc.
  Representative Countries
  Think up a country or two that best represents this world and describe them briefly. 
  Ex:	An	empire	that	gets	around	using	magical	trains	and	air	vehicles;	a	country	full	of	
  knights	that	are	constantly	waging	war	on	monsters;	etc.
  World Threats
  Come up with something that is threatening the lives or the livelihoods of all living things 
  in the world. It’s okay to have no world threats or allow them to come up through play.
  Ex:	The	dragons	of	the	world	have	contracted	an	unknown	illness;	a	demon	lord	has	
  risen;	a	great	Nothingness	is	spreading	across	the	land;	etc.
  World Enigmas
  Create a puzzling enigma or secret that the people of the world either have not yet 
  discovered, or know about, but which they do not understand. However, leave the truth 
  behind that enigma for the GM to reveal.
  Ex:	No	one	knows	what	lies	on	the	other	side	of	the	great	wall	at	the	edge	of	the	world;	
  it	is	said	that	there	are	88	secret	treasures	hidden	in	the	world;	etc.
  
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  Intro Replay 2
  Leo:  
  How far is it to the next town?
  GM: 
  Hmm, you’ll probably arrive tomorrow.
  Leo: 
  Well now, since Haruka here’s not a-feelin’ too grand today I say 
  we git a-campin’ early tonight.
  Haruka: 
  Wow, Leo’s such a nice guy~
  Leo: 
  That’s fer “The Tale of Kindness!” (laughs) I’m a-rollin’ my Dexterity 
  and Intelligence for the Camping Check! (Roll~) That there’s a 9! 
  Success!
  Haruka: 
  And that is how Leo and I forged our bonds of friendship! (laughs)
  GM: 
  From somewhere the Ryuujin is watching over you with a lukewarm 
  feeling… (laughs) That night no monsters approach, and you 
  spend the night peacefully. The next morning, the rain lets up and 
  a beautiful day dawns.
  Leo and Haruka:
   
  (roll~) We both rolled 8 for our Condition!
  GM: 
  Okay. Well, as you travel along doing just fine, the two of you arrive 
  at Ruby Leaf Town. As you enter the town, the smell of something 
  sweet roasting wafts through the air.
  Haruka: 
  That smells so nice~
  Leio: 
  This here town’s famous fer their Maple Mille-Feuille. Wait now, 
  wasn’t it you that done decided during Town Creation that this 
  here town’s a-known fer their sweets?
  Haruka: 
  Hehehe. Look, Custer is saying he wants to eat~! Oh, that Maple 
  Feuille looks so goooooooood. It’s got a crunchy maple-leaf shaped 
  pie shell, but the inside is sweeeeeeet maple syrup~~~~~~!!!
  GM: 
  While you’re talking, Haruka and Leo take Custer and approach a 
  sweets shop where they’re selling Maple Feuille. Please try rolling 
  your Strength and Spirit dice.
  Haruka: 
  (roll~) I got a 7!
  Leo: 
  I done got me an 11.
  GM: 
  Well, as Haruka is gazing at the Maple Feuille, all of a sudden 
  something runs right into you from the side!
  Haruka: 
  Huh?!? What is it?
  
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  GM: 
  It’s got a pot on its head, sharp fangs, cruel eyes and claws, and 
  looks like a cat…
  Leo and Haruka:
   
  A Nekogoblin?!
  GM: 
  That’s right! He says, “Outta the way, nyao!” but at the same time, 
  behind him you hear voices yelling, “Stop! Thief~!”
  Leo: 
  Thief you say? I don’t suffer no thieves!
  GM: 
  Ok then, this will become a combat with the Nekogoblin!
  Leo and Haruka:
   
  Okay!!!
  GM: 
  First, think up 5 objects that are likely to be found in the area, and 
  write them down. For example, stone paving…
  Haruka: 
  Can I use my dog Custer?
  GM: 
  That’s fine. Do you have anything Leo?
  Leo: 
  How about a banner… or flag for Maple Feuille? What do ya think?
  GM: 
  Sure, that sounds about right in this town~.
  Haruka: 
  Also, fallen leaves and potted plants!
  GM: 
  Understood~. That should be 5 objects. Next, we determine Initiative 
  and place ourselves in the Area we want to be in.
  Leo: 
  We gonna be rollin’ Dexterity and Intelligence for this here Initiative, 
  right? (Roll~) I done got me an 8.
  Haruka: 
  I got 9. I’m going to start off in the Front Area.
  Leo: 
  I only got me a short sword, so I’m gonna be right there with ya in 
  the Front Area.
  GM: 
  Well then, let’s begin combat! Since the Nekogoblin’s Initiative is 
  6, we’ll start with Haruka. Go ahead.
  Haruka: 
  I’ll start with using an object: “Custer barks at the Nekogoblin, 
  scaring him!” Then I attack with my short sword! My Accuracy 
  Check is Dexterity and Intelligence +1, and then I get another +1 
  for using an object… (roll~) 6!
  GM: 
  That hit. Please roll your damage.
  Haruka: 
  6 -1… 5 in total.
  GM: 
  Owww, that hurt!
  Leo: 
  Well see here now, I’m following up! I also got me a short sword, and 
  I’ll use an object: 
  “I roll a potted plant under the Nekogoblin’s 
  feet, knocking him off balance!” (roll~) That there’s a 7, so I hit!
  GM: 
  You certainly did hit. Damage?
  Leo: 
  4 points of damage! Have we gone and beat him?
  
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  GM: 
  Yep, you beat him. The Nekogoblin cries, “Sorry, nyao!” and takes 
  the thing he stole out of the pot on his head. He drops it and leaves.
  Leo: 
  Well now, wasn’t that a humdinger!
  Haruka: 
  What was the thing that he dropped?
  GM: 
  A doll that’s now totally muddy and what looks like a purse. The 
  lady who had her purse stolen comes right up to you and thanks 
  you, then leaves.
  Haruka: 
  Is the owner of the doll here?
  GM: 
  When Haruka picks up the doll and looks around, she sees a little 
  girl crying on the corner of the street.
  Haruka: 
  Well, I’m going to pick up the doll and bring it over to the little 
  girl~. I’ll be like, here, this is yours, right? Are you ok?
  
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  132
  Book of Autumn
  THE BOOK 
  of AUTUMN
  wherein lie the rules for the GM 
  character, the Ryuujin
  
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  Game Master 
  Character Creation
  Choose a Type
  First, pick one of the Ryuujin types. There are four types, each one differentiated 
  by their color and appearance. The Journey is the purview of all Ryuujin, the 
  focus of the story will be quite different depending on their type.
  The GM (you) should pick the type of the Ryuujin appropriate to the kind 
  of story you wish to create.
  Midori-ryuu, the green dragon
  Orthodox journeys involving adventure and exploration. This type is recommended 
  for beginners and GMs new to Ryuutama.
  ao-ryuu, the azure dragon
  Love, friendship, and human drama. This type is for GMs who want to create 
  stories about the characters’ human relationships to each other.
  Kurenai-ryuu, the criMson dragon
  Battle and competition. This Ryuujin color is for GMs who want to focus on 
  the combat system of the game.
  Kuro-ryuu, the blacK dragon
  Conspiracies, betrayals and tragedies. This is the Ryuujin for darker stories. It can 
  be difficult to use well, so this Ryuujin is recommended for experienced GMs.
  
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  Choose Your Shapeshifted Appearance
  All Ryuujin have three forms: A horned human, a great dragon, and one other 
  form. This third shapechange form is a non-threatening one they can use to 
  approach the travelers.
  This third form has nothing to do with the color of the Ryuujin. One Ryuujin 
  might take the shape of a white serpent, another might be an elderly human 
  seer, and yet another might transform into a large, beautiful bird.
  When creating a Ryuujin, pick a third form you can assume, and write this 
  shapechange appearance on your sheet.
  Record Your Level
  Your level will start out at 1, and you can grow as high as 5. Higher level Ryuujin 
  can cast more Bénédiction or assume a human form and travel with the travelers.
  Record Your LP (Lifepoints)
  Lifepoints, or LP, represent the Ryuujin’s health and vigor. They allow the 
  Ryuujin to use Bénédiction and Réveil. See those rules for details. 
  All starting Ryuujin begin with three LP. 
  At the end of every journey (adventure), a Ryuujin’s LP refresh to their 
  maximum score.
  If a Ryuujin’s LP score drops to zero, the Ryuujin dies. Their fallen body glows 
  then disappears. Once a Ryuujin dies, they are gone forever, never to return. 
  This can happen when a Ryuujin spends their last remaining LP on an ability.
  If the Ryuujin dies in the middle of a journey (adventure), the journey must 
  either end immediately or a new Ryuujin must be created to step in and guide 
  the journey to its end.
  Choose an Artefact
  The Artefact is a tool which provides the Ryuujin with mysterious powers. It might 
  be a great sword, a ring or a chalice, but whatever form it takes, manipulation of 
  this artefact allows the Ryuujin to sway the natural order of the world.
  Each type of Ryuujin has three artefacts they can choose from, but they 
  may select only one.
  At character creation, pick one of the three artefacts available to your Ryuujin 
  type and write it down on the character sheet. If you wish, you can name this 
  artefact to give it some flavor. Each artefact has an ongoing effect throughout 
  the journey.
  
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  GM Name
  GM Character Sheet
  Date
  Character
  Name
  Race
  Alt.
  Shape
  Artifact
  Inscription
  Bénédiction
  Réveil
  Appearance, Personality
  Max LP:
  Current LP:
  # of Slots:
  Goal
  Living Quarters
  Protected Travelers
  Protected Worlds
  History of Tales
  Scenario name
  Scenario
  Date
  Scenario name
  Scenario
  Date
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  M.N
  Aster
  Blue
  2
  white dog
  Mascot
  Kasta
  3
  2
  The Tale of Kindness
  Guidance of the Dragon
  His Ryujin form kind of looks like a 
  little boy. He can transform into the form
  of a big white dog. He eats a little too
  much, but is nice with a calm personality.
  Craft a tale all about foods of the seasons
  Stone castle surrounded by sakura trees
  Flower-bird: Karuka
  Flying panther: Akurai
  Little Herbalist: Leo
  Material collector: Jan
  Catalina
  First meeting 
  with trouble
  9/6
  Haruka, Leo, Akurai, Jan
  10/4
  Haruka, Leo
  Around the autumntime
  of fluttering leaves
  Ryuu    tama
  PERSONALIZE YOUR RYUUJIN
  At the end of the journey, the Ryuujin may exchange their current artefact for another 
  available to their type, but this change may not be made mid-journey, only at journey’s end.
  Choose a Name
  Choose a name for your Ryuujin.
  Choose an Appearance
  Describe your Ryuujin’s looks, forms, and 
  what kind of aura it gives off. Ryuujin don’t 
  age, and may appear as any age they wish.
  Choose a Personality
  Each Ryuujin has a personality, and this 
  greatly influences the journey. They are 
  pretty powerful and important creatures. 
  But they are also enigmatic creatures, so 
  leaving their personality vague for now (or 
  permanently) is fine, too.
  Choose a Goal
  Each Ryuujin has a purpose in mind as 
  they guide the stories of the travellers. For 
  example, “I want to write a tale involving 
  beautiful scenes and delicious foods”, “I want 
  to create a tale of continuous laughter”, “I 
  will write a tale where the travelers follow 
  their dreams”. Something like that.
  Choose a Home
  Each Ryuujin makes their home in a 
  mysterious place. Write down the size, 
  appearance, and other details as you see 
  fit. For example, “A palace at the top of 
  a mountain”, “A tower in the middle of a 
  crystal clear lake”, “A small retreat hidden 
  behind a grand waterfall”.
  Note Your Travelers
  These are the PCs who take part in the 
  journey. Write down the names of all the 
  characters in the journeys the Ryuujin 
  watches over.
  Note Your World
  Write the name of the world or land in which 
  the travels take place. If there are other 
  lands that appear in other journeys with 
  other travelers, write those down as well.
  Travelogue History
  Record the titles of the journeys, the days 
  they were played, and the names of the 
  participating characters. This is important, 
  as these records become experience points 
  for the Ryuujin.
  
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  Book of Autumn
  Playing a 
  Ryuujin
  Playing a Ryuujin can be an extremely difficult thing. There is nothing like it 
  in any other tabletop RPG, so it can be difficult to get used to, especially for 
  experienced GMs who are not used to this kind of role. 
  Here are some tips to help you get used to playing the role of the Ryuujin.
  At First, Simply Focus on Using Your Abilities
  The Ryuujin doesn’t have to appear in a journey. It is totally fine to hear the 
  players say, “Huh, it doesn’t look like the Ryuujin appeared this time”. This keeps 
  the focus away from the Ryuujin, and makes them more mysterious. Ryuujin 
  usually operate from behind the scenes, so if they are seen or noticed too much, 
  it means they aren’t doing a good job.
  After the first session, there are new powers available to the Ryuujin: 
  Bénédiction and Réveil abilities. Use these powers to increase the drama of the 
  journey. Use them to support the travelers, to give them the chance to shine. 
  Bénédiction and Réveil are very important parts of the system. In fact, you 
  may want to plan ahead and think of good opportunities to use them within 
  the scenario. 
  Be mindful of the feel of the game when using Réveil. You should help and 
  support the travelers when you think it best, but remember that the journey 
  is about the travelers, and if they are constantly being rescued and assisted at 
  every chance, their journey will be less meaningful. The travelers journey from 
  place to place with light support from the Ryuujin. But it is by the tavelers’ 
  own feet, and by their own will, that they do the walking; not the Ryuujin. It 
  is a delicate balance.
  
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  When You Get Used to It, Start Acting
  Once you get used to using your Ryuujin’s abilities, feel free to bring the character 
  out into the open every now and then. There are many ways to play the role of 
  the Ryuujin, but here are a few examples that may be of help to you.
  narrator
  The Ryuujin might not appear, but the GM might narrate the beginning of 
  the journey from the Ryuujin’s perspective. This can really set the mood and 
  feel of the game, and also make it easier for the players to understand the game 
  and get into the action 
  shaPechanged guide
  Sometimes the travelers can get lost or not know what to do next. In these 
  cases, the Ryuujin may appear (almost always in a shapechanged state) and 
  perhaps give a hint. Be careful not to lead the characters around, and do not 
  take too active a role in the journey.
  There is a Azure Ryuujin ability that allows the Ryuujin to travel with 
  the party. However, to ensure that the Ryuujin doesn’t steal too much of the 
  spotlight, it’s probably best to appear subtly as a small animal. 
  director
  “There’s something happening over there, so I want you to go and check it 
  out”, and the like. The travelers could end up doing work for the Ryuujin.  Be 
  careful though - this is very easy to get wrong: The relationship should not be 
  businesslike, and you risk losing the sense of freedom in the journey. Use this 
  method sparingly if at all.
  
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  Book of Autumn
  Midori-Ryuu Green Dragon
   
  Keywords
  Traveling to faraway lands, Long Journeys, Adventures, 
  Quests, Hope, Freedom, Balance
  Artefacts
  Encyclopedia
  A	reference	book	that	contains	basic	information	about	the	world.
  You are running the game using the rules as written.
  (this artefact is designed for beginners)
  Sextant
  This	instrument	helps	you	determine	where	you	are,	and	guides	you	to	your	next	quest.
  This artefact indicates that the GM has created a few original rules and will be using them.
  Torch
  This	brightens	thepath	ahead,	and	also	guides	the	way	towards	growth.
  At the end of each session, all of the experience gained by the PCs is doubled.
  Bénédiction
  The Tale of the Journey
  Up to two PCs who roleplay ardently pursuing the goal of the journey can ignore all weather
  modifiers for the rest of the session.
  The Tale of Nostalgia
  If the PCs roleplay having nostalgia for home, they can ignore all negative effects of mind-based 
  status effects for the rest of the session; this affects up to two PCs at once if they meet the conditions.
  The Tale of the Traveler’s Journal
  At the end of the session, up to two PCs who write about their journey in a travel diary will receive 
  their character level x 300 in gold.
  
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  Ao-Ryuu Azure Dragon
  Keywords
  The Human Heart, Love, Youth, Heartwarming tales, Healing, 
  Communication, Human Drama, Friendship, Children, Boys and 
  Girls, Family, Siblings, Teachers and Pupils, Animals
  Artefacts
  Crystal
  A	crystal	which	reveals	the	fate	of	the	travelers.
  All of the PCs can survive damage that reduces them as far as -20 HP. They will not die until their 
  HP reaches -21.
  Ring
  A	ring	that	guides	the	travelers,	reveals	their	bonds,	and	ties	their	chains	of	fate.	
  This artefact determines in the setting that all of the PCs are relatives, students, or disciples 
  (students/masters).
  Mascot
  A	mascot	that	watches	over	the	travelers.
  The Ryuujin can accompany the travelers in their shapechanged form.
  Bénédiction 
  The Tale of Kindness
  PCs who help others expecting no gain or reward can raise their Spirit score by one level for the rest 
  of the session (up to two PCs at once who meet this condition).
  The Tale of Love
  PCs who are in love gain 1 point of armor for the rest of the session (up to two PCs at once).
  The Tale of the Heart
  Hand out five chips to each player. If one of the players roleplays in a way that moves someone’s heart,
  that person may give them one of their chips. Each chip thus received can be exchanged by the 
  receiver at any
  time for a Fumble Point. This Fumble Point can be used immediately.
  
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  Kurenai-Ryuu Crimson Dragon
  Keywords
  Fighting, Battle, War, Heroes, Competition, Struggle, Intense 
  Training, Reversals of Fortune, Challenge, Growth, Worthy 
  Rivals, Monster Hunting, Dungeon Exploration, Hack and 
  Slash, Deathtraps
  Artefacts
  Greatsword 
  A	sword	that	can	cut	through	any	enemy,	any	battle,	any	situation.
  During the battle setup phase, you can include twice as many objects as normal.
  Longspear
  This	spear	rallies	the	travelers	and	leads	them	to	the	fray.
  It determines in the setting that all the PCs are members of an army, and they are traveling in order to
  fulfill a mission for that army.
  Longbow
  Targets	dance	to	get	out	of	the	way	of	its	rain	of	arrows.
  In battle scenes, the initiative statistic is not used for defence, only turn order: Instead, before each 
  strike the
  defender rolls Dexterity + Intelligence to attempt to dodge each attack.
  Bénédiction 
  The Tale of the Hero
  Allows a mortally wounded PC to cheat death.  If this Bénédiction is used when a PC would have died, 
  the HP of all party members is immediately restored to full.  This can be done only once per session.
  The Tale of the Challenge
  Each PC who has a rival or adversary can raise their Strength by one step for the rest of the session 
  (all PCs who meet this condition).
  The Tale of Revival
  A PC who ends up with negative HP but then heals above 0 can choose any ability score and raise it 
  by one step for the rest of the session (all PCs who met this condition). This can only be done once 
  per PC per session. When this Bénédiction is used, it remains in effect for the rest of the session.
  
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  Kuro-Ryuu Black Dragon
  Keywords
  Intrigue, Betrayal, Solving mysteries, Assassination, Tragedy, 
  Madness, Decay, Aesthetics, Deduction, Suspense, Madness, 
  Fear, Confusion, Depravity, The Criminal Underworld, Gambling
  Artefacts
  Chalice
  This	chalice	contains	the	poison	within	the	hearts	of	the	travelers.
  This artefact determines in the setting that all of the PCs have a dark past.
  Dagger
  It	takes	the	lives	of	men,	women,	young	and	old.
  Once per journey, an NPC can die. No roll required.
  Mirror
  This	mirror	reflects	the	terror	in	the	hearts	of	the	travelers.
  Any time the PCs experience fear, they make a fear check by rolling [SPI + SPI] against a difficulty of 6.
  Failure grants the status of Shock: 4.
  Bénédiction 
  The Tale of Revenge
  A PC who acts with hatred for the purpose of revenge gains a +1 bonus to any action for the rest of 
  the session (up to two PCs who meet this condition).
  The Tale of Guidance
  A PC who cooperates with another PC can add a +1 bonus on to their Condition for the rest of the 
  session (up to two PCs).
  The Tale of Slaughter
  For the rest of the session, any PC who kills a creature or living thing larger than 1 meter tall/long 
  regains 2 MP.
  
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  Bénédiction 
  What is a Bénédiction?
  A Bénédiction (or by its common English spelling, “Benediction”) is a spell or 
  blessing of luck that the Ryuujin places upon the travelers or people related to 
  the travelers.
  These powers can change the flow of time or even alter peoples’ destinies. 
  They are almost like miracles.
  Ryuujin can use Benediction to save the travelers, increase the excitement 
  of the story, advance the story, or fix particularly problematic events that occur.
  How to Use Benediction
  add benediction to slots
  Once a Ryuujin progresses beyond first level, at each new level they are granted 
  a single slot to contain a Benediction.
  Before each new session gets underway, the GM assigns one single 
  Benediction to each slot. The Benediction can be chosen from the Common 
  Benediction list, below, or the Benediction list specific to the Ryuujin’s color. 
  Each Benediction can only be slotted once, no duplicates are allowed in the 
  Benediction slots. The GM then tells the players the name and effects of the 
  Benediction they have chosen.
  Each Benediction can be activated once per session, at any time the GM 
  wishes.
  sPend lP and cast a benediction
  Ryuujin can also cast Benediction that are not assigned to slots. By spending 
  one LP, they can immediately activate any Benediction. This Benediction still 
  has to be one that the Ryuujin could normally place in a slot (usually Common 
  or Ryuujin color-specific). The Ryuujin can cast a single Benediction multiple 
  times by spending LP.
  
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  Common Benediction
  BENEDICTION WHICH CONTROL TIME
  Note: These Benediction cannot be set into Benediction slots, and instead must be 
  cast by spending 2 LP.
  Past
  You can rewind time.
  Ex:	In	the	middle	of	combat,	one	of	the	PCs	fumbles	a	dice	roll	and	dies.	This	event	leads	
  directly	to	the	total	defeat	of	the	party.	By	using	this	Benediction,	the	GM	can	rewind	
  time	back	to	the	beginning	of	the	first	round	of	combat.
  Future
  You can fast-forward time.
  Ex:	You’re	running	out	of	time	in	your	gaming	session.	You	speed	up	time	and	jump	
  past	the	planned	scenario	parts,	straight	to	the	climax.	Or	even	jump	straight	to	
  the	ending.
  Ex:	Jumping	straight	to	the	travelers	walking	along	the	road	home,	after	having	just	
  achieved	the	goal	of	the	journey.
  BENEDICTION WHICH CONTROL FATE
  Note: You must declare the use of these Benediction before the dice are rolled.
  Fortune
  Declare a critical success (or the highest number possible on the dice) on a check.
  Misfortune
  Declare that the dice all come up as “1s” on a check.
  BENEDICTION WHICH CONTROL NPCS
  Elite Enemy
  A monster’s HP increases by (LV x 3), and it becomes impervious to all status effects.
  If the monster already has status effects on it, they are immediately cured.
  Murder Of Crows
  A group of creatures of the same monster type mob together and are treated as one 
  single enemy.
  For every three monsters that join together to form the mob, its Attack and Damage checks
  increase by +1 each.
  Surprise Attack
  The opponent’s side automatically succeeds at Surprising the PCs.
  We Meet Again
  A single NPC who is supposed to have died returns, no longer dead.
  Run Away
  A single NPC can run away from the PCs. This automatically succeeds, no check is made.
  
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  Reveil
  What is a Réveil?
  The Ryuujin has three forms, one of them being a dragon of over ten meters in 
  length. When the Ryuujin emerges in their dragon form and saves the travelers, 
  it is called a Réveil (or in common English spelling, “Reveil”) or “Awakening”. 
  This is one of the Ryuujin’s most powerful secrets.
  The travelers that the Ryuujin attempts to protect can fall into all sorts of 
  serious trouble on the journey: They can run out of food, succumb to fatigue, or 
  even die. Sometimes, when the circumstances are dire, the dragon will appear 
  and directly intervene to try to save the travelers.
  However, this requires incredible effort, and is a terrible drain on the 
  Ryuujin’s life-force. If a Ryuujin uses Reveil too carelessly, her life will quickly 
  drain away. Therefore Ryuujin should be very careful when activating Reveil.
  Picking Reveil
  The Ryuujin begins with no Reveil. At level two, and every level thereafter, the 
  Ryuujin gains a new Reveil. Choose any Reveil you like from the list, and write 
  it on the Ryuujin character sheet.
  Any Reveil written on the Ryuujin sheet can be activated any time the 
  conditions in the description are met.
  Spending LP
  Each Reveil requires a certain amount of LP to be spent in order to activate it. 
  The more powerful the Reveil, the more LP it costs.
  
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  TRAVEL REVEIL
  NAME 
  LP COST
  GUIDANCE OF THE DRAGON 
  2 
  Usable when the travelers are lost. You can change a PC’s failed Directional Check 
  into a success.
  BERTH OF THE DRAGON 
  2 
  You can change a PC’s failed Camping Check into a success.
  GIFT OF THE DRAGON 
  2 
  You give the party enough food and water to last them for three days of travel.
  COMBAT REVEIL
  NAME 
  LP COST
  ROAR OF THE DRAGON 
  1 
  The	dragon	roars,	lifting	the	spirits	of	the	travelers.
  All objects in combat which have been expended through use become usable once 
  more. This Reveil can be used any time in combat.
  PROTECTION OF THE DRAGON 
  2 
  The	Ryuujin	appears	in	dragon	form	and	takes	the	blow	meant	for	the	travelers,
  but	the	scar	from	this	wound	will	never	disappear.
  When one or more PCs is about to take damage, the Ryuujin jumps in and takes the 
  damage instead. The damage is nullified.
  FURY OF THE DRAGON 
  3 
  The	Ryuujin	appears	in	dragon	form	and	launches	a	devastating	attack.
  One enemy recieves d6 + d6 in damage whichcannot be avoided or reduced. However, 
  the dragon will not finish the enemy off. If the damage would have caused the enemy 
  to have 0 or fewer HP, they instead end up at 1HP. This Reveil can be used any time 
  during combat.
  
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  Levelling Up 
  Ryuujin
  The Ryuujin themselves grow as they feed the very Travelogues they gather 
  from the PCs to the seasonal dragons in their care.
  How do you Level Up?
  The Ryuujin’s level is based on the number of sessions the GM has run. After 
  every session, it’s important to record the PC data in the Journey Info box on 
  the Ryuujin character sheet. Get the signatures of the players listed, too. This 
  becomes proof of the number of sessions run. Even if the people who play the 
  game are different each time, as long as the Ryuujin character is the same, the 
  number of sessions count towards experience.
  Keep track of the number of sessions. After a certain number of sessions 
  have been completed, the Ryuujin will level up.
  What Happens When You Level Up?
  The following basic abilities increase when you level up:
  1. bénédiction slot increase
  The Ryuujin gains more power to affect travelers and those they encounter. The 
  number of slots available for Benediction increases by one.
  2. réveil increase
  The Ryuujin gains new and mysterious powers that they can use in their true 
  form to help travelers. Chose one Reveil ability at each level increase.
  3. additional abilities at each level as Per the chart beloW.
  Session Count Level 
  New Ability
  1 session 
  2 
  You gain your first Bénédiction slot, and your first Réveil
  3 sessions 
  3 
  LP increases to 5, Diverse Benediction 
  7 sessions 
  4 
  Artefact Gift, Traveler Introduction
  12 sessions 
  5 
  LP increases to 10, Seasonal Dragon Leaves the Nest
  Increase Maximum LP
  As the Ryuujin grows in experience, the Ryuujin’s vitality grows in turn. As a 
  Ryuujin’s life force grows, so too does their ability to manifest Benedictions and 
  perform Reveil. When a Ryuujin’s LP increases, make sure to note the change 
  on the character sheet.
  
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  Diverse Benediction 
  In conjunction with the varied, colorful journeys recorded by the travelers, 
  the abilities of the Ryuujin become more diverse as well. They can borrow the 
  Benediction of another Ryuujin type to set into one of their Benediction slots 
  for the session. However, the abilities of only one other type of Ryuujin can be 
  ‘borrowed’ in this way. The rest of the Benedictions must be from the Ryuujin’s 
  own type, or the common list.
  Artefact Gift
  The Artefact is the vessel via which the Ryuujin delivers Travelogues to the 
  seasonal dragons, and is considered an honorable gift between Ryuujin. 
  The Ryuujin receives a second Artefact. Choose one Artefact from one 
  of the other Ryuujin types. Record its effects on the character sheet. This is a 
  one-time gift of one Artefact: Once the Artefact has been chosen, it cannot be 
  exchanged or traded later for another type’s Artefact.
  Traveler Introduction
  The Ryuujin gains a new shapechanging power.
  The Ryuujin can change their form and actually take part in the travelers’ 
  journey. While the Ryuujin accompanies the travelers, their memories of their 
  life as a Ryuujin become distant and hazy. They remain, however, able to spend 
  LP and use Reveil.
  There are two ways for a Ryuujin to become a traveler: The first is the 
  “Traveler with Amnesia”, the other is “Possess a Person Already Existing in the 
  World”. In the latter case, the person is split between times when they express 
  their human personality, and times when they express their Ryuujin personality.
  The Ryuujin makes up a new character on a new character sheet, and joins 
  in the journey. Another player takes on the role of the GM and creates a Ryuujin 
  for that journey. When the Ryuujin travels with others, their level as a traveler 
  is one level less than the average level of the other members of the group. They 
  do not gain experience as a Ryuujin when traveling.
  Seasonal Dragon Leaves the Nest
  The seasonal dragon you have been raising reaches maturity, becoming ready 
  to leave the nest. The dragon departs, leaving the peaceful nest behind—along 
  with a new seasonal dragon egg—and starts its own Journey across the land.
  From this point onward, the Ryuujin is referred to as a Mére-Dragon. Even 
  if the GM runs a Journey as another Ryuujin, the original Mére-Dragon can 
  appear in that journey and use a single Benediction or Reveil per session. In 
  addition, the Mére-Dragon gains the use of Ritual Benedictions.
  
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  Ritual Benedictions
  Ritual of Sleep
  If a player falls asleep in the middle of the session, their PC realizes that they lost their 
  wallet. Their money decreases by their character level times d6 times 100G. If they 
  lose more money than they had, for some reason they now have a toll, tax, or debt 
  that must be paid off.
  Ritual of Taboo 
  For the entirety of the session, the GM and players cannot use any modern words or 
  expressions. If they quote a line that appears in media (movies, TV, etc) or use a clearly 
  modern expression, phrase or word, they take one damage. 
  Ritual of the Power of Words
  Once during the session, something that a player says actually happens in the game. 
  If they jokingly say that their character says or does something strange, watch out: It 
  just might happen. 
  Ritual of the Drifters
  If the player rolls double ones, a tin pail/bucket falls from the sky and hits their character 
  on the head. Impossible to block or dodge, this causes one point of damage. In combat, 
  the pail counts as one object.
  Ritual of Improvisation
  The GM ad-libs the entire session from start to finish. The players should go with it and 
  assist as much as possible.
  Ritual of Fists
  The next—or even the current—Journey’s GM is determined by playing a round of 
  rock-paper-scissors (“Jan-Ken”).
  
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  Scenario 
  Creation
  Scenario Creation for New GMs
  For Game Masters, participating in a session of an RPG entails much more work 
  than the players. They need know and explain the rules, entertain the players, 
  push the session along, and act the part of all the NPCs. It is a lot of work, and 
  while fun, it’s not to everyone’s taste. Among the GM’s various tasks, the most 
  time-consuming is scenario creation. Starting from the seed of an idea, the 
  GM must decide how the story will play out, and there is no avoiding the time 
  that it takes to write it up. It can sometimes be confusing as to how to write a 
  scenario, or even how much of a scenario to write. This guide will show a new 
  GM how to craft a Ryuutama scenario.
  Note: Once you become used to creating Ryuutama scenarios, you probably 
  won’t need to follow these guidelines or use the sample scenario creation sheets: 
  A sheet of scrap paper for your notes might be all you need, once you have run 
  a few sessions of the game. This section, and the scenario creation/preparation 
  sheets, are aimed at new Game Masters, to help make their first few times 
  running the game a little more organized and easier to get into. When you feel 
  you have enough experience, feel free to leave them behind and use your own 
  tools and methods to create Ryuutama scenarios!
  Before making a Scenario
  read the rulebooK
  The GM is in charge of knowing the rules. In order to facilitate smooth play, 
  the GM should read through the entire rulebook, especially the rules that are 
  expected to apply to the scenario. The GM should at least know where to find 
  things within the rulebook, if they don’t have everything memorized.
  gather your Friends and Play the saMPle scenario
  The Sample Scenario included in the rulebook is a great example of typical 
  Ryuutama play. The sample scenario doesn’t use too many rules and doesn’t 
  take too much time to complete. It is highly suggested that first time GMs at 
  least read through it, if not play it. 
  
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  Scenario Preparation
  gather scenario “seeds” you’d liKe to try
  After reading through the rulebook and sample scenario, you will probably have 
  a number of ideas in mind for exciting scenarios. You should feel free to take 
  ideas from movies, anime or stories you like to use in your scenario. What sort 
  of scenes would you like to recreate?  This step should come first.
  Write doWn situations you’d liKe to try
  It would be a great idea to sit down and think as a player, “What sort of scenario 
  do I want to play?  What sort of situations do I want to be in?”  You should ask 
  your players the same. If you, the GM, and your players are on the same page 
  about what you want to play, you can’t go wrong.
  Creating the story from the seed
  Now that you have the seed, the hardest part is making the story grow from it. 
  In order to help cultivate your story, three types of sheets are available.
  scenario obJective sheet
  This sheet helps to identify the purpose of the PC’s travels.  What is the ultimate 
  target of the travelers’ sojourn?  The three types of objective sheets are: “Traveling 
  Scenario: Traveling from one place to another,” “Gathering Scenario: Traveling 
  to a spot to find and/or gather something (or someone),” and “Fight Scenario: 
  Defeat a certain monster.”  First, identify the target, then fill in the appropriate 
  sheet’s blank spaces. Once you’ve filled out this sheet, you’ve established the 
  most important part of the scenario.
  scenario cultivation sheet
  This sheet helps you to plan out your entire story in the form of three acts. Just 
  as in films or novels, the three-act structure is immensely popular, easy to use 
  and understand, and helps ensure good pacing. When filling out this sheet, you 
  don’t need to complete each part in order, as long as you fill in all the blanks 
  with scenes as you think of them. It may be a good idea to write the opening 
  and the closing, then go back to fill out the rest.
  event sheet
  Each scenario is made up of lots of short vignettes called events. This sheet 
  helps you to develop what will happen in each event. Writing these event sheets 
  helps GMs to create scenarios that have a strong Ryuutama feel.
  
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  How to use the 3 sheets
  Please see the Sample Scenario for more detailed examples on how to use these 
  sheets. You don’t need to fill out these sheets in order. You may want to set aside 
  the Scenario Objective Sheet if you can’t think of anything just yet, and work 
  on the Cultivation and Event sheets first.
  gaMe balance
  It is important to keep the difficulty of a scenario balanced with regard to monsters 
  and topology. A balanced scenario isn’t so simple that there’s no adversity, and 
  isn’t so hard that there’s no way the PCs can overcome the challenges. Please 
  consult these charts for relatively balanced numbers for a 4-PC party.
  Monster Chart
   
  Strength 
  Monster Level
   
  Minion 
  Party average level or less
   
  Weak 
  Party average level +1~2
   
  Scenario Boss 
  Party average level +3~4
   
  Super Hard 
  Party average level +5 or more
  *In any encounter, between 1-6 enemies total should be ok
  Weather/Terrain chart
   
  PC Level 
  Highest Difficulty # in Scenario
   
  1 
  8 Grasslands + Rain, Hilly Terrain, etc.
   
  2~4 
  10 Wasteland + Snow, Forest, etc.
   
  5~7 
  13 Mountain + Fog, Desert + Strong Wind, etc.
   
  8~10 
  19 Alpine + Blizzard, etc.
  PC Gold Reward Chart
   
  PC Level 
  Gold Reward for 1 person per scenario
   
  1 
  500~700
   
  2~4 
  700~2000
   
  5~7 
  2000~5000
   
  8~ 
  5000~
  Sample Scenario Sheets
  Over the next three pages are usage examples of the Scenario Objective Sheet 
  for a travel scenario, the Scenario Cultivation Sheet, and the Event Sheet.
  
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  Book of Autumn
  Scenario Name
  Creation Date
  Scenario Objective Sheet
  Travel Scenario
  Goal Memo
  Name
  Scenery
  Features
  Reason for wanting to go:
  Departing point and roads traveled:
  Most difficult encounter:
  Days of travel: 
  days
  What's the history behind the place? What value does it have? 
  What people are there? 
  What is different about the place, and what makes it special? 
  Think about the distinctive features of the destination.
  Try to consider the player characters' motivations or reasons for reaching the 
  destination. What's the benefit in going there? Are there places or people the 
  travelers are destined to meet?
  Did the players become involved in something that made them want to travel there?
  Think of the party's goals and motivation for travel.
  This is where the player characters are at the start of the scenario.  Also, list out the notable 
  waypoints that will appear in the scenario, if any. From the starting point to the scenario 
  destination, a duration of 2-3 days is recommended. If a journey takes more time than that, 
  the Travel Checks happen over and over, and the journey becomes far more dangerous.
  This could also be used for a search scenario or raiding party scenario as well.
  On the path towards the destination, out of all the trials and dangers the 
  party will face, this is the most difficult of them all.
  Most commonly this is a monster encounter, a natural disaster, 
  or man-made obstacle.
  The name of the land, town, building, or landmark
  that will be serving as the destination.
  What is the scenery like at the destination? 
  How does it appear, and what kind of impression does it give? 
  Consider the physical description of the destination and its surroundings.
  
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  1) Main Event
  This is the main event that the PCs will encounter. 
  By moving through these events in order the PCs 
  will progress through the scenario.
  2) Sub Event
  Sub events are used to bolster or provide depth to 
  the main event. Since sub events can complicate 
  an event, it is suggested that you avoid these until 
  you are comfortable as a Ryuutama GM. You can 
  also use this space to record notes about NPCs.
  3) Opening
  Record the PC’s starting location and circumstances. 
  For example, are they traveling outdoors, or are 
  they walking around town? Make sure to jot down 
  what they’re doing and other important notes.
  4) Act 1, Act 2, Act 3
  These are the events that take up the majority of time spent during the scenario. 
  The first act usually introduces the problem that the PCs will have to face or 
  establishes a theme. The second act develops on these points, and details the 
  specific steps as the PCs progress towards solving the problem. During the third 
  act the PCs resolve or bypass the problem developed throughout the scenario.
  5) Turning Point
  An event occurs here that changes the situation and points the party in the 
  direction of the next event. For example: Someone has a job request; the party 
  gets caught up in or witness something; the party arrives somewhere; the party 
  receives a hint on where to go next; they hit an obstacle.
  6) Climax
  This is the most difficult encounter in the scenario, one that endangers the 
  party’s lives or livelihood. Examples include: boss battles; the final round of a 
  competition; climbing to a difficult location; persuading an important person; 
  undergoing a series of disasters or traps.
  7) Ending
  Trigger an event that ends the tale. Ending scenes are best kept short, and happy 
  endings are common in Ryuutama. The best way to end a “Ryuutama-esque” 
  scenario is by having the party decide their next destination, and have the curtains 
  close as the characters take the first steps of that journey.
  Scenario Cultivation Sheet
  Scenario Name
  Scenario Type: Travel - Gathering - Fight 
  Ryuujin:
  Season:
  Session Time:
  Main Event
  Sub Event/NPC
  Opening
  Act 1
  Turning
  Point
  Turning
  Point
  Act 2
  Act 3
  Climax
  Ending
  In the Grasslands
  About 2 hours
  Spring
  The party is walking along a road in a grassy
  field.  The next town is only a day away.
  The party moves through the grassland.
  Travel Check (6)
  Just before sunset (just after the Travel
  Check), the party meets a young man walking
  towards them on the road; he is a weather
  reader.  He tells the party that the next day 
  will be very rainy.  Camp Check (6)
  Joshua, weather reader
  19 years old, male.  Wears
  blue glasses.  Weak eyes.
  Is traveling to become an
  adult
  The next day, heavy rain begins to fall as soon as they 
  awaken.  If they continue, they will have to move 
  through the rough weather.  They should search for 
  shelter: [INT + SPI] (7), only 1 person needs to
  succeed. 
  They find Kotaro, a Koneko Goblin under a large tree,
  searching for something.  If they help him, they can
  find the fish-shaped earrings his sister made him.
  Kotaro the Koneko Goblin
  6 years old, male.  Brown
  fur.  Lives in the
  grassland.
  Search for item: [DEX + INT] (8).  Item is found as long
  as 1 PC succeeds.  Any PCs that fail suffer 2 HP as they
  tire themselves out.  This check may be repeated any
  number of times.  In thanks for finding the item,
  Kotaro gives the party a Large Umbrella, which can 
  give 2 people shelter from the rain.
  The rain starts to die down, and the party may 
  continue as normal.  However, due to the large puddles,
  the road is hard to see.  The party will need to make
  a Direction Check.
  Travel Check (7), then Direction Check (7)
  They finally arrive at the gate to Ifa as the sun sets 
  beautifully behind it.
  1
  3
  4
  5
  6
  7
  2
  
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  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Departing
  Write down what the PCs would be seeing, hearing, smelling, feeling 
  and tasting while participating in this scene. 
  Utilizing all five senses is a great way to draw the players into the game.
  You should do your best to fill up this space.
  Try aiming for a fantastic environment that wouldn’t otherwise
  be possible.
  Time in the world of Ryuutama works the same as in our world.
  You can indicate a specific time (11am) or be more vague (evening)
  The weather
  at that time
  Morning
  Clear
  Grassland
  6
  1
  Get the players accustomed to Condition and Travel Checks
  EXAMPLE!
  It is a bright and beautiful day as you walk through a wide green grassland.  Here and there,
  thin trees dot the landscape.  It is a great day to be traveling.
  In the morning, have all players make Condition Checks.
  The party moves towards their goal.  Travel Check (6).
  What the PCs or Players are after
  in this scene.
  Where the PCs
  will be walking
  Refer to the
  Journey Rules
  Record the incident that the PCs will encounter at this location.
  If a skill check is involved, record the skills involved and the 
  target number.
  Events proceed in numerical order.
  You should also record Journey Checks and other incidental
  skill checks in this area.
  
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  In the Grasslands
  An Introductory Sample Scenario for Ryuutama
  Objective Sheet
  scenery
  A town in the middle of a large, sweeping grassland. It sits at a crossroads 
  between four large cities. The streets are full of vendors and carts. In the center 
  of the town is a lively market.
  sPecialty
  Thanks to its location at the crossroads between several cities, a wide variety 
  of goods from different countries can be found here. At this time, Cute items 
  can be had cheaply.
  (If there aren’t any players that want Cute items, you may choose a different 
  item description to sell instead.)
  reason For Wanting to go:
  -Cute items can be purchased at a low price
  -They’ve been traveling for weeks and are looking forward to hitting a bath in 
  a big town after seeing nothing but small towns
  -Someone may have important information that a certain PC is looking for
  deParture Point and roads traveled:
  (In media res) Entering Ifa from the gate on the edge of the Alphonbra Grasslands.
  days oF travel:
  2 days
  Most diFFicult encounter:
  2 days of heavy pouring rain.
  For Level 1 Travelers. Rules used: Check Rules, Condition Rules, Status Effects, 
  Journey Rules
  
  160
  Book of Autumn
  Scenario Name
  Creation Date
  Scenario Target Sheet
  Travel Scenario
  Goal Memo
  Name
  Scenery
  Specialty
  Reason for wanting to go:
  Departing point and roads traveled:
  Most difficult encounter:
  Days of travel: 
  days
  In the Grasslands
  The Town of Ifa
  2
  A town in the middle of a large, sweeping grassland.  It sits at a crossroads 
  between four large cities. The streets are full of vendors and carts. 
  In the center of the town is a lively market.
  Thanks to its location at the crossroads between several cities, a wide variety 
  of goods from different countries can be found here. At this time, Cute items 
  can be had cheaply. (If there aren’t any players that want Cute items, you may 
  choose a different item description to sell instead.)
  -Cute items can be purchased at a low price
  -They’ve been traveling for weeks and are looking forward to hitting a bath in a big 
   
  town after seeing nothing but small towns
  -Someone may have important information that a certain PC is looking for
  (In media res) Leaving Alphon from the gate on the edge of the Alphonbra Grasslands.
  2 days of heavy pouring rain.
  
  161
  Book of Autumn
  Scenario Cultivation Sheet
  Scenario Name
  Scenario Type: Travel - Gathering - Fight 
  Ryuujin:
  Season:
  Session Time:
  Main Event
  Sub Event/NPC
  Opening
  Act 1
  Turning
  Point
  Turning
  Point
  Act 2
  Act 3
  Climax
  Ending
  In the Grasslands
  About 2 hours
  Spring
  The party is walking along a road in a grassy
  field.  The next town is only a day away.
  The party moves through the grassland.
  Travel Check (6)
  Just before sunset (just after the Travel
  Check), the party meets a young man walking
  towards them on the road; he is a weather
  reader.  He tells the party that the next day 
  will be very rainy.  Camp Check (6)
  Joshua, weather reader
  19 years old, male.  Wears
  blue glasses.  Weak eyes.
  Is traveling to become an
  adult
  The next day, heavy rain begins to fall as soon as they 
  awaken.  If they continue, they will have to move 
  through the rough weather.  They should search for 
  shelter: [INT + SPI] (7), only 1 person needs to
  succeed. 
  They find Kotaro, a Koneko Goblin under a large tree,
  searching for something.  If they help him, they can
  find the fish-shaped earrings his sister made him.
  Kotaro the Koneko Goblin
  6 years old, male.  Brown
  fur.  Lives in the
  grassland.
  Search for item: [DEX + INT] (8).  Item is found as long
  as 1 PC succeeds.  Any PCs that fail suffer 2 HP as they
  tire themselves out.  This check may be repeated any
  number of times.  In thanks for finding the item,
  Kotaro gives the party a Large Umbrella, which can 
  give 2 people shelter from the rain.
  The rain starts to die down, and the party may 
  continue as normal.  However, due to the large puddles,
  the road is hard to see.  The party will need to make
  a Direction Check.
  Travel Check (7), then Direction Check (7)
  They finally arrive at the gate to Ifa as the sun sets 
  beautifully behind it.
  
  162
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Departing
  Morning
  Clear
  Grassland
  6
  1
  2
  Get the players accustomed to Condition and Travel Checks.
  It is a bright and beautiful day as you walk along a wide green grassland.  Here and there,
  thin trees dot the landscape.  It is a great day to be traveling.
  In the morning, have all players make Condition Checks.
  The party moves towards their goal.  Travel Check (6).
  A meeting on the road
  Before 
  Sunset
  Clear
  Grassland
  6
  Give the players a warning about the next day’s weather.
  After walking for an entire day, the scenery doesn’t seem to change.  Just as the sun is 
  about to set, someone’s shadow appears on the horizon.  Eventually the small shadow
  grows until you can see who it is; a young man wearing a robe and blue glasses.
  The party meets Joshua on the road.  When they meet, Joshua warns them, “It looks like
  lots of rain tomorrow.  Please be careful.”  If the players call out to him, he will stay and
  talk for a while.  Because it’s late, he may even ask if they can all camp together.
  However, he will be gone by the time the party wakes up.  He is a weather-reader
  (Weazard) with bad eyes, and is traveling as part of his rite of passage.  He constantly
  looks at the sky to read the weather, even when talking to people.  
  After the event, Camp Check (6).
  In the Grasslands
  
  163
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  In the Grasslands
  Pouring like buckets
  Early
  Morning
  Heavy Rain
  Grassland
  9
  3
  4
  Have the party search for shelter
  The party wakes up to the sound of heavy rain pouring against the tent flaps.
  Before you know it, the inside of the tent is starting to get soaked.  At this rate, 
  everyone will catch a cold.
  In the morning, the Condition Check occurs.  Heavy rain falls on the party.  Walking like
  this is dangerous.  The party should look for shelter from the rain.  The party can find
  shelter among the sparse trees.  If a PC passes a [INT + SPI] (5) check, the party can
  find shelter under a large tree.
  If the PCs don’t look for shelter, or don’t find shelter, they will catch a cold.  They will all
  suffer [Sickness:6] and go to Event 6.
  Gobunya!
  Morning
  Heavy 
  Rain
  Grassland
  Under a large tree
  9
  Meet a Koneko Goblin and listen to its pleas for help.
  It’s a large tree about 10 meters tall.  With its abundance of broad green leaves, it seems
  like a suitable place to escape the rain.  When the party arrives, they notice someone else
  there.  They find a brown-furred humanoid the size of a child seeming to look for 
  something.
  When the party approaches the tree, they meet a Koneko Goblin.  This creature, named
  Koutarou, is terribly surprised when he realizes that the PCs are there.  He starts to run
  away, but he is trying to find something.  If the party talks to him, he says, “I dropped an
  earring that my sister made for me gobunya,” between tears.  He asks the party, “Will you
  help me look for it gobunya?”  If the party helps him, go to Event 5.  If they refuse, he
  searches for himself.  The rain will then stop; go to Event 6.
  
  164
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  In the Grasslands
  5
  6
  A rustling
  Before
  Noon
  Heavy Rain
  9
  Help Koutarou look for his lost item
  After spending some time searching the soft grassy area to the sound of the rain, your
  arms feel a bit tired.  Overhead, a multitude of birds that have, like the PCs, escaped the
  rain chirp excitedly.
  Koutarou has lost an earring.  In order to find it, 1 PC must succeed on a [DEX + INT] (8)
  check.  Any PCs that fail the check take 2 HP in damage.  If it is found, Koutarou gives a 
  loud cheer.  “Thank you gobunya!  This means so much to me gobunya!”  He gives the PCs
  1 Katsuobushi (delicious rations) and a Large Umbrella.  As Koutarou hands over the
  Large Umbrella, the rain begins to die down a little.
  Time to go
  Noon
  Rain
  7
  Start heading to the goal again.
  The sound of rain starts to slow, filling you with good cheer.
  If you head out now, you should be able to make it by the end of the day.
  The party once more starts walking toward their goal.  Normally, there is no need for a
  Direction Check when following a road, but the road has been washed away because of the
  rain and many large puddles, so a Direction Check is required.
  The party must roll a Travel Check (7) and a Direction Check (7).  If they fail on the
  Direction Check, they lose their way and are stuck in the wild overnight and must make
  a Camp Check.  Then, they must repeat from the Travel Check.
  Grassland
  Grassland
  Under a large tree
  
  165
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  In the Grasslands
  5
  Lanterns of the town
  Sunset
  Clear
  6
  Get to the Ending
  A red color fills the grassland as the sun sets.
  The clouds have become sparse and are disappearing quickly.
  The Rain Dragon and the Cloud Dragon seem to have gone home now.
  In the dark, you can see dots of light from inside the town.
  The party arrives at their destination.
  Gate to the 
  village
  
  166
  Book of Autumn
  Nekogoblins and Strife 
  in the Town Market
  A Scenario for Travelers of Level 1-2
  Rules used 
  Town Creation rules, Check rules (success checks, contested checks), Condition 
  rules, Journey Rules (only the movement check), Combat rules, Benediction rules
  That’s rude, 
  gobunya! I’m 
  much better 
  looking than 
  that, gobunya!
  I’m mad enough 
  to scratch this 
  up, gobunya!
  
  167
  Book of Autumn
  Scenario Cultivation Sheet
  Scenario Name
  Scenario Type: Travel - Gathering - Fight 
  Ryuujin:
  Season:
  Session Time:
  Main Event
  Sub Event/NPC
  Opening
  Act 1
  Turning
  Point
  Turning
  Point
  Act 2
  Act 3
  Climax
  Ending
  Nekogoblins and Strife in the Town Market
  About 2 hours
  The party arrives at a town full of vendors and
  travelers.
  The party checks in at an inn, wanders around and
  does some shopping. All “Cute” items in town are
  sold at normal price.
  In the middle of a bustling market, one of the PCs has some of
  their items and money stolen. The PC has a chance to notice
  the pickpocket with a successful [DEX +INT] (6) check.
  The nekogoblin then slips away.
  Nekogoblin Thief, Buchi
  Magic Hand x1
  The troubled innkeeper asks the PCs for help.
  He asks the PCs to get rid of the nekogoblin bandits
  and offers 700 gold per person if successful.
  The next day, the PCs encounter the same nekogoblin as the
  day before in the market, but it creates a distraction to escape.
  After the PCs defeat the Magic Hand, the nekogoblin runs
  away.
  Innkeeper, Hassan
  Age: 48, Male
  Nekogoblin Bandits:
  Hobnekogoblin x1
  -eye patch over left eye, rough
   
  speech, impatient
  Nekogoblin x2
  The PCs chase after the nekogoblin thief, running all over town.
  Travel Check (8)
  The PCs find the Nekogoblin Bandit hideout and fight.
  When the PCs turn the nekogoblins in to the innkeeper, he
  throws them a huge party. They are thanked profusely by the
  townspeople. Then the PCs can prepare for the next step in
  the journey and depart.
  
  168
  Book of Autumn
  Scenario Name
  Creation Date
  Scenario Target Sheet
  Fight Scenario
  Target Monster Memo
  Name
  Appearance
  Location
  Special ability/How does it live in its environment
  PC’s reason/duty to defeat target monster
  Point of departure and encounter location
  Hardest encounter other than defeating target monster
  Nekogoblins and Strife
  in the Town Market
  Nekoboglin Bandits
  Bandit leader: Hobnekogoblin standing a head taller than the other bandits,
  has eyepatch over left eye (uncool, smelly, used goggles)
  Steals things from the market, picks travelers’ pockets
  Secret hideout in an empty warehouse on the edge of town.
  PC’s Personal Item and money is stolen.
  Townspeople ask the PCs to take care of the bandit problem.
  The Market Town, Ifa
  Chasing a nekogoblin through town, running through shops and over goods,
  or coming across the hideout by walking about town.
  The hobnekogoblin is a large and powerful enemy.
  
  169
  Book of Autumn
  Town Creation Sheet
  Town Name
  Town
  Population
  Ruler or
  Representative
  Environment
  Representative
  Buildings
  Specialty
  Goods
  Sights
  Sounds
  Scents
  Town’s
  Threats
  Ifa the Market Town
  Town: population 500
  A monarch that guides the town
  Right in the middle of the grasslands.
  Roads stretch out in all directions.
  A feudal castle in the middle of town
  “Cute” goods
  Nekogoblin bandits
  Sound of the wind blowing across 
  the grasslands, vendors yelling across
  the market
  
  170
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Arrival
  Evening
  Clear
  Ifa,
  Market Town
  -
  1
  2
  Explain the Town Creation and Combat rules
  The town sits comfortably in the middle of rolling, green meadows. As you draw near,
  you can see the town streets meandering through grassy fields. 
  A wide street leads to a large market in town, full of people conversing and trading excitedly.
  The morning Condition check will occur. 
  At the town gate, a guard will tell the players, 
   
  “Please be careful, there has been a rash of thefts in the town lately.”
  A Look Around Town
  Evening
  Clear
  Ifa Market
  6
  Give the players a taste of the town’s environment.
  The air is crisp; the spring air blows from the meadows and through the town. 
  Along a wide street is a market with stands lining both sides of the road.
  The market pulses with activity, and the voices of vendors hawking their goods can be heard all around. 
  Cute goods are lined up for sale in front of many of the stands.
  The PCs can prepare for their upcoming journey now and must pass through the town to find 
  an inn to stay at. Cute goods are popular in this town and can be bought cheaply.
  Cute goods are sold at 1x the price instead of the usual 2x. 
  Normal items are sold at their normal price. 
  If the party finishes buying their goods or if they go straight to the inn, skip to Event No. 4.
  Neko Goblins and Strife in the Town Market
  
  171
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Pick-pocketed Traveler
  Evening
  Clear
  Ifa Market
  -
  3
  4
  Show that a Nekogoblin thief is in town.
  As people begin filling the market, the players will have to wade through the crowd. 
  Sounds of laughter, bits of conversations and even arguments can be heard. 
  As the PCs move through the crowd, one of them feels a hand on their back. 
  If they look behind them, they see a hooded, human-sized cat-like figure staring at them.
  As the party wades through the crowded marketplace, a single person in the party will be the victim of a theft.
  The victim must make a contested DEX+INT check against a nekogoblin. If they lose the roll, their 
  Personal Item is taken. If they win, they are able to tell that the nekogoblin is acting unnaturally towards them.
  Whether or not they fail the roll, the pickpocket ducks through the crowd and runs away. If the party is somehow
  able to catch up to it, use the RUN AWAY Benediction. If he is caught now, the rest of the thieves won’t be found.
  If they bring the theft to the attention of the guards, the characters will be able to tell that the guards 
  won’t be of much help, perhaps saying something like, “It is currently under investigation.
  Please don’t worry, we will recover your lost items right away. We will have them returned to you shortly.”
  The Inn-keeper’s Plea
  Evening
  Clear
  Ifa Inn
  6
  Have the inn-keeper ask a favor.
  In the first-story tavern, a beautiful waitress is busy serving food and drinks to a crowded house.
  The room is filled with the raucous laughter, banter, and songs of drunken townsfolk 
  amidst an atmosphere of fun.
  The sign for an inn catches the party’s eye right next to the market: The Meadow Inn. It is a 2 story building—
  the first story is a tavern with rooms for rent upstairs. The tavern is full of townspeople drinking and eating.
  The chef’s specialty is roast rabbit with strawberry sauce. The party can also eat here; if they do, the inn-keeper,
  a man named Hassan, speaks to them. You should paraphrase, “I’d like someone to catch that nekogoblin thief.”
  As the guards have their hands full managing the townspeople and have no understanding of nekogoblins,
  Hassan has no choice but to offer the job to travelers who have experience with or knowledge of nekogoblins.
  He’d like the job completed the next day, and offers 700g apiece as payment.
  If the party does not accept the job, skip to Event No. 8.
  Neko Goblins and Strife in the Town Market
  
  172
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Market Battle
  Morning
  Clear
  Ifa Market
  -
  5
  6
  Defeat the berserk Magic Hand, chase the nekogoblin.
  People can be heard screaming and crying as they hastily flee from the market.
  Things are being knocked over, people can be seen running through the streets. 
  A man-sized floating hand is moving around the market.
  The Condition check occurs in the morning. As the party eats breakfast in the first-story tavern, something happens
  in the market. If they look outside, they will see people running away in panic. The guards won’t arrive for a while as 
  they are busy dealing with the large amount of people running away. If the party goes to the area where the noise is 
  coming from, they see destroyed carts and goods with a giant hand crushing various stands. A giant bloodshot eye
  is in the palm of the hand; speaking to the hand has no effect. Battle begins with1x Magic Hand (monster). 
  (Front: Magic Hand x1; Objects: broken cart, vendor’s stand, scattered goods, torn banner, 1 other) 
  A nekogoblin is hidden behind a broken stand. 
  Next to the nekogoblin is a bunch of keys, it seems that he has released the Magic Hand from a box.
  If the Magic Hand is defeated, the nekogoblin runs away. If the PCs chase the nekogoblin, go to Event No. 6.
  Chase the Neko Goblin!
  Noon
  Clear
  Ifa Town
  8
  Find the Neko Goblin hideout.
  The chase brings the PCs through the town of Ifa.
  The nekogoblin is running with all its might, but if the PCs ask the people in the street, 
  it should be easy enough to follow. 
  The nekogoblin runs along roofs, through narrow alleys and even into strangers’ houses, 
  just like a real cat.
  They chase the nekogoblin. Maybe the nekogoblin is in a panic, but it is leaving paw prints or 
  otherwise making himself easy to track. However, the path it takes—along roofs and over stands, 
  through narrow alleys and along thin walls—is difficult for the PCs to follow. 
  They must pass a Travel Check with a difficulty of 8.
  After the nekogoblin has run through the town for a while, he flees into an abandoned house. 
  The building has been abandoned for several years; 
  the windows are boarded up and holes dot the walls here and there.
  The area around the house is covered in trash, making it impossible to approach the building quietly.
  Neko Goblins and Strife in the Town Market
  
  173
  Book of Autumn
  No. 
  Event Title
  Event Sheet
  Scenario Name
  Ryuujin:
  Time
  Weather
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Terrain/Stage
  Weather/Terrain
  Difficulty
  Scene Purpose
  The Five Senses
  Event
  No. 
  Event Title
  Time
  Weather
  Scene Purpose
  The Five Senses
  Event
  Battle with the Neko Goblin Thieves Guild
  Afternoon
  Clear
  Ifa,
  Abandoned Building
  -
  7
  8
  Challenge the neko goblins
  The setting sun filters through the holes that dot the walls of this abandoned house.
  From the surrounding neighborhood you can hear the laughter of children and the 
  scolding voices of mothers, as the scent of dinner wafts through the air.
  As the party enters the abandoned house, there are 3 neko goblins in addition to the one they were chasing. 
  Among them is one is larger than the rest, with an eye patch over his left eye. As they notice the party,
  the large one grunts, “Ah, we’ve been made! After we beat you punks we’ll have to high-tail it out of here, 
  hobunya!” Battle begins.
  (Front: Neko goblin x3 Back: Hobneko goblin x1 
  Objects: potted plant, skewers, trash, mouse, a stolen Cute sword, children’s toy, laundry, plus 3 more.)
  If the situation becomes dire for the PCs, feel free to use the MISFORTUNE benediction to save the party.
  If the boss is defeated, the neko goblins give up.
  With the Dawn, a New Beginning
  Evening
  Clear
  Ifa Gate
  6
  Close the scenario
  The misty morning air blankets the town, slowy warmed by the newly-risen sun.
  Merchants begin setting up their shops as the market wakes and sales begin.
  Today will be another lively day.
  If the PCs bring the nekogoblin thieves to the guards, Hassan the inn-keeper thanks the party over
  and over, handing 700g to each party member.
  Once the party has gathered their belongings and prepared for the next trip, 
  they begin their journey to the next town.
  It might be a good idea to ask local merchants and travelers questions about the next town...
  Neko Goblins and Strife in the Town Market
  
  174
  Book of Autumn
  Intro Replay 3
  GM: 
  The little girl mumbles through her tears, “(sniff sniff) My doll…” It 
  also looks like that Nekogoblin knocked her over and hurt her legs, 
  and now she can’t move.
  Leo: 
  That there’s a livin’ shame. What’re y’all fixin’ to do?
  Haruka: 
  I’ll try to calm her down by using my “Emine Nonno” magic. The 
  Incantation Check… (roll~) is a success.
  GM: 
  As Haruka places her hand on the ground and chants the magic words, 
  a yellow flower pops out of the ground, blooming. …The little girl 
  stops crying.
  Haruka: 
  Oh, good. Well, next I’m going to have to treat her wounds, I suppose. 
  Oh, Mr. Leo, do you have any Healing Herbs on you?
  Leo: 
  My apologies, I’m plum out. Don’t y’all have that restoration magic, 
  Cure Touch?
  Haruka: 
  Ahhh… actually, I don’t have it… (T.T)
  Leo: 
  Then I suppose there ain’t nothing to be done ‘bout it. By the way 
  GM, ain’t there a herb shop ‘round here?
  GM: 
  Hmm. You don’t see a herbalist, but there’s probably a town doctor.
  Leo: 
  It’s settled then. Come now, let’s take her with us, we’re a-gettin’ to 
  the town doctor!
  GM: 
  A few hundred meters away, there’s a sign for a clinic, but for some 
  reason there’s no patients inside at all.
  Haruka: 
  Hello?! I’ll try going in. Is there anyone inside?
  GM: 
  A white haired, obstinate sort of old man appears from the back. He 
  says, “We only treat royalty here. Out with you now, out.”
  Leo: 
  I don’t much care for the likes of this. Alright, I’ll try using my Merchant 
  skill, Well-Spoken. Maybe we can negotiate her treatment.
  GM: 
  Well, the azure Ryuujin Benediction, “The Tale of Kindness”, is invoked! 
  Leo is trying to help the little girl without concern for personal gain, 
  and raises his Spirit by one die size! Ok then, let’s have you roll a 
  Negotiation Check using Intelligence and Spirit…
  Leo: 
  Oh, well now! (Roll~) I rolled a 6 and a 7, and adding the +1 for Well 
  Spoken, I done got a 14!
  GM: 
  Ok, then Custer, who was sitting at Haruka’s side, wanders up to the 
  doctor and pouts, Kyuuuuun! The doctor says, “What a cute dog you 
  got there~. Why, I remember how I used to love big dogs. You know 
  what, this dog brings back memories, so I’ll treat the girl for you.” And 
  helps the little girl to some medical attention.
  
  175
  Book of Autumn
  Haruka: 
  Yeah, we got lucky!
  Leo: 
  Wait, I wonder if Custer’s true form is…
  GM: 
  Hmm, I wonder..!
  Haruka: 
  How is the little girl?
  GM: 
  “It’s just a superficial wound, it won’t do any lasting damage,” he says, 
  and gives you some medicine. “Apply that and take it easy, and it’ll 
  heal with some time.”
  Leo: 
  Well now, ain’t that somethin’! Now let’s git this little one back home.
  GM: 
  Ok, as you enter a narrow alley, you see the sign for a general goods 
  store. This is the girl’s home.
  Haruka: 
  Excuse me! I brought your daughter home. Yadda-yadda etc etc.
  GM: 
  Ok, her parents come out and bow to Leo and Haruka a bunch of 
  times and say, “Thank you so much for helping our daughter out. If 
  you would like, please, take your pick of one of the goods in our store 
  as a token of appreciation.”
  Leo: 
  Alright! Without a doubt… I might’ could use this here herb bottle!
  Haruka: 
  Aww, and you just earned “The Tale of Kindness,” too. (laughs)
  Leo: 
  I say now, I say! I will be a-paying’ my 100G!
  Haruka: 
  Wow, Mr. Leo, you really are a good person, aren’t you! (laughs) Ok, 
  I’ll take a Maple Feuille Stuffed Doll!
  Leo: 
  A stuffed… Maple Feuille doll?? (laughs)
  Haruka: 
  So if I apply the “Cute” modifier to a small 100G Stuffed Animal, I’ll 
  pay 200G… and then give it right to the little girl~. Isn’t that a lovely 
  idea?
  Leo: 
  That’s such a bewilderin’ choice is all. (laughs)
  GM: 
  Well, the little girl’s mother and father say to Leo and Haruka, “Here, 
  please take this with you, to eat while you enjoy the view of the autumn 
  leaves.” They hand you a bag of Maple Feuille.
  Haruka: 
  Wow, this smells so delicious~!! Thank you!
  Leo: 
  Well now, let’s get a headin’ out to this town’s most famous autumn-
  leaf a-viewin’ spot, shall we?
  Haruka: 
  Ok~!
  GM: 
  Well, Leo and Haruka sit at a beautiful spot to enjoy the autumn leaves, 
  and do so while drinking tea and eating the Maple Feuille. And that’s 
  where we’ll end today’s session.
  Leo and Haruka:
   
  Great job, thank you!
  The End
  
  176
  Book of Winter
  THE BOOK 
  of WINTER
  wherein lies the data about the 
  living creatures of ryuutama, 
  monsters and creatures
  
  177
  Book of Winter
  Monsters
  In the world of Ryuutama, humans and animals aren’t the only creatures that roam 
  the wilderness. There exist mysterious, magical beings called “monsters,” which 
  possess incredible strength or fantastic magic. These beings are more-or-less 
  divided into seven categories: Phantom Beasts, Phantom Plants, Demonstones, 
  Undead, Demons, Magical Creatures, and Intelligent Races.
  How to read Monster data
  Name: The commonly known name for the monster’s species or type.
  Level: The monster’s level is an easy indicator of its strength.
  Habitat: The terrain where the species is commonly found. A monster may 
  sometimes wander from its usual habitat or be drawn out by humans.
  Season: The time of year during which the monster is most active. If the monster 
  is encountered during its favored season, it gains a +1 bonus to both Initiative 
  and Condition. In addition, any food gained by collecting materials from 
  defeated monsters durimg their active season is “delicious”.
  Materials: The spoils gained by a Hunter or Artisan class character succeeding 
  on a Trapping skill check. It lists the materials as well as the average price 
  that they can be sold in a town. All materials have a size of 3. Some Monsters 
  also provide food when defeated.
  Dragonica No.: The monster’s entry number in the magical monster encyclopedia, 
  the Encyclopaedia Dragonica. Most monsters of the world have been intently 
  studied by scholars, and have been assigned numbers in the process.  Some 
  monsters, however, have not yet received much scrutinity and thus lack 
  numbers.
  HP, MP: The monster’s Max HP/MP.
  Initiative, Condition: Unline PCs, Monsters use static numbers for Initiative 
  and Condition.
  [STR/DEX/INT/SPI]: These are the monster’s main stats. If a stat has a listed 
  value of 2, any rolls are determined by a roll of d6: 1-3 is a 1, 4-6 is a 2.
  Accuracy/Damage: These are the dice the Monster uses to roll for Accuracy 
  and Damage Checks. Most monsters use [DEX + STR] for Accuracy and 
  [STR] for damage, though [INT + SPI] accuracy and [SPI] damage monsters 
  also exist.
  Armor: The Defense Points granted to a monster by fur, scales or other material. 
  Any damage sustained by the monster is reduced by this value.
  Description: A short blurb about a monster’s appearance and habits.
  Special Ability: A monster’s special ability. Monsters are not affected by the 
  special abilities of their own species. Not all Monsters possess a Special Ability.
  
  178
  Book of Winter
  Eggs
  These monsters are eggs that seem to have sprouted arms and legs. They are prized for 
  their delicious insides. However, nobody seems to know what laid these eggs, or what 
  (if anything) will hatch from them.
  Walking Egg
  Level 
  1
  Habitat 
  All
  Season 
  Spring
  Materials 
  Shell (1000G); Food x 4
  Dragonica Number 002
  HP 
  4
  MP 
  4
  Initiative 
  9
  Condition 
  6
  Abilities 
  2 8 2 2
  Accuracy 
  d8 d8
  Damage 
  d6
  Armor 
  Description: A mysterious thirty-centimeter tall egg with human-like arms and legs that can be seen 
  walking around the world. Many people have tried to solve the mystery of where they came from and what 
  they’re going to become, but so far none have.
  Special Ability: Travelers’ Blessing 
  It is said that if a Walking Egg is defeated by reducing its HP to 
  exactly 0, a blessing occurs. All members of a party so blessed will receive 100 XP.
  Running Egg
  Level 
  3
  Habitat 
  Wasteland, rocky terrain, woods
  Season 
  Winter
  Materials 
  Shell (2000G); Food x 4
  Dragonica Number 003
  HP 
  4
  MP 
  8
  Initiative 
  10
  Condition 
  7
  Abilities 
  2 10 2 4
  Accuracy 
  d10 d10
  Damage 
  d6
  Armor 
  Description: A mysterious fifty-centimeter tall egg with human-like arms and muscular legs that can be 
  seen running around the world. Running eggs can move with such speed that it is said that none can catch 
  them. Defeating a Running Egg will bring even more luck than a Walking Egg.
  Special Ability: Travelers’ Blessing 
  It is said that if a Running Egg is defeated by reducing its HP to 
  exactly 0, a blessing occurs. All members of a party so blessed will receive 200 XP.
  Riding Egg
  Level 
  5
  Habitat 
  Grassland, desert
  Season 
  Fall
  Materials 
  Shell (3000G); Food x 4
  Dragonica Number 006
  HP 
  8
  MP 
  8
  Initiative 
  12
  Condition 
  8
  Abilities 
  4 12 4 4
  Accuracy 
  d12 d12
  Damage 
  d6
  Armor 
  Description: A mysterious seventy-centimeter tall egg with human-like arms and legs that can be seen 
  riding around the world. The arms and legs of the Riding Egg are pale and slender and allow the Riding Egg 
  to ride various swift-footed animals such as black swans or even unicorns.
  Special Ability: Travelers’ Blessing 
  It is said that if a Riding Egg is defeated by reducing its HP to 
  exactly 0, a blessing occurs. All members of a party so blessed will receive 300 XP.
  
  179
  Book of Winter
  Phantom Beasts
  A class of creature called “Phantom Beast” because they appear like natural animals, only 
  warped and twisted: They are very physical, and not “ghostly” as the word “Phantom” 
  usually implies. Compared to the normal beasts and bugs of the wild, these are incredible 
  creatures, possessed of special abilities, high intelligence, or other unknown attributes. 
  They have extremely high physical statistics.
  Mob Beast
  Level 
  1
  Habitat 
  Grassland, wasteland, deep forest
  Season 
  Spring
  Materials 
  Fang (50G)
  Dragonica Number 011
  HP 
  9
  MP 
  4
  Initiative 
  5
  Condition 
  3
  Abilities 
  4 4 2 2
  Accuracy 
  d4 d4
  Damage 
  d4
  Armor 
  0
  Description: Beasts the size and shape of a small jackal. They are fair ly weak alone, but are almost always 
  encountered in large groups. It is said that hordes of tens of thousands of mob beasts have reduced cities 
  to rubble.
  Giant Ant
  Level 
  2
  Habitat 
  Grassland, wasteland, rocky terrain
  Season 
  Spring
  Materials 
  Carapace (75G)
  Dragonica Number 045
  HP 
  14
  MP 
  4
  Initiative 
  6
  Condition 
  4
  Abilities 
  6 6 2 2
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  1
  Description: These ants are usually found near their hive and can range in size from half a meter to a full 
  three meters in length. Their pincers are typically the length of half their body and are incredibly powerful, 
  able to slice a man in half.
  Cockatrice
  Level 
  2
  Habitat 
  Grassland, woods, deep forest
  Season 
  Fall
  Materials 
  Food x 2
  Dragonica Number 068
  HP 
  14
  MP 
  8
  Initiative 
  5
  Condition 
  5
  Abilities 
  6 4 2 4
  Accuracy 
  d6 d4
  Damage 
  d6
  Armor 
  0
  Description: These beasts look like wild chickens, but have beaks with the power to turn things to stone. 
  They can only eat the henluda plant, so keep your guard up when you come across it in the wild.
  Special Ability: Petrifying beak 
  When a character is hit by a cockatrice’s attack, they suffer [Injury: 6] as 
  a part of their body is turned to stone.
  
  180
  Book of Winter
  Kamaitachi (sickle weasel)
  Level 
  2
  Habitat 
  Grassland, wasteland, rocky terrain
  Season 
  Winter
  Materials 
  Sickle (uncool sword)
  Dragonica Number 018
  HP 
  10
  MP 
  8
  Initiative 
  6
  Condition 
  4
  Abilities 
  4 6 2 4
  Accuracy 
  d4 d6
  Damage 
  d4
  Armor 
  0
  Description: It is said that a kamaitachi is actually 3 weasles with sickle-like claws that have joined together 
  to harass travelers.  In this form, they look like a single giant weasel with huge claws. Kamaitachi are known 
  to be wily pranksters. They chase, cut, and heal those they come across, leaving bewildered but unharmed 
  hikers in their wake. If they are angered, however, the three weasels will simply attack.
  Special Ability: Kamaitachi Kamaitachi can attack the Back Area from the Front Area.
  High Roadrunner
  Level 
  3
  Habitat 
  Grassland, wasteland, desert
  Season 
  Spring
  Materials 
  Feather (150G); Food x 2
  Dragonica Number 029
  HP 
  15
  MP 
  8
  Initiative 
  7
  Condition 
  5
  Abilities 
  6 8 2 4
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  0
  Description: At two meters tall, this is the fastest running bird in the world. It has the ability to run at 60 
  km/hour for more than an hour at a time. Their population explodes during the Spring months.
  Speckled Bee
  Level 
  3
  Habitat 
  Wasteland, woods, deep forest
  Season 
  Summer
  Materials 
  Stinger (tough stick)
  Dragonica Number 069
  HP 
  15
  MP 
  4
  Initiative 
  7
  Condition 
  4
  Abilities 
  6 8 2 2
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  0
  Description: These bees can grow to be as large as a human and live in hives dug into rocky ground. Their 
  honey is so highly prized that some hunters specialize in procuring it. It is incredibly dangerous to do so, 
  but a single harvest of their honey is worth enough for an entire family to live off of for an entire year.
  Special Ability: Poison Stinger 
  When a character is damaged by a Speckled Bee attack, they take an 
  additional d6 damage that is not mitigated by Defense Points.
  
  181
  Book of Winter
  Pegasus
  Level 
  3
  Habitat 
  Grassland, highlands, woods, mountain
  Season 
  Spring
  Materials 
  Wings (1500G)
  Dragonica Number 028
  HP 
  15
  MP 
  8
  Initiative 
  7
  Condition 
  5
  Abilities 
  6 8 2 4
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  0
  Description: A horse with bid-like wings that allow it to fly freely through the skies. Pegasi shares the 
  same temperament as a normal horse and grow to the same size. They are picky eaters, preferring fresh 
  grass and herds will travel long distances to find it. When pegasi migrate during the fall and winter months, 
  they look like nothing more than shooting stars as thousands dart across the skies gracefully. 
  False Egg
  Level 
  3
  Habitat 
  Grassland, desert, wasteland, woods
  Season 
  Fall
  Materials 
  Cute light shield
  Dragonica Number 038
  HP 
  23
  MP 
  4
  Initiative 
  5
  Condition 
  6
  Abilities 
  10 4 2 2
  Accuracy 
  d4 d10
  Damage 
  d10
  Armor 
  0
  Description: A crab that can disguise itself as a large egg. It tends to stay still for long periouds of time, 
  but hunts its prey by putting its large claws together over its body, creating a smooth egg-like shape. If you 
  find an unattended egg, you should approach with extreme caution.
  Special Ability: Egg-like 
  If you aren’t careful, a false egg will catch you unawares with its attack. At the 
  beginning of combat, characters must roll a [INT + INT] check. Any character that fails receives a -2 penalty 
  to Initiative.
  Anaconda
  Level 
  3
  Habitat 
  Grassland, swamp, deep forest, woods, pond
  Season 
  Summer
  Materials 
  Snake Skin (300G); Food x 3
  Dragonica Number 052
  HP 
  19
  MP 
  4
  Initiative 
  7
  Condition 
  5
  Abilities 
  8 8 2 2
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  0
  Description: A huge snake ranging from two to ten meters in length. It likes to attack at night, so care must 
  be taken when camping in anaconda territory.
  Special Ability: Coil When an anaconda succeeds on an attack on a character, it automatically coils around 
  the character’s body. On that character’s next turn, they must beat the anaconda at a contested [STR + 
  STR] check or lose their action. Every turn that an anaconda starts coiled around a character, the anaconda 
  automatically deals d6 damage.
  
  182
  Book of Winter
  Unicorn
  Level 
  3
  Habitat 
  Deep forest, jungle, mountain
  Season 
  Spring
  Materials 
  Horn (8000G)
  Dragonica Number 015
  HP 
  15
  MP 
  8
  Initiative 
  7
  Condition 
  5
  Abilities 
  6 6 4 4
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  0
  Special Ability: Healing Horn 
  It is said that a unicorn’s horn has the ability to cure any illness. However, 
  a unicorn must expend an incredible amount of energy to do so, and using this ability too much places the 
  unicorn’s life in danger.
  Griffon
  Level 
  4
  Habitat 
  Grassland, wasteland, mountain
  Season 
  Spring
  Materials 
  Wing (300G); Food x 2
  Dragonica Number 024
  HP 
  20
  MP 
  4
  Initiative 
  8
  Condition 
  5
  Abilities 
  8 10 2 2
  Accuracy 
  d8 d10
  Damage 
  d8
  Armor 
  0
  Description: A beast with the head and wings of a hawk and the body of a lion.
  Special Ability: Double Attack 
  This monster can attack two times in one turn.
  Loyal Dog
  Level 
  4
  Habitat 
  All
  Season 
  Spring
  Materials 
  Fur (250G)
  Dragonica Number 040
  HP 
  12
  MP 
  12
  Initiative 
  8
  Condition 
  5
  Abilities 
  4 6 6 6
  Accuracy 
  d4 d6
  Damage 
  d4
  Armor 
  0
  Description: One in ten thousand dogs is born with a special gift. Though they look like any other dog, 
  these dogs are incredibly smart. It is said that these dogs understand and may even speak human languages. 
  Their loyalty drives them to keep their owners from danger. Are you sure your faithful companion there 
  isn’t one of these Loyal Dogs?
  Special Ability: Bond When the Loyal Dog’s master takes damage, the Loyal Dog can reduce the damage 
  taken to 0, once per combat.
  
  183
  Book of Winter
  Hungry Mole
  Level 
  4
  Habitat 
  Grassland, highlands, swamp
  Season 
  Winter
  Materials 
  Fur (300G)
  Dragonica Number 066
  HP 
  20
  MP 
  8
  Initiative 
  7
  Condition 
  6
  Abilities 
  8 8 2 4
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  0
  Description: A large mole (up to 4 meters long) that lives underground. This black and silver creature must 
  eat its weight in food everyday, and will die if it goes half a day without food.
  Special Ability: Burrow 
  When a Hungry Mole attacks from underground, its target receives -1 to 
  Initiative.
  Zordfish
  Level 
  4
  Habitat 
  River, swamp
  Season 
  Fall
  Materials 
  Smelly gross sword; Food x 2
  Dragonica Number 030
  HP 
  24
  MP 
  4
  Initiative 
  7
  Condition 
  6
  Abilities 
  10 8 2 2
  Accuracy 
  d8 d10
  Damage 
  d10
  Armor 
  1
  Description: A large fish in the shape of a sword. They grow larger the longer they live, up to eight meters 
  long.
  Special Ability: Cut in 2 
  Attacks made by Zordfish ignore Defense Points and always do full damage.
  Hellhound
  Level 
  5
  Habitat 
  Wasteland, woods, mountain
  Season 
  Winter
  Materials 
  Fur (600G)
  Dragonica Number 021
  HP 
  25
  MP 
  8
  Initiative 
  8
  Condition 
  7
  Abilities 
  10 10 2 4
  Accuracy 
  d10 d10
  Damage 
  d10
  Armor 
  1
  Description: A huge black dog, weighing about 500 kg, with glowing red eyes and razor sharp claws. They 
  are violently territorial and mark their territories with a sulfuric smell that permeates the area. The stench 
  of rotten eggs is nearly unbearable as far away as ten kilometers.
  Special Ability: Double Attack 
  This monster can attack two times in one turn.
  
  184
  Book of Winter
  Demoncat
  Level 
  5
  Habitat 
  Woods, deep forest, jungle, mountain
  Season 
  Winter
  Materials 
  Food x 1
  Dragonica Number 014
  HP 
  21
  MP 
  8
  Initiative 
  9
  Condition 
  6
  Abilities 
  8 12 2 4
  Accuracy 
  d8 d10
  Damage 
  d8
  Armor 
  3
  Description: A large grey cat (up to three meters long) with two tails and posessed of a burning hatred 
  for humans; it is said that long ago, they were placed by a god to guard a certain artifact, but when a man 
  stole it, they turned against humans forever.
  Special Ability: Boisterous dance Due to their multitude of tails, fangs and claws, Demoncats roll damage 
  on successful attacks two times, taking the best result. Also, they may use two objects at once.
  Maximillion Kabuto
  Level 
  5
  Habitat 
  Deep forest, woods, mountain
  Season 
  Summer
  Materials 
  Carapace (2000G)
  Dragonica Number 050
  HP 
  29
  MP 
  12
  Initiative 
  6
  Condition 
  9
  Abilities 
  12 6 2 6
  Accuracy 
  d6 d12
  Damage 
  d12
  Armor 
  3
  Description: A huge horned beetle with a thick shell. Kabuto beetle shells are prized for their beauty and 
  command a steep price.
  Tumbling Nest
  Level 
  5
  Habitat 
  Grassland, Wasteland, highlands
  Season 
  Fall
  Materials 
  Food x 6
  Dragonica Number 037
  HP 
  25
  MP 
  12
  Initiative 
  7
  Condition 
  8
  Abilities 
  10 8 2 6
  Accuracy 
  d8 d10
  Damage 
  d10
  Armor 
  1
  Description: Though it appears as a large rolling ball of bits of plant matter, these several-meter-large 
  spheres are actually created by and filled with a large number of small rats. Because the rats can’t see from 
  within the ball, they will attack the source of any loud noises.
  Special Ability: Rolling attack 
  When attacking, the Tumbling Nest randomly attacks one character in 
  the Front Area and one character in the Back Area.
  
  185
  Book of Winter
  Chimaera
  Level 
  6
  Habitat 
  Wasteland, deep forest, mountain, jungle
  Season 
  Summer
  Materials 
  Horn (900G)
  Dragonica Number 043
  HP 
  22
  MP 
  16
  Initiative 
  8
  Condition 
  8
  Abilities 
  8 6 6 8
  Accuracy 
  d6 d8
  Damage 
  d8
  Armor 
  1
  Description: A curious beast with the heads of a lion, ram and a snake. They are cruel, and will hunt and kill 
  prey even when not hungry. It was initially thought that they were created by sorcery, but modern studies 
  indicate that they are, in fact, just another species of animal.
  Special Ability: Fire Breath The lion head breathes a blue-hot flame, with Accuracy [d10+d10] and Damage 
  [d10], targeting an entire area.
  Milk Maid
  Level 
  6
  Habitat 
  Sea
  Season 
  Spring
  Materials 
  Milk
  Dragonica Number 055
  HP 
  18
  MP 
  16
  Initiative 
  9
  Condition 
  7
  Abilities 
  6 6 8 8
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  0
  Description: A cow that lives at the shallows of the sea. As no males of their species exist, sometimes a 
  Milk Maid will take human form to visit human villages, thinking to leave a child in town. Their milk is said 
  to be highly valuable for treating various illnesses.
  Special Ability: Wishcow 
  A Milk Maid can take the form of a human female, but must bathe in sea water 
  at least once per day.
  Basilisk
  Level 
  7
  Habitat 
  Desert, wasteland, mountains, rocky terrain
  Season 
  Fall
  Materials 
  Eye (1200G)
  Dragonica Number 035
  HP 
  31
  MP 
  16
  Initiative 
  8
  Condition 
  10
  Abilities 
  12 8 4 8
  Accuracy 
  d8 d12
  Damage 
  d12
  Armor 
  1
  Description: A humongous lizard that can grow up to twenty meters in length, basilisks are covered in 
  brown scales wth scattered dark green spots. Though they are slow and plodding predators, they possess 
  the ability to turn living things to stone with their gaze alone. Hunters that make their living off harvesting 
  basilisk eyes are called “basiliterns” and use veils and robes to avoid the basilisk’s stare.
  Special Ability: Petrifying Glance Characters with a Condition of less than 7 who are not wearing veils or 
  other protection, are turned to stone.
  
  186
  Book of Winter
  Garden Tortoise
  Level 
  10
  Habitat 
  Deep forest, jungle, mountain, alpine
  Season 
  Summer
  Materials 
  Compost (8000G)
  Dragonica Number 059
  HP 
  50
  MP 
  20
  Initiative 
  7
  Condition 
  15
  Abilities 
  20 6 4 10
  Accuracy 
  d6 d20
  Damage 
  d20
  Armor 
  5
  Description: A gigantic tortoise that prefers warm areas that can grow twenty meters large. This beast spends 
  its time in sunny areas, nourishing the numerous plants that grow atop its shell. As the tortoise ages, its shell 
  grows along with the number of plants and eventually becomes large enough to suport its own ecosystem.
  Special Ability: 
  Herb Treasure Trove One each of each type of Healing Herb grows atop the Garden 
  Tortoise’s shell.
  Ghost Beast
  Level 
  12
  Habitat 
  Alpine, desert, sea, other high level terrain
  Season 
  Spring
  Materials 
  Bones (18000G)
  Dragonica Number 013
  HP 
  52
  MP 
  8
  Initiative 
  14
  Condition 
  12
  Abilities 
  20 20 4 4
  Accuracy 
  d20 d20
  Damage 
  d20
  Armor 
  3
  Description: The largest carnivorous animal in the world, the Ghost Beast measures tens of meters in 
  length (though its exact dimensions are unknown).  Its exact form and details have never been confirmed. 
  Due to its size, it does not hunt humans, but it is extremely sensitive to imbalances in the natural order. It 
  has been known to appear near advanced human civilizations, and when it appears... humans can only flee.
  Special Ability: Angry Riot Attacks from this beast are so strong that even the mountains crack and dragons 
  run. Anytime this creature attacks, it attacks all areas. Also, any Fumbles it rolls automatically become criticals.
  Phantom Plants
  In the world of plants, there are some unclassifiable, seemingly warped, plant-like 
  creatures with unusual abilities and unusual intelligence.  Known as “Phantom Plants,” 
  they move slowly, but are intelligent, ruthless and dangerous.
  Napalm Palm
  Level 
  2
  Habitat 
  Desert, wasteland, mountains
  Season 
  Winter
  Materials 
  Napalmfruit (100G)
  Dragonica Number 082
  HP 
  16
  MP 
  10
  Initiative 
  3
  Condition 
  7
  Abilities 
  6 4 2 4
  Accuracy 
  d6 d4
  Damage 
  d6
  Armor 
  0
  Description: A large palm tree that primarily grows in arid areas. Its leaves and fronds are used to make 
  many household goods, but it has a powerful defensive mechanism in the form of a number of egg-sized 
  seeds that explode if touched.
  Special Ability: Seed Shooter 
  This monster can attack either the Front Area or the Back Area with 
  Accuracy [d6+d6] and damage [d6].
  
  187
  Book of Winter
  Myconid
  Level 
  2
  Habitat 
  Woods, deep forest, jungle
  Season 
  Fall
  Materials 
  Grossly beautiful makeup
  Dragonica Number 095
  HP 
  12
  MP 
  10
  Initiative 
  4
  Condition 
  6
  Abilities 
  4 2 6 4
  Accuracy 
  d4 d6
  Damage 
  d4
  Armor 
  0
  Description: A type of sapient mushroom that is able to move around on its own.  It looks like a giant 
  mushroom with an umbrella-like cap that can grow a meter wide. Myconid live in humid climes, in and 
  around trees. They communicate telepathically and sometimes trade with travelers.
  Tyrant Rose
  Level 
  3
  Habitat 
  Woods, deep forest, highlands, grassland, wasteland
  Season 
  Spring
  Materials 
  Beautiful perfume
  Dragonica Number 073
  HP 
  22
  MP 
  11
  Initiative 
  4
  Condition 
  8
  Abilities 
  8 6 2 4
  Accuracy 
  d8 d6
  Damage 
  d8
  Armor 
  0
  Description: A type of rose. In order to bloom, it requires the blood of animals, which it takes by wrapping 
  its victims in its thorny brambles. It is said that if a Tyrant Rose manages to suck the blood of one hundred 
  animals, the world’s most beautiful rose will blossom.
  Special Ability: Vampirism 
  Each time this monster successfully attacks a character, it gains 3 HP.
  Parasite Eggplant
  Level 
  3
  Habitat 
  Woods, deep forest, jungle
  Season 
  Spring
  Materials 
  Food x 1
  Dragonica Number 088
  HP 
  14
  MP 
  19
  Initiative 
  4
  Condition 
  8
  Abilities 
  4 4 4 8
  Accuracy 
  d4 d10
  Damage 
  d10
  Armor 
  0
  Description: A parasitic eggplant that draws nutrients from its host animal. The host, in turn, benefits from 
  a boost in their abilities, causing some people to go out of their way to become infested. The plant’s seed 
  is exceedingly rare, so many soldiers go out of their way to hunt it down. 
  Special Ability: Parasite 
  The being that is hosting the parasite eggplant gains Max HP and MP +10, as 
  well as a +1 bonus to Initiative, Condition, and Defense Points for as long as the eggplant is attached.
  
  188
  Book of Winter
  Charming Rafflesia
  Level 
  4
  Habitat 
  Grassland, wasteland, woods
  Season 
  Spring
  Materials 
  Smelly rations x 4
  Dragonica Number 081
  HP 
  28
  MP 
  16
  Initiative 
  3
  Condition 
  10
  Abilities 
  10 4 2 6
  Accuracy 
  d10 d4
  Damage 
  d10
  Armor 
  0
  Description: A large plant with huge flowers that thrives in hot, humid areas. It secretes an intoxicating 
  scent that draws prey into its flower, which then closes on its prey, trapping it. The Charming Rafflesia digests 
  its victim slowly, drawing nutrients from its flesh, but cannot digest metallic objects, which it instead spits 
  out after the rest of the victim is digested.
  Special Ability: Charming Aroma At the beginning of battle, everybody involved in the battle except the 
  Charming Rafflesia must succeed on a [SPI+SPI] with a target number of 7, or suffer [high:6].
  Death Grass
  Level 
  5
  Habitat 
  Grassland, swamp
  Season 
  Spring
  Materials 
  Leaf (300G)
  Dragonica Number 075
  HP 
  34
  MP 
  17
  Initiative 
  3
  Condition 
  11
  Abilities 
  12 4 2 6
  Accuracy 
  d12 d4
  Damage 
  d12
  Armor 
  0
  Description: The most dangerous plant in the grasslands, Death Grass looks like normal grass, but all the 
  stalks in a ten meter radius around its central bud are all part of the same organism. When an animal enters 
  this area, the Death Grass uses its blade-like leaves to kill the target, nourishing itself with the corpse.  The 
  only way to destroy this treacherous plant is by destroying the central bud.
  Special Ability: Blade trap Death Grass attacks anything in range (all characters in the Front Area in battle). 
  This attack deals d6 damage, is impossible to dodge and needs no Accuracy Check.
  Plantimal
  Level 
  5
  Habitat 
  All
  Season 
  Fall
  Materials 
  Root (400G)
  Dragonica Number 086
  HP 
  30
  MP 
  13
  Initiative 
  6
  Condition 
  9
  Abilities 
  10 8 4 4
  Accuracy 
  d10 d8
  Damage 
  d10
  Armor 
  1
  Description: A strange plant that is able to move about using tentacle-like roots. It continues to grow 
  throughout its lifespan, with some growing up to ten meters in diameter. It reacts to fluctuations of moisture 
  in the air to entangle victims and drink their fluids.  Scholars believe this creature is something between a 
  plant and an animal.
  
  189
  Book of Winter
  Earth Tiger
  Level 
  5
  Habitat 
  Desert, wasteland, mountains
  Season 
  Winter
  Materials 
  Dragonica Number 091
  HP 
  25
  MP 
  8
  Initiative 
  8
  Condition 
  7
  Abilities 
  10 10 2 4
  Accuracy 
  d10 d10
  Damage 
  d10
  Armor 
  0
  Description: A type of mold that lives in very arid terrain. It reacts violently to moisture, and seems to 
  grow exponentially on contact with water. When it dries out, it lays dormant until exposed to water again. 
  If the dessicated remains of a traveler are found, chances are that an Earth Tiger is sleeping nearby.
  Special Ability: Water Vampirism Any characters that are successfully hit by an Earth Tiger attack lose d6 
  rations of water from water skins or barrels in the area.
  PseudoParasol
  Level 
  6
  Habitat 
  Deep forest, jungle, mountain
  Season 
  Summer
  Materials 
  Gross tough umbrella
  Dragonica Number 072
  HP 
  36
  MP 
  22
  Initiative 
  4
  Condition 
  12
  Abilities 
  12 4 4 8
  Accuracy 
  d12 d4
  Damage 
  d12
  Armor 
  2
  Description: A type of giant pitcher plant. Unlike other pitcher plants, most of the plant is underground. 
  It keeps itself closed until it rains, then opens itself up for prey to enter in search of protection from the 
  rain. Once within the pitcher, the prey is rapidly dissolved by the plant’s potent digestive fluid. However, 
  there is a type of insect that secretes a special substances that neutralizes the fluid, allowing the insect 
  to live within the plant.  It is said that certain tribes have learned to use this substance to live inside of 
  PseudoParasols.
  Special Ability: Inner Prison 
  Any character hit by a PseudoParasol attack is sucked inside of its body. 
  Once inside the body, they can’t be targeted by magic.
  Lightstalk
  Level 
  7
  Habitat 
  Low and alpines, deep forest
  Season 
  Fall
  Materials 
  Shining orichalcum torch
  Dragonica Number 099
  HP 
  34
  MP 
  31
  Initiative 
  5
  Condition 
  13
  Abilities 
  10 4 6 12
  Accuracy 
  d6 d12
  Damage 
  d12
  Armor 
  2
  Description: A type of tree that can grow up to sixty meters tall. It stores enough light in its leaves to shine 
  like a beacon through cloudy weather. It is able to concentrate the light it emanates, shooting laser-like 
  beams to protect itself. It is said that a city called Zeperion once harnessed their energy to protect the town 
  from powerful monsters, but was destroyed by the power these plants possess.
  Special Ability: Laser beam This monster may attack using its laser beam with Accuracy [d10+d10] and 
  damage [d12], ignoring Defense Points.
  
  190
  Book of Winter
  Brave Bamboo
  Level 
  9
  Habitat 
  Deep forest, jungle, low and alpines
  Season 
  Summer
  Materials 
  Uncool spear plus 1
  Dragonica Number 077
  HP 
  42
  MP 
  25
  Initiative 
  8
  Condition 
  12
  Abilities 
  12 12 4 8
  Accuracy 
  d12 d12
  Damage 
  d12
  Armor 
  3
  Description: In large bamboo deep forests, one in several tens of thousands of bamboo develop into a 
  Brave Bamboo. These mysterious bamboo trees become mobile and move around bamboo groves on their 
  own. It is said that Brave Bamboo have different items inside them, depending on who defeats them. Due 
  to this legend, there is no end to those who would hunt Brave Bamboo. It is said that a barren couple that 
  wanted a child very badly found a treasure inside one--a baby who went on to be a legend.
  Special Ability: Bamboo of Anger The Brave Bamboo may, in addition to its normal attacks, also cast the 
  magic spell Kaguya Leylance (from the Spring magic list) twice per combat.
  Nekogoblins
  Nekogoblins (sometimes colloquially called “Catgoblins”) are tribes of intelligent creatures 
  with a cat-like appearance, but which can talk and walk upright. There are many breeds 
  of nekogoblins, and depending on the region their fur, body size, or other features differ. 
  In general, Manx Nekogoblins, Calico Nekogoblins, and Spotted Nekogoblins are the 
  most common kinds seen. There is also a rumor that there was once another breed of 
  creature simply called “goblins,” and that the Nekogoblins exterminated them long ago…
  Koneko-goblins
  Level 
  2
  Habitat 
  All
  Season 
  Spring
  Materials 
  Cute pot
  Dragonica Number 
  HP 
  8
  MP 
  8
  Initiative 
  5
  Condition 
  6
  Abilities 
  4 4 4 4
  Accuracy 
  d4 d4
  Damage 
  d4
  Armor 
  0
  Description: Koneko-goblins are used as underlings by Neko-goblins. They look much the same as Neko-
  goblins, but are smaller and weaker, and are thus often bullied by the larger species. They usually grow 
  to a height of about one meter. They are often much more docile then their larger cousins and sometimes 
  live in and around human settlements. They always keep a small pot on their heads to carry items, called 
  a top-pot.  They have an annoying habit of ending their sentences with “Gobunya~!”
  Special Ability: Cat People They are born hunters, with eyes that can see at night and noses that never 
  forget a scent. They can use and equip items, too.
  
  191
  Book of Winter
  Neko-goblins
  Level 
  3
  Habitat 
  All
  Season 
  Spring
  Materials 
  Pot
  Dragonica Number 
  HP 
  8
  MP 
  8
  Initiative 
  6
  Condition 
  6
  Abilities 
  4 6 4 4
  Accuracy 
  d4 d6
  Damage 
  d4
  Armor 
  1
  Description: Though Neko-goblins (or Nekogoblins) have the word goblin in their name, they have nothing 
  to do with the goblins of other universes. They resemble upright-walking cats, and have personalities to 
  match. They grow to a height of one-hundred thirty centimeters. They keep a top-pot on their head at all 
  times and fill it with important items as they travel the world. They sometimes meddle with and/or trade 
  with humans. Depending on the region, they may wear things on their heads other than pots. They often 
  cry “Gobunya!”
  Special Ability: Cat People They are born hunters, with eyes that can see at night and noses that never 
  forget a scent. They can use and equip items, too.
  Hobneko-goblins
  Level 
  5
  Habitat 
  All
  Season 
  Spring
  Materials 
  Pot
  Dragonica Number 
  HP 
  16
  MP 
  8
  Initiative 
  8
  Condition 
  8
  Abilities 
  8 8 4 4
  Accuracy 
  d8 d8+1
  Damage 
  d8+1
  Armor 
  2
  Description: Hobneko-goblins are said to be a close cousin to the Neko-goblins. Though they are generally 
  larger than Neko Goblins, they share the same easy-going attitude. However, they are said surpass humans 
  at hunting and so are often used by warring nations as mercenaries. Their top-pots are larger than their 
  smaller cousins and are often filled with weapons. They are often heard crying, “Hobunya!”
  Special Ability: Cat People They are born hunters, with eyes that can see at night and noses that never 
  forget a scent. They can use and equip items, too.
  
  192
  Book of Winter
  Demonstones
  Demonstones are bizarre, inorganic creatures, seemingly made up of earth, stone and 
  gems, which somehow, the course of their long existence, have developed consciousness 
  and movement. Their bodies often contain valuable minerals and gems, and as such, 
  they are often hunted by humans. Demonstone creatures are immune to all body-type 
  status effects.
  Meteoric Iron
  Level 
  3
  Habitat 
  All
  Season 
  Materials 
  Iron (8000G)
  Dragonica Number 120
  HP 
  7
  MP 
  16
  Initiative 
  6
  Condition 
  7
  Abilities 
  2 2 8 8
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  2
  Description: A sliver of rock that fell from a place beyond the moon and stars. At first it looks just like a 
  normal hunk of iron, but actually it has a powerful intellect and can communicate with humans via telepathy. 
  Used to make incredible weapons and armor, the weapons used by famous heroes are invariably made of 
  meteoric iron.
  Special Ability: Star’s Blessing 
  Meteoric Iron always receives a +1 bonus to both Initiative and Condition 
  (included in its stats); any item made of this iron receives the same. Any armor made from this becomes a 
  “plus 1” armor.
  Symphonic Crystal
  Level 
  3
  Habitat 
  All
  Season 
  Materials 
  Crystal (750G)
  Dragonica Number 116
  HP 
  19
  MP 
  12
  Initiative 
  4
  Condition 
  9
  Abilities 
  8 2 4 6
  Accuracy 
  d4 d6
  Damage 
  d6
  Armor 
  2
  Description: A crystal found deep in the back of caves that can be tens of meters high. Once every number 
  of years, the entire crystal vibrates, producing an incredibly beautiful melody. It is said that this sound is 
  the accumulation of all the sounds from things above ground over a long period of time. Those that hear 
  the sound feel it resonate within, and swear that they themselves are becoming one with the world.
  Special Ability: Music of the Earth 
  All that hear the melody created by the Symphonic Crystal gain 
  a permanent +1 to Condition.
  
  193
  Book of Winter
  Rock Eater
  Level 
  4
  Habitat 
  Wasteland, rocky terrain, mountain, desert
  Season 
  Materials 
  Tough rations x 2
  Dragonica Number 123
  HP 
  24
  MP 
  8
  Initiative 
  5
  Condition 
  9
  Abilities 
  10 6 2 4
  Accuracy 
  d10 d6
  Damage 
  d10
  Armor 
  2
  Description: A large, rock-eating giant. Because it does not eat flesh, it poses no direct threat to humans, 
  but travelers may be put at risk by the violence of their movements while feeding.
  Moai
  Level 
  5
  Habitat 
  All
  Season 
  Materials 
  Tough, gross heavy shield
  Dragonica Number 114
  HP 
  12
  MP 
  16
  Initiative 
  5
  Condition 
  9
  Abilities 
  6 4 6 8
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  3
  Description: A human face that seems to appear out of sand or rock. Due to their cowardice, they almost 
  never show themselves before humans, but they are known to help travelers in need by moving rocks or 
  sand. They are also known to fight people that destroy rocks. Some towns with many stone buildings revere 
  them as guardian gods.
  Special Ability: Stoneheart With their ability to control stones in its vicinity, Moai can make 3 new objects, 
  but they must be made of sand or stone.
  Frozen Statue
  Level 
  6
  Habitat 
  Mountains, alpine
  Season 
  Winter
  Materials 
  Dragonica Number 117
  HP 
  26
  MP 
  16
  Initiative 
  6
  Condition 
  11
  Abilities 
  10 6 4 8
  Accuracy 
  d10 d8
  Damage 
  d10
  Armor 
  3
  Description: Sometimes a living being may be frozen to death by a magical frost, creating a Frozen Statue, 
  which looks like a sleeping creature encased in ice. Although they retain the intelligence and abilities of 
  the original being, they are incapable of reason, making them incredibly dangerous.
  Special Ability: Magical Ice Storm Any characters killed by this attack are encased in ice. This attack targets 
  all areas with Accuracy [d8+d8] damage [d8].
  
  194
  Book of Winter
  Petrified Fossil
  Level 
  7
  Habitat 
  Wasteland, rocky terrain, mountains, desert, alpine
  Season 
  Materials 
  Fossil (3000G)
  Dragonica Number 111
  HP 
  24
  MP 
  16
  Initiative 
  6
  Condition 
  11
  Abilities 
  12 8 2 8
  Accuracy 
  d12 d8
  Damage 
  d12
  Armor 
  2
  Description: An ancient being that was magically petrified rather than fossilized, preserving their form 
  as if they were still alive. Though their appearance hasn’t changed since their “death,” there may be some 
  Petrified Fossils that represent beings that no longer exist. These creatures are tougher than they seem.
  Special Ability: Double Attack 
  This monster may attack two times per turn.
  Leemee Alone
  Level 
  8
  Habitat 
  Mountain, desert, alpine
  Season 
  Materials 
  Gold (20000G)
  Dragonica Number 128
  HP 
  24
  MP 
  20
  Initiative 
  7
  Condition 
  12
  Abilities 
  12 6 6 10
  Accuracy 
  d12 d6
  Damage 
  d12
  Armor 
  5
  Description: A giant made completely of gold. The giant is said to be warm-hearted and willing to help 
  troubled travelers in need, but over the years treasure-hungry adventurers have hunted it down for its gold. 
  The giant now yearns for  a solitary life.
  Undead
  Undead creatures are born out of great resentment and hatred in the hearts of humans 
  and animals. It is said that at the moment of death, these powerful emotions can bring 
  the vessel back to a state of un-life, controlling its form like a puppet.
  Undead are immune to all status effects. Weapons made from mythril and orichalcum 
  bypass undead Armor Points.
  Zombie
  Level 
  1
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 134
  HP 
  8
  MP 
  2
  Initiative 
  4
  Condition 
  5
  Abilities 
  6 4 2 2
  Accuracy 
  d6 d4
  Damage 
  d6
  Armor 
  0
  Description: The animated corpse of an otherwise dead creature, given unlife by a curse, black magic, or 
  some other necromantic energy.   Shambling corpses with most of their flesh intact are known as “zombies”, 
  while corpses that have been stripped to the bone are called “skeletons”.  Zombies are much clumsier than 
  skeletons, but their ability to ignore pain and damage makes them a threat.
  
  195
  Book of Winter
  Calacassa
  Level 
  2
  Habitat 
  All
  Season 
  Summer
  Materials 
  Grossly-cute Umbrella
  Dragonica Number 137
  HP 
  4
  MP 
  10
  Initiative 
  4
  Condition 
  6
  Abilities 
  4 4 2 6
  Accuracy 
  d4 d4
  Damage 
  d4
  Armor 
  2
  Description: When someone throws away an item that has been used for a long time, the item may awaken 
  with a mind of its own. One of the more common of these undead creatures is the Calacassa, an awakened 
  umbrella. It is said that there are 919 gods that inhabit items that have been carelessly and disrespectfully 
  discarded.
  Skeleton
  Level 
  3
  Habitat 
  All
  Season 
  Fall
  Materials 
  Dragonica Number 133
  HP 
  8
  MP 
  6
  Initiative 
  5
  Condition 
  6
  Abilities 
  6 6 2 4
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  1
  Description: The animated corpse of an otherwise dead creature, given unlife by a curse, black magic, or 
  some other necromantic energy.   Shambling corpses with most of their flesh intact are known as “zombies”, 
  while corpses that have been stripped to the bone are called “skeletons”. Skeletons are much more nimble 
  than zombies and are able to use swords and shields. Their intellect, though dim, makes them a fearsome 
  opponent.
  Foxphorus
  Level 
  4
  Habitat 
  All
  Season 
  Spring
  Materials 
  Fur (600G)
  Dragonica Number 143
  HP 
  8
  MP 
  12
  Initiative 
  7
  Condition 
  6
  Abilities 
  4 6 6 6
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  0
  Description: A creature that had a heart full of envy in its dying moment may become a Foxphorous, a 
  type of undead that resembles a huge purple flame in the shape of a fox. It is weak to water, but its flames 
  will instantly explode back to full strength even after being doused with water. The only way to extinguish 
  it is with rain or the water from a river.
  Special Ability: Flames of Envy 
  When a character is hit by a Foxphorus’s attack, if the character is in 
  close combat, the character must make a [SPI+SPI] check with target number of 7. If the character fails, they 
  must spend their next turn attacking a companion in the same area. This effect lasts until the character has 
  attacked a companion.
  
  196
  Book of Winter
  Mummy
  Level 
  5
  Habitat 
  All
  Season 
  Summer
  Materials 
  Mummy (800G)
  Dragonica Number 142
  HP 
  35
  MP 
  27
  Initiative 
  6
  Condition 
  11
  Abilities 
  10 4 4 6
  Accuracy 
  d10 d4
  Damage 
  d10
  Armor 
  2
  Description: A type of man-made undead that is often found buried near ancient ruins. The corpse of the 
  mummy has been treated with forgotten mix of herbs and potions, creating a type of eternal life but at 
  the cost of eternal subservience to its creator. Unlike zombies and skeletons, mummies keep most of their 
  inteligence. In ancient times, they were used as slaves and guards, but the rites used in their creation have 
  long been forgotten.
  Special Ability: Cursed Palm    When a character is hit by a Mummy’s attack, any damage is applied to both 
  HP and MP.
  Thousandbones
  Level 
  6
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 149
  HP 
  36
  MP 
  32
  Initiative 
  7
  Condition 
  12
  Abilities 
  10 8 2 8
  Accuracy 
  d10 d8
  Damage 
  d10
  Armor 
  2
  Description: These monsters are born on scenes of great carnage or misery, battlefields where countless 
  bodies have been buried. They are composed of thousands of bones that come together to form a 4-legged 
  beast. It is said that hundreds of suffering souls animate and bind the bones to some evil purpose, destroying 
  anything in its path.
  Special Ability: Double Attack 
  This monster can attack two times in one turn.
  Vampire
  Level 
  7
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 131
  HP 
  33
  MP 
  33
  Initiative 
  10
  Condition 
  11
  Abilities 
  8 8 8 8
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  3
  Description: A dead human that has been reanimated using foul, eldritch magic. Vampires keep the same 
  form and intelligence as in life but are imbued with strength and a thirst for the blood of the living. Vampires 
  fear the light of the sun, cannot cross running water, and waste away within days if they do not drink the 
  blood of the living. They also have no reflection, making life among humans so difficult that many vampires 
  choose to live in the form of a wolf. However, many tales speak of vampires that continue to live secretly 
  in the same town they in which they dwelt in life.
  Special Ability: Undead Aristocracy 
  When a vampire successfully attacks a character, the vampire is 
  healed an amount equal to the amount of damage dealt. When a vampire kills a human, the victim rises 
  during the next night as a vampire, loyal to the vampire that killed them.
  
  197
  Book of Winter
  Lady Saucer
  Level 
  9
  Habitat 
  All
  Season 
  Fall
  Materials 
  Beautiful broken utensils
  Dragonica Number 138
  HP 
  25
  MP 
  20
  Initiative 
  12
  Condition 
  9
  Abilities 
  8 10 10 10
  Accuracy 
  d12 d20
  Damage 
  d12
  Armor 
  3
  Description: A monster that is said to be an amalgamation of souls of falsely accused innocents put to 
  death. They look like pale, female ghosts with long black hair. Nine saucers seem to hover in the air around 
  them, under their complete control. These are not real saucers, but are a spiritual manifestation with a sort 
  of intelligence that allows them to throw themselves at their enemies.
  Special Ability: 9 saucers 
  The Lady Saucer can attack nine times at once. However, those attacks become 
  Accuracy [d6+d6] and damage [d6]. If a character is hit by one of these attacks, they suffer a -1 cumulative 
  penalty to their Condition.
  Dulahan
  Level 
  9
  Habitat 
  All
  Season 
  Summer
  Materials 
  Cursed Heavy Armor
  Dragonica Number 147
  HP 
  29
  MP 
  20
  Initiative 
  9
  Condition 
  11
  Abilities 
  10 10 6 10
  Accuracy 
  d10 d10
  Damage 
  d10
  Armor 
  5
  Description: Armor-clad wandering souls of ancient warriors. Most Dulahans are headless, having lost 
  them in battle. It is said that Dulahans do not realize that they have already died, and thus they continue 
  their fight, forever...though it seems that this is not always true.
  Special Ability: Blade of Magic 
  A Dulahan can attack 3 opponents at once with a single accuracy roll. 
  Also, anyone hit by a Dulahan suffers [Sick:8]. This effect can’t be cured until the Dulahan is defeated.
  Halloween March
  Level 
  10
  Habitat 
  All
  Season 
  Fall
  Materials 
  Cursed instrument
  Dragonica Number 150
  HP 
  50
  MP 
  16
  Initiative 
  7
  Condition 
  15
  Abilities 
  20 8 4 8
  Accuracy 
  d20 d8
  Damage 
  d20
  Armor 
  2
  Description: Though treated as a single monster, the Halloween March is actually a large number of 
  zombies, skeletons, and other undead monsters moving together to upbeat music. It is said that anyone 
  who sees this parade of the undead in the pale moonlight is drawn to join them. The march continues until 
  it reaches a place the undead have strong memories of. It is known and feared in the East, known as the 
  “Night of 100 demons.”
  Special Ability: Night of 100 Demons 
  The Halloween March may, once per round, use 1 special ability 
  of any other undead monster.
  
  198
  Book of Winter
  Lich
  Level 
  11
  Habitat 
  All
  Season 
  Summer
  Materials 
  Jewels (10000G)
  Dragonica Number 139
  HP 
  23
  MP 
  24
  Initiative 
  14
  Condition 
  11
  Abilities 
  6 6 20 12
  Accuracy 
  d20 d12
  Damage 
  d12
  Armor 
  3
  Description: A sorcerer who presumed to seek immortality in undeath. Stories say that the ritual used to 
  return the soul to the spellcaster’s body does so imperfectly, damaging the soul in the process. A lich loses 
  most of his living personality and becomes greedy and egotistical. Legends claim that the lich “Seleb” is 
  the king of the undead.
  Special Ability: Magician of Hades A lich has access to all Summer spells.
  Gobroaches
  Gobroaches are a tribe of intelligent insects that seek to make the world as dirty as 
  possible. They are hated by humans, who often call them “darkgoblins”, “darklings” or 
  “hellbugs” because of the their frightful appearance. However, there are lands and towns 
  where using such language towards gobroaches is frowned upon or even forbidden.
  Gobroach
  Level 
  4
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 
  HP 
  20
  MP 
  8
  Initiative 
  7
  Condition 
  8
  Abilities 
  8 6 4 4
  Accuracy 
  d6 d8 1
  Damage 
  d8+1
  Armor 
  1
  Description: The only thing that gobroaches enjoy is filth, so they are consumed with corrupting the world. 
  They usually live underground but may venture above ground to attack a human settlement, in order to 
  dirty it up. Though they look like disgusting black-carapaced insects, powerful gobroaches are said to have 
  the power to change into human form, so that they can enter and pollute human cities.
  Special Ability: Double Attack 
  This monster can attack two times in 1 round.
  
  199
  Book of Winter
  Sky Gobroach
  Level 
  5
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 
  HP 
  17
  MP 
  16
  Initiative 
  9
  Condition 
  9
  Abilities 
  6 8 6 8
  Accuracy 
  d6 d8 1
  Damage 
  d6+1
  Armor 
  1
  Description: A certain percentage of gobroaches grow large enough to grow wings that sprout from their 
  carapace. The filth that spreads when they flap thair wings gets into the eyes of those around them, forcing 
  their opponents to freeze in their tracks. Like normal gobroaches, they are determined to make the world 
  a dirty place, but they are more willing to use underhanded techniques.
  Special Ability: Wing Beat 
  During battle, if a Sky Gobroach flaps his wings, any character that doesn’t have 
  eye protection must make a [SPI+SPI] check at difficulty 8. Those that fail may only Defend on their next action.
  Radioactive Gobroach
  Level 
  8
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 
  HP 
  28
  MP 
  24
  Initiative 
  11
  Condition 
  12
  Abilities 
  10 10 6 8
  Accuracy 
  d10 d10 2
  Damage 
  d10+2
  Armor 
  3
  Description: The most powerful of all gobroaches. These gobroaches love filth so much that they exposed 
  themselves to contaminated materials, causing a sudden change in their bodies and granting them immense 
  power. These radioactive gobroaches have concealed the source of their contaminated power, allowing 
  them to rule over all of gobroach kind.
  Special Ability: Nuclear Summer Radioactive Gobroaches are able magicians and have access to all 
  Summer magic.
  Demons
  Demons are a class of horrible monsters that spread poison or disease among other 
  living creatures. It is because of this that they are enemies of humanity, and they are 
  deeply hated and feared.
  Evil Soul
  Level 
  1
  Habitat 
  All
  Season 
  Spring
  Materials 
  Dragonica Number 170
  HP 
  5
  MP 
  8
  Initiative 
  4
  Condition 
  6
  Abilities 
  2 2 4 4
  Accuracy 
  d4 d4
  Damage 
  d4
  Armor 
  0
  Description: The weakest demon in the entire world. They look like tiny people with strings holding them 
  up - so tiny, in fact, that they can be blown into cities by heavy winds.  While they aren’t very dangerous 
  directly, the tricks they play can have a negative long-term effect on people.
  Special Ability: Evil Whispers 
  Anyone that is hit by an Evil Soul’s attack suffers [Exhaustion: 6]
  
  200
  Book of Winter
  Poison Toad
  Level 
  2
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 159
  HP 
  10
  MP 
  8
  Initiative 
  5
  Condition 
  7
  Abilities 
  4 4 4 4
  Accuracy 
  d4 d4
  Damage 
  d4
  Armor 
  0
  Description: A demon in the shape of a small black frog. They are usually about 20cm long, but they can 
  double in size during the summer. Though they don’t have much in the way of attack power, they can turn 
  things - such as food - into poison. Anyone that eats food tainted by the Poison Toad gets food poisoning. 
  It is said that these demons are spawned from a giant toad called the King Poison Toad.
  Special Ability: Change to poison If a character eats or holds something poisoned by the Poison Toad, 
  they suffer [Poison: 6]. This also occurs if a character is hit by a Poison Toad.
  Decayter
  Level 
  3
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 153
  HP 
  8
  MP 
  8
  Initiative 
  7
  Condition 
  5
  Abilities 
  4 8 4 4
  Accuracy 
  d4 d8
  Damage 
  d4
  Armor 
  0
  Description: A low-level demon that looks like a ball of green hair about 20cm across.  Its name means “One 
  who causes decay,” and it is aptly named, for its very touch causes decay in living things. When possible, 
  decayters seek to live in cities, or other places where they can cause a great deal of decay - a trait that 
  causes them to be especially hated by restaurateurs.  As a result, people will often band together during 
  the summer months to hunt these demons.
  Special Ability: Rotting 
   Decayters are able to cause decay in any living thing that they touch. Any 
  character hit by a Decater’s attack suffers [Injury: 6].
  Meta Gnoll
  Level 
  4
  Habitat 
  All
  Season 
  Summer
  Materials 
  Dragonica Number 158
  HP 
  12
  MP 
  6
  Initiative 
  6
  Condition 
  7
  Abilities 
  8 8 2 4
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  0
  Description: A demon that looks like a meter-tall hyena that somehow has the appearance of cloudy 
  alcohol. It is said that this demon contaminates all alcohol that it touches, causing it to become unusually 
  addictive.  Even worse, anyone who drinks this tainted liquor will go wild and destroy things. Meta Gnolls 
  prefer to lurk in taverns, in order to turn the entire town into mean alcoholics.
  Special Ability: Demon Liquor 
  Anyone that drinks alcohol tainted by a Meta Gnoll suffers [High: 10]. 
  Also, the Meta Gnoll gives off an intoxicating aura, causing 1 MP damage to all areas every round.
  
  201
  Book of Winter
  Dragon Madder
  Level 
  5
  Habitat 
  All
  Season 
  Materials 
  Dragonica Number 161
  HP 
  8
  MP 
  16
  Initiative 
  11
  Condition 
  10
  Abilities 
  4 6 8 8
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  1
  Description: A parasitic high-level demon that makes its home in a dragon’s maw. They are usually about 
  fifty centimeters tall and look like clowns with deeply unsettling leers. The dragon madder targets dragons 
  that are weak or in pain, and slowly drives them insane with ever increasing agony until the dragon goes 
  berserk. The only way to destroy these demons is to enter the dragon’s mouth and attack it directly.
  Special Ability: Mid-magic 
  This monster can use all mid-level spells, including incantation spells and up 
  to mid-level spells of any season of the GM’s choice.
  Black Death Skull
  Level 
  8
  Habitat 
  All
  Season 
  Materials 
  Dragonica Number 154
  HP 
  16
  MP 
  20
  Initiative 
  12
  Condition 
  13
  Abilities 
  8 6 10 10
  Accuracy 
  d10 d10
  Damage 
  d10
  Armor 
  1
  Description: One of the strongest demons known to man. It looks like a giant black skull, and has the power 
  to control rats that are infected with the plague, driving them to multiply and spread the disease until huge 
  numbers of people are infected.  Anyone infected with this plague is afflicted with boils and dies within a 
  week. It is said that the only cure is to defeat this monster, though there may be a certain high level healer 
  or magician who can cure it...
  Special Ability: Bringer of Death As plague rats infest the battle area, everyone in battle with this monster 
  suffers [Sick: 13].
  Red Demon
  Level 
  11
  Habitat 
  All
  Season 
  Materials 
  Underworld Souvenir (15000G)
  Dragonica Number 166
  HP 
  24
  MP 
  24
  Initiative 
  13
  Condition 
  16
  Abilities 
  12 10 8 12
  Accuracy 
  d12 d10
  Damage 
  d12
  Armor 
  2
  Description: A high-level demon with blood-red skin. It looks like a four-meter tall humanoid with large 
  red wings and huge claws. It hates all life, and has the power to infect others with its emotion, inciting 
  hatred and negative feelings in its vicinity. The area in which a Red Demon appears often erupts in war and 
  violence; its goal is to set the entire world alight with war.
  Special Ability: Berserk Spirit 
  When characters encounter a Red Demon, they suffer [Shock: 10].
  
  202
  Book of Winter
  Magical Creatures
  Magical creatures are brought forth by magic and magical experimentation.Many of them 
  possess no consciousness, and simply follow the commands of those who summoned 
  them. However, there are some magical creatures that have minds of their own, and 
  have their own wills and desires.
  Magical creatures are immune to all mind-based status effects.
  Toy Soldier
  Level 
  1
  Habitat 
  All
  Season 
  Materials 
  Broken Sword
  Dragonica Number 171
  HP 
  9
  MP 
  4
  Initiative 
  5
  Condition 
  6
  Abilities 
  4 6 2 2
  Accuracy 
  d4 d6
  Damage 
  d4
  Armor 
  1
  Description: A magical creature in the shape of a fifty-centimeter tall tin soldier. Toy soldiers have no 
  intelligence of their own but follow their owner’s orders completely. They are often used as guards or 
  bodyguards for children and are deceptively tough for their size.
  Slime
  Level 
  3
  Habitat 
  All
  Season 
  Summer
  Materials 
  Hime Ringo
  Dragonica Number 175
  HP 
  23
  MP 
  4
  Initiative 
  4
  Condition 
  9
  Abilities 
  10 4 2 2
  Accuracy 
  d4 d10
  Damage 
  d10
  Armor 
  0
  Description: Slimes are magical creatures that resemble slime molds. Though most have oozing, jelly-like 
  bodies, there are some with a cuter, rounded shape. Most slimes are blue or green and live in the shade, 
  beneath rocks or otherwise out of direct sunlight. The largest slime on record was larger than 10 meters 
  in size. Care must be taken when fighting slimes, as any slime that remains after the battle will eventually 
  grow back into a full slime.
  Special Ability: 
  Slimy body 
  If a character is hit by a slime’s attack, their armor’s durability is 
  lowered by 1.
  
  203
  Book of Winter
  Magic Hand
  Level 
  3
  Habitat 
  All
  Season 
  Materials 
  Glove (200G)
  Dragonica Number 179
  HP 
  15
  MP 
  8
  Initiative 
  6
  Condition 
  8
  Abilities 
  6 4 6 4
  Accuracy 
  d4 d6
  Damage 
  d6
  Armor 
  0
  Description: A magical hand made by some mad magician. It appears as a large hand wearing a white 
  glove. They seem to display the same intelligence as a human and can communicate through sign language. 
  Records exist of other giant body parts, such as magic eyes and feet, so it is thought that magic hands are a 
  part of some ancient giant. It is thought that if someone were to gather up the parts of this giant, it would 
  be resurrected, but so far nobody has attempted this.
  Coppelia
  Level 
  5
  Habitat 
  All
  Season 
  Materials 
  Gear (2000G)
  Dragonica Number 172
  HP 
  17
  MP 
  12
  Initiative 
  7
  Condition 
  8
  Abilities 
  6 6 6 6
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  1
  Description: These are created with a fusion of magic and technical skill, producing a magical creature 
  that looks almost human. Indeed, it is said that some Coppelia are indistinguishable from humans, from 
  their breathing down to their body heat.  While they usually follow the commands of their creators, it is 
  also said that some Coppelia have minds of their own.
  Special Ability: Man-iken 
  When meeting a Coppelia, a character must pass a [INT+SPI] check (difficulty 
  13) or believe that it is actually human.
  Haniwa Golem
  Level 
  5
  Habitat 
  All
  Season 
  Materials 
  Pottery (1200G)
  Dragonica Number 182
  HP 
  21
  MP 
  16
  Initiative 
  6
  Condition 
  11
  Abilities 
  8 8 2 8
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  1
  Description: These magical beings are created from kiln-fired clay in various humanoid shapes. Though 
  they are not very durable and will often fall apart when struck with weapons, they are very easy to repair. 
  They are not really made for combat; their main use is everyday chores though in some regions they are 
  used as decor.
  Special Ability: Double Attack 
  This monster can attack two times in 1 round.
  
  204
  Book of Winter
  Mimic Hut
  Level 
  6
  Habitat 
  All
  Season 
  Materials 
  Hut
  Dragonica Number 183
  HP 
  30
  MP 
  12
  Initiative 
  6
  Condition 
  12
  Abilities 
  12 8 2 6
  Accuracy 
  d8 d12
  Damage 
  d12
  Armor 
  2
  Description: These huts are said to be made by the cruelest of magicians.  A mimic hut appears to be 
  nothing more than a small hut with a single door, waiting on the side of the road, but is actually a large 
  and fierce magical creature. The instant anyone so much as sets foot inside the hut, a sticky fluid entraps 
  them, keeping them in place to be devoured. Only death awaits those unfortunate enough to be caught by 
  the mimic hut. Though normally subtle, if it senses prey lingering in the area without going inside, it may 
  resort to direct attacks.
  Special Ability: Thoughtless Humans 
  If a character enters a Mimic Hut without realizing, or is hit by its 
  attack, they must pass a [INT+INT] check (difficulty 10) or lose their next action.
  Factory
  Level 
  9
  Habitat 
  All
  Season 
  Materials 
  5 meter tall Castle
  Dragonica Number 188
  HP 
  33
  MP 
  20
  Initiative 
  8
  Condition 
  14
  Abilities 
  12 6 8 10
  Accuracy 
  d6 d12
  Damage 
  d12
  Armor 
  2
  Description: These are magical constructs in the shape of small castles. They are said to have been made 
  by the most powerful sorcerers, long ago, since today’s magic lacks the power to create them.  They don’t 
  have very powerful fighting skills, but they have the ability to consume weapons and spit out the magical 
  animals that it produces within itself. Sometimes they make deals with towns in need of protection.
  Special Ability: Magical Factory 
  On its turn, this factory may spend 5 HP to create any magical animal 
  in addition to its action. It may use this ability 3 times in one day.
  NPC
  The various people that inhabit the world of Ryuutama, including those that would 
  stand against the travelers as enemies.
  Hoodlum
  Level 
  3
  HP 
  12
  MP 
  12
  Initiative 
  5
  Condition 
  7
  Abilities 
  6 4 4 6
  Accuracy 
  d6 d4
  Damage 
  d6
  Armor 
  0
  Description: These rogues stay just outside of city limits and harass travelers.
  
  205
  Book of Winter
  Low-level Bandit
  Level 
  5
  HP 
  12
  MP 
  12
  Initiative 
  8
  Condition 
  7
  Abilities 
  6 8 4 6
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  1
  Description: These mugs lurk in grasslands, wastelands, and other easy to traverse terrain, preying on 
  caravans and doing other unsavory things. They are usually lazy, dimwitted and uncouth. Those bandits 
  that live in the wasteland are called “brigands”, while those that live among hills are called “highlanders”.
  High-level Bandit
  Level 
  7
  HP 
  20
  MP 
  12
  Initiative 
  11
  Condition 
  8
  Abilities 
  8 10 6 6
  Accuracy 
  d8 d10 1
  Damage 
  d8+1
  Armor 
  1
  Description: These guys are the bosses of the low-level bandits, or are bandits that live in deep forests, 
  deserts, or other tough terrain. These bandits are well equipped to handle long journeys and target high-
  end goods--they may even target whole towns! Compared to weaker bandits, they possess a sharp wit, and 
  are known for stealing hearts as well as gold. Those that live in the jungle are called “junglers”, while those 
  that reside in the desert are known as “desert vikings”.
  Militia
  Level 
  4
  HP 
  16
  MP 
  8
  Initiative 
  6
  Condition 
  7
  Abilities 
  8 6 4 4
  Accuracy 
  d8 d6
  Damage 
  d8
  Armor 
  1
  Description: These guys patrol and keep the peace in town.
  Knight
  Level 
  7
  HP 
  28
  MP 
  12
  Initiative 
  9
  Condition 
  9
  Abilities 
  10 8 6 6
  Accuracy 
  d10 d8 2
  Damage 
  d10+2
  Armor 
  2
  Description: These are the elite troops of a nation, trained in the art of war. They have experience with 
  long journeys and can be thought of as a type of Traveler.
  Mid-level magician
  Level 
  5
  HP 
  8
  MP 
  20
  Initiative 
  8
  Condition 
  7
  Abilities 
  4 6 8 8
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  0
  Description: These mages know mid-level magic: up to mid-level spells of 1 season, 6 low-level and 4 
  mid-level invocation spells. These wizards are powerful enough to act as tutors or teachers of young magic 
  users. Many mid-level wizards embark on long journeys to understand the differences between the seasons.
  
  206
  Book of Winter
  High-level magician
  Level 
  7
  HP 
  12
  MP 
  28
  Initiative 
  8
  Condition 
  9
  Abilities 
  6 6 8 10
  Accuracy 
  d8 d10
  Damage 
  d10
  Armor 
  0
  Description: High-level magicians know all spells of 2 different seasons as well as  all low-level, 5 mid-
  level and 4 high-level incantation spells. These magicians are the top of their class and are comfortable 
  using any type of magic. Without extensive knowledge of nature, it would have beeen impossible for them 
  to get this far in their magical studies.
  Animals
  Normal animals that are found in the wilderness. Even though they are not, strictly 
  speaking, monsters, they may, on rare occasion, hunt down and attack unwary travelers.
  Level 2
  Level 
  2
  HP 
  14
  MP 
  4
  Initiative 
  6
  Condition 
  8
  Abilities 
  6 6 2 2
  Accuracy 
  d6 d6
  Damage 
  d6
  Armor 
  1
  Description: mid-sized dog, young wolf, etc.
  Level 3
  Level 
  3
  HP 
  15
  MP 
  4
  Initiative 
  7
  Condition 
  8
  Abilities 
  6 8 2 2
  Accuracy 
  d6 d8
  Damage 
  d6
  Armor 
  1
  Description: large dog, adult wolf, large hawk, etc.
  Level 4
  Level 
  4
  HP 
  20
  MP 
  8
  Initiative 
  7
  Condition 
  10
  Abilities 
  8 8 2 4
  Accuracy 
  d8 d8
  Damage 
  d8
  Armor 
  1
  Description: alpha wolf, small bear, etc.
  Level 5
  Level 
  5
  HP 
  21
  MP 
  8
  Initiative 
  8
  Condition 
  10
  Abilities 
  8 10 2 4
  Accuracy 
  d8 d10
  Damage 
  d8
  Armor 
  1
  Description: lion, large bear, etc.
  
  207
  Book of Winter
  Wild Dragons
  Wild Dragons are dragons which have lost their natural habitat or home, and so are 
  forced to wander the world aimlessly.
  They are ferocious creatures, and no other living creature will go anywhere near them.
  In great cities where civilization has greatly advanced, human beings were able to 
  turn back the encroaching powers of nature by going into the nearby mountains and 
  deep forests and killing or driving off the dragons found there. But what happens to 
  those dragons that are driven from their homelands? 
  Those dragons become “Wild Dragons” or “Nora-Ryuu”, and wander the earth in 
  search of a new home. However, most wild dragons are extremely resentful and angry at the 
  loss of their homelands, and as such, people view these wild dragons as a very dangerous 
  threat. Also, because the very land they controlled and called home was torn from their 
  grasp, these once-beautiful and noble dragons have become corrupted and twisted.
  Low-level dragon
  Level 
  4
  Habitat 
  All
  Season 
  Spring
  Materials 
  Dragonica Number 
  HP 
  40
  MP 
  12
  Initiative 
  5
  Condition 
  11
  Abilities 
  8 4 4 6
  Accuracy 
  d8 d4
  Damage 
  d8
  Armor 
  3
  Special Ability: Mother Nature’s Rampage 
  These dragons may deal their level in damage to characters 
  in all areas, once per combat. This ignores Defense Points and is in addition to its normal attack.
  Mid-level dragon
  Level 
  7
  Habitat 
  All
  Season 
  Spring
  Materials 
  Dragonica Number 
  HP 
  47
  MP 
  12
  Initiative 
  8
  Condition 
  12
  Abilities 
  10 8 6 6
  Accuracy 
  d10 d8
  Damage 
  d10
  Armor 
  4
  Special Ability: Mother Nature’s Rampage 
  These dragons may deal their level in damage to characters 
  in all areas, twice per combat. This ignores Defense Points and is in addition to its normal attack.
  High-level dragon
  Level 
  9
  Habitat 
  All
  Season 
  Spring
  Materials 
  Dragonica Number 
  HP 
  54
  MP 
  20
  Initiative 
  10
  Condition 
  15
  Abilities 
  12 10 8 10
  Accuracy 
  d12 d10
  Damage 
  d12
  Armor 
  5
  Special Ability: Mother Nature’s Rampage 
  These dragons may deal their level in damage to characters 
  in all areas, thrice per combat. This ignores Defense Points and is in addition to its normal attack.
  
  208
  Q&A
  About Artisans and Cooking
  Q: Can an Artisan be a chef, and take Food as their crafting category?
  A: Indeed they can. The rules work slightly differently. Consider this an optional 
  “Trail Cooking” skill, which is only available to Artisans who take the Food 
  category of crafting:
  About the Worldview
  Q: Would it be okay to defeat a dragon?
  A: While dragons are revered and admired by mankind, they are also fearsome, 
  sometimes a threat to human progress and expansion. For the most part, 
  humans consider dragons important. However, in places where civilization 
  has thrived, river, forest, or other dragons may have been killed or driven 
  away to make way for progress.
  Q: Aren’t there rivers, lakes, or seas in this world?
  A: Of course, and river and sea dragons exist as well. However, since there are 
  special vehicles and skills that are required to travel in these areas, there aren’t 
  many chances for travelers to improve their capacity for such travel. Since 
  there are no Movement Checks in such areas, a traveler may not choose one 
  of these areas as their specialized topography. NOTE: Travel over water is 
  covered in depth in the first supplement!
  Trail Cooking Skill
  This skill is only available to characters who have chosen the “Food” category for 
  their Crafting Skill. You are able to utilize the ingredients you find in the wild and 
  turn them into your next meal. The higher the check result is, the more delicious and 
  bountiful your cooking is.
  Skill Effect: Upgrade the taste of the rations of a number of party members equal to (Check 
  Result - Target Number). The taste improves in order from: Gross Rations ➙ Rations ➙ 
  Delicious Rations. Critical: All party members participating in the meal gain a reroll on the 
  next day’s Condition Check. Fumble: All party members participating in the meal that roll 
  less than 6 on the next day’s Condition Check suffer the condition [Tired 6].
  Usable Circumstance 
  Stat Used 
  TN
  Just before eating rations in the wild. 
  [STR + DEX] 
  Topography 
  Before the Skill Check is rolled, a number of 
  rations equal to the number of people 
  eating is consumed.
  
  209
  About Items
  Q: When combining the cost of item modifiers, when do you add the cost of 
  magical effects?
  A: Please add the cost of magical effects at the very end after all other calculations 
  have been done. For example, a Gross-Cute-Walking wooden box (10G) 
  would cost 10 G x 0.8 x 2 +5000 = 5016 G.
  Q: How many animals can you have?
  A: Normally you can only keep one animal for free, but Merchants and Farmers 
  can keep up to three animals because of their Animal Owner skill. You can 
  keep more animals, but you have to remember to subtract their food and 
  water consumption from the group’s share.
  Q: What does “carrying capacity” mean?
  A: “Carrying capacity” refers to the amount of things that a PC can take with 
  them on a journey. If a character is carrying a backpack on her back, it doesn’t 
  mean that their carrying capacity has suddenly increased, but instead it means 
  that they’ve found a way to carry things more efficiently. 
   
        If that character is carrying a backpack (Size: 3 Capacity: 5), that means 
  that they can carry items of a total combined size of up to 5 in that size 3 
  space. If there are items of a total size equal to 4 in the backpack, the backpack 
  size of 3 does not change.
  Q: Can I put a container inside of another container?
  A: If a container placed inside of another container ever has items in it (putting 
  food inside of a backpack, then putting that backpack into a large backpack), 
  the original container will break. 
  Q: If an item has the item modifier “Broken” and is made from “Orichalcum,” 
  which takes priority?
  A: The item will be treated as an item made from Orichalcum that is unable to 
  be repaired, and it is broken forever.
  Q: What does the +1 mean in the Equipment list?
  A: The topography or weather indicated in the Equipment chart for each item 
  means that anytime a check is rolled while in that particular topography or 
  weather, you gain that bonus. The bonus is cumulative, meaning that bonuses 
  from different types of equipment will add their bonuses together. Shoes and 
  a cape each giving a +1 bonus add up to 2, but equipping 2 capes will still 
  only confer a +1 bonus.
  
  210
  Q: When do you get Healing Herbs?
  A: The Herb Gathering check to determine whether or not you gather herbs 
  that day is rolled immediately following the Condition Check. Even if you 
  are in a town, you can still roll the check since you can just forage just outside 
  of the town.
  About Combat
  Q: What time span does a single round represent?
  A: Each round is 10 seconds of time in the game world.
  Q: Do you die as soon as you hit 0 HP?
  A: If on a particular day a PC’s Condition is 5, they pass out at 0 HP and die 
  at -5 HP. In other words, PCs die when their HP reaches the negative value 
  of their current Condition. The “crystal ball” blue Ryuujin artifact is the 
  exception, where PCs die only once their HP drops below -20.
  Q: What happens to a character after they die?
  A: It is possible to bring a character back to life by using the red Ryuujin 
  Benediction “Tale of the Hero,” the time-reversing Benediction called 
  “Past,” or by casting the high-level Spring seasonal magic “Resurrection 
  Kiss.” Otherwise, that character stays dead and can no longer participate in 
  the game. However, a new PC can be created and may take part from any 
  point thereafter.
  Q: When writing down Objects, would it be ok if we only write 1 or 2?
  A: Normal fights should have 5 Objects, and boss battles should have 10, but 
  there’s no problem with having less than that. However, since a PC gains a 
  +1 bonus to their Accuracy Check each time an Object is used, it might be 
  more handy to have more Objects.
  Q: Is it possible to willingly lower my Initiative to make my character act later 
  in the combat round?
  A: Yes, you can. You can willingly change your Initiative to a lower number in 
  order to act later in the round. However, once you do so, your Initiative stays 
  at the lower number from the beginning of the next round, so your defense 
  will suffer.
  
  211
  Other
  Q: A journey from one town to the next will take two weeks. Do I have the 
  players roll Journey Checks every single day?
  A: In the original scope of the game (steeped in Japanese stories of travel and 
  journeys), one town or landmark was only separated from the next by one or 
  two days, or sometimes three. Four days or more would be a rare “extreme 
  journey”. Try to keep that in mind as you build your world. If you create a 
  world where towns are normally farther than three days from each other, 
  please consolidate several days’ worth of travel into one roll. For example, if 
  you have a game set in the “Wild West”, with towns and landmarks several 
  days or weeks apart, perhaps make one “day’s worth” of Journey Checks to 
  represent a full week of travel.
  Q: Our Ryuutama sessions seem to be us rolling a lot of Journey Checks, and 
  that’s it.
  A: Make sure that for every Journey Check you aren’t just rolling the dice and 
  noting the results: Make sure you describe the successes (what did you do 
  to make sure you succeeded?), describe the failures (what happened to you? 
  Why were you unprepared? What unexpected thing happened that made 
  you lose half or more of your resolve that day?), and role-play these out with 
  the others at the table. The GM should feel free to add more side-events 
  based on the results of the rolls. The dice rolls are just a tool to create scenes 
  of role-playing with your friends.
  Q: I don’t get the timing of checks like the Condition Checks and whatnot.
  A: There’s no need to try to force it into each scenario. At the beginning of 
  each day, you can just ask each player to roll the dice. If it makes sense for a 
  particular scenario, scene or event to not roll a Condition Check or Journey 
  Check, then skip it that time.
  Q: When our characters are in a town, do we make Camping checks?
  A: Not unless the characters are staying in a tent in/outside of town, or in a barn. 
  If they’re staying at an inn or guest lodgings of some kind, there’s no “journey” 
  happening at that point, and thus camping is just an automatic success. 
  Condition rolls the next morning happen as normal, though.
  Q: What’s the point of MP for non-Magic type PCs?
  A: MP doesn’t stand for “Magic Points” in Ryuutama, but “Mental Points.” Non-
  magic-using characters can consume MP to boost their rolls by Concentrating. 
  
  212
  Q: Do I have to take detailed notes on the Travel Diary and Ration Sheet?
  A: Until you get used to it, you don’t need to make use of these sheets; you 
  should use the picnic rules instead. Using the Travel Diary to write session 
  reports after each game can be very useful, and of course create an entertaining 
  record of events for when the game is over.
  Q: What is the “Topography/Weather Specialization” space on the character 
  sheet for?
  A: When a character reaches level 3, they can choose from among the 11 
  topographies and 11 weather types to be their specialization. When rolling 
  against their specialized topography or weather, they gain a +2 bonus.
  Q: Is there any way to take precautionary measures (i.e. vaccines, etc.) against 
  status effects?
  A: In general, there are no precautionary measures that you can take. Since the 
  “Injury” and “Poison” status effects can refer to a large variety of ailments, it 
  is extremely difficult to guard against them all.
  
  213
  RYUUTAMA: 
  A NATURAL FANTASY RPG
  ENGLISH EDITION
  WRITTEN BY
  ATSUHIRO OKADA
  TRANSLATION AND ADDITIONS
  MATT SANCHEZ
  ANDY KITKOWSKI
  LAYOUT DESIGN
  Daniel Solis
  PRIMARY EDITOR
  Mike Pureka
  SECONDARY EDITOR
  Katharina Meisheit
  ASSISTANT EDITORS
  Chris Lawson, Matthew Miller
  FIELD OPERATIONS
  Jason Miller
  ADDITIONAL CONTRIBUTIONS
  Toyuki Mizusaka, Jerome Larre, Lukas Myhan, 
  Jason Miller
  MUSICAL SOUNDTRACK BY
  Gillicuddy (Andi Rohden), fingerstyle guitarist
  Escpecially “Travelling Made-up Continents”, 
  from “...Plays Guitar Again”
  Listen at Bandcamp: gillicuddy.bandcamp.com
  ©2015, Kotodama Heavy Industries www.
  kotohi.com
  ORIGINAL JAPANESE VERSION
  WRITEN BY
  ATSUHIRO OKADA
  COVER ILLUSTRATION
  Ayako Nagamori
  INTERIOR ILLUSTRATIONS
  Ayako Nagamori
  SUPPLEMENTAL ILLUSTRATIONS
  Toyuki Mizusaka
  LOGO DESIGN
  Mariko Kobayashi
  PUBLIC RELATIONS
  Mia Nekozuki
  MONSTER CONCEPTS
  Ryutaro Matsukawa
  WRITING SUPPORT
  Takuya Nakashiro
  PRODUCTION SUPPORT
  Hiroko Ueno
  SUPPORT
  Kage
  2007, Atsuhiro Okada (orig JIVE, Inc)
  
  214
  SPECIAL THANKS
  Kristina Morris, Klawzie, Craig Judd, Mark Causey, Luke Crane, Travis Bryant, 
  Ewen Cluney, Kuyler Lang, Andi “Gillicuddy”, Brian Vo, Rodrigo Garcia 
  Carmona, Bjoern-Ole Kann, Lisa Provost, Eric Provost, Matthew Gandy, Tim 
  Gemma, Joey Rodgers, Julia Ellingboe, Mike Sugarbaker, David Prokopetz, 
  David A Lupo, Quinn Murphy, Michael Pastrana, Ajit George 
  All of the contributors of content and interest on the G+ Ryuutama group and 
  the Internet.
  Go Play Northwest (Seattle Crew), Camp Nerdly, Dreamation/Dexcon, Endgame 
  (Oakland), Atomic Empire (Durham), our friends at Adventure Planning 
  Service, FEAR, Group SNE, and everyone on Kickstarter who believed in us 
  and helped make this happen.
  Clinton Nixon Dreisbach, whose undying enthusiasm for this game became 
  the fuel for its completion.
  The Prime Travelers: David Drake, Hans Christian Andersen, Lukas Myhan, 
  Lesley McKeever, Andrew Henderson, Marcy Monroe, Harlan Glotzer
  Matt: Thank you to Fujihime-sama for sending me on this journey, and Asahi 
  and Yuuhi for making it an interesting ride. A huge thanks also to the Kariya 
  Gaming Group and the Brunhilda Game Circle in Nagoya, full of great people 
  eager to share their love of RPGs.
  Andy: All my love to Oririn, who has kept me sane on this journey. And yet 
  more thanks to Atsuhiro: We met as business partners, and quickly became 
  friends. Thanks to everyone who trusted and believed in us, you have our love 
  and thanks!
  
  215
  Index
  TERMS
  Ability Scores 
  30
  Accuracy Check 
  119
  Animals 
  65
  Artefact 
  134
  Artisan 
  48
  Attack 
  118
  Attack Type 
  52
  Battlefield 
  117
  Benediction 
  146
  Black Dragon 
  144
  Blue Dragon 
  140
  Carrying Capacity 
  31
  Casting Magic 
  74
  Check 
  91, 93
  Check, General 
  95
  Combat Actions 
  118
  Combat Rules 
  116
  Common Sights 
  111
  Concentration 
  96
  Condition 
  97
  Cooking Skill 
  208
  Critical 
  92
  Critical Hit 
  119
  Damage Check 
  119
  Death 
  121
  Defend 
  118
  Dragons, Terrain 
  105-111
  Dragons, Weather 113-115
  Durability 
  59
  Exhaustion 
  99
  Facilities 
  61
  Fall Magic 
  72, 83
  Farmer 
  46
  Feint 
  120
  Fumble 
  92
  General Items 
  66
  Green Dragon 
  138
  Healer 
  44
  Healing Herbs 
  69
  Herb Bottle 
  69
  Hit Points 
  31
  Hunter 
  42
  Incantation Magic 
  72, 76
  Injury 
  99
  Item Characteristics 
  60
  Items 
  58
  Journey Checks 
  102
  Journey Rules 
  100
  Level Up 
  55
  Level Up Ryuujin 
  150
  Lifepoints 
  134
  Magic 
  73
  Magic Type 
  52
  Magic, Gaining 
  53
  Mastered Weapon 
  32
  Mental Points 
  31
  Merchant 
  40
  Minstrel 
  38
  Monsters 
  177
  Muddled 
  99
  Noble 
  50
  Objects 
  117
  Party Roles 
  54
  Personal Item 
  33
  Poison 
  99
  Red Dragon 
  142
  Reveil 
  148
  Ryuujin 
  133
  Scenario Creation 
  153
  Scenario Cultivation 
  157
  Scenario Event 
  158
  Scenario Objective 
  156
  Search 
  120
  Shock 
  99
  Shopping 
  59
  Sickness 
  99
  Size 
  59
  Skill Check 
  91
  Spring Magic 
  72, 79
  Status Effects 
  98
  Summer Magic 
  72, 81
  Surprise Attack 
  121
  Technical Type 
  52
  Terrain 
  101
  Terrain Dragons 
  105
  Topologies, Common Sights 
  111-112
  Town Creation 
  123
  Traveling Gear 
  64
  Types 
  52
  Weapons and Armor 
  63
  Weather Dragons 
  113
  Winter Magic 
  72, 85
  World Creation 
  126
  ITEMS
  Accessories 
  65
  Animal 
  66
  Armor 
  63
  Axe 
  63
  Big Containers 
  68
  Blade 
  63
  Boots 
  64
  Bow 
  63
  Camping Equipment 
  67
  Capes 
  63
  Clothes 
  63
  Containers 
  68
  Food 
  61
  Hats 
  65
  Herbs 
  69
  Inns 
  61
  Item Kits 
  68
  Light Blade 
  63
  Polearm 
  63
  Services 
  62
  Shield 
  63
  Shoes 
  64
  Small Items 
  66
  Specialty Goods 
  62
  Staff 
  65
  Sundries 
  67
  SPELLS
  A Little Beauty 
  79
  Absolute Zero Clock 
  86
  Alert Bell Alarm 
  76
  Animal Tamer 
  76
  Anywhere Cottage 
  78
  Arrow Compass 
  76
  Attack of the Killer Object 77
  Autumn Sky 
  84
  Autumn's Dusk 
  84
  Be Brave 
  82
  Bloodbath Blades 
  78
  Brair Nonno 
  81
  Call Squall Code 
  81
  Candy Ice Cube 
  85
  Catch an Evil Wind 
  85
  Cat's Drive 
  77
  Chocolate Cosmos 
  83
  Cool Masquerade 
  85
  Cure Cure Plus 
  79
  Cure Plus XL 
  80
  Cure Touch 
  76
  Cyclone 
  82
  Detect Loveheart 
  79
  Dragon Banquet 
  78
  Dragon Fly 
  78
  Dragon Sign 
  78
  Dragonica, Open! 
  77
  Elfwish 
  77
  Emina Nonno 
  79
  Enhanced Red Hand 
  76
  Fall Magic 
  83
  Fallen Leaves 
  83
  Grateful Scarecrow 
  83
  Grave Glacier 
  86
  Harvest Moon 
  83
  Hayabusa 
  78
  Icesword of Desire 
  85
  Incantation Magic 
  76
  Kaguya's Leylance 
  79
  Knights of Cleaning 
  77
  Koro-pok-kuru Cute Leaf 81
  Lie 
  84
  Lightning Bug Net 
  81
  Luck Luck Luck 
  79
  Magematik Shield 
  77
  Magic Jam Bottle 
  83
  Magical Kotatsu & Mikan 85
  Mignon Bivouac 
  83
  Min-Min Cicada Chorus 
  81
  Otome Tears 
  83
  Pirika Crackle-Static 
  85
  Pure Crystalight 
  76
  Rainbow Drop Bridge 
  78
  Remove Touch 
  77
  Replica 
  78
  
  216
  Resurrection Kiss 
  80
  Rin-Rin Relaxing Orchestra 84
  Rose Fever Scatter 
  79
  Round Reflection 
  76
  Safety Zero 
  77
  Scarlet Passion 
  81
  Seven Fortune Frigate 
  86
  Shooting Star 
  76
  Snowball Storm 
  85
  Spirit of Obon 
  83
  Spring Magic 
  79
  Spring's Daybreak 
  80
  Sprout 
  80
  Summer Magic 
  81
  Summer's Midnight 
  82
  Tanabata's Wish 
  82
  Tastegood Taste 
  76
  The Illness of May 
  81
  Type Wild 
  77
  Vacation Vitality 
  81
  Wake Up and Stand Up 
  79
  War Metafield 
  78
  Winter Magic 
  85
  Winter Sleep 
  85
  Winter's Early Morning 
  86
  ABILITIES
  Animal Owner 
  40, 46
  Animal Tracking 
  42
  Berth of the Dragon 
  149
  Cooking Skill 
  208
  Crafting 
  48
  Elite Enemy 
  147
  Etiquette 
  50
  First Aid 
  44
  Fortune 
  147
  Fury of the Dragon 
  149
  Future 
  147
  Gift of the Dragon 
  149
  Guidance of the Dragon 149
  Healing 
  44
  Herb Gathering 
  44
  Hunting 
  42
  Knowledge of Tradition 
  38
  Misfortune 
  147
  Murder of Crows 
  147
  Music 
  38
  Past 
  147
  Protection of the Dragon 149
  Refined Education 
  50
  Repair 
  48
  Roar of the Dragon 
  149
  Robust 
  46
  Run Away 
  147
  Side-Job 
  46
  Surprise Attack 
  147
  The Tale of Guidance 
  144
  The Tale of Kindness 
  140
  The Tale of Love 
  140
  The Tale of Nostalgia 
  138
  The Tale of Revenge 
  144
  The Tale of Revival 
  142
  The Tale of Slaughter 
  144
  The Tale of the Challenge 142
  The Tale of the Heart 
  140
  The Tale of the Hero 
  142
  The Tale of the Journey 138
  The Tale of the Traveler's 
  Journal 
  138
  Trader 
  40
  Trapping 
  42
  Trapping 
  48
  We Meet Again 
  147
  Weapon Grace 
  50
  Well-Spoken 
  40
  Well-Traveled 
  38
  MONSTERS
  Anaconda 
  181
  Animals 
  206
  Basilisk 
  185
  Black Death Skull 
  201
  Brave Bamboo 
  190
  Calacassa 
  195
  Charming Rafflesia 
  188
  Chimaera 
  185
  Cockatrice 
  179
  Coppelia 
  203
  Death Grass 
  188
  Decayter 
  200
  Demoncat 
  184
  Demonstones 
  192-194
  Demonstones 
  199-201
  Dragon Madder 
  201
  Dulahan 
  197
  Earth Tiger 
  189
  Eggs 
  178
  Evil Soul 
  199
  Factory 
  204
  False Egg 
  181
  Foxphorus 
  195
  Frozen Statue 
  193
  Garden Tortoise 
  186
  Ghost Beast 
  186
  Giant Ant 
  179
  Gobroach 
  198
  Gobroaches 
  198-199
  Griffon 
  182
  Halloween March 
  197
  Haniwa Golem 
  203
  Hellhound 
  183
  High Roadrunner 
  180
  High-Level Bandit 
  205
  High-Level Dragon 
  207
  High-Level Magician 
  206
  Hobneko-goblins 
  191
  Hoodlum 
  204
  Hungry Mole 
  183
  Kamaitachi 
  180
  Knight 
  205
  Koneko-goblins 
  190
  Lady Saucer 
  197
  Leemee Alone 
  194
  Lich 
  198
  Lightstalk 
  189
  Low-Level Bandit 
  205
  Low-Level Dragon 
  207
  Loyal Dog 
  182
  Magic Hand 
  203
  Magical Creatures 202-204
  Maximillion Kabuto 
  184
  Meta Gnoll 
  200
  Meteoric Iron 
  192
  Mid-Level Dragon 
  207
  Mid-Level Magician 
  205
  Militia 
  205
  Milk Maid 
  185
  Mimic Hut 
  204
  Moai 
  193
  Mob Beast 
  179
  Mummy 
  196
  Myconid 
  187
  Napalm Palm 
  186
  Nekogoblins 
  190-191
  Neko-goblins 
  191
  NPC 
  204-206
  Parasite Eggplant 
  187
  Pegasus 
  181
  Petrified Fossil 
  194
  Phantom Beasts 
  179-186
  Phantom Plants 
  186-190
  Plantimal 
  188
  Poison Toad 
  200
  PseudoParasol 
  189
  Radioactive Gobroach 
  199
  Red Demon 
  201
  Riding Egg 
  178
  Rock Eater 
  193
  Running Egg 
  178
  Sickle Weasel 
  180
  Skeleton 
  195
  Sky Gobroach 
  199
  Slime 
  202
  Speckled Bee 
  180
  Symphonic Crystal 
  192
  Thousandbones 
  196
  Toy Soldier 
  202
  Tumbling Nest 
  184
  Tyrant Rose 
  187
  Undead 
  194-198
  Unicorn 
  182
  Vampire 
  196
  Walking Egg 
  178
  Wild Dragons 
  207
  Zombie 
  194
  Zordfish 
  183
  
  217
  AFTERWORD
  ORIGINAL RYUUTAMA STAFF, 2007
  Atsuhiro Okada
  I’m the designer or Ryuutama, Atsuhiro Okada. Nice to meet you! Thank you very much for 
  picking up this copy of Ryuutama.
  To start off this Afterword I need to thank the 5 people who were really the core of the 
  making of Ryuutama. Nagamori-san, Kobayashi-san, Nekozuki-san, Matsugawa-san, Nakashiro-
  san, thank you so much! There were a lot of rough patches as we started working on the rule 
  book, but everyone put so much work and feeling into their portions, day after day. The “cute and 
  sweet” atmosphere of the book in particular is all thanks to the Wonderful 3 Female Designers 
  (nickname: The 3 Ryuutama Sisters). When I look back a year ago when we began working on 
  Ryuutama, the first goal was to put together the best team possible. I think, with this book as 
  proof, that that goal was clearly attained. Again, thank you all so much. Of course, to all those 
  people who helped with proofreading, play-testing, and helping with design, thank you!
  Well now, I think I should introduce myself to people who are just picking this up. I call 
  myself a designer, but I also run a company and write for magazines. However, my real job is being 
  a GM (Game Master). I can hear the gamers asking, “GMing is a job? How can you make that 
  work?” Yes, you can. There is a spot in Tokyo called Tabletalk Cafe Daydream where we have a 
  staff that provides GMing service to customers who come in to play RPGs. I have been working 
  there for 5 years, working as a GM with the support of my wonderful customers.
  Actually the thing that got me thinking up Ryuutama in the first place was some distress 
  I was feeling while at work. “How can I make GMing more fun? How can I make scenarios 
  easier to write? How can I make a world where the GM and players can both participate in the 
  fun? How about a rulebook that’s easy to read? If I screwed up a scenario, how can I fix it? How 
  can I get more people to experience the fun of being a GM?” With those questions in mind the 
  Ryuujin was born, the theme of dragons and seasons came into being, the idea of a world that 
  centered around creation was hatched from the egg of Ryuutama.
  With the Ryuutama origin in mind, I hope that many new players will want to GM and 
  many more will try and fall in love with RPGs. Well everyone, I hope that you all have spectacular 
  adventures with the dragons.
  There’s one more thing I want to say: I love dragons.
  11/2007
  
  218
  Ayako Nagamori
  My name is Ayako Nagamori, I was in charge of illustrations. Since I’ve been interested in RPGs 
  for a long time, it was a lot of fun to get to work on a project that lined up with my interests. 
  However, Ryuutama isn’t complete. The world of Ryuutama isn’t complete until the Travelers 
  and Ryuujin—the GMs and Players—live in it. I’m so happy that people have taken an interest 
  in Ryuutama. Happy travels, everyone!
  Mariko Kobayashi
  Nice to meet you. I am Mariko Kobayashi, I was in charge of the logo and book design. Dragons, 
  nature, and lots of green scenery; I love the world of Ryuutama. There is a sense of humor and 
  affection throughout, isn’t there?
  Oh yeah, there’s a single 4-leafed clover, so try to find it! ^__^ The person who finds it might 
  just be hit by the Spring Spell Luck Luck Luck..!
  Mia Nekozuki
  I am Mia Nekozuki, I helped with PR, writing and design. I only have a year and a half of RPG 
  history, but I had a lot of fun working on this. As a player, I had an Artisan (eggplant chef)/
  Hunter (to find eggplant in various terrain) of Magic Type (Fall). I’m going to be trying to GM 
  for the first time, so I am thinking that I’ll use Parasite Eggplant… haha!
  Ryutaro Matsukawa
  Nice to meet you, I am Ryutaro Matsukawa. I was mostly in charge of the monster data. I tried 
  to make some creatures you hope to come across in your travels as well as monsters you hope to 
  never fight. I would be most happy if the players of Ryuutama think, “Wow, this monster’s so 
  interesting!”
  Well, happy travels everyone.
  Takuya Nakashiro
  I am Takuya Nakashiro, observer and coach for the leadership. Though my job was to provide 
  motivation for the project leader, I’m a beginner at RPGs so I made sure to make this book easy 
  to read for beginners. I was involved with Ryuutama from before the planning stages, so I am 
  touched to see the book take form.
  I hope that you will play and have fun in this world. m(___)m
  
  219
  AFTERWORD:
  ENGLISH EDITION STAFF, 2015
  Matt
  Hi, I’m Matt Sanchez, one of the translators for the English version of Ryuutama. For the past 
  few years it has been my pleasure to work on this game with Andy and Atsuhiro and be a part of 
  this game’s expanding history. It’s been such a great adventure, from the day I received the books 
  as a gift, to meeting Atsuhiro in Tokyo, now seeing new translations popping up all over the world.
  When I first started this project, I was unemployed and living in my parent’s house in Southern 
  California. I was on a roll, translating games to play with my friends in-between interviews and 
  after shifts at my temp job at a local warehouse. I was super excited to think that even if things 
  weren’t working out at the time, I was doing something to bring something beautiful to other 
  people, to be a bridge that others can experience something so unique. Since then, so much has 
  changed and yet I’m no less excited to share this game with you, the way it was shared with me.
  Thank you to everyone who pitched in support for my first rough translation, thank you to 
  all of our backers, thank you to everyone who has sat through one of my sessions and listened to 
  my rattling on about this game that changed the way I saw gaming. All of you made this happen!
  Andy
  Hey everyone, Andy Kitkowski here. I’m the co-translator of the game, working closely with the 
  unimaginably productive Matt and the always-kind Atsuhiro to bring this game to you.
  When I first heard of the release of this game, I was living and working in North Carolina: 
  I showed a splash info-page to my friends (none of which who could read Japanese), and 
  together we proclaimed “I HAVE to get my hands on this!” A few days later, thanks to Amazon 
  Japan, we had our copies, and were making sense of the rules behind such wonderfully cute and 
  heartwarming illustrations.
  Once I met up with Matt, and finished a rough version of the translation, Ryuutama quickly 
  became one of my favorite RPGs in any language: While deceptively simple and relying a lot on 
  die rolls to tell the story, it was up to the players and GM to determine “exactly what happened” 
  when the journey rolls succeeded and failed. While some sessions took a little longer to start up, 
  I’ve never had a game of Ryuutama fail to provide a fun experience for all involved.
  Ryuutama is a game of simple journeys, people, and societies. Before you know it, a few 
  simple stories shared with your friends about these everyday people and their travels will add up 
  to a an epic tale of wonder and nostalgia. That’s the real magic of Ryuutama.
  
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  Atsuhiro
  Hello, English-speaking players of tabletop RPGs: I’m the designer of Ryuutama, Atsuhiro 
  Okada. While the game may appear to be one set firmly in the fantasy of middle ages Europe, 
  the magic and creatures of Ryuutama were strongly influenced directly by Japanese culture and 
  even Japanese jokes. Please give this game a try! 
  So… What kind of traveler will you become, what kinds of towns will you visit, and throughout 
  what kind of world will you journey? I am looking forward to seeing what kind of Ryuutama 
  stories you and your friends create. So long, and I hope to meet you again with my next RPG!
  
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  KICKSTARTER 
  SUPPORT
  Ryuutama exists in its current form because of the financial and moral support of many people 
  through the Kickstarter crowdfunding site. We deeply thank everyone who participated in the 
  backing of the project, and hope for your continued interest in Kotodama Heavy Industries 
  gaming projects in the future! www.kotohi.com
  The Travelers Outside of Town
  sentrygun, Shannie Denney, David Ruskin, Sebastien Ouellet, Ben Auerbach, Anthony Regner, Terry Trakulthai, Adam 
  Melton, Chris Baker (SolidShadow), Melody Haren Anderson, Neal Tanner, Florence Aumètre, JW Baker, Daneward 
  T. Locke, IV, Frederick Woodward-Pratt, Evan T Keller, Jimmy Hastings, Kreg Mosier, Alex Ledbetter, Dylan Tevardy-
  O’Neil, Mary K. Clark, Chad Patterson, Jorg Palinckx, Thomas Woodburn, Thomas Voet, Bill Delisle, Eric and Trisha 
  Wilber, mawk, Punpun, Baron Walter, Justo Diaz, Patrick Ohren, Abraham Zetina, C. L. DeBartolo, Steven Krambeck, 
  Ethan A.-N. Deneault, Nylney, Jason Paul McCartan, Constance, Kortney, Brian “The Minty” Curtis, Coal The Coward, 
  BananaBox, Kelsey “Anzo Steel” Stewart, Chris Bloxham, EugThinks, Tony Love and family, Zachary Woodard, Logan 
  Callender, Quintin Ang, Dominik Khan, Engin Ünsal, Sebastian Atay, Ben Hendel-Doying, Adam Kenny, David Bodor, 
  Drew Volker, Ronald Smith, Jacob Cadena, Clint Miller, Sami Salonpää, Joe Brigante, Samuel Barbaud, Kuyler Lang, 
  Gabriel Vasquez, Joshua Ramirez, TheNobleJMN, Chase Woody Lawrence, Ken Ringwald, Jacob, Tau Hoof, Alejandro 
  Gómez de la Muñoza, Tiago Parrilha, Michael Asam, Brian Lovejoy, Max Murin, nya~ =^-^=, katre, Laufeyjarson, Maxwell 
  Fraleigh, Skylark, Fearn, Eric Steinbrenner, Gustavo La Fontaine, Trevor Stark, Julius “Jay” Wollfarth Jr., Michal Kostecki, 
  Wesley A. Tabor, Kris, Matthew James Dunne, Rainer Wagner-Ballner, KC Luchsinger, Leo Chan, Marissa Kelly, Magpie 
  Games, Greg “woo” Hale, Henry Truong, Frank H., Griff Maloney, Rob Galehouse, Marty “Ndoto” McGuire, David Greg 
  Lachowicz, Donald Hayward, Gough Wade, Mike Lazo, Eric Whalen, Bennett Purdy
  The Travelers on their Way to their First Town
  John Stavropoulos, Josh T Jordan, N. Phillip Cole, Zach Donovan, T. Amber Bezpalko, Scott MoonHunter Fitzpatrick, Kyle 
  Simons, SecretsCon.com, Matthew Isom, John Donahue, Jacob “Gnome” Randolph, Oscar Ulloa, Matthew Broome, Juergen 
  Mayer, Richard Kugler, Alba Rezak, Chris Czerniak, Marty Brown, Kai Salmon, Jason and Sonja Hancock, AceDevs, Inc., 
  Ralf Wagner, Daniel Anderson, Sheena Mensinger, J Backer, Ben Robbins, Aaron Friesen, Eric S., Jeff Sweeney, Cameron 
  Youngs, Jams Mastodon, Adam C, Kiats Laci, Entelecheia, Euan Smith, Stuart Lloyd, Nathaniel Rosenberg, Matthew 
  Carlin, fealoro, Staale “Roborogue” Tevik, Tyler Caldas, burningcrow, Chaki, Kate Lock, Vojtech Pribyl, Michael Harrel, Peter 
  Larson, David E. White, Robert Stehwien, Daigoro Oshita, J. Ryan Pas, Mikkel Hobbosnorken Keilhau, Alex Lieberman, 
  Filthy Monkey, Jesus Diez Garcia, Fraser Hotchkiss, Pamela Collins, Nathan Olmstead, Ruduen, Hadas Noam, Nigel Pyne, 
  Benjamin Dennison, Tim Oliver, Erik Bernhardt, T. T. Zheng, Davena Embery, Christopher McDonough, M. Blankier, Ryan 
  J Lollis, Gordon Bliss, Mark Mohrfield, Benoit Devost, Professor Ficus, Lumentus, Keith Setliff, Khalifa K, Colin Fahrion, 
  Alpha Ascalon, Barry Luo, KC Smithsen, Harriet C, Michael Brewer, Yakunin Denis, D. A. Calderone, Michael Woodcock, 
  Auden Reiter, Marco Hansen, Matthew Hartwell, Dan Scale, Alejandro Quiroz M, Dan Lamphear, Ira, Jon Fox, Jeremy 
  Pickard, David Carrus, David Nadj, Alex Schroeder, Ian Evans, Matt Hoffman, Jorel Pryce, NurM, Tory Republic, Frederick 
  Ernst, Jean-Simon Lavertu, Drew (Andrew) South, Blake Cross, Ben Overmyer, Larry Lade, Thomas Hornemann, Pierre 
  Toulouze, Jim Stutz, Peter Caine, Bryan Jordan, Benjamin Reinhart, Alexander Newman, Per-Erik Rundqvist, “filkertom” 
  Tom Smith, Tom Wilkinson, S Chikahiro Takara, Robert Tichacek, David Bumstead, Kevin Yancey, Jim Burdo, Brandon 
  Frisch, Stryder Lindsey, Howard S Ivey III, Virgil Clemens, Blake Bagwell, N. S. Mazerolle, Ciara Evangelista
  The Travelers Seeking Shelter in Rough Weather
  Julio Escajedo, Raymond Webster, Some Guy, Vivian Abraham, Rob Ferguson, Davin Valkri, David Chart, Sean Curtin, 
  Barac Wiley, Nicholas Cadigan, Graham Hanna, Phil Wong, Richard J. Rogers, Aaron Smith, Andrew Shields, Jeb Boyt, 
  Jason Blalock, Toivo Voll, Adam Rajski, Will Corbett, Kaja Hanson, Bob Hanks, CrystalDave Ross, Joe Greathead, Ryusui, 
  DocChronos, Felicia DesJardins, Bryan Chavez, Joe Thibodeau, Ben Bonds, Liam Eyers, Tim Hodge, George Austin, John 
  C Barstow, Don Kosak, Beth Mitchell, Samuel Hart, Carey Evans, Max Working, Jason Berry, Jerry Sköld, Andreas Rugård 
  Klæsøe, Michael Bruner, Tori Rattle, Ville Siivola, Justine Rogers, Georg Mir :: Michtim, Marcin Pockaj, Matthew Rolnick, 
  Brad Osborne, Ralph Lettau, Daanyaal du Toit, Teppo Pennanen, Erik Sieurin, William Lamming, Gunnar Hogberg, Bob 
  Cook, Rodion Magnusson, Ian V, Alexander Shvarts, Mike Shean-Jones, Colin Fredericks, Eric Rossing, Florian Piesche, 
  Evgeniy “Jamie” Vasin, Chris Michael Jahn, Neil Smith, Ron Watkins, Lim Ye Ping, Ezra Harrington, De Javier Fernández 
  
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  Valls, para Arianne, Ivo Reitz, Michael Beck, Chapel, K. Liu, Hopper, Dave Tomczyk, Yoshi Creelman, maiki, Michael Hill, 
  Sara Sestak, June Shores, Erstwhile, Richard Allred, Lester Ward, Michael Dobija, Tim Franzke, Richard Pleyer, GEORGE 
  PANOPOULOS, Joshua Minol, Nathan Beal, Dougal Scott, Hein Ragas, Juan Adolfo Lucha Garcia, Josh David, Sami 
  Saarela, Anthony R. Evans, Anthony Mello, Leishmaniose DeLira, Adrian Maddocks, Damien Swallow, Peter ‘LifescanX’ 
  Poulsen, Josh Haycraft, Michael Pleier, Scott Dockery, Björn-Ole Kamm, J.W. Robbins, Keith Mantell, Grigoriy Nikiforov, 
  D F White, Erik Amundsen, Conan Brasher, Zhuang Zhou David, Wesley G. Cook, Konrad Zielinski, Miguel Zapico, 
  Stephen Esdale, C.K. “Velocitycurve” Lee, Demian Walendorff, Daniel A. Kerlinsky, Bryan, Raven Daegmorgan, Trygve 
  Lie, ron beck, Eric Karnes, Matt Shortess, Giovanni Castelletti, Jonathan “Buddha” Davis, Kirt “Loki” Dankmyer, Connor 
  Sheridan, Dan Gerold, H. M. ‘Dain’ Lybarger, Cam Banks, Alan Bunting, Prakarn Unachak, Fred, Jock Buckmaster, Yukio 
  Herrick, Jonathan Korman, Matías N. Caruso, James Carlisle Holder, thomas delrue, John Force / Roll For Surprise Games, 
  Dylan Rogers, Erik Drake, Francis Geoffroy, Jye Nicolson, Matthew Holley, Joel Bethell, Jason “jivjov” Hunt, Zachary Hall, 
  Adam Benedict Canning, Matt, Donna, & Hunter Ballert, Patrick Lee, Matt Appuhn, Balazs Oroszlany, Neil Rall, Luis 
  Antonio Avalos, Josh Medin, Danny Fisher, Alberto Camargo, Alex Fradera, Helder Araujo aka Pistoleiro do Diabo, Zuki 
  Akula, Tankhun, Jess, Matthew & Michelle Palmer, David, Baradaelin, Edward Dobbins, Ajit George, Steven Martindale, 
  Brodie Bensend, Andrew “Meduza” Barbin, Andrea “Lord Lance” Parducci, Mishu, Peter Toth, Omar Mukhtar Bin Ambok, 
  Joe Fusion, Sandrine, Anderan, Zach Bertram, Matthew Robinson, Lon E. W. Varnadore, Austin Conley, Adam J Waller, 
  Antoine Pempie, Jaime, Zethar, Chammer, Anthony Halpin, Michael Gebhard, Seamas Dore, Charles Lewis, Nigs Phillips, 
  Paul Venner, Mark Townshend, Markku Tuovinen, Liz Olhsson, Theodore T. Posuniak, II, Daniel Kelly, Brandon Lam, 
  robotsheepboy, Kevan Chua, Carly Robertson, Timothy J. Watkins, Josh Noyes, Ben Conner, Ripley Marvin, Ronny “RoninRa” 
  Anderssen, Fang Hill, William Wilson, Raymond Lee, Dave Cox, Rhea Vichot, Matthew “Hairy Matt” Geraghty, Axel 
  Miszczak, Daniele “Pharaviel” Frizzi, Pavel Zhukov, Chase Jones, Pierre Waldfried, Jon Niehof, Colin Urbina, Nathaniel 
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  Paul May, Stan Taylor, Jean Hominal, Michael Staib, Emma Allen, Jacob Dylan Riddle, Francisco Sepulveda, Tannyx et 
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  Mike Armour, Kyle Porter, Hsieh, Wei-Hua, Ben O’Steen, Lars E. Larsen, Theo, Bryan A Campbell, Martin Wick, Thomas 
  Adams, Jonathan Moore, Uiyot, Aaron Julian, Craig Campbell, Kendall B, Adam Lane, The Woods Family, Mark Shocklee, 
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  Dave Buswell-Wible, Kevin J. “Womzilla” Maroney, Kielo Blomqvist, Joshua C., John Allen IV, Richelle Hamment, Nigel 
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  Matthew Barrowcliffe, Jim W, Brian Folley, Choark Barbarian Ninja, Chris Brashier, Nikolay, Sagi Abutbul, Leah E, David 
  Roe, Karsas, TomHZ, James Ramage, Peter Johansen, Tomas Burgos Caez, Paul Dobson, Jadher Machado, Michael Knarr, 
  Patrick Phelan, Pierre-Yves Lanthier, Jim Montgomery, Pablo Palacios, Jim Heath, Silvio Herrera Gea, Tamiki Saramago, 
  Erich Vereen, Galileo Agnew, Matthew Underwood, Lany, Brendan G. Conway, Matt Wetherbee, ToastCrust, hacaplus, 
  The Roach, Dacar Arunsone, Bruce Curd, Craig P, Brian M. Creswick, Kiyra, Alexander Draper Sean J. Casey, Harley 
  Morse, Alex “MonsterChef” Neilson, Simon Collins, Wufuzz, Robin Armstrong, Emannuel Reichert, Michael Gray, Karol 
  Jung, Sean Corley, David Peterson, The Jenkinsons, Shini, Toshihide Iwata, Antti Koskinen, Steel Thul, Jake Cyriax, David 
  Tran, Antoine BERTIER, Katherine Malloy, Shannon Slakinski, Ed Fields, Amanda Osborne, Rick Jakins, Leslie J. Furlong, 
  S J Jennings, Christopher Haffner, Sam Cumings, Cyrus Chow, Tapani Tiilikainen, Dino Bilanovic, Peter Boze, Guy Milner, 
  Benjamin Travis, EmeryShier, Tyson Monagle, Ian Dees, Maksim Kozhukh, Brandon and Mary Otto, Harry Deh, Ivron, 
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  Allen Cantrell, Bernie Frick, Matthew Miller, Lordtariel, Cindy Womack, Raphael.V, Stephanie Diane Palmatier, Andrew 
  Maizels, EffyCrush, Robert Huntley, Terry Grummert, Madeline Eckhart, Harry Beet - DarKHaZZl3, Danielle Costello, 
  Christopher Taylor-Davies, Tuulenpoika, Janina, zavi, Ashley Yakubac, G. Hartman, Nicholas Peterson, Joshua Krutt, Chris 
  Baldi “The Healer”, Grant Greene, J.A. Lauritzen, George Kapp, TwilliK, Nicky Weaver-Weinberg, Mike Martinez, Jeffrey 
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  the Vande man, Luke Woods, Chris Allison, Arlene Medder, Nathaniel Michael Henry Pacey, Nathan Auck, Martin J. 
  Manco, @pdurlej, Tim Varney, Heidi Hokka, Jesse Reynolds, Mark Leymaster of Grammarye, David M., Mark Knewstubb, 
  Zachary Sylvain, Alexander R. Corbett, Ed, Susan Patrick, Charles Fitt, Mikael Knall, Cyra, Max Eddy, Simon “Sqwalou” 
  Philippe, raditya b. prasetyo, Eeshwar Rajagopalan, G. van der Vegt, Brandon, James Sinnett, Aaron Davis, JoeyR, Reverance 
  Pavane, Adrian Tymes, Elaugaufein, Corey J Baham, Brian LaPota, Lukáš “denzil” Frolka, Veles Svitlychny, James “Minoru” 
  Odom, Jay Dugger, arn, Aghork, Martin Silver, Jake Kuska, Keigan Wise, Pieta, Mike “Laz” MacMartin, Daniel Rybowski, 
  
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  Kai Bierbrauer, Monkeynohito, Lawrence Huang, Eric Gonzales, Kaszana, Rémi D’Amours, Justin Lance, Eduard Sanz, 
  Peter Lundberg, Jon Moore, Steve Cibarich, Colin Sng, Grant Edwards, Mike Pallas, Micah Stowers, Raine Rönnholm, 
  Sydney Spangler, Christopher Church, Lisa Padol, Robert Kamphaus II, Jorg Palinckx, Nicholas Cladis, Rathapat Srifah, 
  Tom Fitzsimons, Carl L Gilchrist, Rishi Agrawal, Alistair Gillies, Andrew Besselink, Josh Breitbart, Christopher Madeska, 
  Yannick “Lunaris” Daigle, Adam Curry, Jay Hinkelman, Adam Chute, Mark A. Schmidt, Joshua Bonner, Andrew Beaumont 
  McCarrell, Russell Wilkerson, Terence ‘GenoFoxx’ Ford, Zed Lopez, Morgan Hay, Jonathan Liaw, Frida och Wilhelm, 
  Andrew T Murray, Gord Hill, Gamaniacs, Aarre Vuorio, Tom Wood, Lee Alley, Esperologist - Roy Wristen, Jere Paatonen, 
  Reality Glitch, Christian A. Nord, Josema “Yrdin” Romeo, Mario Dongu, Kevin Schantz, Nicholas Smeets, Kai McGilligan 
  Oliver, Aragorn Weinberger, Ruston Coutinho, Francisco José Corujo Hernández, Lester Lee, Paul Girard, Jess Johnson, 
  Daniel Chrissafinis, Antoine Fournier, Evan Silberman, Joe Gurnig, Tiago Ferreira, Ray M., Skenderax, Morganite, Jay 
  Kominek, Lucas Wells, Brian Nguyen, Morgan Ellis, Jenmon, Adam Silva-Miramon, Abdullah Albasha
  Travelers Exploring Uncharted Territories
  Mario Meo, Joe Litka, Christopher P, Donald Tyo, Alexei Nordell Markovits, Skubator!, Dustin Cooper, Jimmy Melnarik, 
  Charles Boulware, Cory L., Doug Macdonald, Sean Posvistak, Matthew Bongers, Syr, Brian Poe, Scott Rubin, Matt Ramsey, 
  Daniel J Owsen, Ewen Cluney, John Fiala, Christopher “Staples” O’Dell, Michael DiPadova, Chris Chinn, Marko Petrovic, 
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  Marcus Dirr, Richard Kennewell, Gary “Madu” Montgomery, Dennis, Jonathan Recinos, David “Evt” Hudgins, Nobody 
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  Danny McPherren, Bluejay, Russell Collins, rainswept, Troy Brown, Christopher Moeller, Steven F. Parks, Mark Harvey, 
  Christopher Bryan, Jeremy Puckett, Ian Cunningham, Jared Fattmann, Kevin McDaniel, meneldal, Alphonse Du, Alex 
  Manley, Jenn Winn, vairse, K “Dragon” VanderMeer, Joseph Manning, Frank J. Manna, Erik “Plague” Olsen, Robert Bowers, 
  Bruce James, Blair T S Gaffney, alice i., Philip Hanley, Travis H. Prescott, Peter Sheerin, Therese Lundin, Mark Cunningham, 
  J Groves, Gibbs Moore, Jonathan Thiele, Andrew Curl, Soren Haurberg, Joshua Foster, Parker Watts, Joshua Foster, Alston 
  Schaal, Richard Baca, Richard Kennewell, Travis H.Prescott, Y Y Zhed, Jacen Weaver, Charles Boulware, Chris Chinn, Brad 
  Everman, Judd Karlman, Jacob Williamson, Russell Collins, m.a. ficklin, Evan, Erik Barrett
  Experienced Travelers, Journeying Far From Home
  Steve Sensiba, Michael Lawrence, Edward Damon, Brian Fence, Joe Gracyk, Stephen Ho, Samuel King, Kyle Swaim, Jesse 
  Butler, Miguel Maria Duran, Erik “NekoIncardine” Ottosen, Vivian, Tobias Mcnabb, Tom Russell, Trip Space-Parasite, 
  David Baxter, “Caelum” Aka Mike, Klawzie, Karl A. Schmidt, Andrew Duryea, Alexander “Lxndr” Cherry, Jon Scott Edwards, 
  Geoffrey Davis, Tresi Arvizo, Spencer D. Williams, Erik Brammer, Scott Grubbs, Trevor Bart, Dr. Forest Pavel, CrystalRose 
  Fales, Horatio Hellpop III, Renee Knipe, Gilgamesh, Jed McClure, David Nusse, Michael Jeschke, Michael Joffe, “Galahad” 
  Desmond Wooten, Jake Baker, Evan Boucher, Menachem Cohen, deadering, Stephen Honea, Nate “Patches” Reed, 
  Chronocide, Ryan Rubrico, Misha Polonsky, Christopher Ingram, Buzz Tilford, Rye Alaric, Jason Miller, Jason Corley, 
  David J Prokopetz, Christopher E. Gerber, Matthew Galloway, Jimmy Law, James Mendez Hodes, Margaret Norris, Shooty 
  McGee, Annalea Bowman, Keith Preston, Teresa Oswald, Jim Long, Roy Killington, teeter, Jeffrey Merola, Kimberly Burgess, 
  Roy Killington, Paul Vermeren, Ryan Percival, David A. Stern III, Josh Closs, Alex Bareham, Dario Santos, Sati Stewart 
  Singleton, Soren Ludwig, Craig Judd, C. Harley Davidson, Rachael and Vylad Grindberg, Rebecca Blair and Jeremy 
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  Jackson, Adam Meyers, Michelle Ludwig, Joshua Weiss, Jason Scott Timmerman, Morgan Weeks, Wade Geer, Patrick 
  “Celowin” Jones, Sara G, John Mehrholz, Ed Oviedo, Raechel Coon, Kristen Durbin, Jason K Averill, Amy Miller, Mark 
  Argent, Patrick “Hoverbird” Ewing, Matthew Nielsen, Joseph “Eponymous” Kogin, Carl Rigney, Famous James, Jonathan 
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  Caitlin Eckert, R. Bain, Duane Crago, Steven A. Torres-Roman, William “Ghost” Ingersoll, Chris Wong, Kirby Bridges, 
  Merlin Sensei, Hunter W, Mike Vezina, Vezina Family, Bryce Duzan, Michael Arroyo, Robert Gill, Michael Icardi, Omer 
  Ahmed, The Tasker Family, Daniel JT Moore, Thomas Custer, Alberto “Vámonostodos” Rodríguezl, Nicco Wargon, Ted 
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  Reiher Jr., Evan Ritt, David Terhune, Simon To, R. N. Dominick, Alex Rawlins, Quenton Oakes, Justin “Bonzo” Bridges, 
  Christian Abratte, Andrew Lloyd, Klaus Sjogren, Pearce Shea, Michael Dake, Jeremy Kostiew, Vicente Cartas Espinel, 
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  E Schaffer, Belinda Kelly, Geoff Conrad, The Rolling 20s - Seattle RPG Group, Serapio Calm, Michael Ostrokol, Josh 
  
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  Symonds, Adam Plant, Isaac Beach, Rebecca Pendleton, Zachary T. Cross, not!Player 1, Peter Aronson, Leana Galiel, 
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  Whitt., Jonathan Fish, Andrew Biernacki, Michal E. Cross, The Emmerichs, Pongsakorn U-chupala, Justin Shalashaska, 
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  Håkon Gaut, Eugene O’Dea, Michael Mooney, Joshua Ramsey, shinra_co, Nicole Mezzasalma, Benjamin Scherer, Matt 
  the Panda, Renato Ramonda, Flavio Mortarino, Marco “Sagojo” Tripepi, Ariele Agostini, Nathan Johndro, Barry Welton, 
  JacLyn S. Jones, Alex Tigwell, Neil Thompson, Peter Farnaby, Streamjumper, Lindsey Wilson, Iain Milligan, Rasmus Durban 
  Jahr, Clayton B., Sean Gross, Brennan Taylor, Bastian Dornauf, ClaesF, Simon Taylor, Charles Taylor, Annie & Frank 
  Chartier-Grisi, AnimefestCZ, Kari Kawachi, Paolo Ramello, Kali Lynn, Emily Kintanar, Tim Vandenberghe, Diogo Tristão, 
  Bruce Novakowski, James Johnes, Sam May, Jack Gulick, A. L. Cassel, Paul Hachmann, Richard Iorio II, Michael Calabrese, 
  Nicholas “Anthony” Arroyo, Michael Browning, Graeme Rigg, Michael Trees, Victor Garrison & Family, Hussain Ahmadi, 
  Lloyd Rasmussen, Jay Sharpe, Victor Wyatt, Wizbang The Mighty, Michael Feldhusen, Philippe Marcil, David M., Adam 
  Whitcomb, Sharif Abed, Nick Goede, Ken Finlayson, Felix Leech, xK1, Fondis, Zoltan Fargo, Vampuric, D. Lacheny, Eric 
  Coates, Markus Kostacrzyk, Thomas Towson, Chris Chambers, Rice Honeywell, Daniel Ravipinto, Travis Bryant, Brent 
  Scott, Donovan Breth, Chris William Mobberley, William W. Refsland, Benjamin L. Liee, Austin “see the world” Loomis, 
  Aleix Grau, Steve Sick, Alice Fairfield, Arlie Alsup III, Matthew Gromer, Don White, Duncan A. Doherty, Mojo Jojo, Ned 
  Leffingwell, Paul Watson, Tom(Samoth), Ara Hacopian, Francis Helie, Ivan Velkovsky, Timothy Miller, Jesse Rahikainen, 
  Matt Duell, Jeff Painter, Travis Scott, Jim DelRosso, John Marron, Brandon Schimmel, Randall Zimmerman, John Beattie, 
  Clinton Dreisbach, Illequinn Purser, Christie Syphrit, Vicki Hsu ,Dee W., Ktrey Parker, David J Blair, Jeph Lewis, Donna-
  Marie Hagan, Matthew Dive, Jeffrey Craft, Thomas Scroggs, Barry Morgan, Ryan Riehl, Tom Ladegard, Joel Garcia, Bobby 
  Barnes, Russ Brown, Chad “Doomedpaladin” Middleton, Joseph Le May, Bruno Schlatter, Mendel Schmiedekamp, Jackson 
  Brantley, Austin Coccia, Hagios, Jonathan Abbott, Daniel “Ithzerian” Goldberg, Kevin R. Dombrowski, Elya, J. Asher 
  Henry, Kevin Collins, Anthony Lanese, Sean Pelkey, Jared Ritter, Magentawolf, Thomas Dziuk, Chris Ingersoll, Sean M. 
  Dunstan, Payton “Bluerain” Hill, Tim Suter, Michael T Mc Donnell, Kelley “Pooka” Vanda, Brogen, Dave Bapst, Tim 
  Goodin, Dan Harms, Niclas Berg, Howard Wong, Steven Robert, Jesse Morgan, palmi8, Stacie Nichole Lamb, Jake Olbert, 
  Steve Lord, Chris Fong, Wil Patrick, Barry Nixon, D. Elliott, Louie V., Jason Fletcher, Tim Kuehlhorn, John Carimando, 
  Lisa Lees, Adam “Atzix” Gniewek, Duane Moore, Andy Hauge, Dr. Eric Lai, Luke Bailey, Vincent Gau, Sean M Smith, 
  Chris Haddad, Matthew Levi Miller, Patrick Reitz, Ciro Guerra, Jason Smith, Jeff Zitomer, Erwin Burema, Tykwinski, 
  Dan Strokirk, Andrew Glasscock, Catherine Hughes, Samuel “DMSamuel” Dillon, Mike Kelley, Dr. Andrew J. Nowak, 
  Glazius, Cody Perkins, Random Fleming, Ben Kesner, Gyu Lee, JC Cohen, David Alan Schimpff, Fortunate Hazel, Neal 
  Stidham, Adam Nordin, Henry “PandaDad” de Veuve, Matthew T Williford, Jake Lasky, Shervyn, Christopher S Martin, 
  Sherri Stewart, James Byrne, Ryan D. Kruse, Andrew Wilson, Eric Mersmann, denn beebe, R. Small, Fran, Judy & Sennet, 
  Canin Christell, James W. Wood, Marty Chodorek, John Taber, Wolfgang Miller, Lorien, Seth Rutledge, Doyce Testerman, 
  Andrew M. Jolivette, George Brown, P. Smits, Adam Waggenspack, Elizabeth Anne Ferriera, Sheila Davis, Michael De 
  Rosa, Wayne Welgush, James Knevitt, Michael Kailus, Kotatsu no Leo, Daniel Jones, Kasmania Chalahko, Anthony Garcia, 
  Daniel B Nissman, Todd Showalter, Josh Rensch, Brent Wolke, Thaddeus Ryker, Mike Davis, Rosset Nicolas, Andrew Sier, 
  Dan Chase, Rob K, Samuel Sampson, Jeff Lininger, Thomas Lee, Lukas Myhan, Colin Booth, Matthew Croco, Brian 
  McKitrick, Braxton Nevares, Nick and Katia Schrier, Drew Wendorf, LEVEL 99 GAMES, Ralph A Rexford, Jon Rosebaugh, 
  Ed Kowalczewski, Mike McArtor, Stephen Shiu, Amy Mundt, Timothy Moncivaiz, Bentley Burnham, Karl The Good, 
  Genesteal, Nick Novitski, Kwyndig, Devin Chen, Maxim “Green_eyes” Nikolaev, Nick Clift, GremlinLegions, Katherine 
  Provance, C & K Slater, Zurotzu, Daniel Ayers, Curtis “Oukami-sama” Lyon, BradHi, Lin Liren, Ric Wagner, Hans Holm, 
  Maelwys Forrest, Andrea VanKuren, Yann Abaziou, Steven J. Pope, Mike “Ski” Thomas, Brandon Metcalf, Selene O’Rourke, 
  Pável Ojeda, Stewart Wieck, Peter Beertsen, Bradley and Janie Rhodes, Nathaniel Scott Rivers, Nick Pilon, Stephen Garman, 
  Samuel Esposito, Benjamin J Weeg, Greg Ruitenbeck, Michael Dore, Charles Fitzpatrick, Brian Ngov, Jeffrey Eliis Speer, 
  Na, Ivan Vasquez, Francis O. Prest III, Adam Blinkinsop, Isaac Karth, Ross Cheung, Brian “A Cook and a Geek” Vo, Simon 
  Ward, Lucas Cooperberg, Nicholas Charles Bianchi, David Novak, Mike”Monk” Larsen, Kelly “The Best Wife Ever” Larsen, 
  Michael Tataliba, Paul Thompson, Tobie, Rocky and Yoshi, Colin McMahon, Amy Sutedja, David Millians, Steven Siddall, 
  
  225
  Jesse Dorje Irwin, Alexander “Xelkelvos” Gaw, Steve Cook, David Rego, Sean Pederson, Rt Mora, Bill Ashbaugh, Paul 
  Beakley, codeferret, William Hamilton-Levi, Joshua Walker, Timothy Wochnick, Walter Tolero, Brian ‘Psychochild’ Green, 
  Ben Costa, Robert Carnel, Stephen Crawford, Tannan Katwijk, Akures, Mark “buzz” Delsing, Daniel Norton, Travis Mueller, 
  Alex and Amanda Fux, Harrison Collins, Tom Hudson, Coriander, Seth Mackling, Kyle Overby, Darren Miguez, Frank 
  Powers, Felipe Shingo, Fagner Lima, Adam Day, Charles Parker, Warren P Nelson, Steven Meredith, Kenny “Krivvin” Bailey, 
  Language Hunters, Jonathan Yin, Pierre “Kergonan” Feunteun, Tim Kirk, Christopher Trdan, NinjaDebugger, TFG, Brendan 
  Strejcek, Aaron Mitchko, CJ Magut, Christopher Gasink, Doug Meserve, Steve Hudson, Nathan “N8Dogg5k” Barlow, 
  Glenn Magus Harvey, david sloan, Jason Breti, Alex Hunter, Eli Hoyt, Mel Hall, Geza Letso, Aaron J. Schrader, Michael 
  Curran, Marc Poirier, Jeff Welk, #orz, Patty Kirsch, Jesus Luzon, Evan Brownfield, Nicholas “The History Follower” 
  Anderson, Eric Dalehite, J. D. Beers, Donald L Hargnett, Jamie Tang, Chris McCubbin, Jeff Healy, Bryan Reukauf, Des 
  Blader, Christopher Stieha, Martin Costello, James V, Joel Rojas, Justin Stallone, David Farnell, Saul Wright, Nicholas 
  Baker, TJ Robotham, Dana Bayer, Judd M. Goswick, E Whitten, Paul E. Olson, Robert Michou, Jordan Lane, Ed Moretti, 
  Youmacon Enterprises, Alex Putnam, Joshua Kenney, Shawn Hagen, brazil808, Barry Mitchell, David B, Tim Bugler, 
  Nicholas DeMauro, Maeve McCartan, Vincent Fabbri, AC, Tiago Marinho, José Luiz “Tzimiscedracul” Cardoso, Marcelo 
  Eugênio A. de Faria, Rocha, Igor Bone, Joshua James Gervais, Alex Sandbach, Calvin D. Jim, Philip Fyvie, Luke Mc., Alyssa 
  Diamond, Aaron Diamond, Tarra Nakatsu-Hua, Crane Laws, Franklin Hamilton, Everett Owen, John Newton, Lacwant, 
  Don Quixote, Dustin Bollinger, E.T.Smith, Evan Torner, Kaminiwa, Jordan Watson, Michele Gelli, Jim Tieu, Dylan Boates, 
  Kevin Galloway, Leon “Baloney” Ng, Devin Fitzgerald, J. Quincy Sperber, Alexis & Jeremy, Anthony M.T. Cotter, Stefan 
  Feltmann, Austin “Mimedestroyer” Bordeaux, Aslak Hauglid, Kay Nova, Brad “Brardith” Hull, Jeremiah L Plummer, Mark 
  Solino, Brian Pederson, shinra_co, lib14, Mike D., Zeke Mystique, I <3 Stephanie Gibson, Joshua Glisson, Al Gordon, 
  Garry Frankowski, Wajanai Snidvongs, Drew Stang, Cheryl Carr, Gabriel Waluconis, The Immortal Nick Norris, Michael 
  Monceaux, Jack Norris, Edward Kirwan, Matthew “Nox” Poff, Jason Schindler, Daniel Thoreson, Jessica Ferguson, Cesar 
  Luz, Mathias Gehl, Alexis Cole, Mark Engelbert, Michael Cambata, Glen Green, John Evans III, todd tepper, Adam Krump, 
  At the Table Games, Bren Rowe, Clint Krause, Chris Ibey, Jessie Ibey, Ian MacRae, Don “Sirdonis” Vo, William Guyaux, 
  Laura Simpson, David Malw, Jason A. Joyce, Rachel Saling, Matthew L Johnson, Daniel Earl Reynolds, Role Playing Public 
  Radio, Keary Read, Steven M. Jankowski, Michael C. Maroon, Tamara Caillouet, Joshua Baldwin, Timothy Quek, Norman 
  “N. Compass” Wanman, Oscar “ToPeace” Simmons, Brandon Pancost, Bijwen Aziz, Stras “Green Ryuujin” Acimovic, Jason 
  Lescalleet, Victor W Allen, Andreas “Zanity” Bengtsson, Matt Logan, Daulton James Whitehead III, LawfulNice, Frederick 
  Melhuish III, Forrest D. Johnson, Jesse D. Shultz, Teague, Kyodachi, Benton Wilson, João de Castro, M. W. II, Paulo Rafael 
  Guariglia Escanhoela, Patrick Morse, Eric Aubey, Mark Rutledge, Adrian Stein, K. W. Keller, Nick & Amanda Robinson, 
  Chris and Susan Tomlinson, Ed McW, Skunkoon, Dustin Jay Williams, Ryan Campion, Joshua Jordan, Ian Llywelyn Brown, 
  Miriah Tem White, Eoin Burke, Kevin Walsh, Nina Hanzlikova, James Folkerth, Joshua Wolfe, Sean Huguenard, Justin 
  Loudermilk, Ray “Rysaer” Watt, Michael Dore, Adam D, Josh “the Man of” Steele, James B. Closs, Stephen Trinh, Stephen 
  Crawford, Miguel Lollett, Robert and Rebecca Mustard, Matt A. Borselli, Alex Lapin, Jessica Chai, Paul “LostLegolas” 
  Leone, Jonathan “The Hobbit” Humphreys, Logan Ratica, Steven Torres-Roman, Petter Wäss, Scott Culver, Jeff Crews, 
  Jay Schindler, Eric Wheeler, Luke Bailey, Ruth Senum, Revis Dumas, Sara and Toast, Sephie Lunawind, Lim Jyue, Kenneth 
  “Dies Irae” Kooi, Nicholas Charles Bianchi, arkaen, Jacob Rohm, Achim Oppelt, Rupert Sedlmayr, Aragorn Weinberger, 
  Mark “Sparkles” Vaz, Cathy “Koneko” Jin, Don Quixote, Andy Powell, pinvendor, Legendary Merchant of Pins, Kevyn 
  Dietz, Arion Hypes, Philip Eckert, Witchhunter Joe Lawrence, Adam Krump, MaxMahem, Erin Graham, Librari the 
  Wizard, Justin C. Cain, Matthew Ibbotson, Khairn E. Runaan, Jordan Theriault, Ian McFarlin, A. Matthews, Jared Brzostek, 
  Jose of Laredo, Ian Petrunia, Hardus le Roux, Frank & Beth Tenace, D. Shaffer, Sydney Bridges, James Stuart, Steven J. 
  Pope, Martin “Makbai” Friedrichs, David Goldberg, R. Joseph Snyder, Mor Rioghain & Xurra, “Hyrekia & Kellnor”, You 
  Keun Kim, Steve Johnson, Ian Grey, Ian “Grendel Todd” Grey, Diogo Tristão, Jyuichi, Michael Dessain, Xavier Aubuchon-
  Mendoza, Michael Stevens, Matthew Drieling, Tyth Thorne, Adele DiNovo, Christopher Trapp, Corinna Ott, Andreas 
  Neustadt, Dylan Fraser, David Ivey, Alexander “Xelkelvos” Gaw, Phillip Koop, Steven Caneda, John Alinea, Ben Wermers, 
  Greg Pohlman, Drew J Cass, Daniel Ladines, Jonikka Carl, Fenway5, Maegan, Andrew M. Jolivette, William R. Edgington, 
  The Magus, Laiel Shepherd, Maxim Silencewalker Steshenko, Matthew Coverdale, Shaun Welch, Jason Bradley, Joel Rojas, 
  SlayDart, “Caelum” Aka Mike, John H. Reiher Jr., Stacie Lamb, Adam Liverman, Jonelle Lindsey, Jared Grommesh, Johnathan 
  Haley, Justin Hirt, Jonathan Shaver, Markus Viklund, Carl Cramér, Håkan Ackegård, Mats Öhrman, Allison “Spectre 
  Incarnate” Grutter, Shane Williamson, Kyle Absous, Constantijn Vermaut, Bryan Hilburn, Rhel ná DecVandé, Joe Iglesias, 
  brazil808, Casey Black, Andrew Blandford, Des Blader, Audrey, Joe, and Cait, Maciej Bojarski, Dave Farabee, Jennifer Fuss, 
  Jonas Richter, Niklas Matthies, Günther Schollmayer, Marc Bocklet, yennico, Jakob Schmidt, Anne Wiesner, Carsten Husek, 
  Jim “Silfeed” Torello, Mark Bridge, Albert Andersen, Gelatin, Joseph Le May, Kyle Urban, Alex Putnam, Aaron Klein, 
  Patrick Vaughan, Roy Legaard, Jr., Dana Bayer, Jeffrey Xu, Andrew Scher, Steve Sick, Michael Davis, Matt Johansen, J 
  “Nekotron” Fleischauer, Paulo Rafael Guariglia Escanhoela, Jason Dunne, Sean Anderson, Deanna Rossi, M. Nagara, Bill 
  Carter, Wil Patrick, Md. Muazzam B. Sham Khiruddin, Ralph A Rexford, Raymond Naula, Mohammed Nasser Lootah, 
  Douglas Sloan, brett, William W Refsland, Jesse Shultz, David Poelman, Amy Miller, Paul Vermeren, Francis Helie, James 
  Folkerth, Philip Fyvie, D.J., Karen, Trae & Evan Cole
  Travelers Embarking on the Great Seven Journeys
  Sean K.I.W. Steele/Arcane, Sakuryu Shirayuki – BSB, Anarchy Chateau Crew <3, Erik Grunsten, Vytautas Juodis, , John 
  
  226
  Allen Green, Wataru Mori, Ben ‘Anzekay’ White, Tom Metten, Sam Garamy, darkcaedus, Jared Goodwater, Roy Wilson, 
  Jr., Jerry D. Grayson, David Drake, Julian Kuleck, Julia B. Ellingboe, Sam Garamy, Justin Andrew “the Teamaster Twekczar” 
  Wilczek, Clay Gardner, Danny “Seizui” Henderson Jr., Benjamin Lewinski, Simon Gough, Brandon & Sophia Owens, 
  David A. Lupo, Drew “Industrial Scribe” Scarr, Justin Andrew “the Teamaster Twekczar” Wilczek
  Council of Ryuujin
  Andy ‘Xing’ Ngo, Jonathan “Supreme Warlord of Asia” Davis,  Jennifer Stevland, Patrick Maes, Mock, Karsing Fung, 
  Sascha “Wolf” Rueck, Ricardo Okazachi, Michael Stevens, Grant Chen, Brett Yang, Chris Vincent, Robert Musser, Aya 
  Kyunik, Marley Griffin
  Esteemed Merchants
  Chris Hanrahan, Sphärenmeisters Spiele, Kayce Sizer and Round the Table, Angel May, Dave Salisbury, D.J. Cole, Keith 
  Weber, Black Knight Comics
  The above is a list of merchants (retail stores) who provided support of the product. If one is near you, please consider 
  travelling to their store! Here’s their contact information and addresses:
  EndGame
  921 Washington St
  Oakland Ca 94607
  endgameoakland.com
  Sphärenmeisters Spiele
  Wilsberger Str. 31 
  52134, Germany
  www.sphaerenmeisters-spiele.de
  Round the Table
  7600 196th St. SW  #30
  Lynnwood, Washington 98036
  www.rttgamepub.com/
  Guardian Games
  345 se Taylor St 
  Portland, OR 97214
  www.ggportland.com
  Fan Boy Three Ltd
  17 Newton St
  Manchester, England
  www.fanboy3.co.uk
  The KEEP
  14 Deer Run Drive
  www.MEPACon.com
  Keith Earl Weber II
  3732 N. Southport Ave
  Chicago, IL 60613
  bombasticcafe.com/
  Black Knight Comics
  Essex Junction, VT
  www.bkcomics.com
  
  Notes
  For recording spells, songs, or other things
  
  Journey Log
  Session
  Leader
  Mapper
  Quarter-
  master
  Journal
  Keeper
  Ryuujin
  Creation
  Date
  Party Name
  Party Goal
  Terrain
  Weather
  Incident
  Date
  (Season)
  Destination
  People Met
  Information/Items Gained
  
  Food and Water Sheet
  Food
  Water
  1 Box /1 day’s rations = Size 1
  (jerky, cheese, dried fruit, bread roll, nuts, etc.)
  1 Box/1 day’s rations = 1 water skin (about 2 liters) = Size 1
  (1 barrel can carry 12 rations)
  Total Weight:
  Total Weight:
  Searching for food while moving
  A single party member rolls [STR + INT], and the party’s movement is halved.
  The target number becomes [Terrain + Weather]; the diference between the result and
  the target number is the number of rations found.
  Penalty for absence of food and/or water
  When continuing to travel during the absence of food or water, all rolls recieve -1.
  When neither food nor water are available, all rolls recieve -2.
  Until food and water are found, these penalties become cumulative daily.
  
  Campaign
  Map No.
  Area
  1 Square / 30 km / 1 day of normal travel
  Map Sheet
  
  Town Creation Sheet
  Town Name
  Town
  Population
  Ruler or
  Representative
  Environment
  Representative
  Buildings
  Specialty
  Goods
  Sights
  Sounds
  Scents
  Town’s
  Threats
  
  World Creation Sheet
  World Name
  Shape of the
  World
  World
  History
  Representative
  Countries
  World
  Threats
  World
  Enigmas
  
  Scenario Name
  Creation Date
  Scenario Objective Sheet
  Travel Scenario
  Goal Memo
  Name
  Scenery
  Features
  Reason for wanting to go:
  Departing point and roads traveled:
  Most difficult encounter:
  Days of travel: 
  days
  
  Scenario Name
  Creation Date
  Scenario Objective Sheet
  Gathering Scenario
  Target Memo:
  Name
  Appearance
  Ability
  Location
  Location of clue to target’s whereabouts
  PC’s reason or duty to find target 
  Point of departure and encounter location
  Hardest encounter besides finding target
  
  Scenario Name
  Creation Date
  Scenario Objective Sheet
  Fight Scenario
  Target Monster Memo
  Name
  Appearance
  Location
  Special ability/How does it live in its environment
  PC’s reason/duty to defeat target monster
  Point of departure and encounter location
  Hardest encounter other than defeating target monster
  
  GM Name
  GM Character Sheet
  Date
  Character
  Name
  Race
  Alt.
  Shape
  Artifact
  Inscription
  Bénédiction
  Réveil
  Appearance, Personality
  Max LP:
  Current LP:
  # of Slots:
  Ryuu    tama
  
  Goal
  Living Quarters
  Protected Travelers
  Protected Worlds
  History of Tales
  Scenario name
  Scenario
  Date
  Scenario name
  Scenario
  Date
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Goal
  Living Quarters
  Protected Travelers
  Protected Worlds
  History of Tales
  Scenario name
  Scenario
  Date
  Scenario name
  Scenario
  Date
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  Traveler’s names
  
  Character Sheet
  Ryuujin
  Created
  Character
         name
  Player name
  Level
  Gender
  EXP
  Age
  Class
  Type
  Class Skill
  Stats Used
  Effect
  Specialized
  weapon
  Specialized
  Terrain
  Personal Item
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  Ryuu    tama
  Image Color / Appearance
  Hometown / Reason for Travel
  Notes
  Ryuu    tama
  
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Stats
  Condition
  Fumble Points
  Initiative
  Weapons
  Shield
  Armor
  Traveler’s
  Outfit
  Check
  Bonus
  Check
  Penalty
  Weather:
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  Weather:
  Weather:
  Accuracy
  Damage
  Durability
  Durability
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Defensive Points
  Penalty
  STR
  DEX
  INT
  SPI
  Max
  Max
  STR
  SPI
  STR
  SPI
  Equipment
  If over 10, add 1 dice size to any 1 stat
  DEX
  INT
  Traveling Rules
  [STR + DEX]
  1) Movement Check
  2) Direction Check [INT + INT]
  3) Camp Check [DEX + INT]
  Equipped items count as size 0
  Weather
  Terrain
  Determine bonuses and penalties for Terrain and Weather here
  grassland wasteland
  woods
  highlands
  rocky
  terrain
  deep
  forest
  swamp
  mountain
  desert
  jungle
  alpine
  rain
  strong
  wind
  fog
  hot
  cold
  hard
  rain
  snow
  deep
  fog
  dark
  hurricane
  blizzard
  DEX
  SPI
  INT
  STR
  ALL
  ALL
  Injury
  Tired
  Poison
  Muddled
  Sick
  Shock
  Mind Body
  Status Effects If the next day’s Condition Check is higher than the status effect number, it is cured.
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Die
  size
  Stats
  Condition
  Fumble Points
  Initiative
  Weapons
  Shield
  Armor
  Traveler’s
  Outfit
  Check
  Bonus
  Check
  Penalty
  Weather:
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  Weather:
  Weather:
  Accuracy
  Damage
  Durability
  Durability
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Effect/etc.
  Defensive Points
  Penalty
  STR
  DEX
  INT
  SPI
  Max
  Max
  STR
  SPI
  STR
  SPI
  Equipment
  If over 10, add 1 dice size to any 1 stat
  DEX
  INT
  Traveling Rules
  [STR + DEX]
  1) Movement Check
  2) Direction Check [INT + INT]
  3) Camp Check [DEX + INT]
  Equipped items count as size 0
  Weather
  Terrain
  Determine bonuses and penalties for Terrain and Weather here
  grassland wasteland
  woods
  highlands
  rocky
  terrain
  deep
  forest
  swamp
  mountain
  desert
  jungle
  alpine
  rain
  strong
  wind
  fog
  hot
  cold
  hard
  rain
  snow
  deep
  fog
  dark
  hurricane
  blizzard
  DEX
  SPI
  INT
  STR
  ALL
  ALL
  Injury
  Tired
  Poison
  Muddled
  Sick
  Shock
  Mind Body
  Status Effects If the next day’s Condition Check is higher than the status effect number, it is cured.
  
  STR
  Item Sheet
  Character Name
  Player Name
  Currency
  Current Capacity
  Maximum Capacity
  Total:
  Item
  Price
  Size
  Item
  Price
  Size
  Item
  Price
  Size
  Effect / Type / Etc.
  Container
  Price
  Size
  Animal
  Price
  Ability / Description / Etc.
  Effect / Type / Etc.
  Containers
  Animals
  
SOURCE: textdata/thevault/Deduped  Shit/Ryuutama/Ryuutama Natural Fantasy Roleplay.pdf